Megamek

MegaMekLab

MekHQ.

origin planet to personnel

GM Jumpship Recharge

Ability to load units into dropships/warships for automatic deployment to megamek scenarios

in Hangar's Assign Tech menu, group by skill level

Fixes and features around family members

Identify on the interstellar view planets that are eligible for additional contracts

House Arano sourcebook planet ownership data added

CHANGE LOGS AND DOWNLOAD LINKS

Megamek.

+ 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)



MegaMekLab.

+ Issue #371: Capital Missile Bays wrongly grouped as Tele (also warnings on load)

+ Issue #375: Maximum armor calculation is incorrect for Warships

+ Issue #376: Can't build Primitive Jumpships

+ PR #382: Show patchwork armor tech base when unit is mixed tech.

+ Issue #384: Dropship collars rounding issues. [Errata]

+ Issue #388: M-pods not available for Combat Vees

+ Issue #390: Other Equipment tab for aerospace fighters and dropships show all equipment

+ Issue #391: BA Standard Prototype armor doesn't show Crit slots to allocate

+ Issue #386: Armor Calculation Issue with Primitive Jumpship

+ Issue #385: Dropship armor missing - Possible weight calculation issue

+ Issue #316: Request: allow to drop the engines for the trailer vehicle

+ Issue #395: Crew for SV - Minimum crew calculation (errata)

+ PR #397: External fonts - On some systems the list of fonts for printing record sheets does not include all system fonts.

Placing a font file in the data/fonts directory will make it available to MML even if the system does not.

+ PR #398: Vehicle Record Sheet Overhaul

+ Issue #42: Can't print naval vehicles

+ Issue #403: Infantry Weight doesn't Update

+ Issue #406: Space Station - Military Option is Selected Whenever You Switch Weight

+ Issue #315: Hull equipment on WS Record Sheet

+ Issue #412: Partial Wings only requires a half of tonnage to be armored



MekHQ:

+ Issue #1344: Ensure techs show the right skill for Protomechs

+ PR #1348: Enable scenario modifiers to add objectives to scenarios generated from templates

+ Issue #1349: Problem with replacing Protomech limbs lost in combat

+ PR #1352: Feature: Add origin planet to Personnel

+ PR #1355: General support vehicle crew (fixes deployment bug)

+ Issue #1354: Feature: adds +/-100M button to New Loan dialog

+ PR #1289, #1359: Feature: adds GM Jumpship Recharge on Interstellar Map context menu

+ PR #1360: Fix several issues with adding/removing techs from a force

+ PR #1362: Random personnel background generation (enabled via Campaign Options)

+ Issue #1306: Commander skill level bonuses are now applied in rating calculations

+ Issue #1370: Unit Rating FM:M(r): 0 dividends now produce 100% fulfilled need instead of 0% fulfilled need

+ Issue #1374: Unit Rating: Small Craft Bay can now store Fighters

+ PR #1379: Feature: Adds hyperlink from origin system on personnel panel to the map panel

+ PR #1382: Speed up Advance Day using profiling data

+ PR #1387: Include Super Heavy Vehicle Bays in Unit Rating/Reputation

+ Issue #1390: Bug: fix XML parsing failure when putting customs in CPNX that have ampersands (etc)

+ Issue #1284: Can't get contracts from Comstar's capital planet

+ Issue #1384: PIR and REB AtB Contracts can not be generated

+ PR #1371: Ability to load units into dropships/warships for automatic deployment to megamek scenarios; Naval C3 network configuration in MekHQ

+ Issue #1363: Feature: in Hangar's Assign Tech menu, group by skill level

+ PR #1403: Bug: TO&E menu may crash if no units in force (and general cleanup)

+ Issue #1263: Fixing Marriages Without Surnames

+ Issue #1405: Feature: Display Mother and Father for Children in the Force

+ Issue #1406: Feature: Add hyperlinks to family members

+ PR #1410: Add the unit ID to the log when unable to parse a unit

+ Issue #1262: Feature: Identify on the interstellar view planets that are eligible for additional contracts

+ Issue #219: Bug: Overview/Hangar Breakdown does not include support vehicles in count

+ PR #1380: Data: House Arano sourcebook planet ownership data added

+ PR #1422: Minor performance improvement for contract market

+ Issue #1366: Bug: Fix empty procurement list on campaign load

+ Issue #1345: Bug: Fix unlimited acquisitions when daily limits in place

+ PR #1419: Improve performance of purchasing parts and fix refit bug where armor or ammo may not be used for a refit

+ PR #1424: Resolve errors found by SpotBugs

+ Issue #1427: Fix bug where GM Add'ing ammo with 0 shots did not add new ammo

+ PR #1430: Initialize bay space on Campaign load before setting Used Capacity

+ PR #1435: Improved fault tolerance for campaigns with large craft that have gone sour due to bad refits

+ PR #1437: Personnel View: Mother will no longer break if a person only has a father

+ Issue #1433: Enabling RandomizePortraits for personnel with pre-existing portraits

+ PR #1438: Adding Scrollbar to Personnel Settings under Campaign Options for small screens



Hi Everyone,It's been a few months since we released 47.2 and we've got a list of fixes and improvements that are ready for testing.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.Numerous bug fixes in this release, including the pesky trailer fix. But some good new stuff, House Arano has been added, we've added a Graphical Editor for the RAT generator (read me in docs), and the biggie -new GUI for the map editor.So this change to the map editor is based of the unfinished work of a former contributor and one of our new contributors (Windchild) has polished it up. Major word of warning this needs testing and needs testing by people who have experience with the map editor. Their is NO documentation for it. (Hint hint...if someone wants to update the Board tutorial doc) let us know.Lots and Lots of bug fixes especially around large craft. But the big stuff you'll start to see is a massive overhaul on the record sheets. As part of this we are working towards being able to print all unit types. BUT we aren't their yet.Again lots of bug fixes and some QoL stuff. But a few new cool things like: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