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Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0 - February 14/2017
#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 please read carefully.

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.  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 the STABLE BRANCH.  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 SNAPSHOTs below

Here's the links:
Megamek.
MegaMek v0.43.0

Code:
•    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 Fixes
•    Infantry armor kits.
•    Mechanized VTOL infantry.
•    Infantry specializations: SCUBA, TAG.
•    Conventional infantry augmentations (e.g. Manei Domini) can be set in unit file. Note that not all options are implemented.
•    Random generation using formation building rules from Campaign Operations.
•    Adding some references to missing MD Infantry stuff. Names only not implemented for play.

MegaMekLab.
MegaMekLab v0.43.0

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.
•    Updated MegaMek.jar to 0.43.0

MekHQ:
MekHQ v0.43.0

Code:
•    Improve Mass Repair/Mass Salvage technician selection by providing additional configuration options
•    Fix #313: Prisoners counting towards combatants total for defection rolls.
•    Fix #314: Purchasing aerospace sensors via 'purchase parts' are always 0 ton.
•    Planetary Data Update 39
•    Updated MegaMek.jar and MegaMekLab.jar to 0.43.0

Enjoy everyone.


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