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readme.txt 2014-03-29 9.7 kB
megamek-0.37.9 (0.38.0 RC 1)-windows.zip 2014-03-29 29.0 MB
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Totals: 5 Items   109.4 MB 1
v0.37.9, 0.38.0 Release Candidate 1 (2014-03-29 14:25 UTC)
+ Data: Unit Fixes and Some renaming
+ Bug [#4053] - BA LBX weapons missing AmmoType Tag
+ Some typo fixes and adding Primitive RL15
+ Refactored FireControl.guessToHitModifierForWeapon and added unit tests for
    it.
+ Data: Some unit corrections to bring them inline with the MUL.
+ Refactored FireControl.guessAirToGroundStrikeToHitModifier and added unit
    tests for it.
+ Added a 'guess' paramter to the various WeaponFireInfo constructors to
    indicate when the to hit chance should be
    estimated rather than fully calculated.
+ Changed the FireControl.checkGuess... methods to only run when Princess is in
    debug mode.
+ Updated the Princess help doc with a list of Optional Rules that should be
    safe to use.
+ Bug [#4058]: Movement Report Dialogue needs a scrollbar
+ Refactored PhysicalInfo class and added unit tests for it.
+ Refactored FireControl.calculateUtility and added unit tests for it.
+ Added additional considerations for ground to air attacks in Princess's
    'guess to hit' methods.
+ Feature: Added support for Clan Exoskeletons without harjel: BattleArmor has
    a new state variable to track this, and TestBattleArmor.getWeightStructure
    properly supports it
+ Bug: Armored Gloves weren't properly being counted as AP Mounts for purposes
    of BattleArmor validation
+ Bug [#4051]: Facing when 'Mech skids: ver 0.37.8-Exp
+ Bug [#3950]: Geometric Mean BV Option Not Updating in Unit Selection Dialog
+ Bug [#3950]: Two single die rolls were made for skidding/falling when only 
    1 was necessary
+ Updates to MechCacheCSVTool: units with no model name now display (Standard),
    Added code to ignore various equipment names, like structure, armor, bays,
    and BA related attacks
+ Bug [#4060]: Missing limit on number of artillery spots per mapsheet.
+ Bug [#4061]: Error - loading weapons
+ Bug [#3563]: Server browser not working when you start from a save
+ Bug [#3914]: LACs incorrectly getting the rapid fire penalty
+ Bug [#3914]: Allowed unjamming ACs/LACs with rapid-fire ACs and unjam UACs
+ Refactored FireControl.guessFullFiringPlan and added unit tests for it.
+ Refactored FiringPlan class and added unit tests for it.
+ Refactored FireControl.guessFullAirToGroundPlan and added unit tests for it.
+ Refactored FireControl.getFullFiringPlan and added unit tests for it.
+ Refactored FireControl.calcFiringPlansUnderHeat and added unit tests for it.
+ New Images
+ Fixed Rats
+ Unit corrections with data changes.
+ Added some code to remove a 'Report.addNewline failed' message
+ Finished refactoring the FireControl class.
+ Bug [#4055]: allow constructing BA with Modular Equipment Adaptor
+ Bug [#4064]: Inability to fire at secondary targets when attacking things with
    stealth armor. (also made some code formatting changes) 
+ Bug: MechDisplay was using Mech.isChameleonShieldActive() instead of 
    Mech.isChameleonShieldOn() to determine if a CLPS is generating heat.
+ Bug [#3675]: Infantry mods for Chameleon LPS
+ Bug [#3806]: Another double-blind related bug
+ Bug: Fixed potential NPE in EquipmentChoiceDialog
+ Bug: APM and MEA editing in EquipmentChoiceDialog was not being disabled
+ Bug: Updated Server.whoCanSee to prevent adding duplicates
+ Bug [#4066]: Random Skill Generator TW Method errata
+ Fixed NPE in FireControl class.
+ Bug [#3903]: When failing a PSR moving between two hexes, the unit should fall
    into the lower of the two hexes
+ Bug [#4067]: When displaced into a water hex, a PSR for entering a water hex
    could be rolled
+ Bug: Fixed a potential NPE in Server
+ Bug: Server.explodeInfernoAmmoFromHeat wa susing CriticalSlot.getIndex() when
    it should have been using CriticalSlot.getMount(), which was causing issues
    when exploding inferno ammo from heat
+ Fixed a ClassCastException in PhysicalInfo.initDamage()
+ Added code for Princess to give command units a higher targeting priority.  
    Princess defines 2 levels of command unit: Commander and Sub-Commander.  A 
    Commander is any unit with the isCommander flag set, has a C3 Master system
    or provides the highest initiative bonus for its player.  A Sub-Commander 
    is any unit that has an init bonus (but not the highest), a C3 slave system,
    ECM, Active Probe, TAG, EI Cockpit or is currently using a spotlight.
+ Bug [#2244]: ECM in Double Blind games -> wrong hit roll reporting
+ Bug [#3996]: Cleaned up a few more areas where not all of an Entitys loaded
    units were being sent to Clients during updates
+ Bug: Firing solutions was always drawing data for teammate units, even if
    friendly fire was off, also wouldn't draw friendly units that weren't 
    visible to an enemy unit
+ Bug [#4070]: Specialty BA not working when BA carried by mech.
+ Bug: No report when mechanized BA avoid damage
+ Bug: Reports for mechanized BA taking/avoiding damage are not indented well
+ Bug: Reports for hitting swarming units not indented well
+ Bug: Recent change to not draw enemy units that aren't visible causes an NPE
    when BoardView1.localPlayer == null
+ Bug [#4069]: Estevez MBT & Estevez AA Customize Issue
+ Changed the commander/subcommander weighting mod from a multipler to a 
    straight adder.
+ Added code to increase the target priority of buildings on the Strategic 
    Targets list.
+ Bug: Fixed a bug introduced in [r10660] (when fixing [#2244]): the code to 
    determine if an entity should be drawn was using isEverSeenByEnemy instead
    of isVisibleToEntity
+ Bug: Los darkening for sensor ranges was using a >= comparison for min sensor
    range instead of >.  The min range is not inclusive as witnessed in
    Compute.inSensorRange
+ Bug [#4068]: In double-blind, units detected by sensors only should not be
    aware
+ Added the ability to add enemy units to Princess's Strategic Targets list.  
    Units on this list will be weighted about the same as sub-commander's 
    (though a unit could be both a commander/sub-commander and a strategic 
    target for an even higher weighting).  This should (hopefully) prove useful
    for escort and headhunting type missions.
+ Bug [#4072]: Entity sprites "blinking" out of drawing since revisions after
    r10659.
+ Bug: Changing the AP weapon mounted would cause a crash when starting the game
    (I had to change Entity.getTotalWeaponList to return the actual list and 
    not a copy, which appeared to not be necessary)
+ Bug: Changing ammo type on BA would change the number of shots selected
+ Bug [#3999]: Renamed all .MTF to .mtf
+ Bug [#4063]: Mixed Tech MASC verification failure
+ Bug [#3999]: Renamed all .BLK to .blk
+ Data: New Images and Units.  Fixes to RATs.
+ Bug: Tanks with stunned crews could spot for indirect fire
+ Bug [#3672]: Starting a scenario resets all game options to default
+ Fixed an issue with Princess attempting impossible physical attacks.
+ Bug [#3669]: Random Names bad encoding (major refactorization of MUL parsing)
+ Bug: Reading in bomb choices from a MUL file threw an 
    ArrayIndexOutOfBoundsException:  bomb types were saved as numbers but were
    being parsed as names
+ Bug: MUL files weren't saving velocity and altitude information for Aeros
+ Bug: Antipersonel Mount and Modular Equipment Mount changes via the 
    CustomMechDialog were not saved in the MUL file
+ Bug: EntityListFile.getLocString was using Entity.getArmorForReal and 
    BattleArmor.getOArmor to make armor comparisons at the squad level: one will
    return -1  and the other will return 0.  Added code to make the propr 
    comparisons for BA
+ Fixed the Random Map Generation dialog to see folders as well as "*.xml" files
    without having to switch to "all" files.
+ Fix of the previous fix of the Random Map Generation dialog (been too long
    since I last worked with a FileChooser).
+ Bug: Server.damageCrew will no damage the crew if they are dead, doomed or
    ejected.  This can lead to circumstances were the user might not be aware of
    why no damage was dealt.  New reports why the crew didn't take damage.
+ Bug [#4073]: NPE on unit loading in MM, Think its something with Armortype
+ Bug: vehicle_threshold is considered for rolls of 2, 8, and 12 with turrets 
    for the automatic critical from rolling those locations, however it was 
    *not* being considered for rolls of 12 without turrets.
+ Bug [#4074]: Superheavy vees ignore Vehicle Damage Thresholds rule
+ Bug: SuperHeavyTanks with dual turrets can never have the second turret hit
+ Bug: Path planner could get stuck searching forever: there's code that fires
    every 256 loop iterations to check for timeout, however it only checks for
    timeout if the current best path is better than the previous best path.
+ Rebuilt the Random Map Generation dialog from the ground up to improve it's organization and work flow.  Added
    tool tips explaining the various fields and eliminated the need to save and exit the dialog before switching
    from Normal to Advanced view.  Did not update the German or Russian messages.properties files as I'm not
    nearly qualified.
+ Data: New Images and Some unit fixes.
+ Bug: [#4076] Princess Not Using Ammo Properly.
+ Princess wasn't properly storing the new Priority Unit targets.  Also modified
    the path ranking process to prevent her from wasting time chasing down 
    ejected pilots/crews.
+ Bug [#4075]: Silver Bullet Gauss Rifle can aim locations
+ Bug [#4077]: BA with individual missile launchers attack as if the entire
    squad is armed
+ Bug [#4078]: Selected entity doesn't get cleared from FiringDisplay when 
    using /reset
+ Feature [#1236]: Increase maximum player limit
+ Bug [#3088]: BA compact narc not correct
Source: readme.txt, updated 2014-03-29