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PR #602: Add KIA checkbox and functionality to prisoners during scenario resolution.
Issue #308: Can now change contract payment multiplier when manually creating a new contract.
PR #741: Updated configuration presets for new campaigns to include new special pilot abilities.
Issue #445: Lengthy repairs now show the unit's name if the repair runs over more than one day.
PR #742: Errata - Range Master SPA no longer applicable to LOS range
Issue #384: Cannot negotiate contract terms because the game selects the highest skilled admin
and not the one with the negotiating skill
PR #766: [Feature] Added balance-over-time and revenue/expenditure charts to finances tab
PR #769: [Feature] Added tooltips to tonnage labels on force view when AtB is enabled.
PR #760: [Feature] Allow the user to introduce a modifier to the contract score of an AtB contract
PR #762: [Feature] Addresses RFE #515, by allowing 'export finances' as a CSV. Various minor fixes to other export mechanisms.
PR #762: Help -> About popup now contains link to MegaMek github home page.
PR #777: Addresses issue #776, by allowing the user to order up to a 1000 of some part or personnel class at a time, up from 100 previously.
PR #787: Adds total value for parts and fixes issue with net worth calculation for parts
Show java version and system info in log file.
PR #640: [Feature] Experimental aerospace equipment damage and repair times errata (aerospace equipment is damaged based on how many hits it has taken and repairs don't take an order of magnitude longer than mech equipment repairs)
PR #758: Start of MekHQ plugin system
Currently includes support for external plugin for alternate personnel market methods.
See documentation in docs/plugins.txt.
PR #800: Correctly calculate admin costs for government forces per Campaign Ops rules.
PR #804: Two fixes to GM mode finances -> edit transaction
Issue #796: LAM Pilot shows as Support in Personnel Breakdown
PR #821: Fix occasional issue where mechwarrior names with apostrophes and other "funny" characters would show up weird for completed scenarios.
PR #823: Fix for adding phantom heat sinks when restoring aerospace unit
Issue #824: Post game salvage/prisoners didn't show up.
Issue #729: Fix for 'adjust contract pay' calculating number of required lances at the wrong time.
PR #831: Fix two bugs in Edit Injuries dialog
Advanced medical: remove injury and change injury types choices when location changes.
PR #823: Feature: Damage pilots from GM mode (non-advanced medical)
PR #811: [Feature]: Mass mothball/reactivate. Reactivating now does its best to restore the unit's force/crew/tech assignments.
Issue #830: [Feature]: GM Mode "Strip Unit". Takes all parts off the given unit(s) and place them in the warehouse.
Issue #775: [Feature]: Daily Log History. Retains 'daily log' entries for up to 120 days when turned on. Entry history is cleared when the user exits the program.
Issue #834: Partial fix - mechs with "messed up" ammo bins will no longer eat the player's ammo. As a workaround, when you encounter such a case gm-remove the unit and add a fresh one.