Megamek

MegaMekLab

MekHQ.

CHANGE LOGS AND DOWNLOAD LINKS

Megamek.

+ 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

MegaMekLab.

+ Issue #416: Issue with Crit Splitting on the Right Torso with big Artillery cannons/Arrow IV

+ Issue #418: CASE/CASE II can be armored

+ Issue #419: Cannot see the quirks on the unit cache

+ Issue #420: Cannot make Superheavy VTOL

+ Issue #421: Clan BattleArmor using IS armor Weights

+ Issue #422: Cockpit Command Console costs 2 tons when armored.

+ Issue #433: Infantry not retaining specializations or equipment

+ PR #434: Expand theme support and include dark themes

MekHQ:

+ PR #1440: Implement "Rugged" quirk (2x or 3x between maintenance rolls)

+ Issue #1447: Bug: Don't infinite loop in acquisition logic

+ Issue #1413 #1415: Hangar report displays units in alphabetical order and reflects mothball status

+ PR #1449 #1452: Fixes for multiple unit transport assignment issues; sorting of unit assignment destinations by unit bay type

+ Issue #1454: Adding scrollbar to NewContractDialog

+ PR #1463: Modifying the PersonViewPanel to properly display Due Date and Age

+ Issue #925: Fixing Zombie Time in Service

+ Issue #1455: Possible fix for failure to generate units from RAT files due to said RAT files not loading fast enough

+ PR #1467: Made the Standard Value for Double Enemy Vehicles False

+ Issue #280: Adding Portrait folder documentation

Hi Everyone,Quick Turn around for the 47.4 release. 47.3 had some nasty bugs which should be fixed here. But the big news is things are getting dark in the projects. As in the long requested dark theme. Currently they are only in place for MegaMek and MegaMekLab. MekHQ is a going to be a project but eventually it will fall to the dark side.These dark themes they are new and have had some testing but there might be glitches and weirdness around them.There isn't a Mac release and you'll have to use the Unix release. We are having issues with the Gradle packaging scripts and various security settings in MacOS. We are working on the issue and have no ETA for a fix.As mentioned really only bug releases. But to enable dark mode go to View-Client Settings-Graphics and change using the UI Theme.If done correctly you'll end up with something like this.To enable Dark Mode in MegaMekLab. Start the program then go to File-Themes and choose which one. On restart you should end up with this.Again lots of bug fixes and some QoL stuff.Also a reminder to drop into the Slack channel to meet other players and harass the devs that drop in and out.As a reminder when moving between versions:1) Make backups of your campaigns and customs.2) Always treat each release as a stand alone release and only copy your data forward from older versions.There is a good chance you’ll have issues in MekHQ with unit name changes. If you get errors loading your campaign as result of unit name errors please see this post.The change log below lists all the changes in this release from the previous stable.Enjoy everyone