Hi Everyone,
**AUGUST 8th**
Removed the download links as this releases has a couple of significant bugs**Time for another dev release and wow is this one got some stuff in it. Before I get to that I need to stress this release is very likely to have bugs and likely some major ones. A reminder of what we've we said for years:
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.
So on to the new stuff!
MegamekLots of bug fixes. We’ve tweaked Saxarba default theme to use grass as the default theme. Speaking of themes the large texture them got an overhaul from Ahne and it looks great. We’ve also added Inclines and cliffs from TacOps.
Cliffs Non-ISO Cliffs ISO mode
Data wise we’ve got new sprites based on the Kickstarter and lots of them are getting the royal (colourized) treatment. Greekfire has helped add Fluff text to a chunk of the 3039 units. We’ve tweaked the frequency that LAMs will appear in the RAT Generator. Ever been stuck coming up with a call sign for your pilot, well use the new Random Call Sign generator.
Did I mention Princess has learned to use arty cannons in direct fire.
Last and in one of the coolest new features
‘Damage Decals’.MegaMekLabLots of bug fixes. We’ve also synchronized the mech selectors from Megamek into MegaMekLab. We’ve add two major options for mech record sheets. Quick reference tables on the mech sheets, and a record sheet that supports Table top miniature scale from Strat Ops. See attached samples.
MekHQ.Lots of work in the back end and bug fixes. We’ve also synchronized the mech selectors from Megamek into MekHQ. We’ve added the Random Callsign generator to MekHQ and phase 1 of the Genealogy overhaul. I’ll let Windchild add some details on that.
Also a reminder to drop into the
Slack channel to meet other players and harass the devs that drop in and out. If Slack isn't your thing check out these Discords with Megamek channels -
Everything BattleTech and
Classic BattleTech**FOR MAC USERS**There isn't a Mac release and you'll have to use the Unix release. We are having issues with the Gradle packaging scripts and various security settings in MacOS. We are working on the issue and have no ETA for a fix.
Another 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.
There is a good chance you’ll have issues in MekHQ with unit name changes. If you get errors loading your campaign as result of unit name errors please see this post.
Name Issues with unitsThe change log below lists all the changes in this release from the previous stable.
CHANGE LOGS AND DOWNLOAD LINKSMegamek.+ Data: New Sprites and numerous Mechset naming fixes.
+ Issue #2024: Fix possible NREs in AccessibilityWindow during various game events
+ Issue #2023: Destroying artillery which has rounds in-flight no longer stops the game
+ Issue #2020: Respect deployment round for offboard entities
+ PR #2040: Grass theme as default (unnamed) theme
+ Issue #2039: Tripod mechs with an active pilot now properly get +1 to physical attack rolls
+ PR #2049: Fixed bot NPE when trying to generate paths around hostile units blocking a straight path to a long-range destination
+ PR #2050: Entities which sprinted no longer report as being able to spot since that's illegal anyway
+ PR #2058: Fixed missing paren for damaged aero heat sinks in aerospace unit "Mech View"
+ PR #2042: Remove incorrect minimum range penalty on direct fire artillery vs aerospace units
Enable Princess to use artillery in direct-fire mode (vs both ground and air units), including artillery cannons
+ PR #2060: Fix game freeze for bot-controlled ejected pilots and hot-dropped infantry on ground maps
+ PR #2061: Random Callsign Generator
+ PR #2041: Remove weird 'Hardened' on the equipment section of some Combat Vehicles
+ Issue #2066: Changing year or tech level for DropShip sometimes removes anti-missile systems from assigned bays
+ Data: First units from Fluff Text project (Thanks to Greekfire for this batch)
+ Data: RAT and Force Gen name fixes.
+ Issue #2054: New Ahne Texture pack (Tileset) for the megamek client
+ Issue #2037: New additions to TheJungle for Kaji maps (and some other new maps)
+ Issue #2071: Battle armor taser attacks against battle armor no longer lock the game up when a BA suit in the target unit shuts down
+ Issue #2028: Units now visually indicate damage levels
+ PR #2079: Update dermal armor implant to use IO rules for conventional infantry
+ PR #2082: Wasp and Stinger LAMs are now more rare when using RAT generator; Wasp Mk I LAM now has actual bomb bays instead of cargo bays
+ PR #2085: Recolor movement in tooltip for dark themes
+ PR #2080: Unit Label Team Coloring
+ Issue #2022: Lobby summary/TRO view for gun emplacements no longer shows up blank
+ PR #1998: Improving formatting of legacy gunnery skills
+ Data: New Sprites (first of the ones based on KS images.Thanks to Deadborder)
+ PR #2087: Gun emplacements are no longer considered to have dual turrets (fixing some tech progression calculation issues for those units)
+ Data: Some infantry name fixes.
+ Data: New Sprites (fix for HMG ranges)
+ PR #2092: Screamer, Pwkka, Yurei LAMs have actual bomb bays; removed incorrect alias for protomech MG ammo; micro laser tech ratings corrected
+ PR #1992: Inclines and cliffs, as per TacOps page 39
+ Issue #2065: PPCs with charging capacitors now build up heat on the first turn of the charge
+ Data: New Sprites (Thanks Bloodwolf for working on making some of these royals)
MegaMekLab+ Issue #611: [Errata] Naval Repair Facilities should use 2 docking collars no matter their capacity
+ Issue #636: TRO summary does not show armored components
+ Issue #644: Weight-Free Heat Sinks of Small Craft and Dropship is not changed when change the shape
+ Issue #642: Removed weapons of Aerospace Fighter's ammunition is still available
+ Issue #645: Unequal BV calculation when adding CASE (II)
+ Issue #647: Quarters, infantry bay, and Life Support cost calculations are wrong on large craft
+ Issue #654: Base Tech of the ammunition of Thumper Artillery is changed to Clans if change the unit to Mixed Inner Sphere
+ Issue #655: Mass Drivers use more slots than shown
+ PR #673: Indicate commercial armor on mech record sheet
+ Issue #657: Tripod/Super Heavy Tech base show -Error-
+ Issue #659: Jumping MP not updated if Improved Jump Jets are removed as a result of changing the production year of a Mek
+ Issue #661: Cannot create bays with 0 doors (except plain Cargo) on large aerospace units
+ Issue #662: Loading Combat Vehicle with Vehicular Stealth Armor always make a new section named Vehicular Stealth
+ Issue #668: Aft Right weapons arc on spheroid DropShips does not properly display extra fire control tonnage
+ Issue #670: Changing DropShip engine from military to civilian does not update displayed information
+ Issue #677: Electronic Warfare equipment (ECM, Beagle, etc) ranges missing from RS
+ Issue #681: StringIndexOutOfBoundsException errors, possibly a problem loading Mission Equipment Storage
+ Issue #682: Equipment from older version of MML failing to load
+ Issue #679: LRM/SRM bays on large aerospace units do not reflect damage increase from Artemis IV
+ Issue #695: Specialized Infantry, No Secondary Weapons error with no 2nd weapons
+ Issue #705: External engine type in Rail Support Vehicle causes load failure
+ Issue #703: Printing issues for HMG and VSP
+ Issue #708: Heavy Vibro-Claw causes NPE
+ PR #709: Record sheet option: support for tabletop miniatures scale
MekHQ:+ PR #1825: Adding Advance to Next Monday to the AdvanceDaysDialog
+ Issue #1828: Rolling over to the next month when using AtB and your current faction goes extinct will no longer cause an error
+ Issue #1827: Adding documentation comment for required Excel version for Awards Tracker
+ Issue #1819: Fixing Time in Rank without Time in Service
+ Issue #1821: Can now reach all directories for images
+ PR #1830: Picking techs for refit now orders the techs by type then skill level, so you don't have to strain your eyes looking for that one aero tech
+ Issue #1822: Making the default Force Icon into a transparent background
+ Issue #1816: Fixing Portrait Changing in the Same Category
+ Issues #1797 and #1820: DateTime to LocalDate Switchover and Date Fixes
+ Issue #1840: Properly Implementing the Attached Camo Option
+ Issue #1847: Fixing Time in Service
+ Issue #1861: tryingToMarry and tryingToConceive flags are now saved properly
+ PR #1863: Retirement Date Tracking
+ PR #1864: Random Callsign Generator
+ Issue #1871: Implementing sorting fixes for the personnel tab
+ PR #1850: Phenotype Rework Implementing Vehicle, ProtoMech, and Naval Phenotypes
+ PR #1669: Implementing the MegaMek Unit Selector in MekHQ
+ Issue #198: Adding Ransom Mech and Ransom Prisoner Options for Scenario Resolution
+ Issue #1881: Outer planets in Weldry system can now be clicked
+ Issues #1569 and #1570 Phase 1: Genealogy
+ PR #1857: Personnel biographical view and last name simplification
Enjoy everyone