This forum uses cookies
This forum makes use of cookies to store your login information if you are registered, and your last visit if you are not. Cookies are small text documents stored on your computer; the cookies set by this forum can only be used on this website and pose no security risk. Cookies on this forum also track the specific topics you have read and when you last read them. Please confirm whether you accept or reject these cookies being set.

A cookie will be stored in your browser regardless of choice to prevent you being asked this question again. You will be able to change your cookie settings at any time using the link in the footer.

Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
New Development Snapshot 0.47.16 (RC2) for Megamek, MegaMekLab, and MekHQ
#1
Hi Everyone,

We are pleased to announce the release of Release Candidate 2 for the 0.48.0 Stable. If all goes well we are hoping for new stable to be out end of January. Then we'll start into the 0.49.x Development cycle. 

Just a heads up when we hit that milestone we'll be moving all three of the programs to Java 11. This means you'll need to update Java to run in the next development cycle. Lots of players are starting to update and we've got a wiki page to help. Players with high DPI and 4k monitors have noticed a big improvement using Megamek after updating. We'll provide more details on this when we hit the development cycle.

As always when using a Development release.
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.

Megamek
Bug fixes is the name of the game. Some improvements to Camo selector and added the Rec Guide 7 units.

MegaMekLab
Bug fixes.

MekHQ.
Lots of bug fixes with ammo bugs getting lots attention. We've been working on improving performance. We are also working on improving refits but that's still a work in progress.

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**
We think we know have a workaround for Macs.  See HERE for details.

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 units

The change log below lists all the changes in this release from the previous stable. 

CHANGE LOGS AND DOWNLOAD LINKS
Megamek.
Download Here
Code:
+ Issue #2510: Prevent bot from directly targeting gun emplacements with physical attacks for an insta-kill
+ Issue #2513, #907: Adjust message for gun emplacement ammo criticals to more clearly indicate if no damage has occurred;
implement non-weapon/ammo critical hits (e.g. ECM) on gun emplacements
+ Issue #2517: Ensure AmmoType::canSwitchToAmmo ignores munition types
+ PR #2519: Open up Compute and MMRandom to allow mocking in tests
+ Issue #2522: Vehicular Grenade Launchers smoke munitions not working
+ Issue #2533: Explosive Ammunition BV Penalty Errata
+ Issue #2537: Prevent soft-lock when processing nuclear blasts near the edge of the board;
improved error recovery when loading games after processing failure in certain cases
+ Issue #2535: Remove nag for airborne unit entering rubble hex
+ Issue #2499: Separating Colour Camouflage and Player Colours
+ Issue #2544: Rear or turret-mounted weapons failing to load
+ Issue #2550: NPE when 'Go Down' is used by an elevation 1 AirMech
+ PR #2554: Fix TargetRoll description if negative modifier is first
+ Data: New Sprites, Rec Guide 7 units, some date fixes (#2520)
+ Issue #2529: Dead-fire ammo wrong shots/ton
+ Issue #2527: Purchase list showing different items as same description
+ PR #2556: Remove duplicate boards.
+ Issue #2523: Ammo explosion should apply 1 hit of feedback damage even with auto-eject

MegaMekLab
Download Here
Code:
+ Issue #845: Compact engine and gyro not adjacent on superheavies
+ Issue #846: Ammunition in any location on a Clan 'Mech giving explosive ammunition BV penalty
MekHQ:
Download Here
Code:
+ Issue #2283: Ensure contracts are generated with the correct number of retries
+ Data: Adding Missing images.
+ Issues #2296 and #2299: Support older campaign dropship and jumpship ammo bin sizes in XML file
+ PR #2302: Fixing Log Display Spacing
+ Issue #2295: Expanding null protections for rank systems and adding defaults
+ PR #2303: Fixing Gender assignment on Generation
+ Issue #2270: Scenarios Respect Sort Order
+ Issue #2297: Ensure shots needed is converted properly between ammo types
+ Issue #2310: Avoid procurement popup exceptions due to race condition
+ Issue #2298: Do not display unknown armor types in the Parts In Use report
+ PR #2308: Add EquipmentPart unit tests and fix minor bugs
+ Issue #2266: For LAMs check Landing Gear and Avionics when considering repairable slots
+ Issue #2317: Ensure Person::idleMonths defaults to 0
+ PR #2324: Restrict removing, salvaging, or scrapping certain locations with avionics and landing gear on LAMs
+ Issues #2325 #2328: Do not throw NPE on missing equipment when unscrambling equipment numbers
+ PR #2330: Fix capitalization of MechWarrior portrait folder
+ Issue #2332: Delete refit file if unable to read it back when saving
+ PR #2294: Add contract market tests and add setters for static singletons (e.g. Systems and RandomFactionGenerator)
+ Issues #1727 and #2318: Colour Camouflage and Camouflage Selector Standardization
+ PR #2293: Upgrades built in campaigns to 0.47.15
+ Issue #2341: Equipment on incorrect mounts are not fixed
+ Issue #2342: Customs in CPNX with invalid file name chars do not save to disk

Enjoy everyone
Reply


Possibly Related Threads…
Thread Author Replies Views Last Post
  New Development Snapshot 0.47.15 for Megamek, MegaMekLab, and MekHQ Hammer 0 101 12-14-2020, 10:09 PM
Last Post: Hammer
  New Development Snapshot 0.47.14 for Megamek, MegaMekLab, and MekHQ Hammer 0 159 11-15-2020, 05:15 PM
Last Post: Hammer
  New Development Snapshot 0.47.13 for Megamek, MegaMekLab, and MekHQ Hammer 0 149 11-09-2020, 01:29 PM
Last Post: Hammer
  New Development Snapshot 0.47.12 for Megamek, MegaMekLab, and MekHQ Hammer 0 140 11-08-2020, 08:04 PM
Last Post: Hammer
  New Development Snapshot 0.47.11 for Megamek, MegaMekLab, and MekHQ Hammer 0 277 10-04-2020, 07:01 PM
Last Post: Hammer
  New Development Snapshot 0.47.10 for Megamek, MegaMekLab, and MekHQ Hammer 0 231 09-20-2020, 06:47 PM
Last Post: Hammer
  New Development Snapshot 0.47.8 for Megamek, MegaMekLab, and MekHQ Hammer 2 632 09-14-2020, 08:48 AM
Last Post: Hammer
  New Development Snapshot 0.47.9 for Megamek, MegaMekLab, and MekHQ Hammer 0 464 08-08-2020, 12:33 PM
Last Post: Hammer
  New Development Snapshot 0.47.7 for Megamek, MegaMekLab, and MekHQ Hammer 0 530 06-22-2020, 09:05 PM
Last Post: Hammer
  New Development Snapshot 0.47.6 for Megamek, MegaMekLab, and MekHQ Hammer 0 602 05-03-2020, 02:42 PM
Last Post: Hammer

Forum Jump:


Users browsing this thread: 1 Guest(s)