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Releases: MegaMek/mekhq

v0.45.4 Development Snapshot

24 Mar 20:41
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  • 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

v0.45.3 Development Snapshot

12 Feb 05:45
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  • 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

v0.45.2 Development Snapshot

18 Nov 20:32
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  • Switched build system from ant to gradle.
  • Issue #917: Hire Full Compliment Regularly Hires Bondsmen
  • Issue #919: Dropship Crewmembers/techs displayed as "Nobody" In Repair Bay
  • Issue #860, #911: Remove unusable units after multi-day or mass repairs.
  • PR #923: Tech SPA
  • PR #928: Allow mothballed units in retirement dialog
  • PR #927: Map Colors for Socio-Industrial Level
  • PR #926: Planet-based acquisition option
  • Issue #946: Some personnel (techs and admins) no longer able to be right clicked.
  • Issue #856: Invalid AtB required lances number no longer prevents user from editing contract
  • Planets: Added additional data to planets.xml
  • PR #956: System-wide equipment [Aerospace system equipment not associated with weapons shows in a fuselage
    or hull location when filtering by location in repair tab].
  • Issue #852: Support for Award clusters if an award is given multiple times to a person.
  • Issue #905: Fixes NPE when a spouse is missing on campaign load or personnel menu click.
  • PR #882: Adds support for gzipped Campaign files (*.cpnx.gz).
  • Planets: Reunification War data for Outworlds Alliance + start of RWR
  • PR #959: Fix for inability to repair damaged VTOL internal structure after loading campaign
  • Issue #967: Fix bug where acquired Units could never be bought
  • PR #971: Feature allowing grouping personnel by their unit on the Personnel tab
  • Issue #865: Changing Award Date Does Not Update Award Tooltip
  • Issue #973: No contracts are offered at the start of an AtB campaign.
  • Issue #949: Mechwarrior KO'ed at beginning of battle
  • Issue #981: Fixed bug where refits overcharged for armor or would perform excess moves

v0.45.1 Development Snapshot

04 Sep 01:02
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  • PR #864: Security - address XXE vulnerabilities in XML parsers
  • Issue #814: Fixed AtB morale calculation to match AtB rules
  • Fixed JAR packaging error that made personnel market methods inaccessible.
  • Issue #860: Fixed concurrent modification exception during campaign load if units unsalvageable and should be removed.
  • PR #844: Feature - display a tech's XP on the repair tab and doctor's XP on the infirmary tab.
  • PR #863: Feature - allow bots to have separate retreat and destination edges, see megamek notes.
    Also upgrades AtB Chase scenarios to randomly have the player start on the north or the south edge instead of always south.
  • Issue #866: Fixed cancelling GM Add XP subtracts one (1) XP.
  • Issue #859: Fixed JSpinner text box overriding user-typed values.
  • Issue #857: Fixed bug where refit armor may not be attached to a unit on load.
  • Issue #843: Implemented sorting and scrollbar on several long lists in personnel right click menu.
  • Issue #877: Feature: Categorized births and pregnancy log entries as medical
  • Issue #858: Escaped XML was not correctly unescaped in LogEntry.generateInstanceFromXML()
  • PR #894: Fixes generation of AtBContracts with 0 req. lances
  • PR #121: allow purchasing and adding of parts en-masse
  • Issue #855: Fixed parts in transit not displaying correctly (showing up as "OmniPod")
  • PR #807: Cosmetic and accuracy improvements to AtB contract profit estimate display (in the contract market)
  • Issue #895: Fix invariant to check if tech time available for maintenance.
  • Issue #853: Do not report on the part's unit if not present during multi-day repairs.
  • Issue #849: Consider a person's secondary role during training XP calculations.
  • Issue #836: Use native file dialogs and remember the last used folder.
  • PR #909: Fix NullPointerException in ResolveScenarioTracker.
  • PR #908: Fix NPE in getPartInUse if EquipmentType is null.
  • Add Skins Folder to MekHQ
  • Update MegaMek.jar to v0.45.1
  • Update MegaMekLab.jar to v0.45.1

v0.45.0 Development Snapshot

04 Aug 01:18
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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
  • PR #801: [Feature] Personnel awards
  • PR #799: [Feature] Optional "Pay for Repairs" per Campaign Ops, page 140
  • Issue #773: Fix text color for person text in Personnel and Hangar "Graphic" views
  • Issue #549: Allow AtB-style prisoner ransom for prisoners even if the AtB option isn't enabled
  • Issue #819: Dropshop Baydoor unrepairable
  • 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.

0.44.0 Stable Release

24 Jun 20:15
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  • Issue #733: Clan techs still have clan penalties to maintenance
  • Issue #745: NPE at AbstractUnitGenerator.generateTurrets
  • PR #752: AtB contracts will once again nag the user about insufficient force deployment, and subtract contract score.
    Also, retirement "payouts" of 0 no longer persist endlessly.
  • Issue #748: GM -> Restore Unit on units with missing components no longer hangs MekHQ in an endless loop.
  • Issue #694: Added missing Draconis Combine ranks.
  • Issue #724: Changed references to megamek.info to point to megamek.org
  • PR #761: Fix for salvaging dropship ammo
  • Updated MegaMek.jar to v0.44.0
  • Updated MegaMekLab.jar to v0.44.0

v0.43.11 Development Snapshot (0.44 RC5)

05 Jun 01:22
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v0.43.11-RC5 (2018-06-04 0100 UTC)

  • PR #707: Added MissingOmniPod class needed for acquisition.
  • PR #709: Fix for #704: NPE when bringing up the refit dialog
  • PR #715: Fix for #718: Unit.isCommander Error
    Correctly handle check for unit commander if unit has no crew.
  • PR #720: Fix for issue #353 [ATB] Special mission - SL mech piloted by Tech Mech is VETERAN and not GREEN
  • PR #721: Fix for issue #631 [0.43.7-RC1] Battlefield control observation missing from special missions
  • PR #712: Fix for issue #708 [0.43.10-RC4 : Bug] Old Contacts Appearing in Deployment Requirements
    Fix for issue #706 ArrayIndexOutOfBoundsException in BaseAttackBuiltInScenario
    Fix for most cases of issue #695 Base Attack (Defense) mission generate with no Allies or OpFor in AtB and
    #674 AtB fails to generate opfor
    The only exception being if the opfor has no RAT for the current contract date, which will be addressed in a separate PR.
  • PR #725: Fix for issue #714 0.43.2 Migration to 0.43.9 causes Phantom Personel in Unit Breakdown
  • PR #726: Fix issue #600 and #621 where inner sphere prisoners were being converted to trueborn warriors and clanners were being
    turned into freebirths
  • PR #723: If GM-generate contract fails to generate contracts, an message is output to the daily log instead of failing silently
  • Added Rasalhague Dominion to playable factions list
  • PR #737: Allow the user to enter non-canon names into the location textbox when editing a mission/contract
  • Data: Updating Mechfiles, RATs, and Images in MekHQ repo to match Megamek ones.
  • PR #738: Fix for issue #731 [43.10 AtB] contracts become uncompleted

v0.43.10 Development Snapshot (0.44 RC4)

19 Apr 11:33
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We're slowly creeping in on stable with some good fixes in this release. Most importantly a few of us teamed up to crush the nasty issues many people had when fielding artillery or in certain situations with the bot. We also, using the code written to fix the MegaMek Mount List, also fixed long lists of techs and units on the TO&E popup menu.

v0.43.10-RC4

  • PR #670: Adjusted unit rating calculation and infantry counts
    Fixes issue #639: CO calculates Infantry Skill Level Incorrectly
    Campaign Ops rating now properly reflects infantry skill and more accurately calculates combat unit transport capacity
  • PR #689: Make Endo Steel crits work correctly again
    Fixes issue #688: Cannot slot Endo Steel crits
  • PR #690: Add missing OmniPod for some parts
    Fixes issue #668: Empty heat sink/double heat sink omnipods not available for Purchase Parts
  • Updated faction-change info from Reunification for Canopus
  • Bugfix: Can't mass recruit prisoners who are willing to defect
  • Fix weird behavior with person panel when the crew size is > 1 and other conditions are met
  • PR #697: Process exploded units for prisoner capture
    Fixes issue #531: Destroyed Units not generating crews for Capture/Prisoner
  • PR #676: Fix variable weight
    Fixes issue #675: Save/Load Game Does Not Properly Track Weight EquipmentParts
  • PR #692: Implement SPA import from MUL
    Fixes issue #108: Import from MUL Option Does Not Seem to Load Saved Abilities
  • PR #678: Too long popup lists
    Fixes issue where popup menus could get extremely long
    This is only a partial fix, and adding the methods that can be used to fix it elsewhere
  • PR #699: New day cleanup
    Fixes issue #698: Income/Expenses Processed in wrong order
  • PR #700: Handle large craft unit values again
    Fixes issue #680: Contract payment based on Large Craft unit value does not appear to work
  • PR #673: Implement ability to acquire ammo in parts acquisition dialog via GM Mode
    Fixes issue #698: Unable to GM Acquire clan ammo
  • PR #701: Update Mission.planetName to Mission.planetId for consistency
    Fixes issue #328: If you accept a contract on Taussen, the game teleports you back to Terra once you arrive
  • PR #802: Fix the campaign level planet pt. 2
    The rest of the fix for issue #328
  • PR #703: Make payroll monthly again, whups
    Fixes bug where payroll was accidentally made daily
  • Fix ATB adds 0 value transactions to the finance logs

v0.43.9 Development Snapshot (0.44 RC3)

13 Mar 14:48
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v0.43.9-RC3

  • Issue #647: Exception Causing UI Issues while Unit is Being Refit
  • Issue #655: Mechs (and probably other units) whose crews ejected will be able to deploy on subsequent missions
  • Updated faction-change info for FWL using Handbook Marik
  • Updated faction-change info for FC using Handbook Steiner
  • Refactor OrgTree classes to be TOE classes (For clarity of purpose)
  • PR #667: Deployed Twice
    Fixes #666 Cloning units into scenarios by the simple expedient of clearing deployment of everything within the selected forces to be deployed.
  • Updated MegaMek.jar to v0.43.9-RC3
  • Updated MegaMekLab.jar to v0.43.9-RC3

v0.43.8 Development Snapshot (0.44 RC2)

12 Feb 01:42
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A huge thanks to everyone who has contributed this cycle while I've been unavailable!

v0.43.8-RC2 (2018-02-11 22:40 UTC)

  • Issue #626: News events with year but no specific date should now fire with better distribution
  • Issue #616: Text rendering issue in Campaign Options screen
  • Data: Fix for multiple issues relating to incorrect capitalization and date omissions in planets.xml
  • VTOL and LAM bomb selections should now be saved when campaign is saved
  • Issue #620: Unused bombs are not recovered for VTOLs after battle (should recover properly for LAMs, as well)
  • Bug: large craft refits calculating ammo loading times incorrectly.
  • Issue #617: Extinct units available for purchase when they shouldn't be.
  • Issue #625: Repair Bay status window not cleared after last unit is repaired.
  • Honor user's press of the cancel button in the briefing screen "load saved game" dialog
  • Dropships and other units with transport bays that have internal components (cubicles, doors) should no longer incorrectly show some of those components as