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 tooltipsMegaMekLab 0.1.57
+ 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
+ PR #8: Adjust position of printed pilot names for MeksMekHQ 0.3.31
+ 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
+ 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