MegaMek Changelog

What's new in MegaMek 0.44.0

Aug 3, 2020
  • Data: Dropship infantry bay fixes.
  • PR #995: Fix for server freeze when destroying a unit which has picked up a phantom (no longer existing) mechwarrior.
  • Data: New Sprites
  • Issue #1000: Ignore AP-mounted weapons when calculating BA suit weight
  • PR #1003: Fix validation failures from configuring ammo.

New in MegaMek 0.43.2 Dev (May 9, 2017)

  • PR #518: Implemented quirks: Stabilized weapon, barrel fist
  • PR #518: Updated quirks for errata: Improved sensors, cooling system flaw,
  • fragile fuel tank
  • Issue #526: Further image atlas packaging bugs
  • Issue #487: Carriage returns in startup.sh causing issues
  • Removed BLDG_CF & BRIDGE_CF from board validator (these aren't strictly
  • required, as they have default values if not defined)
  • Issue #529: Movement Interruption with Dialog Box Ends Turn
  • Data: New Sprites, Unit Fixes and RAT Fixes.

New in MegaMek 0.42.2 (May 9, 2017)

  • Issue #476: VTOL armor diagram changes color incorrectly?
  • Issue #198: Long tom cannons cannot switch to indirect firing mode
  • Issue #456: Cannot cancel hotloading of LRMs during battle
  • Issue #499: Map Editor Theme Broken
  • Issue #487: Issues with startup.sh
  • Issue #464: Incorrect titles for ASF and BA in the end-of-battle text
  • Issue #421: Toughness Text In Pilot Tab Spacing Issue
  • Issue #442: Tooltip colors still not quite right for firing vectors
  • Issue #511: Fall height is wrong for falls when moving into a higher hex
  • Bug: ASF can use Silver Bullet Gauss Rifles/Ammo
  • Issue #510: Reports related to geysers weren't marked public
  • Issue #440: Explosions greater than 1 hex ring away not affecting all hexes
  • Issue #488: Chat window not disabling some hotkeys in targeting phase
  • Issue #466: Themed hexes can revert to no theme on explosions
  • Bug: Fuel tank magnitude terrain type not removed from collapsed buildings
  • Issue #473: Vehicle threshold report erroneously added for VTOLs
  • Issue #430: Smoke artillery only affecting center hex
  • Issue #458: Map selection changes when loading generated map settings
  • Issue #471: TacOps zip-lining didn't factor in elevation
  • Issue #454: Physical attacks and friendly units
  • Bug: Potential NPE in TroopSpace.unload
  • Issue #513: Infantry killed by Inferno ammo not giving kill credit
  • Issue #70: Engine explosions not igniting center hex
  • Issue #348: Selecting lance move options does not disable individual init
  • Issue #225: Bad String in Round Report for Thunder LRMs
  • Deploying doomed units now nags the user (ie, infantry in a vacuum)
  • Issue #408: Offboard units not checked for planetary conditions (ie, vacuum)
  • Issue #394: No location exposure check on deployment
  • Data: Turret Rats pt1 Thanks Bloodwolf. New Maps.

New in MegaMek 0.43.1 Dev (Apr 1, 2017)

  • Feature: Added checks for null crew when checking for MD enhancements
  • Feature: Merge pull request #486 from pheonixstorm/SPA-Update
  • Issue #476: VTOL armor diagram changes color incorrectly?
  • Feature: Added checks for illegal superheavy mech equipment.
  • Feature: Added specialized infantry to verifier.
  • Feature: Added infantry specializations to cost calculation.
  • Feature: Fixed max platoon size test in verifier.
  • Feature: Show BV calculations for conventional infantry.
  • Feature: Added infantry BV calculations from TacOps.
  • Feature: Added infantry specializations to weight calculations.
  • Feature: Added anti-mek equipment back to infantry weight calculations.
  • Data: New Sprites and New Maps (Thanks DancefloorLandmine)
  • Issue #494 - Updated Princess Behaviors (Thanks pfarland and xStormforgex)
  • Issue #484 and fixes to image names.
  • Issue #490: Fixed princess documentation.
  • Feature: Princess will now respond with "You are not my boss." if a player
  • attempts to issue a command to an enemy Princess instance.
  • Issue #198: Long tom cannons cannot switch to indirect firing mode
  • Issue #456: Cannot cancel hotloading of LRMs during battle
  • Issue #457: Hot loaded LRMs not working properly
  • Issue #499: Map Editor Theme Broken
  • Issue #487: Issues with startup.sh
  • Issue #464: Incorrect titles for ASF and BA in the end-of-battle text
  • Issue #421: Toughness Text In Pilot Tab Spacing Issue
  • Issue #442: Tooltip colors still not quite right for firing vectors
  • Issue #507: Image atlas map has cross-platform issues
  • Corrected BV calculations for HarJel II/III, coolant pods, and interface
  • cockpit.
  • Issue #511: Fall height is wrong for falls when moving into a higher hex
  • Bug: Cannot fire arm-mounted weapons while prone.
  • Bug: ASF can use Silver Bullet Gauss Rifles/Ammo
  • Bug: Attack sprites/arrows no longer shown for sensor returns
  • Feature: Unit files distinguish between fixed and pod-mounted equipment in
  • omni units.
  • Issue #510: Reports related to geysers weren't marked public
  • Issue #440: Explosions greater than 1 hex ring away not affecting all hexes
  • Issue #488: Chat window not disabling some hotkeys in targeting phase
  • Issue #466: Themed hexes can revert to no theme on explosions
  • Bug: Fuel tank magnitude terrain type not removed from collapsed buildings
  • Issue #473: Vehicle threshold report erroneously added for VTOLs
  • Issue #430: Smoke artillery only affecting center hex
  • Issue #458: Map selection changes when loading generated map settings
  • Issue #471: TacOps zip-lining didn't factor in elevation
  • Issue #454: Physical attacks and friendly units
  • Data: Unit fixes and new Sprites.
  • Data: Fixing some unit validation errors.
  • Issue #513: Infantry killed by Inferno ammo not giving kill credit
  • PR #515: Show %BV remaining in round reports
  • Issue #385: Freeze When Zooming Out With LargeTexture.tileset
  • Issue #70: Engine explosions not igniting center hex
  • Issue #348: Selecting lance move options does not disable individual init
  • Issue #225: Bad String in Round Report for Thunder LRMs
  • Deploying doomed units now nags the user (ie, infantry in a vacuum)
  • Issue #408: Offboard units not checked for planetary conditions (ie, vacuum)
  • Issue #394: No location exposure check on deployment
  • Data: Turret Rats pt1 Thanks Bloodwolf. New Maps.

New in MegaMek 0.42.0 (Jan 26, 2017)

  • Issue #441: Fled units not being saved at the end of the game
  • Data/Feature: Turret Project Part 3 - Major additions to the number and
  • types of turret. Sprites still in progress.
  • Issue #444: Client dies during the fire phase

New in MegaMek 0.41.13 Dev (Jan 13, 2016)

  • Bug [#4666]: Santa Anna Missiles Incorrect Damage in Space Battles
  • Bug [#4609]: Teleguided missiles fire like normal missiles
  • Bug: Potential NPE in MapSettings.setMapSize
  • Bug: Fixes to dates with Engines/Cockpits/equipment.
  • Data: New Sprites, Unit Fixes and Reorganized Small Craft again.
  • Data: New and RATs (ATOW,MW3rd, missing TRO 3085)(Thanks Magnus Kerensky)
  • Bug: Couple of Ammo Date Fixes.
  • Feature: Added unofficial option to not generate smoke from burning woods
  • UnitSelectorDialog: Escape/Enter keys now work in a broader set of situations

New in MegaMek 0.41.11 Dev (Jan 13, 2016)

  • Data: New Sprites.Bug [#4635]: Diagramming LOS struggles with terrain elevation
  • Bug: BA APDS counting for both offensive and defensive BV when BA can make anti-mech attacks
  • Bug: APDS ammo counting for both offensive and defensive BV for tanks
  • Added RISC Emergency Coolant System
  • Bug [#4637]: Princess NPE in Precognition
  • Bug [#4636]: Type filter in Unit selection missing 'All', unless 'unofficial' is selected in game options
  • Bug: Accidental fall from above check fails when target is standing in water
  • Bug: AdvancedSearchDialog query doesn't clear when UnitSelectorDialog closed
  • Bug: AdvancedSearchDialog, possible to select weapon & eq table simultaneously
  • Feature: AdvancedSearchDialog now uses simple tech level displayable names
  • Bug [#4638]: Aero advanced ammunition always unavailable
  • Bug: listSaves command was looking for .sav and not updated .sav.gz
  • Added function to possibly ignore key presses, used from MekWars
  • Data: New Sprites.
  • Bug: /load command requires players to disconnect/reconnect after game loads
  • Bug [#4638]: Advanced Aero Rules Broken in 41.10 (specfically with Evade)
  • Bug: Issues with updating double-blind visuals information
  • Feature: Implemented RISC APDS
  • New Sprites/Couple of unit fixes.
  • Feature [#1407]: Default tripod icon
  • Default game year set to 3150
  • Errata: BA Tube Artillery should allow up to 8 shots per crit, in 2-shot clips
  • New Sprites
  • Bug [#4644]: Player names not visible if player color is selected as "white"
  • Bug: FiringSprites from previous Firing phase still drawn in Targeting phase
  • Bug: Added missing i18n entries for Cancel key
  • Added tooltip to Type list in UntiSelectorDialog
  • Added KeyBin

New in MegaMek 0.41.10 Dev (Oct 15, 2015)

  • Data: New Sprites and unit file.
  • only replace pilot external ID in MULParser if not null or zero length
  • Data: New Sprites.
  • Bug [#4627]; Unit with destroyed searchlight still illuminated
  • Bug [#4629]: Mech Shield continues to absorb damage after arm is destroyed
  • Bug [#4630]: NatAp:Piloting not always rolling 3D6
  • Bug [#4625]: Unloaded Infantry Vanished During Deployment
  • Bug [#4628]: Battle Value of the Void-Signature System
  • Feature [#555]: Double-clicking locations in Armor tab selects that location in Systems tab
  • Bug [#4292]: Double blind, enemy BV never shown (now game option to show bv)
  • Bug: Movement Envelop and Firing Arcs sometimes remain between phases/turns
  • Bug [#4234]: Added Mine Clearance missile munitions
  • Bug [#4219]: Issues with stacking violations and MovePaths
  • Bug [#4507]: Units can now set deployment zone if deploying after round 1
  • Bug [#4448]: Moved Game Year option to Allowed Units and Equipment tab
  • Bug [#4448]: Added Tech Level option in Allowed Units and Equipment tab
  • Bug [#4448]: Removed several redudant options from Alowed Units and Equipment
  • Bug [#4057]: track turret weight for omnitanks correctly
  • Construction data for Remote Drone Command Console verifier for RISC super-cooled myomer
  • Bug [#4632]: Move-multi options can cause "No units to move" after skids
  • Bug [#3900]: trailers should have control systems optional
  • Bug [#4149]: Issues with Superheavies and water partial cover
  • Bug [#4566]: Vibrabomb Report Problems

New in MegaMek 0.41.9 Dev (Sep 15, 2015)

  • Bug: Infantry BLK files with true/false for antimek fail to load
  • Bug: Wind direction was actually wind strength
  • Data: New Sprites
  • Bug [#4619] Mech Icon not displayed in MM and new sprites
  • ExternalIds added to all entities and crews in constructor for better end game tracking
  • Bug: neverDeployed in MULParser defaulting to false when tag is missing
  • Bug: ejected crews are having isEjected set to false on the turn after ejection
  • additional conditions for Entity.canEscape to handle immobilized units and legged/hipped mechs
  • Bug: some costs reported as -1 when using alternateCost option in MechView
  • Added MechWarrior pick up external ID to MUL input/output
  • Data: New Sprites
  • Bug: null entities still attempt to be parsed in MULParser
  • Bug: Ghost targets option doesn't work without ECCM
  • Bug [#4623]: Cargo Bay and Bomb Bay missing
  • Bug [#4620]: Bombs attacks for Aeros now computed at the start of every round
  • Bug [#4615]: Vehicle Cannot Deploy On Bridge Over Water
  • Bug [#4617]: Space Battle Aero Ejection Issue

New in MegaMek 0.41.8 Dev (Sep 9, 2015)

  • Bug: EjectedCrew entities not getting pilot processed in by MulParser
  • Bug: Key binds will now function when parsing defaultKeyBinds.xml fails
  • Mul files created at end of game now include information about salvage, devastated, and ejected entities
  • MULParser can now read EjectedCrew entities
  • removed separate ejection vector from MULParser
  • Added kill records to the MUL file
  • improvements to kill reporting in MUL file
  • MUL file puts enemy units that can't escape into the salvage pile
  • Data: New Sprites
  • Data: Source file changes (Mechs TRO 3039)
  • Bug: Fixing broken unit test from change in Mech Data directory
  • Bug: Infantry BLK files with true/false for antimek fail to load

New in MegaMek 0.41.7 Dev (Aug 27, 2015)

  • Bug [#4544]: Airborne WiGE movement blocked by level 1 buildings
  • Bug [#4595]: Bad translation for PlanetaryConditions internationalization
  • Bug [#4593]: Mech in climb mode ends up on top of building post DFA
  • Bug [#4531]: Issues with Protomechs and individual initiative
  • Bug [#4598]: BestFiringPlanUnderHeat Error
  • Bug [#4597]: Vehicular Grenade Launcher Error
  • Bug [#4588]: Field Guns jamming in Rapid mode
  • Bug [#4599]: Sensor returns could be targeted in some instances
  • Bug: standard fusion engines should be tech type T_ALLOWED ALL not T_INTRO_BOXSET
  • Bug [#4599]: Princess could shoot at sensor returns
  • Feature [#1394]: Firing Arc Feature should have Option and Save
  • Bug: BoardView1.redrawEntity could draw an EntitySprite for unspotted units
  • Bug: Observers aren't able to see units in double-blind games
  • Bug [#4427]: getClosestCoordsTo Error
  • setOriginalShots in BLKBattleArmor loader for MHQ
  • setOriginalShots for Protos
  • Bug [#4603]: Weapon Order always revert to default
  • Data: New Sprites
  • MechView constructor that allows for display of alterate costs
  • Bug: Direct/Glancing Blow applies both cluster and damage modifier to rapid- fire autocannons (should be cluster only in rapid-fire modes).
  • Bug [#4606]: Careful Stand doesn't end movement on failure
  • Bug: Hammerhead, roll, half roll, maneuvers allowed free facing changes
  • Bug [#4608]: Added more hotkeys for targeting phase (similar to firing phase)
  • Bug [#4607]: Check for "crippled" condition doesn't work for GunEmplacement instances
  • Bug [#4605]: Escape doesn't seem to work occassionally
  • detailed weapon bay description in MechView
  • Bug: weapon criticals on vehicles and aeros do not damage the critical slot
  • Bug: thruster and dropship collar crits not showing in MechView

New in MegaMek 0.41.6 Dev (Aug 17, 2015)

  • Bug [#4587]: "Packet Pump" Error during Princess Movement
  • Bug [#4584]: Vehicle Unable to Charge
  • Changed EntityListFile so zero internal on BattleArmor does not get reported as destroyed for MHQ
  • Bug: Strafing hexes selected after weapons fired don't target those hexes
  • Bug: Strafing weapon legality not checked if strafe hexes don't contain units
  • Patch [#499]: Updated to-hit mods for Artillery Flak, per current errata
  • Bug: Errata - Field Artillery/LB-X allowed flak attacks against airborne units
  • Patch [#498]: Fix infantry trying to shoot and swarm at the same time
  • Bug [#4573]: One-shot TSEMPs allowed to fire more than once
  • Bug [#4570]: PPCs can fire with charging capacitor (capacitor remains charged)
  • re-implemented Infantry.getAlternateCost for MHQ
  • corrected some errors in BattleArmor.getCost
  • removed costs from BA Armor Misc Types because it was leading to double-counting costs
  • Bug [#4553]: Mech falling on bridge over water takes damage as if falling into water
  • Bug: Possible IndexOutOfBoundsException in ProtoMech.isSecondaryArcWeapon() when checking quads.
  • additions to Mounted to account for each troopers equipment in MHQ
  • Data: New Sprites and Mechset fixes.
  • Bug [#4571]: Tertiary Swarm LRM attacks suddenly blocked by lack of LOS again
  • Bug: KeyBinds non-functional and all set to -1 if defaultKeyBind.xml not found
  • Bug: Firing arcs for Aeros on ground map not multiplied by 8
  • Bug [#4583]: Using VGLs, target information lost when cycling through weapons
  • Feature: Added MechSetTest tool to check for errors in mechset and wreckset
  • Bug: Fixed a number of case-mismatches in mechset and wreckset
  • Bug: Artillery flak attacks use gunnery skill, even if artillery skill is on
  • Bug [#4590]: Jump Infantry Forced to Use Zip Line
  • minor changes to Protomechs for MHQ purposes, should not affect MM
  • Data: New Sprites and Mechset fixes.
  • Bug [#4591]: Firing causes weapons to vanish
  • Bug: EquipmentType.equals does not properly override Object.equals
  • Bug [#4565]: Issues with Bridge over Swamp
  • Bug[#4592]: Aero fleeing Pilot Roll
  • Bug [#4547]: Terrain Level (woods/buildings) issues for aero atmospheric map
  • Bug: Fixed issue with BoardView1.redrawMovingEntity
  • Bug [#4576]: Errata - ECM fields for undetected enemy units no longer visible
  • Separated ammo dumping and mode switching
  • Bug [#4556]: Artillery - Copperhead or Arrow IV Homing in "dumb" mode
  • Bug: ClassCastException (VTOL to Aero) in BasicPathRanker.rankPath() when trying to handle VTOLs.
  • Bug [#4594]: VTOL critical hits rolled on ground vehicle table.
  • Bug: Dug-in field gunners would fail to fire if secondary arc changed
  • Feature: Entity tooltip now includes a list of which enemies can see the unit
  • Bug [#4589]: Unarmored/unmanned vehicles count as "crippled" Fixed using the patch attached to the bug report

New in MegaMek 0.41.5 Dev (Aug 5, 2015)

  • Bug: Backhoe, Chainsaw, Dual Saw, Mining Drill, Pile Driver, and Rock Cutter not applying bonus damage vs. buildings.
  • Bug: Clan Special Ammo's for missiles should be enabled.
  • Data: New Sprites and one Map.
  • Patches [#429 to #436] - Various Source and quirks updates.
  • Bug: ArrayIndexOutOfBounds in Chatlounge.MekTableModel.getEntityAt
  • Added composite/reinforced internal structure reminder to damage report.
  • Bug: Extended LRMs hitting with full rack size at minimum range.
  • Translation: Added capability to translate wind direction.
  • Patches [#437 to #441] - Various Source updates and new sprites.
  • Bug: Lances and flails failing outright from arm actuator damage rather than accruing penalties.
  • Bug: Shield bashes auto-punching instead of being aimable as per hatchet rules.
  • Bug [#4557]: Landed VTOLs get zip-line PSR warning unloading non-jump inf
  • Bug [#4558]: Sensor returns can be targeted in firing phase (revealing info)
  • Bug [#4529]: Princess gets stuck computing moves for air dropping infantry
  • Bug: RAC 5-shot mode reported as "Normal" in chat window.
  • Bug: Previous commit had unreadable Russian equipmentmessages_ru.properties file.
  • Bug [#2422] partial: Fix for initiative report. Implement backwards compatibility.
  • Bug: Secondary Swarm LRM damage against infantry based on original rack size, not number of missiles left.
  • Bug: Swarm LRMs still using BMR rules to decide cluster table column for secondary attacks.
  • Data: New Sprites/Updated Quirks file.
  • Bug: [#4559] Snub-nose Support PPC incorrect data
  • Bug: Fixed Couple of Naming errors in Quirks and Misctype.
  • Errata: ELRM/NLRM-15 C-bill costs.
  • Bug: NPE in FiringDisplay.chooseTarget
  • Data: New Sprites
  • Patches [#442 to #444] - Various Source
  • Bug: Random damage for special BA vs. BA weapons repeated for successive hits from the same attack, not rolled individually.
  • Patch [#445] TRO 3085 BattleArmor Source Fixes
  • Data: New Sprites/HB HK and TP:Irian
  • RFE [#1169] IS ammo in Clan Arrow IV (Ammo added as unofficial)
  • Feature: Added weapon ranges to weapon list tool tip entry
  • Bug: Potential StackOverflowException in UnitDisplay.processKeyBinding
  • Bug [#4561]: NPE When Using Remove button in Deploy phase
  • Bug: Non-jumping units still considered to potentially jump 0 MP for defensive BV purposes (and getting the +1 for jump movement that way).
  • Small general jump/UMU BV cleanup.
  • Data: New Sprites/Sources Fixes.
  • Bug: Several TacOps laser underwater ranges incorrect.
  • Bug: Unconscious pilots still making shutdown/startup rolls.
  • Bug: Quad 'Mechs getting arbitrary -2 to shutdown/startup checks.
  • Bug: Damage absorbed by modular armor not counted towards "damage this phase".
  • Bug [#4564]: Secondary Swarm LRM attacks "inherit" attack direction and called-shot status from original target.
  • Bug [#4567]: Pathplanner A* heuristic underestimates path cost in certain situations
  • Bug [#4560]: Compact Heat Sink displayed incorrectly in unit preview tab
  • Errata: Thunder minefields scatter by MoF and lose density if they do.
  • Patches [#449 to #458] - Various Source Updates
  • Folder Name Clean up. Where possible removing the extra XTR reference.
  • Data: New Sprites
  • Patch [#497]: Make Princess avoid overkilling targets
  • Patch [#496]: Make Princess prioritize high-damage targets
  • Patch [#492]: Individual weapon field of fire
  • Bug [#4572]: Clicking a hex can give targeting information for unseen units
  • Bug [#4574]: Missing entry for Prototype Ferro-Aluminum
  • Bug [#4575]: NPE in Compute.getTargetMovementModifier for Protomechs inside building during physical phase
  • Data: New Sprites
  • Patches [#459 to #461] - Various Source Updates
  • Bug [#4579]: Dismounting infantry shouldn't cost MP
  • Bug [#4580]: Incorrect crew size for infantry support MG
  • Data: New Sprites
  • Patches [#462 to #471] - Various Source Updates
  • Added construction data for IO equipment
  • don't set repairable status in Entity.damageSystem (for MHQ bug 890]
  • Data: New Sprites and restoring missing sprites caused by SF crash.
  • Data: Fixes to Mech Files and RAT Fixes.
  • Bug [#4477]: Princess Aero path-planning issues

New in MegaMek 0.41.4 Dev (Jul 10, 2015)

  • Bug: UnitDisplay System Tab would double up on status modifiers, like * and j
  • Bug [#4475]: BA body mounted missile launchers cannot be jettisoned
  • Patch [#477]: Bug fix for ECM drawing
  • Bug [#4521] Mechanized Infantry weight calculation wrong
  • Bug [#4478]: Chain Whip Grapple Issues
  • Feature: Grappled/Grappling units now have text drawn over the unit icon
  • Bug [#4486]: ASFs - Altitude changes do not take effect when flying off the map and returning
  • Bug [#4469]: Unable to deploy units on different building levels if there are already 2 units present in the hex
  • Bug [#4522]: Exception in thread "Packet Pump" using r11761 (Grapple issue?)
  • Data: New Sprites.
  • Bug: Protomech BV - Speed Factor was rounded to 3 decimal places instead of 2
  • Bug [4523] BV Calculation Error for AP Gauss Ammo on ProtoMechs
  • Patch [#466]: Fov Grayscale option (grays out hexes without LoS)
  • Patch [#472]: Hex Slopes as addition to shadows
  • Patch [#473]: Hex Base Textures bigger than 84x72
  • Bug [#4346]: ProtoMech Ammo Issues
  • Bug [#4450]: Conflict between vehicles on roads and weather/planetary conditions
  • Bug: Reinforce from MUL fails with an exception if reinforcing small craft
  • Bug: Jump infantry dismounting from airborne VTOL don't get +1 mod for jumping
  • Feature [#1381]: Zip lines for dismounting infantry
  • Feature [#1253]: TacOps Using Non-Infantry Units as Cover
  • Changes to action listeners in UnitDisplay.Systems tab
  • Bug [#4461]: ASF squadrons have ghost ammo after firing anti-ship missles
  • Bug [#4443]: Unable to deploy vehicles into heavy woods with roads
  • Bug [#4441]: Zooming out to scale

New in MegaMek 0.41.3 Dev (Apr 20, 2015)

  • Data: New Sprites
  • Bug: Air-to-ground fire needs to allow the attacker to pick a path on the targets flight path if multiple hexes are equidistant (this can matter for angle-of-attack calculation)
  • Bug: in Air-to-ground attacks, the end facing of the Aero was being used, instead of the facing at the position in the flight path
  • Feature [#1362]: Extras tab in UnitDisplay now shows last targeted unit
  • Bug [#4437]: ASFs - "Next target" button selects invalid targets
  • Bug [#4440]: ASFs - unable to strafe hexes with friendly units
  • Patch [#465]: Advanced option to turn off displaying hex coordinates
  • Bug [#3877]: Compiling with JDK 7 breaks Mac releases
  • Patch [#467]: Antialiasing only works during deployment
  • Data: New Sprites.
  • Data: New RATs(Completes the Field Manuals) Thanks Magnus Kerensky.
  • Feature: Tactical Overlay settings now update board view immediately
  • Patch [#466]: FoV Shading in with stripes
  • Translation(Russian): First pass of Russian translation complete.
  • Bug: Pintle turret weight calculation wrong
  • Data: New Sprites
  • Data: XTRO Most Wanted Units/Unit Fixes.
  • Bug [#4462]: Infantry with support lasers incorrectly labeled as "Heavy Laser"
  • Bug [#4474]: NPE in 0.41.3 r11674 UnitDisplay$ExtraPanel.displayMech
  • Patch [#468]: Anti-aliasing for the StepSprites
  • Feature: Anti-aliasing for CursorSprites
  • Patch [#469]: StepSprite text gets lost at lower scales
  • Patch [#470]: Updated movement and facing arrows (StepSprite/EntitySprite)
  • Data: New Sprites and Neoancient RATs
  • Bug: M-Pod should be defensive BV for tanks
  • Bug: AR10 ammo BV should be in total compared to launcher BV, not for each type of missile seperately
  • Bug: PPC w/ capacitor has wrong BV when combined with drone operating system
  • Bug [#4467]: Incorrect popup text when mousing over hex targeted by artillery
  • Bug [#4468]: Path planner doesn't know about elevation change steps
  • Bug [#4471]: TargetingDisplay centers display on off-board units
  • Bug [#4476]: Unjam UAC Unofficial Option Not Working
  • Bug: Potential NPE in Compute.getClosestFlightPath
  • Bug: wrong BV for medium SCC
  • Bug: capacitor being added twice for tank ppc BV
  • Bug [#4480]: Vehicle damage threshold rule prevents criticals when IS is hit
  • Bug [#4495]: ASFs : Cluster hit weapons still causing multiple critical hits per weapon on a to hit roll of 12 (was listed as fixed)
  • Bug [#4483]: ASFs : Extra heat from engine hits not shown during firing phase
  • All non-mechanized Infantry can now make anti-mech attacks, previously they had to have anti-mech training, which is a restriction no longer in TW
  • Feature: UnitDisplay Pilot tab now says Anti-Mech instead of Piloting for infantry
  • Bug: Updated UnitDisplay Weapon tab to-hit details for swarm and leg attacks: it now follows the same format as regular weapons attacks
  • Bug [#4494]: "Navel C3"
  • Data: New Sprites and unit Fix.
  • Bug [#4454]: Conventional infantry costs are being calculated incorrectly
  • Patch [#474]: Cosmetic Changes to CommonSettingsDialog
  • Reduced default path planner time limit from 2000ms to 500ms
  • Bug [#4425]: Princess and Precognition share a Game reference
  • Bug [#4502]: Thunder bombs create minefields with incorrect owners
  • Data: New Sprites and Infantry unit fixes.
  • Bug [MML#176] PPC capacitors does not appear in equipment list for aeros
  • Data: New Sprites and adding HTP:Tortuga Units.
  • Bug: Potential NPE computing BV for Protomechs with AMS
  • Bug: Infantry antimek training was getting overriden by default piloting skill
  • Patch [#476]: Coordinates from Point (more accurate mouse click point to hex conversion)
  • Patch [#475]: Minimap - display visible area, minimize bug fix, enable AA
  • Updated how BLKInfantryLoader handles the antimek tag: an empty tag now designates that the unit is AM trained and will get the default AM skill for the unit type, previously it would get an AM skill of 0
  • Bug [#4518]: VTOL Chin turret weight not being calculated
  • Data: Couple of Unit fixes and New Sprites.
  • Made Endo Steel and Endo Composite variable criticals, for super heavies
  • Bug [#4454] Final Fix for Infantry Costs.
  • Bug [MML#147] BA mechanical jump boosters take up no weight
  • Bug: Infantry Weights adjusted to take into account AntiMek Equipment.
  • Bug [#4513]: NPE in 0.41.3 r11674 Infantry.isLocationProhibited caused by Vee
  • Bug [#4506]: Deploying minefields - trying to cancel the minefield deploys the minefield with 0 density
  • Bug: Generated Map Settings Save dialog says Load
  • Bug: Generated Map Settigns Save Dialog now adds .xml extension if not present
  • Bug: Generated Map Settings Dialog now sets Map Size drop down to 'Custom' if configured map size doesn't exist
  • Bug [#4501]: ASF : rolling twice to unjam UAC 20
  • Bug [#4453]: ASF unable to use split S for unknown reason
  • Bug [#4519]: Cannot Jump Over Water (Path finding)
  • Bug: Possible to see moving unsee enemies units with double-blind, sensors and Show Movement option
  • Bug: Sensor return icons displayed info it shouldn't (like facing, prone, etc)
  • Bug: Added missing default keybind for Toggle Isometric (it's now T)
  • Feature: Added ability to select default weapon sort order in client settings
  • Save Weapon Sort Order menu item now sends the Entity's sort order to the server
  • Added a defaultSkinScrollBars.xml, for the default skin with scroll bars
  • Data: New Sprites and some unit fixed.
  • Bug [#4490]: CASE doesn't work correctly for the tac ops taking damage rule.
  • Bug [#4520]: ProtoMechs and Equipment Modes
  • Data: New Sprites

New in MegaMek 0.40.2 Dev (Feb 13, 2015)

  • Bug [#4422]: Woods, jungle, and smoke not getting counted for LoS
  • Bug [#4409]: Fixed another AmmoType related java.lang.ClassCastException
  • Data: New Sprites and Removed the TRO VA units since they are not ready for use yet.
  • Bug [#4219]: Issues with stacking violations and MovePaths
  • Data: New Sprites
  • Feature [#1359]: Display "Velocity" in "Currently" field for ASF
  • Bug [#4424]: Jump infantry with 0MP get a free hex when jumping
  • Bug: MovePath.findPathTo can return a path where MoveStep.parent isn't properly updated in each step
  • Bug: MovePath.findPathTo doesn't return a good path if the destination can't be reached
  • Bug: A* path comparator wasn't considering facing in the heuristic
  • Bug [#4369]: Dropship pathing goes haywire
  • Bug: Updated A* heuristic for aerodyne ASFs: paths shoulder be shorter now
  • After clicking backwards button, path planner will only step back and turn
  • Bug: Buffered VDNI damage avoid not working correctly
  • Bug [#4426]: Game freezes before Firing Phase
  • Data: New Sprites
  • Translation(Russian): Translation of common/options/message_ru.properties
  • Bug [#4392]: Landing Checks include additional modifiers that they shouldn't
  • Bug: Updated landing checks to match current errata
  • Bug [#4367]: Non-Aerospace units firing at ASFs does not appear to follow latest errata rules
  • Data: New Sprites/Add some units from TRO VAr
  • Bug [#4429]: MM Option Unofficial Primary Target is bugged
  • Bug [#4411]: Vehicles can abandon crew into illegal hexes
  • Feature: Added report to failed landing checks, gives dmg and dmg calculation
  • Bug: Landing terrain modifiers were applied incorrectly: each terrain type present should add a penalty (previously just took worst penalty)
  • Feature: Support for support vehicles (costs and tonnages should be computed correctly now)
  • Translation(Russian): equipment is now Russian; new contributor added
  • Bug: Removed Walk button for airborne Aeros
  • Bug: Observers were allowed to reinforce from RATs
  • Feature: UnitSelectorDialog not has a "Support Vehicle" type for filtering
  • Bug: Attack sprites for ground to air now point at the closest hex in the flight path instead of at the Aero (this is just a visual fix)
  • Feature: Aeros can now be targeted by clicking on a hex in the flight path
  • Feature: For ground to air, the target hex (closest one in the flight path) is now cursored, to indicate where the shot is targeted
  • Data: New Sprites/Couple of Unit fixes related to SVs

New in MegaMek 0.40.1 (Jan 23, 2015)

  • Bug [#4406]: Dropship causes targeting range to be one
  • Bug [#4410]: Tanks and subclasses pass validation when they shouldn't
  • Bug [#4413]: Tank: Cargo cost 2 crit slots, doesn't matter how much Cargo
  • Bug [#4409]: Princess Cannot Move/Fire BAs with APMs
  • Bug: Client can get deadlocked when disconnecting
  • Adjusted threading properties of AbstractConnection
  • Bug [#4400]: Fixed potential threading issus in Server. This, combined with the last fix, should hopefully eliminate some occurances of server hanging
  • Bug: Hang in UnitDisplay if next/prev weapon used with no weapon selected
  • Bug [#4414]: Aero strafing runs are targeting other airborne Aeros
  • BattleArmor Myomer Booster now properly treated as a spread-crit item, instead of lumping crits together
  • Bug [#4417]: Game Not Responsive After Infantry Firing
  • Bug [#4397]: Option for year is short a character
  • Feature [#1327]: Changing the firing text for swarming attacks
  • Feature [#1342]: Unjam RAC button should display a warning that it will end movement for the turn
  • Bug [#4401]: Unit Damage Editor dialog only allows equipment to be damaged
  • Bug: MechTileset quietly creates entries for files that don't exist
  • Bug: Entity may not be selected for Deployment under certain circumstances
  • Bug: Added missing i18n entry for sensors_detect_all
  • Bug: Load button could be enabled but not able to load Infantry
  • Translation(Russian): Initial welcome window pop up completed along with some other similar words
  • Translation(Russian): Adding bot information window (readme) completed
  • EntityListFile changes to support MekHQ
  • Translation(Russian): More client changes from an actual Russian. Still need his permission to add name to contributors list
  • BoardEditor improvements to the size changing code, but it still isn't right
  • MiscType Hitch, set tank slots to 1 Someone has been using crit slots for this purpose, but we have a dedicated tankSlots variable for a reason. Use it! This is how we have equipment that takes 8 crits in mechs take 1 slot in a tank!
  • Bug: Model should default to "all" but doesn't for loading quirks files, in case the model tag is missing for chassis wide quirks
  • Data: New Images/RAT Fixes/Other small data fixes
  • Bug [#4407]: Missing King Davids
  • Data:New Images
  • New Sprites and Camos
  • Feature: Mountain Infantry
  • Data: New Images/Unit Files/Maps (Thanks Ratach). Added missing BA Equipment
  • Data: New Sprites/Few New Units/and Unit Fixes.

New in MegaMek 0.40.0 (Jan 3, 2015)

  • Bug [#4372]: Inferno Bomb/IV fires do not last the proper duration
  • Bug: NPE in Precognition.getECMInfo when using /replacePlayer
  • Bug: Crossbow Prime isn't showing image
  • Bug: Some weapon data and use fixes
  • Data: New Unit images
  • Bug: Vehicular Stealth was trying to allocate 2 items that each take 2 slots, instead of 2*1
  • TestAero now ensures that Aeros have valid heatsink types
  • Refactored l10n folder name to i18n, which is the proper term for the usage we're doing
  • Data: FR 2765 Warships/XTR Prim IV Units/New Images
  • Data: RS: Vehicle Annex - please note units from these RS supersede the Industrial mechs in other books and are to be considered the most current versions. Any previous versions have been marked unofficial and moved into the unofficial folder
  • Bug: build.xml not up to date with l10n -> i18n change
  • Fixed some issues with the space in the name of Industrial armor
  • Bug [#4399]: Translation Properties file in UTF-8 read wrong Also, replaced unreadable Russian character code with the actual word in the .properties files
  • Bug [#4398]: APMs cannot be selected in UnitDisplay Weapons tab
  • Changes for MegaMekLab Bug 139
  • Changes for MegaMekLab Bug 95
  • Refactor some class names to change 'Mech' to 'Unit' since they apply to all units9
  • Changes for MegaMekLab Bug 70

New in MegaMek 0.39.4 Dev (Dec 15, 2014)

  • Added Transporter.resetTransporter function for MHQ purposes
  • Bug [#4355]: ASFs are unable to strafe hexes with friendly ASFs
  • Bots will now issue /allowTeamChange in response to /joinTeam requests
  • Updated Server messages for /allowTeamChange to make it clear who voted
  • Bug: Extreme range rule check box was disabled in game options dialog
  • Bug [#4361]: Out of control ASFs do not have access to the ASF movement option
  • Bug: Unexpected connection closing can cause client to enter an infinite loop
  • Bug: Added showScrollBar to SkinSpec specifications, added plainSkinScrollBars
  • Added Entity.clearBombs() for MekHQ
  • MHQ helper functions for resetting weapon jams
  • Data: New Unit images and couple of unit fixes.
  • Bug [#4373] Aero Squadron with RocketBomb MUL fails to load
  • Bug [#4358]: ASFs can combine strafing with the aimed shot popup to aim
  • Bug [#4377]: New replacePlayer menu option was replacing all bot players rather than just the selected players. Also changed the "show config" and "list commands" chat commands so that Princess will respond to these commands from enemies.
  • Bug: Fixed potential NPE in MovementDisplay.currentMove
  • Bug: Deploy phase Remove Unit dialog used wrong l10n entries
  • Data: New Unit Images
  • Feature: Changed the client/server mismatch check to use a checksum of the MegaMek.jar file instead of timestamp + Bug: Checksum NumberFormat error
  • Added logging for the new checksum system.

New in MegaMek 0.39.2 Dev (Sep 29, 2014)

  • Bug [#4238]: Delayed deployment not working in scenario
  • Undeployed units won't get added to Game's entity location cache
  • Data: Unit Fixes and New Images.
  • Refactored BotGeometry for better thread safety and protection against some potential NPEs.
  • Bug [#4245]: RandomArmyDialog Tech Level IllegalArgumentException
  • Bug: BLKFile was setting rear facing as 2 instead of 3, only affects VGLs
  • Bug: Mounted.getDesc returns wrong facing abbreviation for VGLs
  • Bug [#4244]: Windows Map Editor Apply and Save Button Launches "Open" Dialogue
  • Added code to the bots' deployment logic so that they will now check for a valid path to the center of the board before deploying a unit. This does make deployment take a little longer (depending on unit and how complicated the board is) but will reduce the incidences of the bot deploying in a dead-end location.
  • Modified the random crater generation routine as the existing routine was not honoring min/max crater radius and was sometimes creating hills rather than craters.
  • Princess will now be pickier about firing ammo-using weapons as their bins run dry. The less ammo she has, the better she'll want her to-hit odds to be before firing. Ammo conservation depends on a combination of total shots remaining and aggressiveness (higher aggression means less conservation).
  • Data: Unit Fixes and New Images.
  • Data: Fixed Scenario files to be inline with new naming system.
  • Bug: VGLs mounted in the front right and front left on vehicles would receive a 'not in arc' message without TO vehicle arc rules on
  • Bug: Show Game Options menu item would display dialog twice in firing and targeting phases
  • Bug: Unit facing not considered when selecting target for VGLs
  • Feature [#1283]: Add Strafing, per TW rules
  • Bug [#4246]: Units with torso-mounted cockpit not showing details properly
  • Data: New Images
  • Bug [#4249]: AP mounts cannot carry infantry support weapons, but armored gloves can carry infantry support weapons with crew < 2
  • Bug [#4249]: 1 or 2 armored gloves only allow carrying 1 additional AP weapon
  • Bug: EquipmentChoiceDialog allowed selecting # of shots for One-Shot weapons
  • Bug [#4101]: BA able to make Multi AP weapon attacks when they shouldn't
  • Bug: Rounded TestBattleArmor.calculateWeight(1) to 3 decimal places, preventing rare validation failures due to weight
  • Bug [#4250]: Random Names Menu Duplicating
  • Data: BA Unit fixes and new images.
  • Bug: ChatLounge and MechView now indicate if a unit has an invalid design
  • Feature [#1289]: Require Commander to be chosen prior to starting a battle that has the "Kill Commander" option selected.
  • Bug: Fixed mine dispensers to work according with rules in TO p.325
  • Bug [#4234]: Missiles/Artillery couldn't be directed to make a mine clearance attacks
  • Princess will no longer attack Crippled units when the Forced Withdrawal rule is turned on. However, if a fleeing unit fires on one of her units, the controlling player is flagged as 'dishonored' and his units will become regular targets again. Likewise, the Priority Targets list overrides this new behavior.
  • If Forced Withdrawal is turned on Princess's Crippled units will no longer fire as they attempt to retreat unless they are fired on first. Also, firing on such a unit, will get the attacking player flagged as 'dishonored'.
  • Princess now de-prioritizes civilian units until they fire on one of her units or unless they are on the Priority Targets list.
  • Bug [#4234]: Implemented Mine clearance manipulators for BA
  • Bug [#4177]: VTOLs not crashing with killed crew critical
  • Bug [#4253]: Jumping 'mechs should be unable to unload mechanized BA
  • Feature [#1291]: Renamed WeaponComparator to WeaponComparatorBV and added range and damage
  • Feature [#1291] Phase 1: Added ability to sort weapons list in UnitDisplay
  • Feature [#1291] Phase 2: Can drag weapons into custom ordering in UnitDisplay
  • Bug: Princess adds junk messages to the log and chat for chat messages not directed at her.
  • Bug: Lockup in firing phase do to waiting for Princess to signal done.
  • Feature [#1291] Phase 2: Fixed bug with sort orders not saving between phases
  • Data: New Images
  • Bug: Fixed name error Static Weapon Feeds.
  • Feature [#1296]: Give % remaining in /checkbv command
  • Bug: The phases that allow board saving were unnecessarily restrictive. Now File>Board>Save is enabled in most phases besides the lounge/lobby
  • Data: New Images/Few new Maps/fixed units
  • Data: Unit fixes
  • Bug: 2 NPEs related to weapon sort orders
  • Data: ProtoMek Fixes (Thanks GreekFire) and new Images.
  • Data: New Images
  • Data: Updated Camo Pack from SeaVea

New in MegaMek 0.39.1 Dev (Aug 27, 2014)

  • Patch [#458]: Highlighting FOV options
  • Patch [#462]: Forcing redirected system.out and sys.err to respect flush
  • Data: New Images and some date fixes
  • Added entity attribute neverDeployed to the MUL files
  • Bug [#4189] Princess throws NPE (in exp branch)
  • Feature [#1269]: Allow changing button order for phase displays
  • Feature: Added an FPS counter that is toggleable via advanced options
  • Data: Unit Fixes and New Images.
  • Data: New Images.
  • Data: Starting to change Source Names to match TRO for easier reference.
  • Bug [#4193]: Princess NPE: Exception in thread "Packet Pump" java.lang.NullPointerException
  • Feature: Added the font_color attribute to the UI_Element tag in skin specs
  • Feature: Plain skin; now if an icon for a border or button fails to load, the element falls back to the paintComponent method of its parent, which enables a plain skin to be specified by leaving out all icons.
  • Feature: Added ability to select a skin specification file in the client settings dialog. Note: this only takes effect before a game is started
  • Feature: SkinSpecification/MegamekBorder now supports a no border mode
  • Feature: SkinSpec/MegamekButton now supports scaled background images in addition to tiled ones
  • Bug [#4190]: Nova/Watchdog CEWS projects a 6 hex ECM field instead of 3
  • Data: New Images,Unit Fixes, and RAT fixes
  • Bug [#4199]: Movement impossible due to infinite recursion/stack overflow
  • Better error handling for skin selection: in the client dialog it will check to see if the skin file failed to load and if so notify the user and reinit the old skin. Error logging for failed parsing is also better. Finally, if a SkinSpecification is requested when no SkinSpec is initialized, a default value is returned that will effectively force a "plain" skin.
  • Refactored BoardView1 to move it to its own package and refactored a lot of inner classes to their own classes/files.
  • Rewrote BoardView1.drawMinefields(): now instead of iterating through all visible coords, it iterates through all mined coords and checks to see if they are visible.
  • Adjusted default values for ADVANCED_KEY_REPEAT_DELAY and ADVANCED_KEY_REPEAT_RATE
  • Bug [#4196]: Princess Fires on Crew Killed Vehicles
  • Bug [#4203]: Poor indication when aeros are low or out of fuel
  • Bug [#4201]: Initiative Issues with mek/vee lance and inf/proto move multi options
  • Data: New Images
  • Data: Part 2 of Source Name change to match TRO for easier reference.
  • Bug: Flare rounds missing from Mutators.
  • Feature: Added flare sprites, to indicate the locations of flares
  • Patch [#460]: Merged changes from experimental: New shortest path finders Longest path finder fixed bug with jump movement envelope.
  • Bug [#4204]: Game.addEntity allows adding of duplicate Entity IDs
  • Feature: Added maximal movement modifiers envelope.
  • Bug: movement envelope and movement modifiers sprites not scaling when changing zoom levels
  • Data: New Images and some equipment date/name fixes.
  • Fix: Faster path finding for aeros on ground.(Longest path still takes >20sec)
  • Data: New Images
  • Feature: Smarter path finding for Princess
  • Data: New Images
  • Bug: Princess violates stacking restrictions
  • Data: New Images and some unit fixes. Includes additional wreck images.
  • Data: New Images and fix for bug [#4209]
  • Bug: Added a new game event: GameVictoryEvent, which has a corresonding GameListener.gameVictory method. This event is called when the PHASE_VICTORY is ending, but before Game.reset is called. This fixes a bug with MekHQ (and likely MekWars as well)
  • Bug: NPE in princess precognition when after a mechwarrior is picked by a mech
  • Data: New Images
  • PlayerSettingsDialog now displays the name of the player being configured
  • Server sends a chat to all players when a player changes their player-wide initiative bonus
  • PlayerSettingsDialog can now be accessed mid-game so that players can adjust their settings, like player-wide initiative bonus. This is to help support conditional initiative bonuses, like in Total Chaos
  • Feature [#1264]: Display proper probabilities with Natural Aptitude: Gunnery
  • Feature [#1270]: RFE: Please add simple Pilot data to MechDialog
  • Bug [#4207]: Aero fighters lose ability to take off once landed
  • Feature [#1198]: View last round's report option (View -> Round Report now displays previous rounds as well as the current round)
  • Feature [#1199]: Make addbot default to princess bot
  • Feature [#1271]: Unofficial Heavy Wood PSR should not apply to Inf/BA/Protos
  • Feature [#1197]: Random Army Dialog remembers settings (except selected RAT)
  • Feature [#1197]: Random Army Dialog remembers selected RAT
  • Data: New Images - So ends DBs NBP Project Pt#1
  • Bug: Ortho graphic icons (bridges) drawn too low when on negative elevation
  • Bug: Princess.die could throw an NPE
  • Bug: CustomMechDialog getNextEntity(boolean) returning entities for other players From a discussion with Arlith, we decided that perhaps this was intended if no blind drop options are on. However, we also decided to limit it to the units owned by the player of the currently displayed units so that you will only cycle through the entities of one player at a time
  • Bug: BattleMaster BLR-1G and "chassis" not working quite right due to misnamed files
  • Bug: NPE in MtfFile.java when the file that is being parsed is empty
  • Feature [#1158]: Map Editor: Re-size maps
  • Refactored Compute.get*ECMFieldSize() methods to be cleaner and a bit more efficient
  • Updated Game to cache which Coords have Entitys in them, and what those Entitys are. Now Game.getEntities(Coords) uses the cache to return much quicker. This is important for games with a large number of Entitys, as Game.getEntities(Coords) can be called frequently (like when computing LoS)
  • Bug: View -> Round Report was displaying the phase report for the current round instead of the round report
  • Bug [#4215]: Long delays between turns for large battles with double-blind/sensors
  • Bug [#4213]: Deployment Not Following Initiative Options
  • Feature [#1147]: Simultaneous Deployment Option See the simultaneous_move_deploy.txt in the docs folder
  • Feature [#1192]: Simultaneous movement See the simultaneous_move_deploy.txt in the docs folder
  • Bug [#4194]: Hang in Firing Phase When Using Battle Armor with Non-Standard AP Weapon (v39.0)
  • Bug: RandomSkillDialog hides player selection combo box with long player names
  • Bug: Mek/Vee lance rules not working in deployment phase
  • Bug: NPE in RandomArmyDialog if no RAT is selected
  • Data: New Images and RATs for Steiner 2765 (Start of DBNDPII)
  • Bug [#4217] Vedette (Standard) appears in Xotl tables as Vedette (AC2)
  • Bug [#4218]: J. Edgar displaying wrong in Unit List
  • Bug: Simultaneous Deployment not working because of missing code in Client.java
  • Bug [#4219]: Issues with stacking violations and MovePaths (Temporary Hack Fix)
  • Bug [#4220]: Client issues with Load and LocalLoad Commands
  • Bug: SocketException: Broken Pipe when disconnecting from server
  • Bug [#4224]: Client still thinks an Entity is in the dest hex during movement phase
  • Feature: Natural Aptitude Piloting
  • Feature [#1237]: Save/Load game settings in Megamek
  • Added consideration for Natural Aptitude Piloting & Gunnery to Princess (I think I got it all)
  • Data: New Images, Osteon Fix, Wreck Set Fix and RAT fixes
  • Added consideration for Natural Aptitude Piloting & Gunnery to TestBot
  • Bug: Simultaneous Movement/Deployment unit selected resetting when other player deploys
  • Bug: Simultaneous Deployment stacking violations from units moving when another hex is clicked
  • Refactored MechDisplay to UnitDisplay to better reflect that we have more unit types
  • Bug: Fixing missing l10n entry: InfantryMapSet.ArmorXXXXXXXXXXXX (the entry being looked for was wrong)
  • Bug [#4194]: BA APmounts specified in MULs could cause a crash
  • Bug [#4226]: Long delays between phases for large battles with double-blind/sensors
  • Bug: NPE when selecting C3 choices for masters in unit customization dialog
  • Bug: Loading a MUL file with specified C3 networks caused doubling or slave Entities, and C3 networks were not connected
  • Bug: Compute.inVisualRange wasn't considering SO Advanced AA fire
  • Bug [#4228]: VTOLs Invalid Targets for ASF on Map
  • Bug: updated ECM drawing code to not draw EC(C)M fields for transported units (according to current errata)
  • Bug [#4227]: VTOL Turrets do not show in MM Unit Display
  • Feature [#1279]: Introduction of custom quirks file
  • Data: New Images
  • Added the following new quirks: Battle Fists, Overhead Arms, Compact Mech, Low-Mounted Arms, Oversized and Static Ammo Feed. None of these are coded yet, they are purely display values only. Also updated the cannonUnitQuirks.xml file to include these new quirks
  • Feature Request [features:#1265] Princess Bot and magma
  • Added code to make Princess fire hole-punchers before crit-seekers
  • Added new unofficial option to ignore TW pg. 109 rules requiring primary targets being in front arc
  • Bug: ArrayIndexOutOfBoundsException in Princess's PathRanker.validatePaths() if the list of paths to validate is empty to begin with
  • Refactored Entity.getDamageLevel() and associated methods to allow for a boolean flag checkCrew so that crew life checking can be ignored
  • Bug [#4233]: IllegalStateException From LongestPathFinder.
  • Bug: Fixed a few things with VGL submunitions, allow them to be selectable, however VGLs are still non-functional
  • Bug: Smoke does not dissapate unless TO starting fires is on
  • Feature: Updated UI to handle weapons that have automatic targets (like vehicular grenade launchers)
  • Feature: Vehicular grenade launchers now report as auto-hits
  • Bug: Fixed stack overflow with UI automatic target code
  • Added support for a new Smoke type: Chaff, to be used for VGL chaff grenades
  • Refactored code relating to SmokeCloud, including replacing magic numbers with static final values in SmokeCloud
  • Bug: Princess FireControl was using the smoke level directly to compute to-hit penalties, since smoke level doesn't directly correspond to light/heavy, this wasn't quite accurate. Fixed the code and expanded the firecontrol unit tests to incorporate tests for other smoke levels
  • Bug: data/images/hexs/trasparent/lismoke.png should be lismokes.gif
  • Updated hex tilesets to include a chaff icon, just used light smoke icon as a placeholder
  • Bug: Communications equipment always generating ECCM, regardless of mode
  • More support for Chaff: chaff now considered as ECM that effects all players
  • Server now updates client's list of smoke clouds: added a new packet type, this is required because chaff type SmokeClouds generate ECM, which the client needs to know about
  • ECMInfo now supports having a null owner, which indicates that it should always be considered as coming from an enemy
  • Feature [#1281]: Implement vehicular grenade launcher ammo functionality
  • Updated VGL Ammo names, default ammo name has Fragmentation in it
  • Changed UnitDisplay so that the ammo dropdown displays the name of the ammo for one-shot weapons, the combo box remains disabled
  • Bug: Missing break statements in Mech.decodeCritical, causing VGLs to write out incorrectly
  • Bug: BLKMechFile VGL parsing out of sync with Mtf.parseCrits
  • Updated Mounted.getDesc() to add in the facing for VGLs
  • Updated BLKFile.loadEquipment to handle parsing facing for VGLs, also updated various overrides for other applicable units
  • Bug [#4235]: ECM Effects being summed instead of maxed across multiple hexes
  • Bug [#4235]: ECM Range using < instead of

New in MegaMek 0.38.0 (Jul 3, 2014)

  • Data: Unit and Image Fixes
  • Data: Broken Cadaver image link
  • Bug [#4156]: Searchlights not properly added if searchlight quirk is added in lobby
  • Bug: MegaMekGUI was looking for readme's in the wrong location (they're in docs now)
  • Bug: startup.sh not properly handling documentation: it would symlink the data directory and copy over the readme's. The readme's moved to the docs dir, but this behavior would break all of the other docs. I added code to symlink the docs directory in the same fashion as the data dir.
  • Data: New Images and Unit Fixes.
  • Bug [#4163]: Typo in C3 Network choices
  • Bug [#4162]: MULParser incorrectly handles ammo with NA slots
  • Bug [#4166]: Exception in CustomMechDialog when Modifying Gun Emplacements
  • Patch [patches:#456]: Fixes for Princess Immediate Withdrawal/Autoflee
  • Data: New Images.
  • Data: Revised RATs RATs now have a date/Date range at the start of the folder to keep them in a chronological order. Also New RATS for the FR 2765 series.
  • Data:Fixes to previous commit.
  • Made instructions for saving custom Princess configs under new names explicit in the Princess help file.
  • Data: New Images and a couple of date fixes.
  • Bug: Physical weapon "aimed shot" dialog not always disposing properly.
  • Data: New Images and a couple of date fixes.
  • Data: New Images and Unit Fixes.

New in MegaMek 0.37.12 RC 3 (Jun 4, 2014)

  • Bug [#4120]: Team.getId() is not reliable if Team Initiative is turned off
  • Updated mine clearing report to include dice roll
  • Revised bombing attacks to roll per bomb and scatter by MoF (as per dive bombing errata)
  • Errata: Superheavy 'Mechs can move and fire (i)HGRs safely, no PSR needed
  • Bug [4119]: Princess won't shoot Mechwarriors.
  • Data: Unit images and fixes, tech level fixes.
  • Bug [#4123]: Client never receives COMMAND_SERVER_CORRECT_NAME packet
  • Bug [#4121]: ClientGUI.bots map may not be accurate
  • Bug: spotlight not possibly destroyed on superheavy/largesupporttank rearleft/rearright hits
  • Bug: HAGs getting targeting computer to-hit bonus in flak mode (not true according to errata) while not getting their *own* improved flak bonus (as per TW p. 136).
  • Bug: Silver Bullet Gauss rifles getting targeting computer to-hit bonus (should be incompatible as per errata).
  • Bug [#4125]: Updated XStream from 1.4.4 to 1.4.7
  • Data: New Images.
  • Bug [4119]: FireControl.getTargetableEnemyEntities(2) now only returns targets that are within LoS
  • Bug: Tripod 'Mechs unable to pick up clubs.
  • Bug: Ejected vehicle crews and MechWarriors treated as purposefully deployed TacOps infantry squads despite originally deploying in their respective vehicles.
  • Bug: Squad and MechWarrior to-hit modifiers not applied to all attacks (notably not physical ones).
  • Refactoring: MechWarrior has new superclass EjectedCrew (derived in turn from Infantry) in order to better distinguish between them all.
  • Added a number of null checks to WeaponAttackAction (recent changes caused at least one NPE).
  • Bug [#4127]: Jumping during night fight and in fog impossible.
  • Bug [#4122]: NPE in Princess.continueMovementFor() (quick hack to manually suppress underlying divide-by-zero issue)
  • Bug [#4122]: New fix for this bug that allows Princess.isImmobilized to count move 0 non-infantry units as immobilized. Also added additional protection against a 1/0 error in Princess.calculateMoveIndex.
  • Errata: Vehicle-mounted chemical lasers not disabled by engine hits (tentatively also extended to heavy/vehicle flamers on a "makes sense" basis pending further clarification).
  • New motive system damage message to better distinguish from "proper" criticals.
  • Data: Kite Reconnaissance Vehicle (Standard) movement fix.
  • Data: Unit Fixes and Total Chaos RATs
  • Bug [#4107]: Searchlight quirk adds searchlight in receiveEntityAdd instead of checkEntity (which happens during the exchange phase)
  • Bug [#4131]: Infantry allowed to make any number of elevation changes in a building
  • Bug [#4132]: Tracer/Incendiary rounds not reducing night time to-hit penalties
  • Bug [#4128]: Successful assault drop buries units deep underground
  • Bug: Vehicles can't unjam RACs and move with TacOps Vehicle Crews enabled (check for crew *size* was missing).
  • Bug [#4133]: Field of View Bug (building elevation not considered)
  • Bug: FirePlan.getKillProbability wasn't properly combinging kill probabilities from multiple weapons
  • Bug [#4136]: TacOps Vehicle Crews broken
  • Bug [#4137]: Maneuvering Ace allows fighters to crab walk.
  • Bug: Narc pods can attach to destroyed 'Mech locations and ProtoMech near-misses.
  • Changed ProtoMech near-miss message to remove explicit reference to "damage".
  • Data: Shadow Hawk 7CS image link fix.
  • Bug: Destroying a location with a Narc/iNarc pod attached negates its benefits in mid-damage resolution; should last until end of phase (TW pp. 138/9).
  • Errata: Units with active stealth armor have no ECM 'bubble'.
  • Errata: Vehicular jump jet motive damage checks ignore TacOps vehicle effectiveness.
  • Errata: AES BV increase for linked weapons reduced from 50% to 25%.
  • Bug: SB Gauss weight counted towards targeting computer (incorrect as per the weapon's construction rules on TacOps p. 314).
  • Data: New Images
  • Bug [#4133]: Field of View Bug (move steps not updating elevation)
  • Data: New Units (Gunslingers,ED:DA,2765:FWLM,ER 2750)
  • Bug [#4133]: Field of View Bug (proper elevation fix)
  • Bug: No -password argument for dedicated server, dedicated server arguments had to be listed in order

New in MegaMek 0.37.10 RC 2 (Apr 8, 2014)

  • Bug: MULParser missing constructor that takes an XML stream as input and also does not parse streams that do have unit tags as root elements instead of just an entity tag
  • Bug [#4082]: Clan Bonus Description on Random Skill Selection Pannel
  • Bug [#4081]: Field of View in Depth 1 Water Hex
  • Bug [#408]: (clan) showing in mechview not based on actual techlevel, but on internal name
  • Bug: Could not save a board image in isometric view
  • Bug: Saving board image with FoV tool on would cause a hex to be highlighted
  • Saving a board image needlessly uses a 3rd party PNG encoder, changed code to use javax.imageio.ImageIO
  • Bug [#4026]: Intermittent Vehicle Attack Issue with tacops vehicle crews game option
  • Data: Updated Camo Images.
  • Data: New Images.
  • Bug: Fixed the initial size and placement of the Random Map Dialog.
  • Added GUI version of /traitor command via right click menu on a unit when it's your turn and that unit is selected. Menu item is also in the code, but I was having issues with it, so it is currently commented out with a TODO:
  • Added ability to send "Server" chats from Client.java for allowing GUI components to perform server commands and any other such cases
  • Cleaned up unnecessary checks in MapMenu
  • Bug: Fixed initial size and placement of the Bot Config dialogs.
  • Bug: NPE from new GUI version of traitor in CommonMenuBar.java
  • Bug [#4086]: Offboard Units, Double Blind, and Metal Content would cause NPEs
  • Bug [#3322]: Battle armor unable to use TacOps fast movement
  • Bug: report-messages.properties defined two 3700 reports: changed the EDP related report to 3701 and updated it's usage in Server.java
  • Bug [#3751]: Centurion Weapon System - Nonfunctional
  • Bug [#4087]: Tasers, TSEMP, CWS incorrectly handle Battlearmor shutdowns
  • Bug: Mek and BA Tasers were getting the -1 for targeting computers, also made it explicit that Centurion Weapon System should also not get this bonus
  • Bug: MULParser was incorrectly defaulting individual camo to an empty string instead of null
  • Bug [#4007]: Squadron Issues - heat sinks
  • Bug [#4007]: Squadron Issues - over thrust
  • Bug: JUnit tests in build.xml not configured to run specifically in MegaMek directory, potentially resulting in build failures.
  • Data: New Images.
  • Data: Lots of Unit Names Changes this is to bring us closer to matching the MUL naming.

New in MegaMek 0.37.9 RC 1 (Apr 1, 2014)

  • Data: Unit Fixes and Some renaming
  • Bug [#4053] - BA LBX weapons missing AmmoType Tag
  • Some typo fixes and adding Primitive RL15
  • Refactored FireControl.guessToHitModifierForWeapon and added unit tests for it.
  • Data: Some unit corrections to bring them inline with the MUL.
  • Refactored FireControl.guessAirToGroundStrikeToHitModifier and added unit tests for it.
  • Added a 'guess' paramter to the various WeaponFireInfo constructors to indicate when the to hit chance should be estimated rather than fully calculated.
  • Changed the FireControl.checkGuess... methods to only run when Princess is in debug mode.
  • Updated the Princess help doc with a list of Optional Rules that should be safe to use.
  • Bug [#4058]: Movement Report Dialogue needs a scrollbar
  • Refactored PhysicalInfo class and added unit tests for it.
  • Refactored FireControl.calculateUtility and added unit tests for it.
  • Added additional considerations for ground to air attacks in Princess's 'guess to hit' methods.
  • Feature: Added support for Clan Exoskeletons without harjel: BattleArmor has a new state variable to track this, and TestBattleArmor.getWeightStructure properly supports it
  • Bug: Armored Gloves weren't properly being counted as AP Mounts for purposes of BattleArmor validation
  • Bug [#4051]: Facing when 'Mech skids: ver 0.37.8-Exp
  • Bug [#3950]: Geometric Mean BV Option Not Updating in Unit Selection Dialog
  • Bug [#3950]: Two single die rolls were made for skidding/falling when only 1 was necessary
  • Updates to MechCacheCSVTool: units with no model name now display (Standard), Added code to ignore various equipment names, like structure, armor, bays, and BA related attacks
  • Bug [#4060]: Missing limit on number of artillery spots per mapsheet.
  • Bug [#4061]: Error - loading weapons
  • Bug [#3563]: Server browser not working when you start from a save
  • Bug [#3914]: LACs incorrectly getting the rapid fire penalty
  • Bug [#3914]: Allowed unjamming ACs/LACs with rapid-fire ACs and unjam UACs
  • Refactored FireControl.guessFullFiringPlan and added unit tests for it.
  • Refactored FiringPlan class and added unit tests for it.
  • Refactored FireControl.guessFullAirToGroundPlan and added unit tests for it.
  • Refactored FireControl.getFullFiringPlan and added unit tests for it.
  • Refactored FireControl.calcFiringPlansUnderHeat and added unit tests for it.
  • New Images
  • Fixed Rats
  • Unit corrections with data changes.
  • Added some code to remove a 'Report.addNewline failed' message
  • Finished refactoring the FireControl class.
  • Bug [#4055]: allow constructing BA with Modular Equipment Adaptor
  • Bug [#4064]: Inability to fire at secondary targets when attacking things with stealth armor. (also made some code formatting changes)
  • Bug: MechDisplay was using Mech.isChameleonShieldActive() instead of Mech.isChameleonShieldOn() to determine if a CLPS is generating heat.
  • Bug [#3675]: Infantry mods for Chameleon LPS
  • Bug [#3806]: Another double-blind related bug
  • Bug: Fixed potential NPE in EquipmentChoiceDialog
  • Bug: APM and MEA editing in EquipmentChoiceDialog was not being disabled
  • Bug: Updated Server.whoCanSee to prevent adding duplicates
  • Bug [#4066]: Random Skill Generator TW Method errata
  • Fixed NPE in FireControl class.
  • Bug [#3903]: When failing a PSR moving between two hexes, the unit should fall into the lower of the two hexes
  • Bug [#4067]: When displaced into a water hex, a PSR for entering a water hex could be rolled
  • Bug: Fixed a potential NPE in Server
  • Bug: Server.explodeInfernoAmmoFromHeat wa susing CriticalSlot.getIndex() when it should have been using CriticalSlot.getMount(), which was causing issues when exploding inferno ammo from heat
  • Fixed a ClassCastException in PhysicalInfo.initDamage()
  • Added code for Princess to give command units a higher targeting priority. Princess defines 2 levels of command unit: Commander and Sub-Commander. A Commander is any unit with the isCommander flag set, has a C3 Master system or provides the highest initiative bonus for its player. A Sub-Commander is any unit that has an init bonus (but not the highest), a C3 slave system, ECM, Active Probe, TAG, EI Cockpit or is currently using a spotlight.
  • Bug [#2244]: ECM in Double Blind games -> wrong hit roll reporting
  • Bug [#3996]: Cleaned up a few more areas where not all of an Entitys loaded units were being sent to Clients during updates
  • Bug: Firing solutions was always drawing data for teammate units, even if friendly fire was off, also wouldn't draw friendly units that weren't visible to an enemy unit
  • Bug [#4070]: Specialty BA not working when BA carried by mech.
  • Bug: No report when mechanized BA avoid damage
  • Bug: Reports for mechanized BA taking/avoiding damage are not indented well
  • Bug: Reports for hitting swarming units not indented well
  • Bug: Recent change to not draw enemy units that aren't visible causes an NPE when BoardView1.localPlayer == null
  • Bug [#4069]: Estevez MBT & Estevez AA Customize Issue
  • Changed the commander/subcommander weighting mod from a multipler to a straight adder.
  • Added code to increase the target priority of buildings on the Strategic Targets list.
  • Bug: Fixed a bug introduced in [r10660] (when fixing [#2244]): the code to determine if an entity should be drawn was using isEverSeenByEnemy instead of isVisibleToEntity
  • Bug: Los darkening for sensor ranges was using a >= comparison for min sensor range instead of >. The min range is not inclusive as witnessed in Compute.inSensorRange
  • Bug [#4068]: In double-blind, units detected by sensors only should not be aware
  • Added the ability to add enemy units to Princess's Strategic Targets list. Units on this list will be weighted about the same as sub-commander's (though a unit could be both a commander/sub-commander and a strategic target for an even higher weighting). This should (hopefully) prove useful for escort and headhunting type missions.
  • Bug [#4072]: Entity sprites "blinking" out of drawing since revisions after r10659.
  • Bug: Changing the AP weapon mounted would cause a crash when starting the game (I had to change Entity.getTotalWeaponList to return the actual list and not a copy, which appeared to not be necessary)
  • Bug: Changing ammo type on BA would change the number of shots selected
  • Bug [#3999]: Renamed all .MTF to .mtf
  • Bug [#4063]: Mixed Tech MASC verification failure
  • Bug [#3999]: Renamed all .BLK to .blk
  • Data: New Images and Units. Fixes to RATs.
  • Bug: Tanks with stunned crews could spot for indirect fire
  • Bug [#3672]: Starting a scenario resets all game options to default
  • Fixed an issue with Princess attempting impossible physical attacks.
  • Bug [#3669]: Random Names bad encoding (major refactorization of MUL parsing)
  • Bug: Reading in bomb choices from a MUL file threw an ArrayIndexOutOfBoundsException: bomb types were saved as numbers but were being parsed as names
  • Bug: MUL files weren't saving velocity and altitude information for Aeros
  • Bug: Antipersonel Mount and Modular Equipment Mount changes via the CustomMechDialog were not saved in the MUL file
  • Bug: EntityListFile.getLocString was using Entity.getArmorForReal and BattleArmor.getOArmor to make armor comparisons at the squad level: one will return -1 and the other will return 0. Added code to make the propr comparisons for BA
  • Fixed the Random Map Generation dialog to see folders as well as "*.xml" files without having to switch to "all" files.
  • Fix of the previous fix of the Random Map Generation dialog (been too long since I last worked with a FileChooser).
  • Bug: Server.damageCrew will no damage the crew if they are dead, doomed or ejected. This can lead to circumstances were the user might not be aware of why no damage was dealt. New reports why the crew didn't take damage.
  • Bug [#4073]: NPE on unit loading in MM, Think its something with Armortype
  • Bug: vehicle_threshold is considered for rolls of 2, 8, and 12 with turrets for the automatic critical from rolling those locations, however it was *not* being considered for rolls of 12 without turrets.
  • Bug [#4074]: Superheavy vees ignore Vehicle Damage Thresholds rule
  • Bug: SuperHeavyTanks with dual turrets can never have the second turret hit
  • Bug: Path planner could get stuck searching forever: there's code that fires every 256 loop iterations to check for timeout, however it only checks for timeout if the current best path is better than the previous best path.
  • Rebuilt the Random Map Generation dialog from the ground up to improve it's organization and work flow. Added tool tips explaining the various fields and eliminated the need to save and exit the dialog before switching from Normal to Advanced view. Did not update the German or Russian messages.properties files as I'm not nearly qualified.
  • Data: New Images and Some unit fixes.
  • Bug: [#4076] Princess Not Using Ammo Properly.
  • Princess wasn't properly storing the new Priority Unit targets. Also modified the path ranking process to prevent her from wasting time chasing down ejected pilots/crews.
  • Bug [#4075]: Silver Bullet Gauss Rifle can aim locations
  • Bug [#4077]: BA with individual missile launchers attack as if the entire squad is armed
  • Bug [#4078]: Selected entity doesn't get cleared from FiringDisplay when using /reset
  • Feature [#1236]: Increase maximum player limit
  • Bug [#3088]: BA compact narc not correct

New in MegaMek 0.36.1 (Apr 1, 2014)

  • Bug: PPC capacitor has wrong explosive BV penalty
  • Bug: init bonuses from mobile hq not working correct with multiple mobile HQs
  • Bug [#3896]: Protomechs get 'stuck' in buildings
  • change default year to 3145
  • Data: Unit fixes and New Images
  • Errata change: C3 requires LOS
  • Bug: memory leak with scaled image cache in BoardView1

New in MegaMek 0.36.0 (Oct 25, 2013)

  • Bug [#3892]: Ejected MechWarrior Takes Sprite of a 'mech from previous game
  • Bug: Adjusted Server.saveGame so that the whole XML isn't stored in memory and is instead streamed to a file.
  • Change default max heap size to 1024m

New in MegaMek 0.35.44 Beta (Oct 21, 2013)

  • Width and height for MechSelectorDialog and GameOptions are now saved
  • Data: Unit Image Fixes and a couple of unit fixes.
  • Bug [#3871]: Missing Entity issues with double blind and transports
  • Bug[#3852]: Extra turret on Support Tank
  • Bug: Fixed a rare NPE in BoardView1
  • Bug [#3865]: Space Movement Sub-Phases Not Enforced
  • Bug [#3874]: Reinforcements never deploy
  • Bug [#3864]: Airborne units not handling Manual Shutdown Correctly
  • Bug: Could not move and shutdown on the same turn (manual shutdown was
  • clearing existing movement)
  • Bug [#3873]: Unfriendly behavior in the Save Locally dialog
  • More bug [#3873]: Forgot the savegames folder portion
  • Bug [#3869]: Gun Emplacement Isometric
  • Bug: Bottom 2 hexes of landed dropships are drawn semi-transparent in
  • isometric view
  • Bug: Damage dots can leave transparent holes in icons in some circumstances
  • Errata for patchwork armor changed a round up to just round
  • jumping jill becomes jumpy - deal with it
  • slight change to MechView so zero armor (not ARMOR_DESTROYED) is red not
  • black X (for MHQ)
  • Fix name for Mech Mortar
  • jumpy/jumping jill references all to hopping jack - thats my final answer
  • static methods to get EntityMovementMode via xml
  • Data: Unit Name and Date fixes. A couple of new images.
  • Bug: Large Chemical Laser missing medium range
  • Data: Fixing Black Knight and other name Fixes. A couple of new images.
  • real BattleArmor costs - still missing standard advanced and stealth prototype
  • armor and modular weapon mounts
  • Patch [#453]: Graphic artifacts when scrolling to the right on linux
  • (fix patch included)
  • Fix turret location abbreviations for dual turret tanks
  • Fix Harjel II and III tech levels, should be clan advanced
  • Fix Random Name Generator memory leak
  • Remove unnecessary warning suppressions
  • Fix multiple zipfile related memory leaks
  • Bug [#3879]: Battle Armor can't operate in vacuum
  • Data: New Images and Unit file fix.
  • Bug [#3880]: Protomech and buildings
  • BA weapon refactoring, first round - IS TechManual non-missile launchers
  • some added methods to BattleArmor for MML
  • Data: Unit fixes and additions.
  • Bug: 3145 armor types had tonnage counted in TestEntity.getWeightMiscEquip,
  • which caused some 3145 mechs to fail validation
  • Bug [#3887]: bug with map: wrong elevation for lake surface
  • Bug [#3883]: /localsave not working
  • Bug [#3881]: When firing at a unit in an adjacent building, missed shots
  • should damage the building
  • RAT fixes
  • Bug [#3884]: Single-Turret Superheavy Tank Not Turret-Twisting
  • Data: New Images and Unit file fixes.
  • Bug [#3888]: CustomMechDialog resets shots left when Okay is clicked
  • Bug [#3890]: Flechette Artillery Shells Not Damaging (Heavy?) Infantry
  • Bug: BA LBX not hitting with correct amount of pellets

New in MegaMek 0.35.43 Beta (Sep 25, 2013)

  • Bug: Most Gladiator mechs (IS Medium, not the Executioner) did not have an
  • image
  • Bug: Having Chassis level and model level quirks could cause memory issues
  • Bug [#3859]: Difficult Terrain Penalty for rubble of collapsed medium building
  • and bridge
  • Bug [#3857]: Radical Heat Sink System not displaying during mech selection
  • Bug: MechView doesn't specify heat sink type; heat sink header now canged to
  • reflect heat sink type
  • Bug [#3856]: 3145 Armor Display in Select Mech
  • Bug: More Tech level and date changes.
  • Bug [#3858]: When a bridge collapsed, not resolving falling damage separately
  • Bug: Fixed possible ArrayIndexOutOfBoundsException in replacePlayer command
  • bug [#3861]: Skin-of-teeth Still Not Right
  • Data: All TRO 3145 Units and some images(Thanks Deadborder). Some of these
  • units fail validation since the construction and tech level data is not complete.
  • Bug: Assault Drop button not being disabled in DeploymentDisplay
  • Bug [#3863]: Game.destroyEntity removes turns when it shouldn't
  • Bug [#3867]: Potential infinite loop in Princess.calculateMoveTurn
  • Bug: Fixed a potential NPE in FiringDisplay
  • Changed the minimum size of the MechSelectorDialog to 640x480 (from 800x600)
  • Added a label in the ChatLounge that displays the current game year
  • Added a tooltip to the map summary that lists the currently selected maps
  • Bug: Manually shut down units skipped as "ineligible"
  • Data: Unit and a couple of image fixes

New in MegaMek 0.35.42 Beta (Sep 21, 2013)

  • Bug [#3837]: Button panel on MechSelectorDialog can be hidden at minimum size
  • Data: Fixes to Mechset and Unit fixes.
  • Bug [#3838]: Turn button greyed out on dropship deployment
  • Bug [#3842]: Issues with ChatLounge Change Owner menu item
  • Bug [#3840]: NPE on entity.setGame
  • Refactor license and readme files into the docs folder & code references to them
  • RFE: Adjusted the MechSelectorDialog presets for unit type, weight, and rules
  • Bug: MechSelectorDialog combo box selections not saved if "x" button is used
  • to close dialog
  • RFE: ChatLounge 'Select Maps' usability fixes: the selected map now doesn't
  • change when options are updated, the selected map selection also increases by
  • one when a new map is selected.
  • Bug [#3845]: NPE after clicking done on an ejected MW that had been killed in
  • a dropship liftoff
  • Bug [#3846]: RC1 hangs when firing on an infantry platoon in a building
  • Bug: Board.setHex does not update min/max elevations
  • Bug [#3843]: Crashed Dropships Not Displacing Units Properly
  • RFE: Added a text label to the Selected Units panel in ChatLounge that gives
  • a brief summary of the current map
  • RFE: Removed the advance-a-row on enter behavior of the JTable in the
  • MechSelectorDialog
  • Added Re-engineered lasers
  • Added TSEMP construction data
  • Added HarJel II and III construction data and breach protection, armor fixing
  • missing
  • Added anti-penetrative ablation armor construction data
  • Added ballistic-reinforced construction data
  • Added heat-dissipating armor construction data
  • Added radical heat sink construction data
  • Started work on super-heavy mechs
  • Bug [#3849]: Advanced Map Creation wrong naming
  • Bug: Commit [r9821] missed several key Endo-Steel to Endo Steel conversions
  • and so bugged MechView
  • Bug: Fixed an ArrayIndexOutOfBounds exception when the Load button is pressed
  • when no valid units can be loaded
  • Bug [#3854]: Units without bays cannot load units during the game
  • Adding tech level changes for FM3145/TRO3145 Print.
  • Bug: Fixes to Weapon/Misc Equipment and Ammo Dates.
  • Data:Unit fixes and duplicate removal
  • Feature: Overhaul to advanced search. Now allows for an arbitrarily complex
  • search expression for weapons and equipment
  • Feature: UnitOverview now has more informative highlighting. During 'your'
  • turn, units that can be moved are highlighted in light-blue, the currently
  • selected unit is highlighted in purple, and ineligible units aren't
  • highlighted. Additionally, no highlighting is done when it's not 'your' turn
  • Feature: Added the ability to specify quirks by chassis as well as
  • chassis+model. Now, entries in defaultQuirks.xml don't have to specify a
  • tag, and if they don't the quirks apply to every specified chassis.
  • Bug: Compute.getMetalInPath() not checking for null entities
  • Scenario readme updated to include camo settings
  • Bug: ASF incorrect damage when using the unofficial UAC roll twice option (2 shots at 30 damage instead of 20 damage)
  • Bug: Game year not taken into account for Unit Selector Dialog
  • MechEditorDialog for editing entity damage in the chat lounge - disabled for the stable
  • Bug: Timestamp mismatch code was supposed to allow a 90 second variance but was accidentally only 90ms

New in MegaMek 0.35.41 Beta (Sep 4, 2013)

  • Bug: Fix to my Double Blind message fix.
  • Bug: Double Blind message being filtered if a unit falls during combat.
  • Bug: Fixing Arana Militia Mech.Wrong Unit encoding.
  • Bug [#3791]: Prototype Improved Jump Jets using incorrect rules (Super Griffin)
  • Feature: Random Basements Option
  • Bug: Cannot choose which bay you wish to have your units load into when there
  • are multiple of 1 type of bay
  • Bug [#3294]: Mechanical Jump Booster Turn Arrow not Grayed Out
  • Bug [#3780]: Mode Button Grayed Out When Attempting UAC Mode Switch 0.35.40 Dev
  • Bug [#3796]: Optional Ultra AC rule creates extra shot
  • Bug [#3799 ]: 0.39.40 Head Ejection Quirk Name Not Showing Correctly
  • Bug: Partial cover taking damage not working in some cases of 25% cover
  • Bug [#3798]: Rapid Fire MG consumed shots nly shown on miss
  • Bug [#3802]: Rapid fire MGs not effected by direct blows
  • Bug [#3803]: Ammo consumption for rapid fire mgs not always accurated reported
  • Bug [#3800]: Crash landing Dropship doesn't damage terrain
  • Bug [#3804]: Squadrons can't have additional fighters loaded since [r9651]
  • Data: More Units. Space Stations/LAMs(Only playable as Mechs)/Some missing
  • Dropships
  • Errata: Mech Composite IS should have a BV multiplier of 0.5
  • Bug: more than one TAG on one unit should be legal
  • Bug: M-Pods should not affect TC weight and BV
  • Bug: Fixed a NPE in BoardView1 when using the map editor
  • Bug [#3596]: Assorted Aero Bugs - AR10 related issues
  • Bug: Isomentric view not showing grounded sphereoid dropships as a single
  • multi-hex unit.
  • (This fix has a small issue that I couldn't figure out yet, for some reason
  • the "aft" or "rear" facing side of the unit is ghosted out as if it cannot
  • be seen by an enemy, but I'm not using double blind. Thoughts anyone?)
  • Bug [#3119]: Squadron Overheat Strat Ops errata
  • Bug : Several issues with the ChoiceDialog for launching fighters.It has a
  • nag if the bay doors are overloaded with launching fighters.This nag
  • message has the option to not ask again, but the answer to this isn't saved.
  • Now it is.Also, the nag is very specific about what kinds of rolls will
  • need to be made for launching too many fighters.Finally, there was an NPE
  • if no units were selected and ok/cancel was clicked.This made it
  • impossible to launch latter bays without launching from previous bays,
  • but it's fixed now.
  • Bug [#3808]: Launching ASFs from DSs won't damage doors and poor report
  • formatting
  • Bug [#3809] ASFs launched from a DS aren't able to expend MP in the turn they
  • are launched
  • Bug [#3810]: When loading Aeros into a Dropships, the short name can get
  • changed
  • Bug: Trying to load more units into a bay than the bay has capacity causes an
  • exception.
  • Bug: Protomech Bay checking for instanceof Mech instead of instanceof
  • Protomech, so can never load protos
  • Bug: Non-bay transporters such as troop space cause NPEs
  • Refactored loading menus to be a lot smarter and account for all transporter
  • types
  • Added Unload All From Bay # to complement loading into specific bays
  • Bug: Battle Armor Bays still not correctly setting bayNumber
  • Bug: Infantry bays show tons/ton instead of platoons/platoon
  • Refactored arlith's fix for loading too many units so that it doesn't NPE on
  • non-bay units. He is going to continue to refactor it so that it'll actually
  • be smarter, but for now it just needs to work.
  • Added entity short names to the exceptions in MechFileParser.java so that we
  • know WHICH entity has the issue
  • Bug: verifier does not check for ECM for stealth armor/void sig armor
  • Bug: [3812]: Active Probe Incorrect Intro Date
  • Bug: Clear and Load Unit List menu items non-functional in lounge
  • RFE: Reinforcements menu option to load reinforcements mid-game
  • Bug: Next button doesn't always cycle correctly
  • Bug: Capacities aren't checked when loading multiple units in the ChatLounge.
  • This can lead to exceptions in Server.
  • Better way of creating OfficialUnitList.txt using -oul from command line
  • Bug: Heavy Grenade Launcher has wrong BV
  • Bug: BA myomber booster not being accounted for in BV calculation
  • Bug: Support vehicle weights not considered in EntityWeightClass.java
  • Bug: Timestamp comparison shows local times instead of GMT, and builds for
  • different OSes can be off by a few seconds.
  • Bug: FighterSquadron wasn't overriding getUnused(entity), and hence loading
  • into squadrons in the chat lounge was broken after recent changes
  • keep track of loaded entity by their ID instead of by a reference to the
  • Entity object
  • Bug: NPE if a pilot has too many skills and abilities
  • Remove binary saves, all save files will be gzipped xml from here forward.
  • Leaving .sav support in the file filters so that people can unzip and edit
  • their xml save, and then reload it without having to gzip it back up
  • Bug [#3813]: The Next button doesn't work after some Entities are deleted,
  • since [r9688]
  • Feature: Added an unofficial optional rule to allow on-map artillery pieces
  • to pre-designate autohit hexes
  • Bug [#3815]: Changing weapon selection in the MechDisplay outside of the
  • firing phase can lead to NPEs.
  • Bug: Ground bombing was allowed in space, space bombing was allowed in ground
  • /atmosphere
  • Bug: FighterSquadron had a collection of Entity objects.When server/client
  • communication happens, these objects can get de-synched with the global
  • collection of Entities in the client/server.To prevent this, the
  • collection was changed to Entity IDs
  • Bug [#3816]: Bombs cannot be used with fighter squadrons
  • Bug: Timestamp comparision backwards
  • Bug: Server.sendLoadGame() modification for XML saves only incorrect
  • Bug: transports added to an Entity don't have their game state variable set,
  • which can lead to NPEs
  • Bug: Jumping backwards across elevation changes with mechanical jump boosters
  • could cause PSR nags, although no PSRs would be rolled
  • Bug [#3795]:Mechanical jump boosters shouldn't allow drops from any height
  • Bug [#3819]: Ejected pilots/crews still provide Command Bonus
  • Bug [#3113]: TAG against hexes (and buildings)
  • Bug [#3820]: ArrayIndexOutOfBounds in Game.getNextEntity(int)
  • Bug [#3596]: Assorted Aero Bugs (BAP mode switching in Squadrons)
  • Bug: Exception when recovering a Fighter into a squadron: FighterSquadron
  • needed to overload load(Entity,boolean,int)
  • Bug: Squadron MAX_SIZE is smaller than StratOps indicates
  • Bug: Fixed being stuck in drag-scroll mode after choosing an option in the
  • context menu with the right mouse button
  • Bug: Movement path for currently moving entity was not scaling as zoom level
  • changes
  • Bug [#3821]: Squadrons should be able to drop more than one salvo of bombs in
  • a turn
  • Bug: Fighters added to a squadron have their bomb loadout removed on the
  • server, but the change isn't reflected in the client
  • Bug: Missing break in HexTarget caused Hex: Bomb to display Hex: TAG
  • Bug: Fixed a divide-by-zero in Game.getEntity if Game.entities is 0 (ie, the
  • player is an observer)
  • Bug: Problems with unload(Entity) methods: transporters were changed to use
  • entity Ids instead of Entity references.Many of the unload methods were
  • trying to remove an Entity object from a Vector which caused
  • problems
  • Bug: Improper clearing of minefields on game reset could lead to NPEs in
  • subsequent games.
  • Bug [#3824]: Clicking on a hex won't path to that hex in certain circumstances
  • Bug [#3381]: Compute.inVisualRange and inSensorRange don't consider altitude
  • Bug [#3826]: Added a ClientPreference DebugOutputOn which can be used to
  • configure the client to print out additional debug information (or not).
  • Bug [#3828]: Secondary positions aren't considered when targeting with flight
  • paths
  • Bug: Fixed potential NPE in StepSprite.refreshZoomLevel()
  • Bug [#3827]: Report 3090 can't be seen in double blind
  • Bug: ClassException from bad typecasting in Deployment and Movement phases'
  • loading routines
  • Bug: Added an option to flip the zoom direction for the mouse wheel
  • Bug: CommonSettingsDialog was not initializing the selected values for
  • MouseWheelZoom and MouseWheelZoomFlip
  • Bug: Visibility state of the UnitOverview was not being remembered
  • Bug: TacOps partial cover damaging cover not working in some situations with
  • vertical cover
  • Bug [#3831]: Board.load(InputStream) does not reset board min/max elevations
  • Bug [#3603]: Refactored Entity.isHexProhibited(IHex) to
  • Entity.isLocationProhibited(Coords)
  • Bug[#3603]: deployment and movement checks for grounded dropships
  • Bug: Fixing error in Mechset.txt.
  • Bug: Glancing blows against conv infantry should have damage rounded up
  • Bug: Mech.getOriginalRunMPwithoutMASC() was calling Entity.getRunMP(3) instead
  • of Entity.getOriginalRunMP, this could cause Mechs withs JJs and leg damaged
  • to be marked as invalid
  • Bug [#3832]: One legged mechs jumping without a PSR
  • Bug [#3833]: Aerospace Unit Deployment Not shown Correctly on Minimap when
  • returning from off-map
  • Optionize large (greater than 6, less than or equal to 10) squadrons and
  • provide corrected support for FS.MAX_SIZE detection
  • Data: Adding some missing Aerospace Images including landed Aerodyne.
  • Bug [#3834]: NPE in Entity.setGame line 762
  • Bug: Fixed some odd behavior with drawing sprites for grounded Dropships
  • Bug: Immobile vehicles can't eject if skip_ineligble_movement is on
  • Added BA tube artillery
  • Bug [#3835]: NPE with double blind and transported units
  • Feature: Updated some of the hit and miss messages to use color, also bolded
  • the target of a weapon attack

New in MegaMek 0.35.40 Beta (Jul 26, 2013)

  • Bug 3756: Clan 'Mechs with endo-composite flagged as invalid
  • Bug 3770: client settings not saving
  • Introduce saving to XML
  • Bug: reactive armor crits should not be hittable
  • Data: Unit Fixes.
  • Bug: Fixes to Reflective and Reactive Armor.
  • Data: Unit Fixes (Dates and Tech Level)
  • Bug: Fixes to VTOL Jet Booster and Streak LRM dates.
  • Correctly keep track of armor and IS techlevels
  • Fix dropship BV with MMLs
  • Bug: dumper weight wrong
  • Bug: verifier checks patchwork armor wrong
  • Data: Unit Fixes(Industrial mechs and Quasit name issue)
  • Bug 3491: Unit Validation & armor that takes no crits
  • Bug 3774: Starting Fires in Extreme Temperatures
  • Bug: Matched Weapon Ammo dates to weapon. Added Dates for Null Sig and Chameleon Light Shield.
  • Bug 3773: Mech on collapsing building doesn't change elevation
  • Bug 3775: Support VTOL chin turrets
  • Bug 3678: implement TM errata 3.0
  • Bug: info.plist for MegaMek.app (Mac dist) missing the new lib files for XML saves
  • Bug: Gladiator.gif conflicts with gladiator.gif data/images/units/mechs/ - moved Gladiator.gif to data/images/units/unused/
  • Add construction data for c3 emergency master
  • Bug: Fixed dates on Prototype Weapons and Misc Equipment
  • Data: Added Missing Mechs from TRO3050/3055/3058/3067/3075/3085/various XTRO/Sourcebooks
  • Bug 3768: Units having a negative cost
  • Bug 3758: Aerospace Firing Air to Ground & Air to Air
  • Bug 3677: Incorrect Aero Ultra AC Damage
  • Bug 3685: aerospace fighter not crashing at altitude 0
  • Bug 2886: (Aero) mode switching enabled that should not be
  • Bug 2829: Weapon Modes in Squadrons
  • Bug 3248: Aerodyne Dropships won't land in snow---latest dev
  • Bug 3778: No/Minimal Arms Disallowing Flip Arms
  • Bug 3612: Grounded Dropship Does Negative Damage to Terrain
  • Bug: Designated Artillery wasn't getting correct number of hexes (Started correct, but upon adding 1 it dropped to 4)
  • due to hard coded 5 limit in other places.
  • Bug 3779: Last Option in Basic Options Not Showing Name
  • Data: More missing units and added a couple of Lookup names.
  • Bug 3781: provide urban boards with no basement
  • Bug 3721: tank dual turret rotation not working
  • Bug [#3776]: searchlight toggling message is visible to all players in double blind
  • Bug [#2222]: some reports not filtered with "No double blind message" set (just fixed searchlight related messages)
  • Bug [#3783]: Spotlight destruction code isn't completely correct
  • Bug: quad protomech torso weapons multiply on loading
  • Updated strings for easy and difficult to maintain to better explain that they non-effect part is for MegaMek only.
  • Bug [#3784]: Artillery sprites get drawn twice
  • Bug [#3786]: On-board artillery allows pre-designation of auto-hit hexes
  • Bug [#3787]: An entities' artillery tracker can get cluttered with pointless modifiers
  • Bug [#3788]: Artillery To-hit adjusted sprites not being drawn
  • Bug [#3785]: Auto-hit designated hexes are not displayed in the phase they are set in
  • Bug [#3782]: The /reset command does not reset artillery designated hexes
  • Bug [#3789]: MechSelectorDialog dropdowns may have unagreeable defaults
  • Bug [#3748]: Dropship proximity damage does not send entity updates to client
  • Data: More missing units and some more lookup names.
  • Bug #2988: Naval ATM ammo
  • Bug [#3206]: Battle Armors should have access to all ammo types
  • Bug [#3790]: Artillery Against Multi-Hex Units
  • Bug [#3602]: Dropships getting proximity damage multiple times
  • Bug [#3791]: Prototype Improved Jump Jets using incorrect rules (Super Griffin)
  • Bug [#3294]: Mechanical Jump Booster Turn Arrow not Grayed Out
  • Bug [#3407]: PPC Capacitors on dropships

New in MegaMek 0.35.39 Beta (Jun 19, 2013)

  • Bug 3720: defaultQuirks.xml is missing the Rifleman C 2 entry
  • Bug 3719: defaultQuirks.xml is missing the Quickdraw QKD-8P entry
  • Bug 3714: defaultQuirks.xml is missing the Mongoose MON-69 entry
  • Bug 3628: tank weapon malfunction crit only works after one round
  • Bug: patchwork armor weight incorrect
  • Bug 2646: mech with UMU and mechanical jump boosters shows UMU Mp
  • Patch 447: Mouse wheel to control minimap zoom level
  • Patch 445: Allow dragging in minimap
  • Patch 444: Additional Mouse Wheel Behavior using CTRL/SHIFT
  • Bug 3724: MechSelectorDialog unit table cannot be resized
  • Bug 3725: Mechs can mount UMUs and standard jump jets
  • Bug 3726: Mechs with UMUs do not have to roll PSRs for walking into water
  • Bug 3251: UMU Bugs
  • Bug 3661: ChatLounge Comparator violates contract
  • Bug: superheavy tank and support tank locations not working correctly
  • Data: New Maps see Unofficial Folder Aokarasu (Thanks)
  • Data: Various Unit fixes
  • Bug: ArrayIndexOutOfBoundsException when loading large support vees
  • Bug 3727: Large vehicle location/name mismatch
  • Bug: BA BV wrong for units with DWP
  • Bug: The server wasn't being killed when a game fails to load, leaving the socket in use
  • Data: More Unit fixes, Reorganized Vehicles Folder and new image.
  • Partial fix for Bug 3731: Hex class inefficiently stores terrain information
  • Data: Fixes to Narc-/Artemis-equipped units lacking compatible missile ammo
  • Bug: UMU MP not properly displayed in MechDisplay for BattleArmor
  • Bug: units at wrong elevation after successfull DFA
  • Bug 3732: Okinawa DropShip should have aft Streak SRM2s
  • Bug 3731: Hex class inefficiently stores terrain information (Note: this breaks save compatibility)
  • Bug: no collapse check when moving in building
  • Bug 3723: defaultQuirks.xml missing STK-4P and STK-6M Stalker models
  • Bug 3730: Potential Race condition in RandomNameGenerator when loading a saved game before units are done loading
  • Patch : I changed how the MechSummaryCache is written. It's now a binary file instead of a text file. This is part of the code in Patch #450
  • Bug 3037: "Done" button failes to work after reset
  • Bug 3738: Startup button disabled for shutdown dropships
  • Bug 3737: Jumping over buildings causes collapse and fall -- again
  • Bug 3740: Units loaded in the lobby cannot be unloaded in the first movement phase
  • Bug: NPE when entering buildings on mapsheets beyond the first
  • Patch 448: Allow a user to change the owner of units he controls in the ChatLounge
  • Bug: Minor updates to NonCombatUnitList.java, see Bug #3671
  • Bug 3739: Hexes misreport their own coordinates
  • Bug: Angel ECM mounted on BA has range 2
  • Added BA heavy flamers
  • Bug 3459: Burning forests
  • infastructure to send sets of hexes to the client to be updated
  • Bug: Mechs register as crippled after first sensor hit.
  • Bug 3722: NPE error in Princess Precognition in round 2 when Immediate Withdrawal is selected.
  • Bug: Mechs with destroyed side torso not registering as crippled.
  • Data: Vehicle file fixes,new images,fixed RAT's
  • Bug 3733: Battlearmor with UMUs can't use all of their UMU MP
  • Bug 3741: Movement path decals aren't removed with /reset command
  • Updated MechView to display UMU MP separately. Now uses #/#/#/# for Walk/Cruis/Jump/UMU
  • Applied 2013/05/21 ELRM20 heat errata, some C-bill cost fixes
  • Bug: Multiple "Weapon Malfunction" vehicle critical hits in one phase striking the same weapon.
  • Data: More Vehicle file fixes
  • Bug: ClassCastException when selecting sword-equipped infantry
  • Bug 3722: Updated Precognition to (hopefully) eliminate all the potential concurrency issues.
  • Bug 3643: Dropping Troops From Aerospace Unit Movement Error
  • Infantry weapon damage/BV update to most recent list values.
  • Added inferno heavy and standard infantry SRM.
  • Bug: Wrong to-hit modifier for base range 0 infantry attacks.
  • Bug 3744: Change of bot unit ownership in lobby doesn't "take"
  • Bug 3559: Conventional Aircraft cannot deploy troops
  • Data: Beginning of Date corrections for all units.
  • Bug 3614: (Aero) Side-Slip Rules Incorrect on Ground Maps
  • Bug 3625: "no units to move" after assault drop; dropped unit frozen at altitude after skip
  • Bug: If a game is loaded that is beyond the deployment phase, the RNG, RUG and MechSummaryCache do not get wiped out.
  • This leads to a lot of extra memory being used. These are normally wiped out in Client, when the phase changes to deployment.
  • Data: More Mech Date fixes. Removal of a few duplicate units and adding a couple of missed Omni Variants
  • Cleaned up a bunch of unclosed handlers creating memory leaks. Added some warning suppression to a few unused things.
  • Added default cases to several switch statements to get rid of warnings.
  • Bug: Entity.isPermanentlyImmobilized counting MP reductions from heat as permanent damage.
  • Bug: shields get less DA and DC when constructed without hands/LA
  • Bug: BA Jump MP not correct for UMU units
  • Data: More Date and unit fixes
  • Bug 3750: Indirect LRM fire from a tank isn't being checked correctly for LOS
  • Bug: Modifier for motive damage check for charged vehicles taken from *attacker*, not target; ClassCastException if "attacker" was a (skidding) 'Mech.
  • Bug 3722: Synchronized the copying of the events_to_process LinkedList.
  • Bug: Missing messages for WeaponQuirksInfo.option.fast_reload.displayableName and WeaponQuirksInfo.option.fast_reload.description
  • Bug: sprinting with XXL should cost 9 heat, not 8
  • Bug 3743: NPE: Incorrect cross platform support for directory path separator (/ vs. \ depending on OS)
  • Bug: ASF BV wrong when using PPC capacitors
  • Fixed some leftover calls to deprecated methods.
  • Keep techlevels per year, to allow tech progression as in recent TROs
  • Bug 3755: Armorless second turret added to vehicles loaded from HMV files.
  • Added a couple of 'Mech-specific "permanently immobilized" checks (prone with 0 base walking MP / gyro destroyed).
  • Bug: VTOL rotors not shown in MechView.
  • Removed some more spurious "phantom" locations.
  • Bug: more building basement oddities fixed
  • Bug: prototype IJJs failing verifier
  • VTOL rotor damage handling updated to reflect May 2013 rulings/errata (notably, destroying the location by running it out of IS kills the vee again but the "rotors destroyed" critical hit itself doesn't, and VTOLs destroyed in mid-flight don't stick around long enough to crash).
  • Rotor TACs now marked as such.
  • Data: More Date/Unit/RAT fixes and a couple of new images.
  • Bug: Tech Level fixes to Medium and Light Rifles.
  • Bug: Aimed shots at VTOLs allowed aiming at an unarmored phantom "turret" but not the rotor.
  • Bug 3759: NPE going from damage resolution to physicals
  • Bug 3757: units.cache not properly synched
  • Bug: TacOps ammo explosions ignore vehicle CASE.
  • Bug: Broken C3i network display in Swing chat lounge (missing message string for free slot count).
  • Data: CASE mounted in rear rather than body on Thor Artillery Vehicle (C3i); fixed.
  • Bug: misc BV fixes
  • Bug 3762: Dropship Artillery receiving bonus
  • WIP Bug 3763: ArtilleryBayWeapon not working on ground map (always out of range)
  • Bug 3764: NPE loading maps
  • Feature 1127: Edge and MASC
  • Bug 3753: Vehicular Mine Dispenser is non-functional
  • Bug: NPE in Compute.java - Missing NULL check for metal content.
  • Bug: NPE in Tank.java when calling calculateBattleValue (via MekHQ)
  • Bug 3765: Turn issues with "infantry move after other units" option
  • Bug 3752: Artillery Designated Hexes not scaling with map sheet size
  • Bug 3754: View Unit Not Working in Artillery Phase
  • Bug 3304: Hang when unloading elementals from prone unit with TestBot
  • Bug 2845: Aero does not dissipate heat while offmap

New in MegaMek 0.35.38 Beta (May 7, 2013)

  • Bug 3703: TacOps partial cover causes one-sided LOS
  • Bug: fixed wrong apostrophe character in 3 mechfiles
  • Bug: civilian/military check not working correctly
  • Automatically remove hand and lower arm actuators when adding AC guns/Gauss
  • rifles to omni unit's arms
  • Bug 3704: Dragon Fire default quirks wrong
  • Bug 3708: Vertical cover doesn't protect legs like it should
  • Bug 3705: TacOps partial cover should only effect meks
  • Bug 2916: Building partial cover takes no damage from attacks
  • Bug: Selection not translating correctly to facing in 'Mech turret rotation dialog.
  • Right-shoulder turrets now acknowledge heads exist.
  • Fix some errors in Princess' to-hit guesses
  • Bug 3368: Saving games with dedicated hosts
  • Bug 3706: Load Unit List button is enabled before all units are loaded
  • Bug 3707: File selection doesn't clear on file selector dialog for Load Unit List
  • Bug 3594: Taking no damage from partial cover not always occurring
  • Bug: TacOps ammo explosion rule checks wrong location for CASE.
  • Bug 3710: Default Quirks Jenner JR7-C4 Missing
  • Bug: Jump-capable units sometimes can't enter buildings
  • Data: Added Images for Dola and Jenner A
  • Data: Added missing units from Dossiers,DTP:Liao and Vega,ED:Golden Century
  • Data: Unit fixes
  • Bug: lots of bugs with basements, should now work correctly
  • Bug: check buildings for collapse after deployment
  • Bug: misc building basement bugfixes
  • Bug: damage from building collapse using wrong table
  • Bug: Units crippled from weapon loss not always recognized as such.
  • Bug: PSRs resulting from IndustrialMech end-of-turn crits delayed until next turn.
  • Data: Clean up of Aerospace Duplicate units and more unit fixes.
  • Bug 3715: Plasma weapon damage vs. buildings
  • Bug 3716: Jumping over buildings causes collapse and fall
  • Bug: Burst-fire weapons deal too much damage against conventional infantry in buildings
  • Bug 3712: implement protomech special hit location table
  • Bug: bug with DFA elevation and buildings
  • Bug: climbing backwards on building should require PSR with tacops backwards movement
  • Bug 3717: Inferno's don't properly deal damage to units in the same hex as a targeted building
  • Bug 3718: Inferno's don't properly deal heat damage to Aeros
  • Bug 3496: Hotkeys failing to work
  • Bug 3487: Problems generating random maps
  • Bug 3243: changing map settings resets options
  • Bug: extended LRM 20 should have heat 12
  • Bug: clan artillery ammo BV wrong
  • Bug: CASE II in torso should prevent explosive BV reduction in adjacent leg
  • Bug 3702: changing game settings resets camo selection dialog
  • Start to allow multiple techlevels per equipment, based on year, for TRO:Prototypes tech progression

New in MegaMek 0.35.37 Beta (Apr 27, 2013)

  • Bug 3458: Imaging stacking error
  • Bug 3694: Hull-down button for vehicles is enabled when the vehicle cannot go hull-down
  • Data 355: Vehicle Files missed in Latest Release .35.36
  • Bug 3657: Tanks Hull Down in a hex cannot get out
  • Bug 3692: Map selection broken for map sheets beyond the first
  • Bug 3695: Artillery modifier of 2,147,483,644
  • Bug 3691: Mech forced to make skill test to exit building
  • Bug: PPCs with capacitors should reduce defensive BV for explodability
  • Bug: Physical attack weapons that have BV based on damage should also account
  • for TSM in their BV, where applicable
  • Bug: Field Gun RACs and UACs shouldn't jam
  • Bug: BV bug with blue shield that is partially protected by CASE II
  • Bug 3698: With "Diagramming LOS" rules on, the number of intervening buildings can be double counted
  • Bug 3699: TacOps ammo explosions ignore CASE
  • Bug 3639: building basement type not saved in mapfile, unable to set "no basement" in map file
  • Bug 3700: Three-quarters and vertical cover are not working for TacOps partial cover
  • Bug 3517: heavy flamer power amplifier weight
  • Bug: duplicate infantry weapons
  • Bug 3701: Errors in RAT files(includes a few new units)
  • Refactor armor point multiplier for hardened armor
  • Corrected Clan availability codes, tech ratings and dates includes Weapons,Ammo and Misc. Equipment.
  • Deleting empty folders in Mechfiles.
  • Bug: Swords not accounted for in BV calculation.
  • Bug: Targeting computers double-counted for BV purposes.
  • Bug: ASF explosive BV penalty to large for explosive weapons
  • Bug 3703: TacOps partial cover causes one-sided LOS
  • Bug: patchwork armor weight not accounting for rear armor
  • Bug: misc bug with armor type and dual turret tanks
  • Automatically assign correct ammo for pop-up mine launchers
  • Change auto grenade launcher to heavy grenade launcher due to TW/TM errata
  • Bug: wrong weight for IS partial wing

New in MegaMek 0.35.36 Beta (Apr 15, 2013)

  • Bug 3325: Oversized custom platoon causes client to hang on deployment
  • Bug: weapon swarm attack possible when not swarming a mek
  • Bug 3658: Infantry with AA guns cannot attack aircraft
  • Bug: cant load magnetic clamp BA in chat lounge
  • Bug 3647: Chameleon LPS not working
  • Bug 3648: Issues with "skip ineligible for firing phase" option
  • Bug 3532: Arty splash damage listing
  • Bug 3610: Firing through Level-2 Fuel Tanks
  • Bug 3100: Flight Paths Conflict with TacOps Airborne Targeting
  • Bug/Data 352: Fixed mechset in 0.35.35 release
  • Added construction support for VTOLs with turrets
  • MapSet for MechDisplay is missing
  • Fixed Kyudo naming in Mechset
  • Bug 3549: Torso Cockpit Head Destruction Causes MegaMek to Freeze
  • Bug 3645: Princess Bot NPE After Withdrawing Tank
  • Bug 3549/3645: Modified the code to make sure all references to the homeEdge
  • variable go through the new getter & setter methods.
  • Bug 3671: Undamaged unit flagged as "Crippled"
  • Bug: Chain Whip BV wrong
  • Bug: CASE II should prevent all explosive BV reductions
  • Bug 3684: TechConstants.getTechName(int) is unaware of T_ALLOWED_ALL
  • Bug 3679: MechViewPanel width and height not properly set
  • Bug 3676: Extended LRM name
  • Bug 3667: Deployment any on late deployment
  • Bug 2860: BV for external stores was not added
  • Bug 3170: Chatterbox2 slows down rendering on many systems
  • Bug 3637: Infantry Illegal Charges Mechs
  • Bug: Turret VTOLs with patchwork armor don't get correct armortype on turret
  • Bug 3688: RS Unique Fighters
  • Bug 3687: Unit intro date bug
  • Data 338: Constable BA files
  • Data 318: Katya Ground Assault Craft
  • TM errata: Force Size Mod for BV does not exist anymore
  • minor additions in protomech (for MHQ)
  • Data 354: Assorted MegaMek unit images
  • Data 350: New image for Jackrabbit
  • Data 353: New and Fixed Unit Files
  • Data 334: Katya Art
  • Zip unitfiles into zips only when releasing, to keep better track of unitfile
  • changes in SVN
  • Bug 3355: Bot makes aimed shots with LB-X Cluster
  • Bug 3513: super heavy combat vehicle turrets not working
  • Bug 3581: BV calculation for vehicles with dead crew
  • Bug 3656: Hardened armor does not provide the -2 bonus for all penetrating
  • critical hits
  • Bug 3592: Defeated player stuck as observer in lobby after game ends
  • Bug 3690: The LOS tool doesn't appear to consider wooded hexes when determing
  • whether LOS is blocked or not
  • Bug 3496: Hotkeys failing to work
  • Bug 3660: Map selection bug, keeps defaulting to "surprise"
  • Misc report fixes

New in MegaMek 0.35.35 Alpha (Mar 15, 2013)

  • CL Mech Mortars have wrong racksize
  • added getRawCost to equipmentType
  • Bug 3630: Duplicate defaultQuirks Entries Prevent Cache Refresh
  • Made changes to MechSummaryCache so that it continues to load units (even in
  • zip files) when the units.cache is truncated
  • Bug: IM BV should have 0.9 mod for offensive BV, not overall BV
  • give destroyed infantry unit pilots six hits to identify dead ejected pilots in salvage mul
  • Bug 3640: Thunder-Augmented minefields stack incorrectly
  • Bug 3641: Coolant failure does not show in heat capacity
  • Bug: Angel ECM not showing up in affected by in mech display
  • Bug: Angel ECM not affecting streak launchers
  • Bug: ECM and ECCM strength did not consider mode in calculation
  • Bug: hasActiveAngelECM and hasActiveAngelECCM in Entity only considered double ECM and ECCM modes
  • Bug: Compute.GetAngelECMFieldSize did not consider the issue of other enemy ECM soaking up friendly ECCM
  • Bug 3342: BV of C3B network is wrong
  • Bug 3343: C3B network disrupted by ECM
  • Bug 2897: iNarc ECM Pod does not disrupt C3
  • Bug 3179: AX SRM Warheads don't work according to TO
  • Bug 3229: Submarines affected by smoke on water surface latest SVN
  • Bug 3230: Submarines take fire damage under water latest SVN
  • Bug 3319: Thunderbolt launchers "deal no damage"
  • Bug 2792: Ruler in Swing needs to be resized
  • Bug 3396: Ice Storm and low vis issues
  • Bug 2947: Smoke and Death From Above
  • Bug 3081: Thunder FASCAM not enough minefields
  • Bug 3633: Artillery getting Ghost Target penalty
  • Bug 2634: (AERO) Direct blow affecting aero crits (yes, they do!)
  • Bug 3357: Floating TAC trumps Partial Cover
  • Bug 3271: HVAC and smoke
  • Bug 3141: Arrow IV Homing direct blow does no damage
  • Patch 443: Hull Down Vehicle Partial Fix
  • Bug 3205: Multiple MG Arrays in 1 location always fire all MGs
  • Don't register with serverbrowser by default
  • Bug 3578: Princess does not check CF before jumping on buildings
  • Bug 3577: BA swarm attack incorrect w/2weapons & target is destroyed
  • Bug 3341: Weapons deal no dmg during swarmattack
  • Bug 3268: Mech Mortar Ammo
  • Bug 3338: MechMortars and IF
  • Bug 3588: C3 Networks not loading
  • Bug 3101: Aerospace TAG Has Incorrect Range
  • Bug 2527: Ferro Alluminium Armour listed as Ferro Fiberous
  • Bug 3642: Frozen in heat phase (partial fix)
  • Bug 3644: Fighter hit by own inferno bomb
  • Bug 3556: Secondary ammo explosion damage negates CASE
  • Bug 3619: Dropship can't load to full capacity
  • Bug 2855: esc to clear fire not always working
  • Bug 2637: (AERO) No warning messages on unsafe launches
  • Bug 2806: Homing Arrows & Collateral damage vs. BA
  • Bug 2963: save board as image saves in wrong folder
  • Bug 3483: Smoke ammo (MML) does not work

New in MegaMek 0.35.34 Alpha (Jan 28, 2013)

  • Bug: DWP jettison detection not working
  • Patch 440: Princess patch : forced withdrawal, ejection and fleeing changes
  • Patch 439: isometric draw order and tooltip refresh bug fix
  • Patch 438: source 1.6 in build.xml
  • Patch 437: Patch for storing individual camo in the tag
  • Patch 429: Adds Camo Parsing to Scenario Loader
  • Patch 422: center windows on screen
  • Patch 435: Princess: Begin a Game in Withdrawal
  • Patch 413: ejection for TestBot
  • Bug: BA with non-ammo weapons in DWP should be able to dump DWP
  • Errata: prototype IJJ should subtract 1 from defensive BV each
  • availability codes, tech ratings and dates for most weapons and base ammo and
  • some equipment (thanks Hammer and Neil!)
  • Bug 1136: Princess Bot Ignores Infantry.
  • Bug 3620: Princess Bot Does Not Move Heavy Infantry
  • change to MekViewPanel dimensions to accomodate MML
  • Bug 3626: falling while standing on building - mech not prone
  • Bug 3615: VTOL Jet Booster too heavy
  • Patch 441: Orthographics for Bridges and Submersables
  • Bug 3611: Minimap does not show fuel tanks
  • armorTonnage double in entity for tracking total armor tonnage in MML
  • fix NPE when determining physical phase eligibility
  • fix Princess to-hit guess against ejected MechWarriors
  • re-organized static JUMP_* ints in Mech.java for MML purposes
  • ignore .DS_Store when loading units
  • use MML fluff image if one is provided
  • Bug: 3630 Duplicate defaultQuirks Entries Prevent Cache Refresh
  • a few infantry corrections for MML
  • MechTextView for outputing units as formatted text
  • refactored MechView into megamek.common
  • Bug: 3630: Fixed an infinite loop in the default quirks load process that was
  • preventing the units cache inititialization from finishing.
  • Mechs.zip contained two entries for the Mongoose MON-68: one in 3039u and the
  • other in 3050u. The one in 3050u had the MON-69 configuration, which was
  • missing from mechs.zip. I have fixed and renamed the 3050u file.
  • Bug 3629: Designs flagged as illegal due to "unallocated armor points"
  • Bug 3631: VTOLS can pickup ejected pilots regardless of flight level
  • Patch 442: leading spaces in report messages
  • changed packaging.xml to put lib inside MegaMek.app for OSX package
  • Bug: Firing arcs for large support vees and super heavy vehicles wrong
  • Bug 3632: head turret should be legal on quad mech
  • Fixed a few RAT errors
  • Bug 3595: Crashed dropship leads to NPE
  • Bug 3597: Incorrect names on movement options
  • RFE 1133: no more tarbombs please
  • removed armor point check from TestMech

New in MegaMek 0.35.33 Alpha (Nov 27, 2012)

  • Added additional logging to Princess in order to make it a bit easier to track down the runtime problems she has.
  • The Princess portion of the Bot Config Dialog now has 3 levels of verbosity: ERROR, WARNING and DEBUG. DEBUG gets pretty verbose and shouldn't be used unless you're looking for something specific.
  • I believe I have finally fixed the issue with Princess getting stuck in the Precognition.wait_for_unpause logic because the events_to_process list was never clearing out.
  • Bug: MM hanging up on deployment with conventional infantry
  • Bug: BA having equipment doubled
  • additions for InfantryLab in MML
  • traitor command for units switching sides
  • new windres and Id binaries in launch4j that will run on OSX Lion
  • updated OSX packaging to keep lib outside of app folder, for consistency with MHQ
  • check for null mounted on BipedMech#hasVibroBladeInLocation (still don't know why a null mounted was there though)
  • Bug: RAT files not reloading when the game is reset
  • Bug: random name generator losing preferences when game reset
  • added tech rating, availability codes, and dates to extended equipment database
  • base getNCrew and getNPassenger methods in Aero
  • Feature 1115: Each C3/C3i Network gets a different color.
  • Bug 3572: Tanks are being treated like ASF for weight classes (Was: Tank weightclass sorting wrong in MechSelectorDialog)
  • WIP Feature 1121: Unofficial Option: All mechs carry Battle Armor
  • Bug: Clan Recoilless Rifles have wrong internal name
  • Bug 3142: Flamer infantry attacks with rifles
  • Bug 3187: Infantry Flamers special ability
  • Bug 2764: Manei Domini and P/L MASC
  • Bug 3327: Some MD enhancement quirks
  • Bug 3359: Fighter Squadrons have 0 overthrust
  • Bug 3255: Deleting unit in squadron doesnt get removed
  • Bug: some cluster weapons not doing aero damage correctly
  • Bug: squadron base weapon damage not based on attack value
  • some fixes to InfantryHeatWeaponHandler.java
  • Bug 3063: (Aero) Ultra cluster damage
  • improvements to damage reporting for aeros
  • Bug 3254: NPE in PilotMapSet
  • Bug 3351: Wrong Damage of AI weapons vs. MechInf
  • Bug: Images from data/images/fluff/* not displaying in Linux AND FluffImageHelper.java using File.exists() instead of File.isFile() allowing directories to be incorrectly matched
  • Bug 3062: 0 MP infantry cannot climb stairs
  • Bug 3326: Swarm w/ Conventional Infantry
  • Bug 3112: Sylph getting stuck with combat drop
  • Bug 3288: Aero return flyover deploys along wrong edge
  • Bug 3389: Altitude Bombing not working at NOE
  • Bug 3471: DFA on an Aerospace unit causes ridiculous fall
  • Bug 3372: Plasma rifles don't add heat to ASFs
  • Bug: fighter squadron plasma rifles don't add heat for all weapons that hit
  • Bug 3565: Infantry Costs
  • Bug 2672: (aero) NPE when ramming with Kraken-T missiles
  • Bug 3591: Fighters on ground maps - "Random"
  • Bug 3516: Collision with a dropship
  • Bug 3351: Wrong Damage of AI weapons vs. MechInf
  • Bug 3599: No flank speed for grounded aeros
  • Bug 3600: Physical attacks on grounded dropships impossible
  • Bug 3524: Physicals permitted (but fail) for a srpinted unit.
  • Bug 3397: falling during combat drop
  • Bug 3601: Can't jump or VTOL fly over grounded dropships
  • Bug 3605: Calculating Incorrect BattleForce Armor
  • Feature Request: #1129 Need method to get non-prototype heat sink count
  • Added a method to count heat sinks without prototypes.
  • Bug: Fixed UAC5 and UAC5 Prototype Aero ranges and damage
  • Bug: add support for C*/WoB BA Bays
  • Added naval tug adaptor construction data
  • Bug: transport bays not properly encoding when writing BLK files
  • Bug with bays + Dune Buggy MP reduction not shown outside of games, to match TROs
  • Bug: superheavy tanks loading equipment into wrong location
  • Support UTF-8 unit names
  • Bug: Tank fission engines need engine shielding
  • Bug: Tank fission engines don't need power amps

New in MegaMek 0.35.32 Alpha (Oct 1, 2012)

  • Data 3369808: Historical Brush War RAT's
  • Data 3401148: Era 3062 RAT (placed in another folder as an alternate set to the ones in already)
  • Data 3428031: HTP- Misery RAT
  • Data 3437717: Field Manual Updates Mercenary RAT's
  • Data 3439037: Historical Operation Klondike RAT files
  • Data 3439470: Golden Century RAT files + Data 3470480: Inner Sphere Regular Infantry RATs
  • Data 3541170: Random Assignment Tables from FM:3085
  • Data 3541172: Inner Sphere and Periphery RAT's from 3085
  • Data 3367441: DCMS and Periphery RATs from FM:Updates
  • Data 3367640: Nova Cat FM Updates RATs
  • Data 3361932: LAAF FM Updates RATs
  • Bug 3543735: dropship bugs
  • Bug 3543019: Ammo in blown-off locations still accessible
  • Ammo slots in destroyed locations no longer auto-emptied.

New in MegaMek 0.35.31 Alpha (Jul 12, 2012)

  • Bug: StringIndexOutOfBoundsException when loading canon unit list.
  • Bug: Game hangs when targeting woods or buildings.
  • Bug 3534222: RACs not working with Unofficial UAC rules
  • Moved "All" from bottom to top of Swing unit type selection list.
  • Bug 3483346: Depth 5 water shows as land in isometric and atmospheric
  • Feature 3529300: Metal Deposits in Map Editor & MagScan sensors
  • Bug 3533479: Next Player button shown/enabled when you have no teammates
  • Feature 2898093: Camo by Unit
  • Bug 3533892: All guns treated as "explosive equipment" for edge
  • Bug: TacOps Ammo Explosion wasn't taking affect. Ever.
  • Bug: TacOps Ammo Explosion should not happen when using CASE or CASE II.
  • Bug 3535718: Problem with new SVN
  • Bug: Vehicles executing or hit by a successful charge attack not rolling for motive system damage as per TW p. 148.
  • Bug 3535786: 'Mechs deployed on water hexes deploy to surface, not sea bottom.
  • New hexset images: cropped_barn.png, orchard.png, pigs1.png, pigs2.png, vineyard.png, soybeans.pngbarn: building:1;bldg_elev:2;bldg_cf:*;fluff:11:7 orchard: woods:1;fluff:12 pigs (will randomly choose between 1 and 2): fluff:13:00 fluff:13 category for any more animalsI plan on doing horses, cattle, and chickens. vineyard: planted_fields:2 soybeans: planted_fields:3
  • Bug 3535390: Ammo explosion in limb with Clan CASE causes side torso to "blow off" without destroying components.
  • Bug: Conditional ejection options active by default even with conditional ejection itself unchecked.
  • Bug: Engine Explosion incorrectly changed by previous commit
  • Bug 3536029: Damage Threshold for VTOLs
  • Bug: Torso-mounted modular armor absorbs hits from both front and rear.
  • Bug: Airborne/Space battle damage with cluster weapons not correct (again), and"hopefully" dropship weapon bays doing no damage to fighters in space
  • Bug: getNextWeapon() not working exactly correct - TAG && Artillery were backwards.
  • Added skipping of array linked MGs to getFirstWeapon()
  • Bug 3536174: Artillery Units can only fire "one" artillery
  • Bug: Dropships do no damage
  • Bug 3536170: Beginning the game shutdown with tanks they auto-start
  • Bug: Missed png for the directory filter fix
  • Bug 3536356: Princess jump movement undervalued due to mixing for- and backward movement (which normal players can't even do). Bug 3537192: Players disconnecting in lounge become permanent ghosts
  • Feature: Version mismatch reporting. If both the client and server support the version information exchange, then they will report mismatched versions.
  • Bug: One-shot weapon ammunition on vehicles causing/included in ammo critical hits.
  • Bug 3528477: Update initiative roll when using Tactical Genius
  • Bug: Tactical Genius update above was failing to enable done buttons again.
  • Bug 3537456: Turrets cannot be right click selected during firing
  • Bug 3537472: Princess will target Gun Emplacements & other non-targetable
  • Feature: Princess will now add any building with a Gun Emplacement to her strategic targets automatically
  • Bug: Checking Tank for turret Location when your Tank is actually a GunEmplacement drops an error because locations[] is too small.
  • Bug 3537444: Attempting to "Clear" (Destroy/Damge) a bridge with infantry
  • Bug 3537459: Unjam RAC not usable with tank pavement movement
  • Bug: Missing IHex hexTarget in new code for infantry checking for woods when attempting to clear.
  • string fix for battlearmor bays
  • Bug 3521474: Allow units to load/be loaded by "allied" units.
  • Bug: Compute.getMountableUnits() not checking for allied units.
  • Bug: MechDisplay showing tags since \n should have been used and wasn't.
  • Bug 3537986: Weapon List missing in MechDisplay (Linux)
  • Bug: UAC with two rolls option inserts extra newline when it misses (normal behavior that should be cancelled for that situation)
  • New hexset images:chicken_coop.png, cattle1.png, cattle2.png, cattle3.png, chickens1.png, chickens2.png, chickens3.png, bison1.png, horses1.png, horses2.png chicken coop: building:1;bldg_elev:1;bldg_cf:*;fluff:11:8 cattle (will randomly choose between 1, 2 and 3): fluff:13:01 horses (will randomly choose between 1 and 2): fluff:13:02 cattle (will randomly choose between 1, 2 and 3): fluff:13:03 bison: fluff:13:04
  • Corrected alignment on cropped_barn.png + Bug 3536913: Critical slots in destroyed locations marked off prematurely.
  • Bug: Destruction of the same leg counting twice for PSR purposes.
  • Ontos (Sealed) mislabeled as 3053 Upgrade in data file.
  • Bug: Plasma cannon/rifle damage not doubled against woods or buildings (TW p. 139).
  • Bug 1424577: GE's not properly sorted by weight class + Bug: Leg being destroyed and blown off at the same time still counted as two events.

New in MegaMek 0.35.30 Alpha (Jun 8, 2012)

  • Bug 3487451: booby trap weight error
  • Added industrial manipulator construction data
  • Default serverbrowser checkbox to true
  • Bug 3515027: minor equipment typos
  • Broke out the BombChoicePanel into a separate class so that it may be accessed from MekHQ.
  • Bug: Aero BV fix Fix stacking check NPE BA cargo lifter construction data fix
  • BA BLK saving fix fixed wing support damage threshold
  • some infantry weapon ranges for when mounted on support vees ignore ECM for C3/C3i when saving unit list
  • fixed bug with new re-linking of C3i networks from MUL files removed extra debug logging for C3/C3i relinking
  • aero Bay stuff for MML some groundwork on support vee weight verification
  • Broke out the Equipment Panel as a class so that it is exposed for other programs, such as MekHQ
  • Added serialVersionUID to EquipChoicePanel.java Bug 3524560: No turret/torso twist button in indirect attack phase
  • hasQuirk method for entity and mounted, use instead of getQuirks().booleanOption, overrides revision 8808
  • Bug 3517646: Unjamming destroyed RACs
  • Feature 3517532: Unofficial rule option: unjam UAC like RAC
  • Feature: Unofficial rule option: UACs in Ultra Mode are rolled as two attacks instead of rolled on the 2 column of the hits chart
  • separated BLKFile.encode into a BLFile.getBlock and BLKFile.encode to allow writing internally to string
  • Bug 3529657: Scaled back weapons hitting airborne targets do full damage
  • added "Infantry Automatic Rifle" to InfantryRifleAutoRifle lookup names for reverse compatability
  • Bug 3529656: Turning a Hull Down unit gives a free stand up
  • fix for negative P/G skills in Pilot#getBVSkillMultiplier (negative values treated as zero)
  • alternate cost field in MechSummaryCache Added new clearModes() function to EquipmentModes.java for clearing modes on equipment subtypes that are present on the supertype
  • Bug 3528850: Streak LRMs
  • Bug 3529891: critical hits needing colored red
  • Bug 3529773: When switching LRMs back to standard mode msg is truncated
  • Missing semi-colon Bug 3526146: Backhoe on Quad
  • Bug 3527663: Case II Rules Update for limbs
  • Bug 3529875: Damage vs Aircraft / hot dropping units
  • Fix file filters so that directories show. No more annoyance! Yay!
  • Bug 3520623: Optional rule to skip immobile units in movement phase
  • Bug 3524542: Automatically confirm unit is done during firing phase Forgotten Ammo Check added for Bugfix for 3520623.
  • Bug 3521136: Vehicles pushed (charged) into water don't die Bug Swarm missiles weren't recalculating how many missed when the next entire rack missed.
  • infantry armor costs for infantry alternate costs
  • null check on Protomech#setCrew
  • null check on "Auto Confirm" from Bugfix 3524542
  • another null check on "Auto Confirm" from Bugfix 3524542
  • fixing getNextWeapon bug introduced with Bugfix 3524542 (This does the same thing as original code I removed, but in a cleaner more understandable fashion...)
  • Bug 3530570: Fighters in Capital Squadrons damage tracking
  • Bug 3512512: Trying to create fighter squadron for a bot illegal argument
  • Bug 3511651: Selecting more than 6 fighters at once & squadron
  • Bug 3427659: Killer Whale display issue in "Equipment" tab
  • Bug 3441396: Units locked inside destroyed dropships. Bug 3433525: Altitude Issues Bug 3399000: multiple bot - salvage file problem Feature 3528485: Hatchets/Swords unofficial target like punch Feature 3530179: (Unofficial) With TacOps CapFi count singles as non-cap
  • Feature 3518889: Unofficial rule : Vehicles and motive damage Feature 3529119: Allow "Load Unit" list button to detect which player...

New in MegaMek 0.35.29 Alpha (Apr 2, 2012)

  • Patch 3485111: laser inhibiting smoke (work in progress)
  • Show confirmation dialog when trying to remove unit in deployment phase
  • Possible fix for mechs deploying with double elevation when deploying on buildings
  • Removed duplicate entries from the messages.properties file.
  • Added full list of quirks from Strat Ops and TRO Prototypes to the Customize Mech dialog for completion purposes.
  • Set up alphabetic sorting of the quirks lists.
  • Bug 3496291: crash when rolling weapon jammed tank crit and tank has no weapon
  • Bug: tank cargo destroyed crit should deal original attack damage to carried infantry
  • Added a new file to mmconf (defaultQuirks.xml) for storing a list of default quirks for various units. Currently, only the canonical quirks that I know about have been included.
  • Added code to parse the defaultQuirks.xml file and apply those quirks to units as they are loaded into MegaMek if the StratOps Quirks rules are being used.
  • Cleaned up some @param references in Server.java.
  • Literal backslash in DefaultQuirksHandler.initQuirksList() file path caused MegaMek to hang on startup on Linux platform; replaced with generic separator.
  • Patch 3499557: added partial repairs option
  • Patch 3496709: Fixed ant "run" target. Code cleanup.
  • Patch 3498173: smoke without fire + Patch 3501168: forward initiative in teams
  • availability codes for TechManual mech weapons (but not equipment)
  • Bug 3501322: NPE Prevents infantry configuration.
  • Bug 3503836: more button is missign in movement
  • Patch 3503850: fix MekHQ post battle transfer bug
  • Patch 3502322: Princess update - aggression slidebar
  • Bug 3503465: can't fire on bot in scenario
  • Fixed NPE in WeaponHandler.checkLI() caused by firing straight along upper or lower edge of map
  • Bug 3507541: possible NPE in Entity#setC3NetId
  • Bug 3506648, Patch 3507890: backhoe not working correctly
  • Patch 3507879: c3/c3i save/load to/from MUL
  • Patch 3506151: Rapid Fire MG Save/load to/from MUL
  • Bug 3472708, Patch 3507908: GR explodes twice
  • Patch 3504048: conditional autoejec
  • Implemented the Variable Range Long and Variable Range Short quirks from Strat Ops.
  • Fix princess NPE
  • Fix ini NPE
  • Bug 3472686: Saving unit list including retreated units saves from all
  • Bug 3284019: Chippewa W7T missing SRM ammo
  • Bots now save their Ending Forces MUL file automatically into the logs folder at the end the game just prior to disconnecting themselves.
  • clan CASE/CASE II in arms rules clarification (rear armor of adjacent torso should get blown) Bug 3510281: CASE & CASE II incorrectly implemented
  • Implemented the Flawed Cooling quirk from Strat Ops.
  • Broke the quirks panel out into a separate class so that it can be referenced from MekHQ.
  • RFE 3512060: color black out notice red
  • Improve startup time
  • Bug 3512499: Fighter Squadrons cannot spend thrust in vectored movement
  • Bug 3487642: cannot change team or start side of 2nd bot
  • Bug 3463111: Color/Camo Misrepresentation
  • client side of megamek server browser
  • Fixed size of Customize Mech dialog when Quirks are active.
  • Fighter bomb loads saved to and loaded from MUL files
  • added option so that deds can register with the server browser.

New in MegaMek 0.35.28 Alpha (Feb 23, 2012)

  • Added bridgelayer construction data
  • Separated handheld searchlight from mounted searchlight
  • pass frame rather than clientgui to AdvancedSearchDialog so other programs can use
  • Bug: Princess bot NPE with aeros that fly off the map
  • Bug 3474185: Princess bot NPE with ejected MechWarriors
  • Bug 3474591: NPE in deployment
  • changed external ids to strings to allow for UUIDs, but kept integer get and set methods for compatability
  • Added prototype JJs
  • support to print LAM sheets in MML
  • Added Booby Trap construction data

New in MegaMek 0.35.26 Alpha (Nov 30, 2011)

  • BV tag added for manual BV for RS creation.
  • Prototype RL launcher ammo names wrong
  • claws
  • to hit should only apply to improvised clubs
  • Added Narc I-OS + Fixed I-OS CLSRM2 weight
  • Fixed Extended LRM 5 BV
  • Trailers should count at flank speed 1 for speed factor calculation + Added quarters/seating
  • keep track if a BA is an exoskeleton
  • Patch 3421861: princess admits defeat, allow princess to be used in /replacePlayer command
  • Patch 3422573: Nuke Command help isn't descriptive enough
  • Patch 3424214: Fix for Princess bot aero units causing memory error, allow the users to give building targets to princess
  • Don't allow backwards walking and evading
  • Aero attack values and ranges for clan RACs
  • Added construction data for Centurion Weapon System
  • Bug 3427029: Incorrect damage when hitting self with flail/wrecking ball with

New in MegaMek 0.35.25 Alpha (Oct 10, 2011)

  • Targetable.isAirborneVTOL() refactored to isAirborneVTOLorWIGE() with attendant functionality change
  • Flak now works correctly vs. both grounded and airborne WiGEs
  • Non-UTF-8 superscripted 3s replaced by plain ones in C3 remote sensor ammo names
  • Bug: fully amphibious chassis modification weight was wrong
  • Added construction data for recon camera
  • Patch 3355333: improved princess bot
  • Patch 3353066: Bot - characterization
  • Patch 3350169: replace RAT combo-box with RAT tree
  • unofficial option to reduce the velocity mod for StratOps Advanced Anti-Aircraft fire
  • Bug 3279878: Grounded dropships and double-blind
  • Bug 3358252: Rollever text is for incorrect game option
  • Bug 3358460: Dropship destroyed by fire
  • re-organized RAT folder structure (Source > Faction > Type > Weight Class)
  • improvements to RandomArmyDialog gui
  • Data 3344270: AFFS FM Updates RATs, thanks Demos75
  • Data 3348898: WoB FM Updates RATs, thanks Demos75
  • Data 3356078: RAT SL FMU, thanks Demos75
  • Data 3346243: ProtoMech RATs FM Updates, thanks Demos75
  • Data 3303093: War of 3039 RATs, thanks hammer-gs!
  • allow player to build army in random army dialog by selectively choosing rolled units
  • Fixed off-by-one error causing occasional bot lockup during movement calculations
  • put units in random army dialog into tables
  • Patch 3363837: bot configuration dialog
  • Era Report 3052 RAT (thanks Hammer!)
  • Bug: typo for driver hit in XMLStreamParser
  • check null crew in Infantry#getWalkMP and Infantry#getRunMP
  • BA camo fix
  • Implemented DWPs
  • Entity#canEscape function (for determining potential salvage)
  • Entity#getKillerId function
  • set squad size and number to 1 by default so we never divide by zero
  • Added BA heat sensor
  • Added BA Extended Life Support construction data
  • Added BV errata for drone remote operating system
  • Only multiply individual weapon BV by 0.9 for industrials without advanced
  • firing control
  • Bug 3387115: prototype RL launcher to hit
  • Bug 3355775: extended LRM 20 range
  • Bug 3371975: fixed wing support craft don't work
  • Bug 3388908: AoW Rifles crash MM when targeting non-units
  • Lots of new or updated unit images
  • Hardened/ferro-lamellor armor TAC handling fixes
  • Tweaks to hardened armor damage handling and report message
  • Added railroad images for maps, fluff only
  • Bug 3309075: Implemented Mech Taser rules
  • Added Electrical Discharge ProtoMech armor
  • Set working directory in startup.sh
  • Fixed NPE in Princess bot firing calculations
  • Added Xotl's 'Mech and Vehicle RATs. Thanks Netzilla and Xotl!
  • Updated contributors.txt
  • Added combat/support vehicle distinction to inferno resolution
  • Hardened armor TAC penalty now applied to inferno hits on vehicles
  • Set default aimed-shot location for vehicles to side facing attacker
  • Targeting computer aimed-shot target selection ported from AWT to Swing
  • Brought mask for aimed shots against large support vehicles more in line with
  • TW hit location table
  • Cost calculation fix (some misc. equipment was accidentally treated as having
  • cost 0)
  • Armor cost rounding fixes
  • Quick fix to stop extraneous 'Aimed Shot' dialog copies from popping up (and
  • rendering older ones unclosable, at least on my machine)
  • Bug 3411025: Swarm missiles continue to function in hostile ECM
  • Implement BA Partial Wing and BA Jet Booster as equipment, not directly as
  • jump MP in the datafile
  • Start of Glider, Quad and Ultra Heavy ProtoMechs
  • ProtoMech EDP Armor
  • BA mechanical jump booster
  • Tank supercharger handling fix (no more permanent speed boost from one
  • successful check)
  • Karnov UR should have an infantry bay
  • allow "None" Engine type for trailers
  • Bug 3412585: (Vehicle) Flamers doing more heat than should be allowed
  • Heavy flamer stats updated to TacOps; Clan heavy flamer added
  • TacOps area attack damage vs. reflective/reactive armor
  • Advanced SRM cost fixes
  • Update to Java 1.7 broke TestBot; MoveOption.WeightedComparator found to be
  • inconsistent with equals and fixed
  • Artillery fire now adjusted on a per-unit basis
  • Patch 3413797: Princess bot uses aero units on ground map sheets
  • Hovercraft/WiGE sinking/crashing fixes (includes Bug 3331318: Immobilized
  • flying WiGEs stay airborne)
  • OfficialUnitList.txt spacing fix, "Canon Units Only" should now work again
  • Bug 2792542: OOC ASF colliding with itself
  • Bug 3415689: use assault class default image for >100 ton custom mechs
  • Bug 3049241: eternal KO aero pilots
  • Bug: report issue when avoiding aero OOC collissions
  • Don't allow the zero-distance hex to be the closest hex for ground-to-air fire using advanced AA rules from SO
  • Patch 3417356: Princess bot uses aero units on ground - Faster

New in MegaMek 0.35.13 Alpha (Apr 8, 2010)

  • Added scroll bars to Map selection preview.
  • Bug: Clan ER Medium Pulse and Clan ER Large Pulse had wrong BV
  • Bug: Thunderbolt 15 ammo has wrong BV
  • Bug: Fluid gun ammo considered explosive
  • Bug: Reinforced Internal Structure BV modifier missing
  • Bug: PPC capacitor BV not quite correct
  • Bug: M-Pods should subtract defensive BV for being explosive
  • TO Errata: Clan artillery and mech mortar weapons should have same BV as IS
  • Bug: Spike BV wrong
  • Bug 2951922: Map sheet preview image does not update with Arrow keys.
  • Bug: snub-nose PPC with capacitor has wrong BV
  • Bug 2944751: Leg and Swarm attacks bugged
  • Bug: added mech taser non-fusion engine incompatibility to unit verifier
  • Bug: AES occupies 1 crit too much
  • Bug 2935838: Movement Bug 0.35.12-dev
  • Bug: Fixed different images for a tree being used with every repaint of the boardview.
  • Unofficial Weapon Tech: Wolverine ERPPC
  • Map Selection Tab in Chat Lounge
  • added back player starting position button in the Player setup panel
  • added some missing messages
  • Bug: can't change bot's starting position
  • PlayerSettingDialog (minefields and initiative bonuses)
  • cleaned up ChatLounge code
  • removed CustomInitiativeDialog
  • megamek.icns (data/images/misc)
  • megamek.ico (data/images/misc)
  • added packaging_utils folder and jarbundler.jar for use with bundle.xml
  • packaging.xml
  • launch4j utility
  • some missing files for launch4j
  • minor cosmetic fixes to chat lounge
  • fixed RandomMapDialog
  • Added units from RS 3060 unabridged
  • primary and secondary weapons for conventional infantry
  • replaced infantry data files with new ones using new format
  • Bug: primary and secondary weapon fields in Infantry.java need to be transient, added restore() method
  • improved MechView for infantry
  • Bug: Awesome AWS-9Q missing
  • Bug: NPE in Infantry.restore()
  • Corrected and re-added Field Guns rules and data
  • Bug: Dig-in does not require a facing per TacOps rules
  • Infantry Squads
  • Added Blue Shield Particle Field Damper
  • Better range and damage reporting for infantry weapons in MechDisplay
  • RFE 2821552: Infantry armor to be shown in MEK Display
  • Field Artillery
  • Bug: Map editor - save as image not working
  • Bug: bot stops when no physical attack possible
  • Bug 2933876: HMV loader doesn't set cruise MP
  • Bug: HarJel shouldn't have BV since TO
  • Advanced Building critical hits (i.e. Gun Emplacements)
  • fixed packaging of mac-bundle on non-OSX
  • Bug 2934959: (hit aimed location) report too early for HAGs
  • HAGs should not able to make aimed shots
  • Added prototype weapons from Historicals: Operation Klondike
  • updated contributors.txt
  • Added new icons
  • added OS X version of launch4j bin files for packaging on OS X
  • legacy look-up names for infantry weapons
  • put infantry weapons in a subfolder
  • Bug 2967104: MFUK Plasma Rifle not working correctly
  • Bug 2960996: fuel cell heat when moving
  • +´Bug: standing up with ICE or fuel cell engine should not cost heat
  • Bug 2959992: [RANDOM] Map is the same as [SURPRISE] Map
  • Bug 2957367: Ferro-Lamellor armor prevents pilot damage on head hit
  • Bug 2939613: HVACs bugged
  • Bug 2933054: Aimed shots with Rocket Launchers
  • Bug 2932450: DHS and Laser Heat Sinks not loading correctly on mixed tech unit
  • Bug 2923177: Warrior H-7C has wrong image

New in MegaMek 0.34.9 (Dec 29, 2009)

  • Bug 2585799: Pilot damage assigned to vehicle crew
  • Bug: NPE when DFAing a VTOL off the board
  • Bug: AC AP ammo still doing crits against partial cover
  • Fix potential report filtering issue
  • Bug 2871000: Chameleon LPS gives wrong mod at medium range when used with
  • Null-Sig.
  • Bug 2874785: ATMs doing only 1 damage against infantry
  • Bug 2879004: NPE in deploymentdisplay
  • Bug 2881020: NPE when using searchlights
  • Bug: Artillery special graphic shown on location of firing unit, not on target hex
  • Bug 2881408: Bot trying DFA attacks with infantry units
  • Bug: Extended LRMs not properly added

New in MegaMek 0.34.6 (Jul 10, 2009)

  • Bug 2813397: Spikes
  • Bug 2813404: Implemented TacOps artillery scatter errata
  • Bug 2813314: Pulse Laser extreme range
  • Bug 2813374: Ice not working under classic/simplified tileset
  • Bug: Retractable blade sometimes overweight
  • Lots of Aerospace and Conventional Fighter Updates
  • Bug: Aero bays not loadable

New in MegaMek 0.34.4 (Jun 18, 2009)

  • Bug 2800635: BattleMech Talons not working correctly
  • lots of mechfile fixes
  • Fix Aero BV bug
  • Fix bug with unit list export
  • Bug: 3d interface not working
  • Bug: Protomech cost not including heatsinks
  • Bug: Protomech cost not including weapons and misc equipment
  • Bug 2805632: Infantry digging in in terrain where they shouldn't be able to
  • Bug 1967859: random army creator not working correctly with tanks
  • Bug 2805244: BA Vibro claws
  • Preferrably do not displace into friendly units when displacement should
  • be chosen by controller of displaced unit

New in MegaMek 0.34.3 (Jun 3, 2009)

  • RFE: Add tonnage to -export command
  • Added F_BA_WEAPON flag to Clan BA weapons
  • revert change to require java6, for windows 98 users
  • Bug: Magma crust not destroyable
  • Bug 2728335: communication gear
  • Bug 1884498: damage during BA swarm attack not quite correct
  • Bug 2713471: erronoues text
  • Bug: Firebee has missing MML ammo
  • Non-monospace font in swing unit loading failure dialog
  • Bug 2183009: VTOL Skid problem forces use of /skip
  • Bug: BV rounding for small cockpits wrong
  • Bug: Aero small cockpit BV calculation not quite right
  • Bug: Not all BAPs counting for BA BV
  • Bug: Protomech ammo not calculating correct BV
  • Bug: Aero BV not working correctly for heat efficient fighters
  • Bug: Armor appears twice in MechView for Aeros
  • Bug 1988508: Large Support Tank Vee Armor Display Distorted

New in MegaMek 0.34.2 (May 10, 2009)

  • RFE: Add tonnage to -export command
  • Added F_BA_WEAPON flag to Clan BA weapons
  • revert change to require java6, for windows 98 users
  • Bug: Magma crust not destroyable
  • Bug 2728335: communication gear
  • Bug 1884498: damage during BA swarm attack not quite correct
  • Bug 2713471: erronoues text
  • Bug: Firebee has missing MML ammo
  • Non-monospace font in swing unit loading failure dialog
  • Bug 2183009: VTOL Skid problem forces use of /skip
  • Bug: BV rounding for small cockpits wrong
  • Bug: Aero small cockpit BV calculation not quite right
  • Bug: Not all BAPs counting for BA BV
  • Bug: Protomech ammo not calculating correct BV
  • Bug: Aero BV not working correctly for heat efficient fighters
  • Bug: Armor appears twice in MechView for Aeros
  • Bug 1988508: Large Support Tank Vee Armor Display Distorted

New in MegaMek 0.34.0 RC 1 (Apr 13, 2009)

  • RFE: Add tonnage to -export command
  • Added F_BA_WEAPON flag to Clan BA weapons
  • revert change to require java6, for windows 98 users
  • Bug: Magma crust not destroyable
  • Bug 2728335: communication gear
  • Bug 1884498: damage during BA swarm attack not quite correct
  • Bug 2713471: erronoues text
  • Bug: Firebee has missing MML ammo
  • Non-monospace font in swing unit loading failure dialog
  • Bug 2183009: VTOL Skid problem forces use of /skip
  • Bug: BV rounding for small cockpits wrong
  • Bug: Aero small cockpit BV calculation not quite right
  • Bug: Not all BAPs counting for BA BV
  • Bug: Protomech ammo not calculating correct BV
  • Bug: Aero BV not working correctly for heat efficient fighters
  • Bug: Armor appears twice in MechView for Aeros
  • Bug 1988508: Large Support Tank Vee Armor Display Distorted