Releases: MegaMek/mekhq
Releases · MegaMek/mekhq
v0.43.7-RC1 Development Release (RC1 for Stable 0.44.0)
- Issue #567: BA standard armor cannot be repaired
- Issue #576: CCE on loading campaign with DS with missing thruster(s)
- Feature: Advanced time by one month.
- Issue #583: Ammunition Reload Issues
- Greater OpFor variety: generated infantry may now be hidden. Odds depend on AtB difficulty setting.
- Issue #575: Refits do not correctly handle equipment changing location
- Issue #46: Locations removed via refit seem to not remove the associated parts
- Issue #71: Units that finish refitting are often missing ammo and components
- Issue #114: ASF refit issues
- Issue #508: Armor kits are free when customizing infantry
- Issue #461 Integrated heat sinks not added to refit shopping list
- Bug: Armor removed in a refit is not the same as armor needed to refit back to original
- Feature (Issue #275): Improved visibility for amount of available ammo/armor in repair tab
- Do not require waiting for a refit kit if the only needed parts are ammo or ammo bins.
- Not having enough ammo in the warehouse to fill all the bins will not delay the start of a refit.
- Issue #300: Comstar ranks do not take into account service years when determining the main "pilot" of a vehicle
- Issue #378: Thruster Maintenance on Conventional/Aerospace Fighters
- Bug: NPE when attempting to refit unit that previously had a refit canceled.
- Issue #454: News won't fire at campaign creation
- Issue #500: Contract view text alignment
- Issue #504: Tactics can be negative
- Bug: MML packaged with MekHQ cannot find needed libraries.
- Issue #525: Available Time for Mothball Not Calculating Correctly
- Issue #520: GM Tools Window not placed correctly
- Issue #537: Repair Bay tasks list location filter resets when changing mode of a task.
- Issue #553: Fatigue check occurring too early
- Issue #556: MM giving disconnected from server error when launched from MHQ
- Issue #329: The "do task" button on the repair bay UI tends to jump left and right
- Issue #570: Unit Rating unsustainable
- Issue #574: Dropship capacity Inconsistancy
- Issue #591: Special Abilities can be selected multiple times
- Issue #577: MRMS does not always use BTH settings
- Fixed unofficial Clan tech knowledge SPA.
- Custom SPAs for tracking purposes (see docs/custom_spa.txt).
v0.43.6 Development Release
- Bug: ClassCastException when loading campaign from earlier versions with large craft with missing ammo bin.
- Bug: NPE when restoring units with some equipment that has had name changes.
- Issue #557: Dragoons rating needed support hours no longer grow daily
- Issue #559, 560: Scenario resolution interface fixes
- Retain Princess verbosity setting when configuring bot in AtB scenarios.
v0.43.5 Development Release-DO NOT USE FOR MekHQ - Game Breaking Issue.
- Issue #490: NPE with campaign.universe.RandomFactionGenerator.addBorderEnemy
- Issue #494: Regenerate LAM Pilot selects from the Mechwarrior pool.
- Issue #488: Select bombs throws "index out of bounds" errors in particular campaign file
- Feature #280: Role folders now supported for random portrait assignment
- PR #440: Track & report time in service
- PR #502: Edge use for non-combat personnel
- Issue #416: Base Attack scenarios fail to generate turrets
- PR #439: Calculate DropShip rental costs based on untransported units only (and also take into account mothballed units)
- Issue #452: Actually limit contract search based on contract search radius
- Issue #429: Switching ammo now updates the UI
- Bug: vehicle and conventional fighter refits not accounting for possible change in heat sinks.
- Issue #514: Feature Request: Building Conventional Fighters
- Issue #496: Possible Packaging issue for releases with MekHQ
- Issue #507: Artillery skill no longer limited to 7 when initiating battles from within MekHQ
- Feature: Updated planetary location and ownership data, including two new systems. To revert to the old data, replace planets.xml with data\universe\planets_43_4.xml
- PR #528: Can add or remove arbitrary amount of XP using via right click on person -> GM Mode
- Issue #321: New context menu option to randomize portraits for selected personnel.
- PR #533: New AtB option to prevent unit founders from retiring.
- PR #526: New option to auto-randomize portrait on job change if no portrait present.
- PR #530: Greater op-for variety in AtB scenarios (may spawn additional hostile aircraft, infantry and turrets)
- PR #543: New splash and loading screen art by Spooky!
- Issue #510: Ratings calculations no longer count dead/retired/missing personnel for support requirements
- Issue #519: Dragoons rating renamed unit rating
- Data: New Loading Screens.
- Customize Small Craft and Dropships in MekLab.
- Track aerospace bays and doors as repairable parts.
- Issue #554: Mass Repair/Salvage Button Broken during active campaign.
- Post-battle scenario resolution now features the ability to explicitly declare whether an individual was KIA,
replacing the implicit determination from "number of hits". Personnel manually brought back from death will
no longer stay dead as a result.
v0.43.4 Development Release
v0.43.4 (2017-10-01 11:00 UTC)
- Updating the repo with 0.43.3 Data
- Issue 418: Add log4j support to MekHQ.
- Make the log files reset between MHQ runs.
- Fixing references to crew.special_energy to match fixes in MegaMek
- PR #398 Fix for no probe defender missions #413
- Feature #363: Feature Request: Order from Warehouse
- Support for LAM repairs and hiring/assigning LAM pilots.
- Refactor MR/MS/MRW and move much of the code to a service level class from the dialog.
o Fix multiple bugs related to 'impossible' fixes such as damaged hip/shoulders, missing parts, etc...
o Make the process much more efficient by not making checks that aren't necessary over and over.
o Add additional color-coded messaging when parts can't be fixed due to configuration or
existing techs. - Issue #431: When starting a scenario in MegaMek the camo for units seems to be the defaults.
- Issue #426: Adding or removing bombs from ASF does not update Warehouse
- Issue #437: ATB ambush mission generates the incorrect amount of enemy units
- Issue #410: Allied traitors scenario no longer working
- Issue #436: BA in MekHQ's mechlab has incorrect tonnage
- PR #425: Implementation of Issue #339 - Prisoner ransoming instead of bonus
- PR #451: IO Tech
o Updates all tech intro dates to the Universal Technology Advancement Table in Interstellar Operations.
o New options to vary part and unit tech level according to campaign year and/or faction. - Update Era.java to match MUL and add Dark Age information.
- PR #453: Overhaul much of the logic in MRMS to be better and faster.
o Fix multiple bugs around rush jobs and repeated fixes - Issue #455: Repair bay uses the wrong ammo bin.
- PR #480: Faction.java redesign to fix issue with Eras. (More precise faction name and starting planet changes)
v0.43.3 Development Release
v0.43.3 (2017-07-18 18:30 UTC)
- Feature: Refactor AtBScenario to break up the monolithic AtBScenario class and to have a separate class for each scenario
- Feature: Support for multiple crew in command consoles and tripod/quadvee/dual cockpits.
- Fix #405: Properly set home side for Extraction scenario
- Added QuadVee parts.
- Bug [#955]: MekHQ deployed units would not print
- PR#375 - Bug-Bad CO Rating.
- PR#366 - Human TRO
- PR#249 - AtB Contract Names
- Fix #395: SPAs do not appear in Pilot Info in MHQ
- Commenting out PR#249 see commit notes.
- PR#409 - Fix for incorrect treatment of tornadoes
v0.43.2 Development Release
- Fix #362: Omni Refits calculating additional HS incorrectly
- Bug: Cannot begin refit when creating custom omni configuration in MekLab.
- Fix #365: Personnel actions not refreshing with options affecting person panel.
- Fix #364: MekHq Calculates Naval Vee Piloting skill using Ground Vee piloting skill.
- Fix #369: Chose Refit Kit causing ArrayIndexOutOfBoundsException
- Issue #356: Option to hide hide custom player refits from the purchase menu/unit cache #356
- Fix #317: Unable to load campaign file after BattleArmor refit
- Fix #368: Selected tech in repair tab reset after every repair
- Fix #376: MekHQ unselects task in repair bay/won't autoselect next patient in sickbay
- Fix #370: Attempting to use Hire Bulk Personnel results in log error
- Fix #377: Advance Day Dialog not showing daily reports beyond the first.
- Fix #343: Graphics Issue: MMLab screen does not fit in its MHQ window
- Fix #298: Medical Details Window Size
- Fix #382: MR-Warehouse no longer works
- Fix #385: MRMS no longer fixes units with bad hip/shoulder
- Fix #387: Fix assertion failure when undeploying a unit from a special operation
- Fix #389: Remove all personnel tried to remove the tech only if it didn't have a tech
- Feature: New parts acquisition functionality to group parts together and to be able to better see what is in transit/on order and what is missing
- Feature: Implement custom SPA "Clan Technical Knowledge", which can be
purchased to give the bearer the same skill level with clan technology ad a
freeborn clan tech. This required implementing 99% of the code to
support custom SPAs that affect MHQ rather than MM. The rest will
come in once a plugin system is implemented. - Updated MegaMek.jar to 0.43.2
- Updated MegaMekLab.jar to 0.43.2
v0.42.2 Stable Release
v0.43.1 Development Release
v0.43.1 (2017-03-31 01:15 UTC)
- Issue #50: Super heavies shouldn't be allowed to use certain equipment.
- Feature: Mark fixed equipment in omnis and button to reset base configuration be removing all pod-mounted equipment.
- Updated MegaMek.jar to 0.43.1
v0.43.0
v0.43.0 (2017-02-13 03:30 UTC)
- Improve Mass Repair/Mass Salvage technician selection by providing additional configuration options
- Fix #313: Prisoners counting towards combatants total for defection rolls.
- Fix #314: Purchasing aerospace sensors via 'purchase parts' are always 0 ton.
- Planetary Data Update 39
- Updated MegaMek.jar and MegaMekLab.jar to 0.43.0