Hi Everyone,
It's new Development release time. As always this is the in-progress stuff but boy is there some cool in progress stuff.
Outside of releases there has been one big change. For years, we’ve had megamek.info as our site, but it was in the hands of a retired developer and we had limited controls on it. We’ve completed the move to
megamek.org and moved our forums to their as well. The forums are ugly but we are working on some skins for it.
We are working on getting the megamek.info site taken down and traffic to be moved to the new site. But it's going to take some time to do that. Please update your bookmarks accordingly.
Also a reminder to drop into the
Slack channel to meet other players and harass the devs that drop in and out.
Megamek.Not too much in this release other than some new quirks and a couple of pesky bug kills.
MegaMekLab.Again not much in here except a bug fix.
MekHQ.MekHQ has had some pesky bugs killed. Including the refit that tons of people asked about. Kipsta has added another cool feature on the repair tab. Here's the write up.
---------
This is for overhauling how missing parts are acquired in the repair tab. As it stands, if you have a large number of units under repair, the only indication that you may need to order parts is the 'Parts' column. Even then, the number only represents how many parts are needed that are not currently in stock. It does not take into account parts already on order or in transit. Additionally, if you need multiple of the same part, this is not obvious without counting how many of a given part are needed by various units.
The overhauled acquisition does the following:
- Removes the 'Acquisitions' tab
- Adds a new button under the Mass Repair buttons which launches a new dialog. This button additionally shows if parts are missing and require action.
- The new dialog groups parts by type, shows units require them and allows the following actions, as applicable:
- Order One
- Order Multiple
- Use bonus part
- Remove from omni pod
- [GM] Complete task instantly
Have a look at some
screenshots.
--------
Here's the details and links:
Megamek.MegaMek v0.43.2 (Development) + PR #518: Implemented quirks: Stabilized weapon, barrel fist
+ PR #518: Updated quirks for errata: Improved sensors, cooling system flaw,
fragile fuel tank
+ Issue #526: Further image atlas packaging bugs
+ Issue #487: Carriage returns in startup.sh causing issues
+ Removed BLDG_CF & BRIDGE_CF from board validator (these aren't strictly
required, as they have default values if not defined)
+ Issue #529: Movement Interruption with Dialog Box Ends Turn
+ Data: New Sprites, Unit Fixes and RAT Fixes.
MegaMekLab.MegaMekLab v0.43.2 (Development) + Issue #61: Coolant pods don't add weight until assigned critical slots
+ Updated MegaMek.jar to 0.43.2
MekHQ: MekHQ v0.43.2 (Development) + 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
Enjoy everyone.