Hi Everyone,
Welcome to a new Stable Release! These stables represent over a year work by the dev team, our contributors, and 1000's of hours of play from players finding and reporting things in all the programs to make them better.
We have lots planned for the next Dev cycle, the ability to build and play new unit types, improvements to Against the Bot, Princess will get continued improvements, look for more new sprites, and better support for printing.
See the attached file for summary of everything that's been fixed/added since the last stable.
Megamek.We’ve fixed or implemented 352 things in the last year. Some of the highlights include:
- LAMs and Glider Protomechs
- Quadvee’s
- Multiple cockpit crew roles for Meks
- VTOL Bombing and Strafing
- Implemented Tech Progression from Interstellar Operations
- Random Formation Building per Campaign Operations.
- Making Omni’s truly omni with the ability to show pod mounted weapons
- Numerous improvements to Space Combat (thanks mkerensky)
- New weapons and Ammo’s (Hyperlaser, Caseless Ammo, Clan Improved Weapons)
- Lots of Infantry Improvements
- Deadborder’s staggering amount of Sprites
- Princess has gone back to flight school and finished some more basic training.
- Improvements to the Board Editor
MegaMekLab.The march to improve Megameklab and make it better continues, with 80 fixes and new features including:
- The ability to Build Dropships and Small Craft
- Ability to build LAMs, Quadvee’s
- Improved support for building Infantry
- Implemented Tech Progression from Interstellar Operations
- 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.
- Improvements to unit printing and what can be printed.
- o Printing for superheavies and tripods
- o Stats for additional crew for tripods and command consoles
- o Unit-specific sheets for LAMs and QuadVees
- o Move layout info into the svg files to allow for custom record sheets without need to alter code.
- o Show quirks and SPAs on record sheet (SPAs require printing from a mul file which contains the pilot data).
MekHQ.This dev cycle MekHQ has had lots of fixes to make it more stable and more useable. With 200 fixes and new features including:
- Proper support for Omni units
- Support for Multi Crew Mek units
- Tech Progression from Interstellar Operations
- Fixes to the Mass Repair/Mass Salvage system (MRMS)
- More universe Data added.
- Numerous fixes to AtB, ratings, UI, and making sure the changes from this Dev cycle Megamek and MegamekLab work.
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.
Unit Name Change IssuesThis will be VERY important if you are moving from the old Stable to this Stable. There is a good chance you’ll have issues in MekHQ with unit name changes. If you get errors loading your campaign see this post.
Name Issues with units The change log below lists all the changes in this release from the previous stable.
CHANGE LOGS AND DOWNLOAD LINKS Megamek.Download Here+ Data: Dropship infantry bay fixes.
+ PR #995: Fix for server freeze when destroying a unit which has picked up a phantom (no longer existing) mechwarrior.
+ Data: New Sprites
+ Issue #1000: Ignore AP-mounted weapons when calculating BA suit weight
+ PR #1003: Fix validation failures from configuring ammo.
MegaMekLab.Download Here+ If no fluff image is found for the model, check for generic chassis image for record sheet.
+ Issue #160: Industrial Mechs ICE engine Tech Progression Wrong
+ Update MegaMek.jar to v0.44.0
MekHQ:Download Here+ Issue #733: Clan techs still have clan penalties to maintenance
+ Issue #745: NPE at AbstractUnitGenerator.generateTurrets
+ PR #752: AtB contracts will once again nag the user about insufficient force deployment, and subtract contract score.
Also, retirement "payouts" of 0 no longer persist endlessly.
+ Issue #748: GM -> Restore Unit on units with missing components no longer hangs MekHQ in an endless loop.
+ Issue #694: Added missing Draconis Combine ranks.
+ Issue #724: Changed references to megamek.info to point to megamek.org
+ PR #761: Fix for salvaging dropship ammo
+ Updated MegaMek.jar to v0.44.0
+ Updated MegaMekLab.jar to v0.44.0
Enjoy everyone.