Releases: MegaMek/megamek
Releases · MegaMek/megamek
v0.47.4 Development Snapshot
- PR #1626: Add LargeCraft Roles to RatGen
- Issue #1630: Fixed an issue introduced in 47.3 which prevented spheroid dropships from firing nose/aft weapons on space maps
- PR #1650: When a bay door gets blown out, only blow out one bay door instead of two
- PR #1648: Don't auto-eject crew from large space craft due to ammo explosions and such
- Issue #1641, #1643: Fixes for undesired map editor behavior involving buildings
- Issue #1655: Printing wrong weapon
- Data: Various Fixes (#1652,#1615,#1545,#1534) and some errata.
- Issue #1647: WiGEs can't sideslip across water
- Issue #1479: Add theme selection and dark themes
v0.47.3 Development Snapshot
- Issue #1546: Large VSP + Targeting Computer applies to-hit mod twice, resulting in too-easy to-hit number
- PR #1543: Fighter Ejection
- Issue #920: Selecting a terrain feature in the map editor selects the right terrain type in the terrain type dropdown
- Issue #1549: Client freezes when selecting a unit with a lot of special pilot abilities
- PR #1558: Errata: adjustments to piloting BV modifier
- Issue #911: Implements "flamers do both damage and heat" rule from BMM p. 99; multiple flamer damage/heat handling corrections with regards to relevant specialized armor.
- PR #1560: Vehicles and Atlas from House Arano sourcebook added
- PR #1565: Aerospace fighters fighting in atmosphere no longer always report attack direction as being against the nose
- Issue #1580: Indirect fire penalty occuring on C3 Master TAG again
- PR #1588: Graphical editor for RAT Generator data. See documentation in docs/RAT Stuff/rat-generator.txt
- PR #1589: Fix support for adapting to unit name changes.
- Issue #1590: Fa Shih unable to lay mines
- Issue #1587: Max Integer Substituted for Target Number
- Issue #1568: Several Trailer Units not tow-able
- Issue #1562: Critical Hit on Protomech Near Miss
- PR #1574: Grounded dropships no longer able to fire nose-mounted weapons at ground targets
- PR #1598: Bot will no longer attempt to indirect-fire LRMs from airborne aircraft
- Issue #1576: Target on Predesignated Artillery Hex is automatically hit
- PR #1611: Individual AMS will no longer engage homing Arrow IV missiles
- PR #1600: House Arano sourcebook RATs
- PR #1610: VSTOL Equipment Now Saves Properly and is shown on Unit Summary and TRO
- PR #1612: RAT Generator will now produce Bluehawk/Protector fighters, Hover Scout/Falcon tanks (occasionally) and LAMs (occasionally).
Bot still doesn't know how to transform, but can use them just fine in each individual form. - Data: New Sprites and a couple of new maps from Simon Landmine.
- PR #1620: Allow indirect LRMs to miss legs if target in water [Errata]
- Issue #1597: Fix RATs referencing 'Nuberu Anti Aircraft Tank', 'Sprite Ultraheavy ProtoMech', and 'Procyon ProtoMech' #1597
- PR #918 #1613: Improve map editor GUI
- Data: RAT Fixes, and adding EVS Map pack (very large maps for anyone interested)
v0.46.1 Stable
- Fix large craft bay cost calculations
- Bug: Vehicle reduced to half movement not considered heavy damage
- PR #1473: Allow the bot to gracefully handle deployment of grounded dropships on maps with no valid places to put them
- PR #1474: TRO display in MegaMek lobby displays data for gun emplacements
- Issue #1459: Using XXL(Clan) fusion engine on combat vehicle by mixed IS tech is not loaded properly
- Issue #1481: Selecting the Adelante Train throws IndexOutOfBounds Exception
- PR #1484: JS/SS max armor calculation (affects validation and MML).
- PR #1488: Nuclear warheads for large craft properly differentiate themselves from their standard versions when swapping ammo
- Issue #1490: Fixed Ramshackle quirk description
- Issue #1489: Fix jet booster and supercharger weight calculations
- Issue #1500: Avoid NRE in BotClient::getStartingCoordsArray
- Data: Fixing the Hercules in the mechset again.
- Bug: Some weapons missing their Aerospace attack values.
- Bug/Data: Fixing various validation errors.
- Issue #708: Errata indicates swarming battle armor should not be immune to fire.
- Issue #1517: Fix for multiple NPEs caused by phantom transported units
- Data: New Sprites/New Boards from Derv.
- Issue #1480: Mech Mortar Smoke round is unavailable
- Updating the Simon Landmine Map Pack.
- Issue #1523: Fixes to 3145 FWL RATs
- Issue #1514: Some Protomechs Missing Map Art
- Issue #1454: RS:SW New Mechs are listed as Level 2 instead of Level 1
- Issue #1549: Client freezes when selecting a unit with a lot of special pilot abilities
- PR #1558: Errata: adjustments to piloting BV modifier
- PR #1589: Fix support for adapting to unit name changes.
- Issue #1590: Fa Shih unable to lay mines
- Issue #1587: Max Integer Substituted for Target Number
- Issue #1562: Critical Hit on Protomech Near Miss
v0.47.2 Development Snapshot
v0.47.1 Development Snapshot
- PR #1451: Enable bot use of searchlights when necessary
- Account for all bay types in large craft cost calculations.
- Bug: Vehicle reduced to half movement not considered heavy damage
- PR #1473: Allow the bot to gracefully handle deployment of grounded dropships on maps with no valid places to put them
- PR #1474: TRO display in MegaMek lobby displays data for gun emplacements
- Issue #1459: Using XXL(Clan) fusion engine on combat vehicle by mixed IS tech is not loaded properly
- Issue #1481: Selecting the Adelante Train throws IndexOutOfBounds Exception
- PR #1484: JS/SS max armor calculation (affects validation and MML).
- PR #1478: Grounded Dropships and Individual Weapons (implements errata).
- PR #1488: Nuclear warheads for large craft properly differentiate themselves from their standard versions when swapping ammo
- Issue #1490: Fixed Ramshackle quirk description
- Issue #1489: Fix jet booster and supercharger weight calculations
- Issue #1500: Avoid NRE in BotClient::getStartingCoordsArray
- Issue #1508: #1261 was never merged properly.
- Data: Fixing the Hercules in the mechset again.
- Bug: Some weapons missing their Aerospace attack values.
- Bug/Data: Fixing various validation errors.
- Issue #708: Errata indicates swarming battle armor should not be immune to fire.
- Issue #1517: Fix for multiple NPEs caused by phantom transported units
- Data: New Sprites/New Boards from Derv.
- Issue #1480: Mech Mortar Smoke round is unavailable
- Updating the Simon Landmine Map Pack.
- PR #1519: Validation for support vehicles, corrections to many of the support vehicle unit files.
- PR #1521: Multiple fixes and errata related to handling of large craft missile weapons;
grounded dropships can now fire missiles as artillery;
grounded dropships cannot directly fire capital weapons at ground targets; - PR #1527/Issue #1303: Mostly implemented current TW rules for movement of spheroid dropships in atmosphere
- PR #1530: Treat fixed wing support vehicles as support vehicles instead of conventional fighters for cost calculation.
- Issue #1516: Rotary RAC does not generate extra heat when rapid firing
- Issue #1523: Fixes to 3145 FWL RATs
- Issue #1514: Some Protomechs Missing Map Art
- Issue #1454: RS:SW New Mechs are listed as Level 2 instead of Level 1
v0.47.0 Development Snapshot
- Issue #1315: add support for map annotations and description to .board files.
- PR #1323: implement "#sitrep" client command which can be used to display,
in the console, a list of units near the entity with the given ID. - PR #1329: Princess will now fire at multiple targets with units that have no secondary target penalty.
This should be most noticeable with dropships and other large spacecraft. - PR #1358: Princess properly operates really slow aircraft on ground maps and can actually drop thunder bombs now.
- PR #1354: Support for detailed large craft parts (K-F boom, grav deck, CIC, etc)
- PR #1401: Improved bot behavior using field gun infantry.
- PR #1404: Princess can now use rapid-fire autocannons; will respect "no AMS as weapon" setting
- PR #1405: Introduced Princess capability for indirect fire at spotted units
- PR #1409: Dropship artillery bays now fully functional
Dropships can optionally load/fire alternate artillery munitions
Copperhead ammo functions as homing rounds - Issue #1351: When a homing round lands, the firing player will now get asked which tagged unit gets clobbered.
- PR #1406: Princess can now spot units for indirect fire
- PR #1413: Performance and functionality improvements for space sensors
- PR #1419: Bearings-Only Missile Tweaks
- PR #1430: Improvements to bot handling of aerospace units, especially on low-atmospheric maps.
- PR #1440: Added ignore for YML files when loading units
- PR #1436: Greater variety of primitive and civilian units for AtB and template scenarios
v0.46.0 Stable
v0.46.0 Release Candidate 2
- Issue #1429: Bug Unable to move on map edges Intermittent
- PR #1426: Splash screen displays properly on very high width-to-height resolution ratios.
- Simple Tech Level wrong for Proto AC's and VSP Lasers.
- Issue #1388: Successful TAG designation cause the unit to suffer the penalty of spot for LRM indirect fire on the same turn
- Data: New Sprites
- Data: New Boards from new Beginner Box set (thanks ask)
- Data: New units from TP:Tokasha, OTP:Fronc Reaches and Vega 3039
v0.46.0 Release Candidate 1
- PR #1331: Infantry with "forest ranger" SPA is no longer able to move through woods for free.
- Issue #1356: Partial Wing won't work on Ultralight Battlemech.
- PR #1359, 1364, 1365: Multiple fixes preventing bot freezes in "edge" cases
- Issue #1353: Battle Armor Heavy Flamer only raise 2 heat per hit
- Issue #1297: LRM5 smoke rounds says 'heavy smoke' on the report.
- Issue #1090: VGL Unable to Fire - Out of Arc
- Issue #1375: Heat damage not correctly applied to all unit types
- PR #1385: Lack of deployment zone for entity no longer causes deployment turn to be ignored when loading MUL.
- PR #1389: Adding units mid game (via rat/mul) to an observer player is no longer possible as it causes the game to lock up
- MegaMekLab Issue #314: Fixed availability ratings for inner sphere LMG and ammo
- Issue #1249: Industrial TSM now applies 2x damage to appropriate melee attacks
- Issue #1352: Changing Planetary Conditions prior to starting a new game causes a -40C without input
- Issue #1400: Fleeing while carrying a non-existent mechwarrior no longer causes a soft-lock
- Data: Corsair fighter once again shows proper sprite
- Issue #1407: Attacks on transported battle armor no longer cause soft lock
- PR #1412: Switch to XStream's ID_REFERENCES mode for save games, shrinking their size considerably.
- PR #1414: Fix for edge case in BV calculations when two different weapons have almost identical BVs
v0.45.4 Development Snapshot
- PR #1250: Disallow loading trailers during deployment
- Data: New Sprites and Unit fixes.
- PR #1258: Aero Sanity 2.0! Fixes a number of reporting bugs and adds full support for Advanced Point Defense,
Glancing/Direct blows, S2S nuclear weapons and Bearings-Only Capital Missiles - Issue #1272: Clan BA SRM missing Multi-Purpose Missiles
- Data: New Sprites and New Units.
- Issue #1256: Magna Laser Rifle has range 0 instead of 2
- Data: Fixing broken Protomeks in some RATs
- PR #1278: Fix a soft-lock that would occur when using double-blind and the previous round's target would leave a unit's LOS
- Issue #587 PR #1273: Fixes for Post-Battle Handling of Capital Fighters.
- PR #1280: Add proper labels for host dialog controls (Accessibility Support)
- PR #1283: Rocket Launcher 1 through 5 turrets now have valid weapons
- PR #1264: [Feature] Wind direction can now be set in the lobby
- Issue #1095: [Errata] TAG now spots for indirect fire as well.
- PR #1304: Don't overflow the primary monitor with MM splash screen.
- Issue #1259: Extended Torso Twist Quirk not applying to Quads
- Data: New Sprites
- Data: Adding Fan Council TROs 3048/3062/3063 by popular request.