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megamek-0.37.7.tar.gz 2014-02-11 23.3 MB
megamek-0.37.7-mac.tar.bz2 2014-02-11 23.0 MB
megamek-0.37.7-source.tar.gz 2014-02-11 33.7 MB
megamek-0.37.7-windows.zip 2014-02-11 28.8 MB
readme.txt 2014-02-11 6.6 kB
Totals: 5 Items   108.8 MB 0
v0.37.7 (2014-02-11 02:57 UTC)
+ Added code to Princess to not compute a full firing plan if a target is out 
    or range or out of LoS.  This should hopefully speed up her path ranking a 
    little bit.
+ Bug [#4013]: TSM and leg destroyed - version 0.37.6-MW-r10432
+ Bug [#4024] Cruise Missile Ammo misnamed
+ Bug [#4023]  Cruise Missile Launcher/Ammo different Tech Levels.
+ Bug Some BA weapons Fixed
+ Data: Unit Fixes, Camo Additions
+ Bug: TestAero had some references to Mech, including that that made validation
    fail on zero crit armors
+ Data: New Unit images - Thanks Deadborder and SteveRestless.
+ Data: Commits to address [#3999].  This will taking multiple commits to fix.
+ Bug [#4011] Military Space Stations not turning correctly
+ Data: Unit Stuff
+ Bug: Changes to BA armor.
+ Bug: Updates to TestBattleArmor: isMountLegal wasn't counting squad 
    equipment, and it wasn't properly counting crits for spreadable mounts
+ Bug [#4029]: Bot hangs on killshot 0.37.7-dev
+ Bug: Clan BA use a <Point Equipment> tag while IS BA use <Squad Equipment>, 
    since the location abbreviations are different.  MML uses the location 
    abbreviations when writing the tags, however the BA BLK reader was always 
    looking for <Squad Equipment>.  This has been changed so that the BLK reader
    will look for the proper tag name based on tech type.  Note: this *will* 
    break Clan BA that use <Squad Equipment> tags.
+ Bug: TestBattleArmor wasn't accounting for free MP when computing BA weight
+ Data: Changes to Clan Battle Armor tags.
+ Bug: Updated max MP tracking methods in BattleArmor to account for equipment
+ Implemented TestBattleArmor and updated EntityVerifier to verify BattleArmor
+ Bug [#4027]: Setting Number of Components to Search
+ Bug BA Weapon fixes
+ Data some new and corrected units.
+ Added Entity.addCritical(int, CriticalSlot, int) that allows a CriticalSlot 
    to be added to a specific slot number (before it could only be done to the 
    first empty slot)
+ Updated Mech.addEquipment(Mounted, int, boolean): now there is 
    Mech.addEquipment(Mounted, int, boolean, int) which adds a Mounted to the 
    location in the specific critical slot. The previous method calls this one 
    with a CriticalSlot of 0
+ Data: New Images
+ Changed Name in MANIPULATOR_TYPE_STRINGS to match Internal Names in MiscType.
+ Added tag to BA Manipulators.
+ Feature: TestBattleArmor now checks validity of manipulators on BA
+ Bug: Clan BA Reactive and Reflective armor had the wrong internal name.  
    They also both specified duplicate additional lookup names.
+ Bug: IS BA Reactive and Reflective armor had the wrong internal name.
+ Added code to MechView so that BA armors don't show in equipment
+ Added checks in TestBattleArmor to make sure jump boosters and partial wings
    are body mounted on BA
+ Bug: Fixed an ArrayIndexOutOfBounds in TestBattleArmor.correctManipulators
+ Updated TestBattleArmor to ensure that a BA with jump boosters has jump MP
+ Updated TestBattleArmor to ensure that a BA with a partial wing has jump MP
+ BattleArmor used to set armor by adding it as equipment.  This is no longer 
    the case and the code that allows this has been removed.
+ Moved Popup mines to BA weapons folder.
+ New Images.
+ Bug: BA Myomer booster cost wasn't being calculated correctly
+ Bug [#4010]: Line break issue with stealth armor that stops functioning
+ Bug [#4006]: Facing after fall
+ Updates for BA one-shot ammo: Added a convenience method to Mounted that 
    returns true if the Mounted is for a OS launcher, made it so ammo linked to 
    an OS launcher doesn't show in the MechView, and also made it so ammo 
    linked to an OS launcher doesn't get saved to BLK files
+ Bug: TestBattleArmor wasn't being used in all of the places it should be, now
    it is used wherever TestMech, TestTank, and TestAero are
+ Bug: TestBattleArmor weight reporting was off (it was BattleArmor.getWeight() 
    to determine the max weight for the squad, which returns the number of 
    troopers)
+ Bug: DetachableWeaponsPack MiscType for Clan and IS had criticals of 0 
    instead of 1
+ Data: First round of BA fixes (There are still errors in here)
+ Bug [#4014]: Conventional Aeros Building Up Heat 0.37.6-exp
+ Data: First round of BA fixes (There are still errors in here)
+ Data: Next Round of BA Unit fixes.
+ Changes in BA Weapons/Misc Type/Ammo Type for the new units.
+ Bug [#4035]: MegaMek hangs when firing Thumper Cannon 0.37.7-dev
+ TestBattleArmor now checks to make sure each slot of ammo has at most 4 shots
+ BA Fixes
+ Bug: TestBattleArmor wasn't dealing with slot assignments for BA OS ammo
+ Bug: TestBattleArmor wasn't dealing with slot assignments for equipmeint 
    mounted in DWP's (the equipment in the DWP would fail validation because 
    it was considered unallocatd equipment)
+ BattleArmor with AP Mounts and Armored gloves no longer get automatically 
    assigned an infantry autorifle
+ Bug [#4019]: BA that specify AP weapons in the datafile should not get an 
    infantry auto rifle automatically
+ Feature: BattleArmor with an AP Mount or Armored glove can now configure what,
    if any, anti-personnel weapon is mounted
+ Bug: Selecting # of shots for BattleArmor was bugged in CustomMechDialog
+ Feature: CustomMechDialog now verifiers entities after customization, when 
    applicable
+ Data: BA Unit Fixes
+ Feature: Added a way to specify if a weapon in a BLK file is mounted in an AP 
    mount.  This works the same way as DWP's: the weapon entry in the BLK file
    needs to have an :AWP tag added to it.  Added a new state to Mounted, 
    isAWPMounted along with a getter and setter.  MechFileParser.postLoadInit
    was updated to link AP Mounts with APM Mounted equipment in the same loc.
+ Bug [#4026]: Intermittent Vehicle Attack Issue with tacops vehicle crews game 
    option
+ Data: More BA Unit Fixes
+ Bug [#4038]: Magscan option missing popup description 0.37.7-dev
+ Bug [#4037]: A bunch of units showing up under the weight class 
    "Ultra Light/PA(L)/Exoskeleton 0.37.7-dev
+ Bug: BattleArmor weight classes weren't working properly in MechSelectorDialog
    MechSummary.getTons() was changed to return the number of troopers for BA
    to give a better idea of how much storage spaces was required for the squad
    This created issues and required the MechSummary to keep track of suit 
    weight for BattleArmor
+ Bug: For some reason BA with InfantryAutoRifle were having that piece of 
    equipment fail to load.  I replaced InfantryAutoRifle with 
    InfantryAssaultRifle and the equipment now loads
Source: readme.txt, updated 2014-02-11