Hey everyone,
The dark times return when the data guy does the release. This time I actually volunteered for it. What’s up with that!
So any errors this time blame’s Ral’s training and notes he left me }:)
For Megamek, Arlith has been busy with bug fixes and one major feature that a lot of people have wanted for a long time.
yes, its the ability to multi-select units and set certain variables for them.
Finally MegaMekLab gets some attention with a bunch of bug fixes.
MekHQ got some of bugs addressed and a couple of new features.
Automated Skill Purchases and an "Inner Sphere at War" hex map overlay to the interstellar panel
Here's the links:
MegaMek 0.41.21+ Feature: Added "Swarmed" entry to unit tooltips
+ Issue #275: Non-optimal paths planned in certain circumstances
+ Data New Sprites and some unit fixes.
+ Bug: +4 Ice PSR penalty applied to Hover/WiGE instead of not Hover/WiGE
+ Bug: Fixed error in blue shield failure report
+ Issue #280: Adding snow theme to default tileset
+ Bug: Fixing some weight issues causing units to fail.
+ Issue #264: Dropship.isLocationProhibited Error
+ Issue #262: Unloaded ammo in ATMs and MMLs can cause NPEs
+ Issue #261: Host cannot deploy as observer if commander killed victory active
+ Bug: Rounding issues when computing SV engine weights
+ Unit Fixes
+ Bug: Engine missing some engine types when determining if fusion.
+ Feature: Deployment tab in Custom Unit Dialog now works for multiple units
+ Feature: Custom Unit Dialog now saves/loads size (width and height)
+ Issue #132: ASF Altitude Bombing uses incorrect scatter pattern
+ Bug: Manually shutdown units skipped during movement with option turned on
+ Feature: Custom Unit Dialog now remembers selected tab within session
+ Bug: Hotkeys not ignored in some cases (ie: scrolling when save menu is up)
+ Issue #195: Elevation incorrect when collapsing basement in lvl 1 building
+ Searchlights can no longer be removed from units with the searchlight quirk
+ Feature: Added "Equipment" context menu in lounge, for burst MGs, hot loading
and searchlights (Covers SF features #1399 and #1418)
+ Bug: UnitEditorDialog always sets critical hit on ASF life support
+ Issue #167: EntitySprite drawn at wrong scale when entity becomes visible
+ Issue #284: Null images returned for hexes and mechs
+ Bug: Superheavy meks should halve number of criticals for armor (and weren't)
+ Added Superheavy Gyro type for Superheavy meks
+ Unit fixes and new sprites
MegaMekLab 0.1.57+ PR #8: Adjust position of printed pilot names for Meks
+ Issue #1: Auto-fill would try to mount infantry weapons on BA
+ Issue #11: Bug with changing number of shots for BA SRM ammo
+ Bug: NPE when adding hand with lower arm already present
+ Issue #12: Omnis allowed to add hand/lower armor with Gauss/AC already in arm
+ Bug: Potential issue with Superheavy double-crits and Build Tab Reset button
+ Issue #17: Adding MP also adds heatsinks up to max free
+ Issue #21: Engines/Gyros not always refreshed switching between superheavy
+ Updated MegaMek.jar to 0.41.21
MekHQ 0.3.31+ Adding an "Inner Sphere at War" hex map overlay to the interstellar panel
+ Issue #120: Hanger->GM Mode->Restore Unit Issues
+ Bug: Packaging of some images didn't happen
+ Bug: Recruited prisoners don't get their "willing to defect" flag cleared
+ Bug: Skill.improve() didn't check for maximum skill level (SkillType.NUM_LEVELS)
+ Feature Request #80: Automated Skill Purchases
+ Bug: Reset Entity.elevation in Campaign.clearGameData
+ Updated MegaMek.jar to 0.41.21
+ Updated MegaMekLab.jar to 0.1.57
Enjoy everyone.