MegaMek Changelog

What's new in MegaMek 0.47.0

Aug 21, 2019
  • Issue [#1171]: Adds autosave feature (daily or weekly, and/or before missions).
  • PR [#1215]: Minor updates to AtB:
  • Opfor infantry transports now come loaded with infantry (if you have infantry turned on)
  • Opfor infantry may now be field gunners
  • Opfor aircraft may have bombs
  • Allied dropships may now be non-Leopards
  • VTOLs are always on as the bot can handle them fairly well
  • PR [#1210]: Adds all remaining unimplemented Large Craft parts - CIC, Grav Decks, K-F Drive, K-F Boom and the like
  • PR [#1227]: Dropships can now load alternate munitions into artillery base if the game is configured for it
  • PR [#1226]: [Feature] Campaign Subset Export: export a subset of your current campaign into another, either new or existing, campaign file. Overwrites units and personnel with the same guid. Option to remove exported personnel from source campaign. Obviously make backups before using on an existing campaign.

New in MegaMek 0.45.4 (Mar 25, 2019)

  • PR [#1067]: Switch to Joda Money library internally for financial math
  • Issue [#1057]: Don't allow Rotor damage to go negative or use negative damages
  • Issue [#1085]: Find different replacement part if original missing or has a new ID
  • Issue [#1076]: Address bug in Personnel Market where GM Add still costs money and add GM Hire Full Complement
  • PR [#1084]: Save user preferences for UI settings such as window sizes and positions, et al
  • Issue [#1082]: Fix issue preventing creation of new AtB contract
  • Issue [#1086]: Fix issue introduced in 45.3 preventing "special" AtB scenarios from starting
  • Issue [#1106]: Fix issue introduced in 45.3 preventing AtB scenarios containing aircraft from starting under some conditions
  • Issue [#112]: Adds mission log and counter for personnel
  • Issue [#1115]: Fix stack overflow in BattleArmorSuit::getTonnage
  • Issue [#1116]: [Feature] Show people's Bloodnames in "Fluff" filter on personnel tab
  • Issue [#1125], [#1127]: Fix issues with loading units containing damaged AMS and MASC systems.
  • Issue [#1109]: Fix issue where damaged equipment can be restored with a reload
  • Issue [#713]: Fix incorrect reporting of training munitions/fuel costs, minor performance improvement on monthly rollover
  • PR [#1136]: Don't expand/contract tab panels on right double click (Mac OS X improvement)
  • PR [#1143]: In Repair tab -> Acquisitions, user can once again click 'Order One' more than once
  • Adding CampaignAnon AtB Instruction guide (very good for new players) - See AtB Stuff folder in Docs.
  • Issue [#1144]: fix bug where bondsmen could not be recruited
  • Issue [#1148]: fix bug where loan could not be paid off
  • Issue [#1150]: fix bug introduced in 45.3 preventing AtB scenarios reinforced by immobile player units from starting
  • Issue [#1138]: fix NPE in isOmniPodded check for AmmoBin's after refit

New in MegaMek 0.45.4 (Mar 25, 2019)

  • PR [#1067]: Switch to Joda Money library internally for financial math
  • Issue [#1057]: Don't allow Rotor damage to go negative or use negative damages
  • Issue [#1085]: Find different replacement part if original missing or has a new ID
  • Issue [#1076]: Address bug in Personnel Market where GM Add still costs money and add GM Hire Full Complement
  • PR [#1084]: Save user preferences for UI settings such as window sizes and positions, et al
  • Issue [#1082]: Fix issue preventing creation of new AtB contract
  • Issue [#1086]: Fix issue introduced in 45.3 preventing "special" AtB scenarios from starting
  • Issue [#1106]: Fix issue introduced in 45.3 preventing AtB scenarios containing aircraft from starting under some conditions
  • Issue [#112]: Adds mission log and counter for personnel
  • Issue [#1115]: Fix stack overflow in BattleArmorSuit::getTonnage
  • Issue [#1116]: [Feature] Show people's Bloodnames in "Fluff" filter on personnel tab
  • Issue [#1125], [#1127]: Fix issues with loading units containing damaged AMS and MASC systems.
  • Issue [#1109]: Fix issue where damaged equipment can be restored with a reload
  • Issue [#713]: Fix incorrect reporting of training munitions/fuel costs, minor performance improvement on monthly rollover
  • PR [#1136]: Don't expand/contract tab panels on right double click (Mac OS X improvement)
  • PR [#1143]: In Repair tab -> Acquisitions, user can once again click 'Order One' more than once
  • Adding CampaignAnon AtB Instruction guide (very good for new players) - See AtB Stuff folder in Docs.
  • Issue [#1144]: fix bug where bondsmen could not be recruited
  • Issue [#1148]: fix bug where loan could not be paid off
  • Issue [#1150]: fix bug introduced in 45.3 preventing AtB scenarios reinforced by immobile player units from starting
  • Issue [#1138]: fix NPE in isOmniPodded check for AmmoBin's after refit

New in MegaMek 0.45.3 (Feb 12, 2019)

  • Issue [#990]: Feature: Add bulk confirm dialog if more than one unit is removed
  • PR [#995]: Speed up campaign load times by optimizing spare parts importing
  • PR [#994]: Fix exception seen during log entry updates
  • PR [#998]: Fix Mac OS X issue so the DateChooser dialog isn't hidden when you create a new campaign
  • PR [#996]: Feature: adds origin faction to a person's details and support for RAT roller in a person's GM menu
  • PR [#997]: Add weekly Support Personnel edge refresh and usage
  • PR [#1006]: Speed up calculation of jump paths
  • PR [#999]: Adds a GM hire button to new recruit dialog
  • PR [#1017]: Adds the list of missing units on campaign load to the log
  • Issue [#1010]: Battle Armor fails to load with StackOverflowException
  • Issue [#991]: Fix bug where loan collateral and total value is incorrect after save and load.
  • Issue [#986]: Fix bug where Retirement/Defection dialog doesn't show details for first row.
  • Issue [#985]: Fix bug where personnel could not be exported.
  • Issue [#1022]: Fix bug where failed acquisitions did not count against logistics person's limit
  • Issue [#964]: Do not raise UnitChangedEvent if there is no unit in GM Acquire Instantly
  • Issue [#1009]: Fix bug where default injury type wrong
  • Issue [#976]: Fix bug where techs without any minutes left may get stuck on overnight tasks
  • PR [#1031]: Fix bug where selected repair task moves when you change mode
  • Issue [#1028]: Fix bug where Mass Repair Options were not applied unless you clicked Save
  • Issue [#1005]: Allow fractional tons to be loaded in LargeCraftAmmoBins
  • Issue [#825]: Arbitrary contract score modifier now persists across save/load
  • Issue [#970]: Can now recruit multiple prisoners at a time
  • Issue [#1036]: Enable zero intensity level for AtB Scenario Generation
  • Issue [#779]: Fix AtB deployment nag before a contract has started
  • PR [#1036]: Make startup GUI show all four buttons at lower resolutions
  • PR [#1041]: Fix some unit/tech mismatches at CPNX load
  • Issue [#772]: Fix graphical display issues with multiple-day advancement
  • PR [#1045]: Crewed Unit Options Handling (SPA/Edge)
  • PR [#1045]: Resolve errata for reloading times of capital missile ammo (now 1 hour per missile)
  • Issue [#1049]: Warehouse tab may fail to properly render
  • PR [#1053]: Add a Change Camouflage context menu item to forces in the TOE
  • Issue [#361]: Adds assigned Force to the columns on the hangar tab

New in MegaMek 0.45.2 (Jan 22, 2019)

  • Switched build system from ant to gradle.
  • Issue [#1122]: Piloting/gunnery skills generated from the wrong tables [Force Generator]
  • PR [#1132]: Zweihander
  • Issue [#1149]: Force Generator switching from Mechs to Protomechs for Clans that deploy them
  • Data: Various fixes to unit names as a result of the Large Craft changes.
  • Data: New Sprites
  • PR [#1152]: Refactor of methods for getting pilot SPAs
  • Issue [#1127]: Fix for units not applying camo in certain circumstances
  • PR [#1164]: System wide equipment [Support for aerospace equipment in a generic, non-firing arc location]
  • Issue [#1172]: Game Non-Responsive
  • Data: New Sprites
  • PR [#1170]: Bullet-proofing various edge cases for space maps; weather related info no longer displayed in space
  • Issue [#1177]: Rocket Launcher bug after configuring unit
  • PR [#1185]: Protomech validation, updates to protomech unit files from errata and addition of Wars of Reaving units.
  • PR [#1186]: Protomech equipment (implentation of melee weapon, quad melee system, fusillade, and magnetic clamps)
  • PR [#1184]: Bot handling for aerospace units on low-atmospheric maps and on space maps using non-advanced flight rules
  • PR [#1193]: TRO style summary
  • Data: New Sprites

New in MegaMek 0.45.0 (Aug 13, 2018)

  • PR [#1010]: New snow theme light woods images for Bloodwolf tilesets & removal of volcano theme woods.
  • Issue [#1008]: When adding units through Add A Combat Unit dialog adds two instead of one when using enter key
  • PR [#989]: Errata - Range Master SPA no longer applicable to LOS range
  • PR [#1001]: [Feature] Prototype improvements to infantry pathfinding allowing Princess to make significantly better use of infantry than previously.
  • PR [#1013]: Defer calculating initial BV when adding multiple entities to game. Fixes bug that disconnects C3 networks when loading from MUL of any unit loaded before the C3 master.
  • Issue [#1027]: Off-board Infantry Field Artillery "Target Out of Arc"
  • Issue [#1028]: Infantry TAG has 0 range
  • PR [#1025]: [Feature] Princess can now fly spacecraft using the advanced flight rules.
  • PR [#997]: [Feature] Spacecraft can now fire tele-operated missiles.
  • Fixed fusion engine weight calculation for conventional fighter validation.
  • Issue [#1048]: Field Gunners unable to target Air Units
  • Issue [#1046]: Narc Ammo Type Missing From Reports
  • Issue [#1039]: NPE FiringDisplay.clear
  • PR [#1054]: Adding the small pilot custom trait [Pilot option that ignores effects of cramped cockpit quirk]
  • Issue [#1038]: BA leg attack doesn't report hit
  • Issue [#1023]: MM doesn't inform user if previous solo attack was made (like leg attack)
  • Bug: ammo selection in lounge is filtered using variable tech level even when option is not enabled.
  • Issue [#1017]: Advanced munitions available at standard tech level
  • PR [#970]: [Feature] Implementation of StartOps Advanced Space Sensors
  • Issue [#1060]: Allow Princess to properly consider paths that take her aircraft (VTOL and ASF) over low-CF fixed structures
  • Issue [#1056]: Rotary AC Ammo Does Not Populate Munitions Carried Lists
  • PR [#1041]: Force Generator Available as tab in Random Army Dialog; generates faction- and era-appropriate forces up to a regiment (larger for some factions) with optional support combat and transport forces. Some or all of the force can be added to the forces in the lounge or exported to a MUL. See documentation: docs/RAT Stuff/force-generator.txt
  • PR [#1070]: Makes the advanced search dialog smaller by default and resizable.
  • PR [#1071] - Mech Sprites
  • Data - New Sprites
  • Issue [#1073]: Princess will no longer be able to move out-of-control aeros on ground and atmospheric maps
  • PR [#1064]: Fixes targeting and landing issues with glider protomechs

New in MegaMek 0.43.6 (Dec 31, 2017)

  • Bug: Weight issues with BA LRM5 and Ammo.
  • Account for Clan CASE in unit cost calculations.
  • Fixes for Princess aircraft refusing to engage ground targets, being stuck on the edge of the map
  • Enable Princess to properly consider standing still and firing for infantry units that have "move OR fire" rules (field guns, etc)
  • Issue [#351]: Dropping units cannot attack ground targets
  • Feature: Capital missile bearings only launch
  • Issue [#362]: Tooltips are a lot less sticky
  • Issue [#819]: Leap check for LAM passing over terrain.
  • Issue [#818]: Fighter stuck on atmospheric map with no movement options
  • Data: New Sprites

New in MegaMek 0.41.13 Snapshot (Jan 7, 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 0.41.10 Snapshot (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 locationin 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 Snapshot (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
  • 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 0.41.6 Snapshot (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"

New in MegaMek 0.43.1 Snapshot (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 0.39.3 Experimental (Dec 5, 2014)

  • Bug [#4260]: Strafing: can designate the same hex twice
  • Bug: weapon sort order updates being sent to server too frequently
  • Data: New Images
  • Bug [#4266]: Bug in Random Map Settings
  • Bug: Fixed two rare NPEs: one is issuing a skip command with a null entity while simultaneous phases are active and the other is related to disconnecting a client
  • Bug: Indirect artillery fire shouldn't be effected by light modifiers
  • Bug [#4147]: Fixed issues with searchlights, night, and one-sided LoS
  • Bug: UnitOverview legal unit highlighting issues with simultaneous phases
  • Bug [#4251]: Movement illegal with simultaneous movement
  • Data: New Images
  • Bug [#4269]: MoveStep.getParent() not returning the correct MovePath
  • Bug [#4270]: Freeze/Lockup during firing phase
  • Bug [#4271]: No unit to move with mek lance movement
  • Bug [#4151]: some height/elevation method conventions are counterintuitive
  • Bug [#4150]: HexTarget violates interface contract
  • Bug [#4268]: Incorrect Fall Damage from falling while on Building
  • Bug [#4272]: Added checkbvTeam to display BV scores and percents for each team
  • Bug [#4258]: Princess bot target wrong hex for strategic target
  • Bug [#4257]: Added detailed BV calculation report for Protomechs
  • Bug [#4263]: Thunderbolt Missiles do half damage during strike run
  • Bug: Potential NPE with charge attacks
  • Bug [#4274]: Game Options Load doesn't update Sever's options
  • Bug [#4275]: Movement envelope not getting cleared at end of turn
  • Bug: Report phase chat boxes occasionally needed to hit enter twice to send
  • Bug: SHD Create/Edit Note dialog wouldn't disable key commands (ie. scrolling)
  • Data: New Images, Some unit name changes to eliminate quotation issues with Forth coming Image Pack.
  • Bug: [#4267] Princess thread NPE - calculateMyTurn.
  • Added code to fail faster in the case of either being passed a null Entity or not being able to find an Entity to move. This doesn't resolve the issue, but should make it easier to trace down exactly which is happening.
  • Bug: Graphical glitches with transparent images on MegamekButtons in windows
  • Patch [#328]: VTOL rotor damage reduction toggle
  • Added a utility to the BotClient base class for caching which hexes have a path to the center of the board. This should speed up the deployment of units after the first, so long as they have the same movement type.
  • Feature [#1132]: TacOps LOS Range
  • Data: New Images
  • Data: Some Unit fixes (unit name changes to eliminate quotation issues with Forth coming Image Pack)
  • Bug [#4277]: Gravity to-hit clarification
  • Feature [#1291]: Custom Weapon Orders can now be saved/loaded from a file
  • Data: New RATs (3145 Vees)
  • Data: New Images
  • Data: Some Unit fixes (unit name changes to eliminate quotation issues with Forth coming Image Pack)
  • Bug [#4278]: Zero MP Infantry Movement
  • Added 2 new chat commands for Princess: SHOW_BEHAVIOR - princessName: showBehavior :: Princess will state the name of her current behavior. LIST_COMMANDS - princessName: listCommands :: Displays a list of available chat commands for Princess.
  • Data: New RATs (War of Reavings - Thanks Greekfire)
  • Data: New Images
  • Bug: Plasma Rifles were receiving pulse and DE damage reductions at extreme and LOS range
  • Bug: Extreme/LOS range damage reduction for VSPs was wrong: now the pulse penalties normally apply, unless the target is conventional infantry, where the direct fire energy penalties apply
  • Bug: [#4287] princess.PathRanker.rankPaths IndexOutOfBoundsException
  • Bug: LOS Range was making some short range weapons unable to fire
  • The Game object frequently returns Vectors instead of Lists, work has begun to instead return Lists that are read-only
  • Added additional heuristics for finding fluff images
  • Data: New Images and Unit Names Fixes
  • Bug: [#4273] Issue with Princess target ChatCommand
  • Refactored quirks to use static constants instead of string literals
  • Feature: implemented Battlefists quirk
  • Added data for a couple of missing quirks and added page references
  • Restricting some quirks to unit types.
  • Feature: implemented power reverse quirk
  • Feature: implemented poor performance quirk
  • Bug [#4290]: Highlight color now reflects movement mode (walk/jump/backup)
  • Bug [#4298]: Melee master ability doesn't grant an extra attack with a hatchet
  • Bug [#4299]: Power Reverse PSR on jumping mech
  • Data: New Images and Unit Names Fixes
  • Bug [#4293]: Can only save custom weapon order orders, issues with saving weapon sort orders (this will invalidate any currently saved weapon sort
  • Bug [#4307]: TacOps BA vs BA weapon damage applied to wrong David Gauss Rifle orders)
  • Feature: GameOptionsDialog now has a Search tab, where the user can enter text and any options that contain that text in their name or tooltip will be displayed
  • Bug [#4243]: Added BA vs BA damage optional rule from TO 2nd printing pg 109
  • Bug [#4243]: Updated Flak Ammo per new TO errata
  • Bug [#4098]: Anti-Missile System Manual Engagement
  • Feature [#1324]: Auto target woods hex when no other targets present
  • Bug [#4191]: Entity.isImmobile(Entity.java:1223) will throw an NPE if the crew is NULL (such as coming from MHQ w/out a crew assigned)
  • Bug [#4303]: Infantry heavy lasers do not display the -1 to hit at range 0
  • Feature: Add Overview, Capability, and Deployment tags, so the unit files could have descriptive text that match the fields from the published TROs. No unit files have been changed.
  • Feature [#1323]: AMS now have an Automatic mode when auto AMS rule is off
  • Bug [#4305]: Movepath displays PSR warning for vehicles moving through rubble
  • Bug [#4311] Infantry attempting to kick targets results in hang at end of firing phase
  • Bug [#4322]: Next Player Causes UnsupportedOperationException
  • Bug [#4314]: Spot button only enabled when spotter has LoS
  • Bug [#4314]: Units may spot beyond visual range
  • Bug [#4316]: NPE when attempting to skip a bot's turn while deploying reinforcements
  • Bug [#4319]: BA with Infantry Support Weapons cannot attack with them
  • Bug [#4311] Infantry attempting to kick targets results in hang at end of firing phase
  • Feature: [#1109] Add new command line parameters for /replacePlayer
  • Added a new menu command "Replace Player" (under File > Game) that will bring up the Bot Config Dialog to allow the user to replace specific player(s) and, if using Princess, go through the full configuration process. This function allows the user to replace multiple ghost players through the selection window on the left side of the dialog. The old command-line "/replacePlayer" command, though still functional, should no longer be necessary and does not have the ability to replace multiple players simultaneously.
  • Bug [#3696]: Princess Does Not Understand Torso-Mounted Cockpits
  • Bug [#4332]: ECM causes illegal state exception
  • Bug [#4328]: Jump platoon unable to flee off the map despite being at map edge
  • Bug [#4160]: startup.sh should handle new versions of megamek better
  • Data: New Images and Unit Fixes.
  • Bug: BA standard armor cannot be selected
  • Removed hidden directories from startup.sh script
  • Bug [#4326]: Load/Unload buttons always enabled during deployment
  • Bug [#4335]: Direct fire Longtom marks a hex as auto hit, but no bonus applies
  • Bug [#4344]: Stiletto image file missing from megamek
  • Bug MML Ammo Costs wrong.
  • Bug [#4342]: Dropship unable to lift off (under specific circumstances)
  • Bug: ComputeECM.computeAllEntitiesECMInfo could NPE in some circumstances
  • Bug [#4341]: BA cannot mount on omni vehicles in the lobby
  • Bug [#4347]: Unofficial rule : Unjam ultra ACs does not work for ASFs
  • Bug [#4350]: Princess Does Not Release CPU When 'Kicked' in Windows Client
  • Bug [#4348]: Unloading BA in the deployment phase is bugged
  • Data: New images and tons of RAT fixes
  • Bug [MML#141]: Long Tom Availablity Bugged by Year
  • Bug [#4339]: Dropship's 'Save Unit List' MUL File Error
  • Bug [#4312]: 'No units left to move' error when unit being swarmed dies
  • Bug [#4333]: BA swarm attack causes critical but no critical hit is rolled

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 Experimental (Jun 17, 2014)

  • Feature Request [#1188]: RATs calling other RATs. Added code to recognize the
  • "@" symbol as a reference to anther RAT to roll on. Updated the EXAMPLE RAT
  • FILE.txt file to reflect this information and also copied it into the docs
  • folder to make it easier to find.
  • Added a basic moral system for Princess to have her potentially retreat units
  • off the board before Forced Withdrawal would take effect.
  • Updated the Xotl RAT files to incorporate the most recent version (including
  • the 3050 IS mechs) and to make use of the changes for Feature Request
  • [#1188] (RATs referencing other RATs) committed in revision [r10887].
  • Patch [#457]: (Unofficial Option) Reduce Overheat modifier in BV calculation
  • Features: Fires in the dark now work properly for illumination (TO pg 57)
  • Bug: Fixed a mistake in the merge in [r10927] and some code was lost that
  • shouldn't have been
  • Bug [#1259]: MM has no mechanism for tracking illuminated hexes
  • v0.37.12 (2014-06-03 19:06 UTC)
  • 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

New in MegaMek 0.37.11 Experimental (May 6, 2014)

  • Feature [#1241]: Server should use a multi-threaded approach to connection
  • handling
  • Feature [#1243]: Client Feedback Request
  • Bug [#41]: steping out of a domino effect not possible
  • Bug: Bot receiving CFR would hang game: both bots not reply with "no action"
  • when asked if they want to step out of a domino effect.
  • Bug [#4104]: [experimental] Context menus are out of alignment
  • Bug [#4105]: Make a clear distinction between players present in the lounge
  • and those joined aftwards
  • Feature: Added the ability for players to join a team via the /joinTeam
  • command, this also allows players who join in the middle of a game to join
  • a team and reinforce units (or have units given to them via /traitor)
  • Bug: RandomUnitGenerator was horribly memory inefficient
  • Removed code to dispose of RandomUnitGenerator, since it no longer takes up
  • so much memory (also required to reinforce from the RandomArmyDialog)
  • Feature [#1205]: Added ability to reinforce from the RandomArmyDialog
  • Bug: Units reinforced on or before the movement phase could be selected, but
  • if selected, numerous errors would be thrown (fixed for Reinforce RAT)
  • v0.37.11 (2014-05-05 15:47 UTC)
  • Bug [#3948]: Harjel fails to prevent breaches on Submarines.
  • Bug: Harjel II/III shared a report with Harjel when checking for breaches. It
  • wasn't clear that Harjel I prevents the breach while Harjel II/III only
  • provide a +2 bonus to the check. Added a new report to make it clearer
  • Bug: Harjel II/III were improperly preventing breach checks
  • Bug [#3948]: Submarines couldn't 'Go Up' to the surface
  • Bug: default mechset.txt was missing entry for default_submarine
  • Bug: Added F_TANK_EQUIPMENT flag to Harjel equipment
  • Bug: Fixed issues with TestEntity and TestMech for harjel validation
  • changed data/mechfiles/dropship to data/mechfiles/dropships to be in line
  • with all the other folders
  • updated the packaging scripts to match the change from dropship to dropships
  • Bug [#4091]: Potential NPE in Compute.getMetalInPath
  • Bug: Meks with head-mounted equipment flagged as illegal
  • Bug [#4092]: Localload does not appear to work properly
  • Bug: Nail/Rivet Gun always out of range.
  • Bug: Aimed shots at immobile targets possible with iNarc/iATM.
  • Bug [#3998]: Ammo & Equipment Limits: Ammo tech level is now determined by the
  • game year instead of the unit's creation year
  • Bug [#3301]: Allow Advanced Ammunition - there are now two options: one allows
  • just advanced ammo, while the second option enables advanced, experimental,
  • and unofficial ammo
  • Bug [#4094]: Field of View bug: Version 0.37.10
  • Bug: Use of getBoolean() instead of parseBoolean() in MULParser causing
  • incorrect values
  • Bug: Empty string for repairable defaults it to false, this needs to default
  • to true
  • Bug [#4093]: Firing Solution does not seem to function
  • Bug [#4096]: Deploying in Water Causes Stuck Unit
  • Bug: Non-fusion Battlemechs weren't generating heat from movement
  • Bug: Princess deploys ground units into mid-air on level 1 and higher hexes
  • Bug: "buildings_no_basement/ModCan02 16x17" map causes NumberFormatException
  • when loaded.
  • Bug [#4099]: Megamek failed to draw ejected pilot on physical attack round on
  • MegaMek - 0.37.10 (0.38.0 RC2)-windows
  • Bug: Fixed a ClassCastException in MechDisplay$WeaponPanel
  • Added a new map pack from CarnageINC
  • Bug: SpecialHexDisplay Note icon was not displaying properly
  • Bug: D6/2 anti-infantry weapon damage rounded down, not up.
  • Bug: Clan CASE II invisible in MechView.
  • Bug: Rounded weights in TestBattleArmor.getWeightWeapon to prevent some
  • numerical issues (like being overweight by 0.000000001)
  • Bug: Internal head damage ejection roll modifier not always correct (formula
  • incorrect for superheavy heads, arbitrary +2 maximum)
  • Refactored code related to Server.resolveWhatPlayersCanSeeWhatUnits and also
  • added code to consider detection by sensors
  • Bug [#2222]: some reports not filtered with "No double blind message" set
  • Data: Warrior S-9 Stealth Helicopter fix
  • Bug: FoV darkening: when considered LoS between a selected unit and another
  • unit, the location of the selected unit was being used to determine the
  • elevation of the target, leading to incorrect calculations
  • Bug: fall elevation was improperly computed when doing displacement
  • Bug: PlayerListDialog was never updating the player list, also adjusted the
  • formatting and added team information
  • Bug: fog level not visible in round report
  • Bug [#4108]: jumping in fog does not cost extra MP
  • reset armor and si of Aeros during victory phase when using aero sanity rules
  • Bug [#4059]: Aero Sanity Mod for Damage causing double heat
  • Data: New Images and unit fixes.
  • Data: Lots of Fixed RATs
  • Bug [#4046]: Submarines limited to cruising speed underwater
  • Bug: Units reinforced on or before the movement phase could be selected, but
  • if selected, numerous errors would be thrown
  • Bug: MovementDisplay.updateSelfDestructButton throws an NPE with squadrons
  • Bug [#4110]: Canon Units option leaves MechSelectorDialog blank
  • Bug [#4113]: Hull-down meks making falling PSR
  • Bug [#4107]: searchlight quirk does not actually give searchlight
  • Bug [#4114]: Some bugs in TSEMP handling...
  • Refactored BotClient.getStartingCoordsArray(). Uses a LinkedList instead of
  • manually trying to size a Coords[].
  • Bug [#4097]: Swarm missiles fired at non-unit targets cause NPE on miss
  • Data: A lot of date and tech level Changes.
  • Added Clan versions of IS naval weapons.
  • Data: Unit fixes and images.
  • Bug: Messed up a couple of tech constants from previous commits
  • Bug [#4115]: Bot deployment is computationally expensive
  • Bug [#4117]: Princess doesn't clean up after itself
  • Bug [#4116]: Simultaneous phases, Bots, and thread safety
  • Data: More Date and tech level Changes and couple of unit fixes.
  • Bug: Aimed shots possible with enhanced LRMs.
  • Infantry inferno SRM ammo type brought in line with standard; caused NPE when
  • used by bot.

New in MegaMek 0.36.1 Stable / 0.37.10 Experimental (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 0.36.1 Stable / 0.37.9 Experimental (Mar 31, 2014)

  • Bug [#4016]: "More" Button gets grayed out with aeros 0.37.6-exp
  • Bug: Go Up and Maneuver buttons were not being disabled for OOC Aeros
  • Bug: Fixed graphical artefacts on edges of map on non-isometric view,
  • unfortunately this required removing the optimization code that caches the
  • board image and allows for faster updates with isometric view.
  • Removed the rest of the code related to caching the board image
  • Added code to BoardView1 to buffer the drawing of the tiled background image,
  • which reduces the amount of time it takes to draw by an order of magnitude
  • Added some missing l10n entries for MovementDisplay
  • Added padding to the top and side of the board
  • v0.37.9, 0.38.0 Release Candidate 1 (2014-03-29 14:25 UTC)
  • 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 0.37 (Dec 27, 2013)

  • Bug: Fixed some issues with the path planner. First, for the candidate list,
  • I changed the ArrayList to a PriorityQueue. There was also a bug where every
  • 256 iterations it would check to see if the current path was better than the
  • currently saved best path and if it wasn't it would end. This is an
  • assumption that doesn't always hold and basically resulted in the A*
  • path-planner halting prematurely. If the A* path-planner didn't reach the
  • goal, the path is finished with a straight-line planner. Fixing this allows
  • the A* planner to work for longer and hence find much better paths
  • (although it's still has a maximu time limit).
  • Feature: Added engine name, gyro type and myomer name to MechSummary and set
  • these values when the summaries are created
  • Added a tool to create a CSV of MechSummaries for all units in the data files,
  • excluding infantry. This was requested by Hammer for some MekHQ data work.
  • Bug [#3848]: ImageCache.get uses expensive operations
  • Patch: MaxTech Movement Modifiers & Unofficial MASC Options
  • Bug: The ImageCache max size check was using == instead of >=
  • Bug: MechSummary and AdvancedSearch were using EquipmentType.getName() instead
  • of getInternalName()
  • Enabled the MechEditorDialog for post-stable branch
  • Removed ImageCache maximum size
  • Bug: Board.setHex - shouldn't adust min/max elev if they are undefined
  • Bug [#3618]: Matched input/output stream buffers to socket receive/send
  • buffer
  • Bug: When handling a COMMAND_ENTITY_ADD packet, the server was calling
  • transmitAllPlayerDones twice, which was causing superfluous overhead
  • Bug [#3618]: Updates to the code for adding multiple entities, see SF bug
  • ticket for details. After these changes, adding 200 mechs in the chat
  • lounge goes from ~65s to ~15s.
  • Bug [#3893]: ChatLounge 'Delete All' button is very slow.
  • Removed AWT and 3d interfaces, they were old and unmaintained
  • Bug: PPC capacitor has wrong explosive BV penalty
  • Bug [#3303]: Round Report Change? (Squad vs Platoon killed)
  • Bug [#3817]: ListSelectionModels can fire multiple ListSelectionEvent for one
  • selection change
  • Bug: init bonuses from mobile hq not working correct with multiple mobile HQs
  • Feature [#1142]: "Field of View" tool (thanks Johann)
  • Bug: Added some code to prevent the AdvancedSearchDialog from opening off
  • screen. Also removed an unused state variable in GameOptionsDialog.
  • Bug [#3894]: Shots Assigned Not Always Present
  • Bug [#3896]: Protomechs get 'stuck' in buildings
  • Bug [#3885]: VTOLs that have their rotors blown off don't take crash damage
  • Bug [#3898]: Crashing Dropships only reduce elevation by 1, crashing Aeros
  • reduce elevation
  • change default year to 3145
  • Bug [#3898]: Crashing Aeros can now face a watery death
  • Data: Unit fixes and New Images
  • Data: Unit/Rat/Equipment Date Fixes.
  • Bug [#3898]: Crashing dropships reduce elevation of water hexes instead of
  • depth
  • Bug: drone extra equipment should not take up extra item slots on tanks
  • Bug[#3901]: Light-up Deployment Hexes Everywhere! - 0.37-dev
  • Bug [#3899]: A crashing spheroid DropShip uses the Nose Hit Location Table
  • Bug [#3904]: Unit LOS Hex Darkening Bugged 0.37-dev
  • Feature: Changed the JMenuItems for all of the toggles in View to
  • JCheckBoxMenuItems
  • Feature [#1178]: Firing Solutions Tool
  • SuperHeavy mechs should now be finished.
  • changed how CriticalSlots work, the int index is now used only for TYPE_SYSTEM
  • CriticalSlots, never for TYPE_EQUIPMENT ones
  • Bug [#3905]: Shift-Clicking to turn during movement draws another step when
  • shift is released
  • Errata change: C3 requires LOS
  • Bug [#3907]: The MM A* heuristic is inadmissible, which leads to planning
  • sub-optimal paths
  • Feature [#1143]: 'Movement Envelope'
  • Data: Unit fixes and new Images.
  • Feature [#1176]: adding lookup names
  • Feature [#1182] Alternate Pilot BV Mod
  • Bug [#3906]: Careful Stand/Getting Up Bug 0.37-dev
  • Feature [#1184] Calculate BV by Geometric Mean
  • Bug [#3910]: MUL files with tags will not parse
  • Bug [#3903]: Falling damage while moving from one level to another
  • Feature [#1178]: Updated firing solutions to use a more complete set of to-hit
  • modifiers
  • three new unofficial pilot options
  • Bug: Mech#getMTF not working
  • Modified Princess options on Bot Config dialog to allow adjustments of all
  • princess behavior settings.
  • Added help button for new princess config options.
  • Multiple princess configs can be saved and different princess instances can
  • use different configurations.
  • Start of Tripod 'Mech support
  • lateral shifts, reduced cost facing changes and PSR bonuses for tripods
  • Bug [#3711]: Tooltip dismiss delay is low for some look and feels:
  • client options now has a tooltip dismiss delay setting
  • Bug: ChatterBox2 mousewheel hit detection was bugged
  • Bug: ChatterBox2 doesn't completely consume mouse clicks and releases (
  • clicking on the ChatterBox2 will select hexes underneath the ChatterBox2)
  • Bug: Potential infinite loop with ChatterBox2 and scrolling
  • Bug: Updated displayables to consume mouse drags
  • Made it so the ChatterBox2 doesn't add characters when control is pressed
  • Feature [#1174]: Specific Number of 'Mechs Victory Condition
  • Feature [#1120]: Allow users to set the maximum amount of external heat
  • Princess bot help button not working
  • Superheavy BV fixes
  • aerospace sanity mod unofficial option (see docs/aero_sanity_mod.txt for
  • details)
  • added visual range limits to LoS shading in BoardView1
  • Data: New unit images(BIG Thanks to Deadborder)/Equipment fix and unit name
  • fix.
  • added Tripod Mech Display
  • added sensor range bubble in lighter shade to LoS bubble for Movemen splay
  • Bug: hexes in dead zones not showing up as blocked by hill for sensor purposes
  • unofficial option: magscan blocked by hills
  • unofficial option: no movement cost for night/fog conditions
  • unofficial option: CASE/CASEII reduces pilot damage on ammo explosion
  • Bug: ammo reduced twice in weapon bays using aero sanity rules
  • better mechdisplay when using aero sanity rules for squadrons and
  • capital-class vessels
  • SPA: sandblaster (AToW)
  • SPA: cluster hitter (AToW) and cluster master (unofficial)
  • SPA: sensor geek (unofficial), all weather (unofficial)
  • WeaponHandler#getClusterModifier replaces all the duplicate code in calcNHits
  • for various handlers
  • SPA: melee master (AToW)
  • Bug: Command line verifier broken for 'Mechs (NPE in
  • TestEntity.printLocations()).
  • Bug [#3916]: firing solutions caused NPE with non-targetable units
  • Bug: tripod facing change cost not working right
  • Bug [#3683]: Gunnery Specializarion bug
  • Bug [#2945]: Standing up with missing arms and leg
  • Bug: Zero-level falls on dry land only do half damage
  • Bug [#3918]: ClassCastException with Tripod punches
  • Bug [#3919]: Alert messages for exiting/entering from Building hexes
  • Bug [#3920]: VTOLs and Stacking with Hostile Units
  • Fix GameEntityRemoveEvent to contain a reference to the entity being removed
  • Updated the /replacePlayer command so that a configuration and verbosity level
  • can be specified when Princess is used.
  • fix compile errors in Game.java
  • remove old libraries
  • fix tooltip dismiss delay
  • Bug [#3747]: Custom RATs don't always show up
  • Bug [#3921]: charges and DFAs not working
  • Feature: Implemented Anti-penetrative Ablation armor
  • Changed several state variables in IPlayer to public final static and changed
  • many of the references to them to be static, removing a slew of warnings
  • Made the HitData hit variable a protected state variable in Weaponhandler.
  • This enables weapons that do damage+heat to properly check for armor types.
  • Bug: tags in Report don't advance the tagCounter, causing issues with
  • other tags appearing after tags in reports
  • Bug: Report for flamer heat damage doesn't display hit/miss
  • Bug: Reports related to increased/decreased damage for reflective armor
  • aren't indented properly
  • Bug: Reflective armor doesn't properly reduce energy-based heat damage
  • Feature: Implemented heat-dissipating armor (heat from burning hexes isn't
  • working yet, pending a rules clarification)
  • Feature: Implemented ballistic-reinforced armor
  • Bug [#3923]: Ammo type is not obvious from reports
  • Bug: Princess behavior selector defaults to "berserk" rather than the actual
  • "default"
  • Feature: Added patch for War of Reaving equipment
  • Data: Republic 3145 Units and War of Reaving Mechs (WoR Units need testing)
  • Data: Revised Unit Images and added additional Lookup Name.
  • Bug [#3927]: Cannot Update Client Settings 0.37-dev
  • Fix BA weapon flags
  • Added a TestAero class for validating Aerospace and Conventional fighters
  • Fix to TestAero class Cockpits
  • Bug [#3928]: no ammo explosion due to heat
  • Patch [#455]: memory leak in ImageCache related to redraw timers
  • Data: Fixes to Aero Files.
  • TestEntity now includes a printSource() method, and the printEntity() methods
  • of all TestEnity subclasses have been updated to call it
  • Upated MechView to print the source of a unit if it's set
  • Added several chat commands for Princess.
  • Data: More Aero Fixes
  • Changed Munition Mutators to use dates and tech level
  • Ammo Tech level and Date Fixes
  • Data: More Unit fixes.
  • Changed the default log level of ChatProcessorTest from DEBUG to ERROR, to
  • reduce the number of log statements during the build.
  • Updated TestAero to allow primitive standard and ferror armors.
  • Also updated it to use EquipmentType defines instead of magic numbers.
  • Ferro-Lamellor was clan tech, who knew... updated TestAero to reflect this so
  • some units stop failing.
  • Added primitive ferro-alumnium armor and made it legal for Aeros to use it.
  • Updated TestAero: made the isClan state variable of AeroArmor public.
  • MiscType: Added entries for various Aero armors that were missing them.
  • Updated TestAero: made the isClan state variable of AeroArmor public.
  • Updated MiscType Data for Aeros and some unit fixes.
  • Unit Fixes
  • made it possible to use MechDisplay with a null clientgui, for use in MekWars
  • Bug [#3943]: Firing Heavy SRM Infantry causes fire phase to hang
  • Updated EntityVerifier: -v flag now only prints reports for failed units,
  • use -valid along with -v to print reports for all units, updated usage msg.
  • Data: Unit Fixes and new images. Thanks Deadborder.
  • Bug: Possible NPE in MechDisplay, related to ammo weapons not having ammo
  • Bug: BLKAeroFile was computing primitive engine ratings incorrectly
  • Bug [#3939]: NPE from ammo explosion caused by heat 0.37-dev
  • Bug: Server.receiveEntityAdd gets an NPE when adding Aeros that don't have a
  • verifier (Jumpships, Warships, etc)
  • Bug: RandomNameGenerator and RandomUnitGenerator both were opening files and
  • not closing them
  • Bug [#3929]: old firing solutions shown at start of firing phase when opponent
  • has first turn
  • Adjusted formatting on reports related to DFAs, fixing newlines/indents etc
  • Bug [#3944]: missed DFA results in wrong displacement
  • Bug: TestEntity.getWeightAllocatedArmor() was double counting armor points for
  • patchwork armor
  • Reverted [r9893]: I could've sworn it just said round, but it does say round
  • up, so the code before was actually correct
  • Bug [#3924]: Firing Phase NPE with Friendly Fire Turned On 0.37-dev
  • Bug [#3935]: Graphical Errors with Sand Hexes at Level -2 and Below
  • Bug [#3937]: AMS not working against iATMs 0.37-dev
  • Bug: Unofficial option for CASE/CASEII to reduce ammo explosion pilot damage
  • was only partially implemented: the option didn't have a displayable_name
  • or description, and the option always took effect regardless of whether it
  • was turned on
  • Adjusted formatting of ammo explosion reports
  • Bug [#3940]: Has no unit to move error when launching 2nd aero unit on space
  • map on Megamek 0.37.0-dev
  • Bug [#3932]: Infernos do not appear to cause any critical hit effects against
  • vehicles.
  • Bug [#3945]: Another NPE, but for an inferno ammo explosion 0.37-dev
  • Bug: Added two new conditions to Entity.isTargetable: entities are no longer
  • considered targetable if they are being transported and if they are
  • captured. This prevents some exceptions with the firing solutions code.
  • Bug [#3946]: Infantry Don't count towards initiative rule can lead to no unit
  • to move errors
  • Bug: inf ignore initiative rule was bugged when there is only one team: in
  • that case initiative order would be like: unit, , .
  • added construction data for light fluid suction system
  • Bug [#3951]: Field Gun infantry can fire into the same hex, but shouldn't be
  • able to.
  • Bug [#3949]: Cluster Hitter Pilot Ability Description Missing 0.37-dev
  • Modified the Princess path ranking code for quicker processing of fast units.
  • Depending on situation, Princess should be 25% to 60% faster moving units.
  • Unfortunately, once units get close to the enemy is where the least
  • improvement happens.
  • Bug: memory leak with scaled image cache in BoardView1
  • Bug: Clan Heat-Dissipating armor not available
  • Data: Start of Units from RS 3145 NTNU and some unit and RAT Fixes.
  • Bug: [#3956] Bot hangs on Divide By Zero error 0.37-dev

New in MegaMek Stable 0.36 (Oct 25, 2013)

  • Ejected MechWarrior Takes Sprite of a 'mech from previous game
  • 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 Stable 0.34.10 (Jul 31, 2013)

  • Bug: Shields and Spikes count for defensive BV
  • Bug: large shield with all crits destroyed still hindering movement
  • All Clan Mechs have Clan names again + use double buffering for swing UI (I don't even remember why I disabled it in the first place)
  • Bug 2928258: LRM 15 not loading from TDB .xml files
  • Bug 2930686: Plasma rifle vs. fire-resistant armor
  • Bug 2933643: Charge should damage first, displace later
  • Bug with coolant pods BV
  • Bug 3030702: report error with vibroclaws against infantry + Added spanish translation

New in MegaMek 0.35.25 (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 0.35.16 (Jun 24, 2010)

  • isometric rendering fixes
  • weapons fire report newline fix
  • unitoverview drawing fix when window wider than board image
  • MASS bv is defensive
  • Round reports now use the System font.
  • Data 2993359: JHS3076 DropShips and WarShips
  • Patch 2995672: Infantry armor from BLK
  • Added Fluff History and File path to MTF and BLK file types.
  • Added Cost data field to BA BLK loader
  • Bug: Artemis V BV for mechs missing
  • Bug: Protomech ACs shouldn't be explosive
  • Bug: Coolant pods not working correctly for BV
  • Bug: Extended and Enhanced LRMs had wrong BV
  • Bug: BA mines and misc equipment not counting for BV
  • Patch 3000277, Bugs 2995326, 2956157, 2956087: Artillery cannons
  • Patch 2995669: more infantry weapons
  • Typo: Misspelled Heavy Battle Claw
  • Bug 3000641: BA UMU not working
  • Patch 3002539: Infantry TW Flamer fix
  • Added Remote Sensor Dispensor Equipment.
  • Added code to use a max of 9 for pilot/gunnery skills.
  • Half ton troop carrying space not working correctly
  • added endo-composite structure
  • Bug: Large Support Vehicles not loading cruiseMP
  • Bug: Allowing for pilots with greater then 9 piloting/gunnery
  • Bug: Chameleon Light Polarization Shield name
  • Bug 3009995: Improved Heavy Small Laser range
  • Bug 3008861: minor fix for aero units mounting artillery
  • Bug 3008960: Engine rating rounding wrong
  • Bug 3005912: advanced units should be able to use experimental/unofficial ammo when option is set
  • Talon BV/damage fix
  • Bug 3010633: kicks do no damage
  • Bug: Fixed number of crits for Endo-Composite
  • Bug 3009238: dermal armor BA have too many troopers shooting
  • Updated TestMech to check for new illegal equipment combos.
  • Bug: XXL Engine weight sometimes wrong
  • Bug: Mace has wrong weight in verifier
  • Added full-head ejection system (no game rules yet)
  • Added laser insulators
  • Bug: armor weight sometimes not correct, stupid floating point inaccuracy

New in MegaMek 0.34.8 (Aug 25, 2009)

  • Bug: bot died when only unarmed targets available
  • Bug: occasional exceptions observing bot v bot games
  • Tweak build.xml to ask for version number when packaging a new release.
  • Bug 1588924: Cannot Open Custom BA Panel with Java 1.4
  • Bug 1582609: Cannot load MUL that includes the TMP-3M2 "Storm Tempest"
  • Bug 1585497: Check for partial cover when hitting with infernos
  • Bug 1598976: 'Mech with Torso-Mounted Cockpit destroyed by head blown off critical.
  • Bug 1591093: no units to move error when swarming infantry knocked off in accidental fall
  • Body-mounted C3 Masters in Tanks should fire their TAG into the front arc, per the Ask the PM Forum.
  • Bug 954406: Charge declaration and stacking
  • Bug: Megamek required "Helvetica" font
  • Bug: NPE in stop swarm attack if the swarmed unit was destroyed earlier in the phase
  • Bug 1613504: Unloading BA from prone mech didn't work
  • Bug 1610653: Flying BA can be thrashed
  • Bug 1598816: Description of Game Option "Friendly Fire"
  • Bug 1623985: Swarm LRM attacks source