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Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.7-RC1 - January 21st/2018
#1
Hi Everyone,

It's new Development release time and the first release candidate for the new Stable.  Not much new stuff in these releases content wise but lots of bug fixes.

Megamek.
Bug fixes getting ready for new stable.

MegaMekLab.
Bug fixes getting ready for new stable.

MekHQ.
Bug fixes getting ready for new stable.

Also a reminder to drop into the Slack channel to meet other players and harass the devs that drop in and out.

The change log below lists all the changes.

CHANGE LOGS AND DOWNLOAD LINKS

Megamek.
MegaMek v0.43.7-RC1
Code:
+ Issue #823: Charging Damage against Buildings looks wrong (Mech skidding into building)
+ Issue #637: Infantry in swamp/mud terrain should not have a psr check (Bog Down)
+ Data: Fixing Validation Errors
+ Issue #520: MM allows boats to be deployed under bridges, where they become entrapped.
+ Issue #554: Possible Unexpected Princess Indirect Fire Causes Crash
+ Issue #556: Ammo Explosion not treated as Area Effect vs Battle Armor
+ Issue #831: Fixed a few situations where hostile players were able to incorrectly detect hidden units
+ Issue #834: (PlayerColors) java.lang.ArrayIndexOutOfBoundsException
+ Issue #835: MRM-30 ammo does not explode when hit
+ Issue #696: Arrow IV infernos calculate cover incorrectly?
+ Issue #737: Oblique Attacker can't indirect fire without a spotter
+ Changed ghost target ECM modifier from +2 to +3 per errata.
+ Issue #761: Protomechs and ghost targets
+ Issue #815: Space movement for aero units being resolved incorrectly
+ Issue #837: Mauser IIc and other clan infantry weapons missing in customization
+ Issue #838: NPE Princess.calculatePhysicalTurn
+ Issue #463: Megamek sometimes fails to show the * symbol to warn that movement will require a PSR
+ Fixes for multiple hangs during turn change when deploying minefields and unloading stranded passengers from transports.
+ PR#842 - Inner Sphere & Periphery skins update
+ Issue #839: Bots on "no team" no longer refuse to fire on other players with "no team".
+ Bug: Some BA were not writing all crit slots to MUL.
+ Issue #382: Added remaining structure CF to damage reports when structures (buildings, bridges, etc) are damaged.
+ Improvement to Princess deployment algorithm - should no longer put units in places where they can't get out.
+ Fixes for multiple issues relating to unit movement when unit is subjected to a point blank shot from a hidden unit
+ Errata: Infantry no longer get -1 modifier on bog down checks
+ Unofficial feature: option to allow AMS to engage multiple times per round.
+ Aeros can no longer attempt to 'evade' an unlimited number of times.
+ Issue #862: Fighter Squadron BV
+ Data: New Sprites and adding MWO Canon Mechs(Sun Spider and Roughneck)
+ Issue #859: Game Options Tooltip Exception
+ Princess will no longer waste firepower targeting solitary mechwarriors in buildings.
+ PR#851 Change Default KeyBinds (adds ctrl to overlay and unit label toggles). 
 
MegaMekLab.
MegaMekLab v0.43.7-RC1
Code:
+ Issue #123: Small Craft free heatsinks
+ Issue #124: Conventional fighters with fusion engines
+ Issue #126: LAM split crit weapons erroneous warning
+ Issue #127: Combat Vehicle Internal Structure Calculation
+ Added "Show Unavailable" checkbox to equipment tab that will show equipment that is filtered out so user
  can check intro dates and tech levels.
+ Issue #129: Fusion Powered vehicle has no shielding
+ PR #130: Embedded fonts for mech record sheet printing.
+ Issue #132: Aero heat sinks added as pod-mounted on non-omnifighter.
 
MekHQ:
MekHQ v0.43.7-RC1
Code:
+ Issue #567: BA standard armor cannot be repaired
+ Issue #576: CCE on loading campaign with DS with missing thruster(s)
+ Feature: Advanced time by one month.
+ Issue #583: Ammunition Reload Issues
+ Greater OpFor variety: generated infantry may now be hidden. Odds depend on AtB difficulty setting.
+ Issue #575: Refits do not correctly handle equipment changing location
+ Issue #46: Locations removed via refit seem to not remove the associated parts
+ Issue #71: Units that finish refitting are often missing ammo and components
+ Issue #114: ASF refit issues
+ Issue #508: Armor kits are free when customizing infantry
+ Issue #461 Integrated heat sinks not added to refit shopping list
+ Bug: Armor removed in a refit is not the same as armor needed to refit back to original
+ Feature (Issue #275): Improved visibility for amount of available ammo/armor in repair tab
+ Do not require waiting for a refit kit if the only needed parts are ammo or ammo bins.
+ Not having enough ammo in the warehouse to fill all the bins will not delay the start of a refit.
+ Issue #300: Comstar ranks do not take into account service years when determining the main "pilot" of a vehicle
+ Issue #378: Thruster Maintenance on Conventional/Aerospace Fighters
+ Bug: NPE when attempting to refit unit that previously had a refit canceled.
+ Issue #454: News won't fire at campaign creation
+ Issue #500: Contract view text alignment
+ Issue #504: Tactics can be negative
+ Bug: MML packaged with MekHQ cannot find needed libraries.
+ Issue #525: Available Time for Mothball Not Calculating Correctly
+ Issue #520: GM Tools Window not placed correctly
+ Issue #537: Repair Bay tasks list location filter resets when changing mode of a task.
+ Issue #553: Fatigue check occurring too early
+ Issue #556: MM giving disconnected from server error when launched from MHQ
+ Issue #329: The "do task" button on the repair bay UI tends to jump left and right
+ Issue #570: Unit Rating unsustainable
+ Issue #574: Dropship capacity Inconsistency
+ Issue #591: Special Abilities can be selected multiple times
+ Issue #577: MRMS does not always use BTH settings
+ Fixed unofficial Clan tech knowledge SPA.
+ Custom SPAs for tracking purposes (see docs/custom_spa.txt). 

Enjoy everyone.
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