Hi Everyone,
It's a new Development release time.
This is one of the biggest Development releases we have ever done. So before we get to the good stuff.
1) Make backups of your campaigns and customs.
2) When you install this release
DO NOT overwrite an existing install.
IT MUST BE TO A NEW FOLDER One of the reasons for this is a lot of the unit files have had tech level tweaks.
3) Lastly use at your own Risk, this is likely to be one of more bug filled releases.
Let’s start with the 800 lb Gorilla in the release.
Interstellar Operations and Tech Progression.Replaces older method of calculating tech level in any given year with a suite of tools that use the Universal Technology Advancement Table from Interstellar Operations, pp. 32-63. There is more detail in this data, including separate dates for specific faction and in many places approximation of dates.
So, what does this mean, well every piece of equipment has a Tech Progression (TP) with dates defining when that equipment is experimental then become advanced then into common. In the code we look at every piece of equipment that goes into a unit then calculate when the unit would be Experimental or Advanced, or Extinct. This is set as an option rule but it allows for an extreme degree of realism. A Royal Unit from the SLDF would be a higher Tech Level than say a unit from a house.
For Example this picture shows a Chippewa's 7w Tech Progression.
Tech Progression allows us lots of options. For example in the MegaMekLab you can have an option to restrict components to year and house. In MekHQ those playing era play will find that the number of out of era units and equipment showing up should be fixed (or that’s the intent).
All this said in Megamek if you want to try it out you can turn it on in
Game options-Allowed Units-Variable Tech Level.Oh....I nearly forget to mention MegaMek has LAMs and Glider Proto's now :)
Megamek.If you’ve been checking out the
Coming soon to MegaMek thread you’ve seen a good chunk of the awesomeness that has been coded.
• Glider Protos
• LAMs (yes LAMS)
• Princess can use Turrets (better not perfect and you should still deploy them for her)
• Some new SPA
• Updated Skins
• Also ground work has been laid for a Large Space Craft Editor
• We also have a contributor working on improving the Space game in general
The
Coming soon to MegaMek thread for screenshots and details.
Also a reminder to drop into the
Slack channel to meet other players and harass the devs that drop in and out.
MegaMekLab.As mentioned Tech Progression has been implemented, we got some bug fixes. Behind the scenes a major code clean up which will allow us to do more with MegaMekLab in the future.
MekHQ.MekHQ has had some bug fixes, Support for LAMs, MRMS has been overhauled to make it faster and more efficient. The change log shows the specifics.
Megamek.MegaMek v0.43.4 (Development) • Issue #573: Jumping through buildings.
• Issue #414[MekHQ] - Longinus (WoB) not showing in Hanger
• Fixing issues with sprite names in the mechset.
• Fixing some quirks to be inline with the new BMM
• Plasma weapons should have the energy weapon tag.
• New Sprites and Maps(Thanks arekP64)
• Bug: gyro hits require PSR for tracked mechs and QuadVees in vee mode instead of the other way around.
• Issue #542: Megamek can't exit attack phase using fighter squadrons 0.43.1
• Enhancement #581: Implement Log4J
• Made the resetLogFile method public so that it can be used by MML and MHQ.
• Issue #587: Squadron disband damage is not applied correctly
• Issue #588: Split equipment on Super heavies
• Issue #593: Wrong destroyed unit icon for Centurion aerospace fighter
• Feature #479: Added BV listing to unit tooltip.
• New Sprites and mechset fixes.
• Updated GUIPreferences for BV Matching and changing default splash screen.
• Feature: LAMs and glider Protomechs.
• Feature: TacOps VTOL bombing and strafing option (per pending errata, VTOL strafing is a separate unofficial option).
• Issue #539 - Enable Princess to rotate turrets and use "extended torso twist" quirk.
• Data - LRM Infantry date fixes. Also Clan LRM infantry become unofficial since LRM Infantry is a IS weapon.
• Issue #598: Terrain Impassable to ASFs? Airborne Units?
• Issue #606: Aerodyne DSs Dropping Units on Ground Map Have Issues.
• Data: New Sprites and GE/BA Sprite Clean up
• Issue #603: New Data: Wars of the Republic Era RATs
• Updates to Skins
• Issue #604 - Packrat LRPV PKR-T5 unable to carry 1 ton of troops
• Issue #596 - Bandit (C) Invalid units
• Issue #620: Image Atlasing breaks tilesets that flip images
• TileMapImageLoader now fails if the file it's trying to load doesn't exist
• Issue #609: Ice not working with unit displacement correctly
• Added Random Skills dialog button to Random Army Dialog (helps if using to reinforce mid-game)
• Issue #624: Mechs with destroyed gyros can't eject
• Issue #579: Reflective armor takes strange damage from physicals
• Issue #625: Initial BV in Entity tooltip can be wrong
• Issue #626: Reinforced units don't count against a players total BV
• Issue #623, #627: Missing mech icon crashes UnitSelectorDialog
• Issue #628: Gained BV On Round Two (LAMS, Tripods, & QuadVees)
• Issue #582: Crash when spotting for LRM indirect fire
• Issue #582: LRM/SRM smoke munitions now use current TO rules, fixes rare NPE
• Fixed a bug where some ancillary images weren't working, along with the largeTextures tileset
• PR #613: Aero partial repairs
• Issue #645: Princess continues to stop at one point.
• PR #635: Terrain Master SPA (Forest Ranger, Frogman, Mountaineer, and Swamp Beast)
• PR #640: Improved Princess turret placement (including preventing illegal turret deployments)
• PR #642: Feature: Configure starting fuel points in lobby
• PR #642: Feature: Damage KF Boom, Cargo/Transport Bays and Bay Doors in lobby
• PR #642: Save the above to/load from MUL files
• PR #642: Feature: Add functionality to KFBoom critical hit
• PR #642: Feature: Strategic Fuel use calculations
• PR #642: Feature: Implement Superheavy Vehicle Bays
• PR #642: Feature: Prep work for adding all of the above as MHQ parts
• PR #642: Feature: Add docking collar and KFBoom damage display to Aero/SpheroidMapSet Critical Hits list
• PR #642: Bug: Fix right thruster hits, which were displaying left thruster hits
• PR #642: Bug #597: Fix NPE when recovering aeros within visual range of the enemy
• PR #642: Bug: Fix recovery slot update on Small Craft Bays
• PR #642: Bug: Change recovery code to always put ASFs in an available ASF bay first if one is present
• PR #642: Bug: Remove landing gear crit checkbox from unit editor for Jumpships, warships and stations
• PR #655: Popup mines (fixed loading and validation problems, added modes for squads larger than 4 troopers.
• PR #650: IO Tech
o Updates all tech intro dates to the Universal Technology Advancement Table in Interstellar Operations.
o New era-based play option to vary unit tech level according to year.
o Numerous unit validation fixes.
• PR #656: BA Quad turrets (displays equipment location correctly; no change in function)
• Issue #657: Right click -> Set all MGs to burst fire doesn't work [also hotload and searchlight].
• Issue #646: NPE in Compute canMoveOnPavement.
• Data: New Sprites and some unit file fixes.
• Issue #664: Weird punching behavior [Nightly Build 363]
• Set GUIPreferences.java to use correct BW skin.
• Data: New Sprites/Quirk Fixes/RAT fixes.
• Fixed some quirks that where assigned to units they shouldn't be
MegaMekLab.MegaMekLab v0.43.4 (Development) • Issue #58: Right-click > Left/Right Torso > Add to Left/Right Torso for targeting computer makes it use only one crit slot
• Issue #63: Double Heat Sinks are allowing "doubling up" on Super Heavy Mechs
• Issue #70: Updated project URL on the About dialog.
• Issue #52: Gyro switching and validation
• Issue #66: Jumpjets on Vehicles greyout out on loading (0.43.3)
• Feature: LAM construction rules.
• Fixed issue setting fluff image on tanks
• PR #79: IOTech
o Updates all tech intro dates to the Universal Technology Advancement Table in Interstellar Operations.
o New configuration options for filtering construction options by tech level in a given year or
by faction availability.
o Rewrote structure tab code to implement consistent filtering of options by intro year and tech level.
Some minor layout changes.
• PR #80: BA Quad turrets
MekHQ: MekHQ v0.43.4 (Development) • 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)
Enjoy everyone.
Link to current Stable Version