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STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1 (Stable) February 14th/2017
#1
Hi Everyone,
Going forward we are changing how we handle releases for MegaMek/MegaMekLab/MekHQ. 
You’ll see separate posts for Stable releases and Development Snapshots.

So, what’s the difference?
The Stable branch is simply bug fixes and new data (maps, sprites, unit fixes) pulled into the existing Stable.  As a rule, it should be more stable and less crash prone. The Development Snapshots will have the new toys in them.

So hypothetically we code LAMs in MegaMek, those would appear in the Development Snapshots.  Once we are comfortable the Snapshots are good then we will release a New Stable with those features in that stable. 

As a general rule, we are going to aim for a new Stable on a regular basis, meaning when enough things in the Development Snapshot are bug free and working and ready to be considered Stable.  As a rule we aren’t going to commit to specific timelines as lots of things can impact timelines to a Stable release.

What release should I use?
Depends. If you just want to stay the course have just fixes and no new features, then use this STABLE BRANCH release.  If you want bleeding edge, new features, new stuff to try and play but may end up with crashes and other weirdness then you want the. DEVELOPMENT SNAPSHOT.

Here's the links:
Megamek.
MegaMek v0.42.1 (Stable)
Code:
•    Issues #47/#48 from MML Tracker - Critical Slot allocations wrong for BA SRM4(OS) and BA LBX
•    Issue #467: Princess bot NPEs in physical attacks phase
•    Issue #427: Firing weapons split across arm/torso while prone
•    Data: Some unit fixes, and new maps from DancefloorLandmine
•    Data: Sprite fixes and new Sprites.
•    Data: More Sprite/Unit/Board Fixe

MegaMekLab.
MegaMekLab v0.42.1 (Stable)
Code:
•    Printing for conventional infantry record sheets.
•    New infantry motive types: VTOL and SCUBA.
•    Set infantry field guns, armor, specializations, and cybernetic implants/prosthetics (only what is currently supported by MegaMek).
•    Fix #49: Engine Criticals not set correctly in Super Heavy Mixed tech units.
•    Show correct engine types for mixed tech superheavy Meks (including
•    Updated MegaMek.jar to 0.42.1

MekHQ:
MekHQ v0.42.1 (Stable)
Code:
•    Fix #313: Prisoners counting towards combatants total for defection rolls
•    Fix #314: Purchasing aerospace sensors via 'purchase parts' are always 0 ton
•    Updated MegaMek.jar and MegaMekLab.jar to 0.42.1

Enjoy everyone.
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