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STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.0 (Stable) January 1st/2017
#1
Hey everyone,
Happy New Year and we have a New Stable!
No fancy screenshots, cause nothing really new is added.  Hope everyone is looking forward to the next Dev Cycle.  Keep the reports and ideas coming.

Megamek.
Nothing to say here other than its stable.

MegaMekLab.
Nothing to say here other than its stable.

MekHQ:
Last minute bug fixes and its more stable.....

Here's the links:
MegaMek v0.42.0 (Stable)
Code:
•    Issue #441: Fled units not being saved at the end of the game
•    Data/Feature: Turret Project Part 3 - Major additions to the number and types of turret. Sprites still in progress.
•    Issue #444: Client dies during the fire phase

MegaMekLab v0.42.0 (Stable)
Code:
•    Updated MegaMek.jar to 0.41.28

MekHQ v0.42.0 (Stable)
Code:
•    Fix #266: PayForTransport option ignored when estimating total contract profit
•    Fix #291: Pilots being generated with special abilities in the battle even though special abilities are turned off
•    Fix #268: Pilots always killed if resolve manually
•    Fix #293: Incorrect tech ratings?
•    Fix #272: Tactics Campaign/MegMek options bug
•    Fix #294: Contract market incorrectly calculating transport amount as 0 c-bills
•    Fix #295: Variable contract length option no longer works
•    Fix #292: Starleague cache 1: IndexOutOfBoundsException when generating enemy
•    Fix #250: [AtB] Wrong deployment edge for bot reinforcements in Chase(Att) scenario.
•    [AtB] Chase scenario uses unit speed to determine deployment turn.
•    Updated MegaMek.jar and MegaMekLab.jar to 0.42.0

Enjoy everyone.

Link to CGL Release Thread.
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