| Name | Modified | Size | Downloads / Week |
|---|---|---|---|
| Parent folder | |||
| readme.txt | 2014-05-05 | 4.9 kB | |
| megamek-0.37.11 (0.38.0 RC3)-windows.zip | 2014-05-05 | 29.3 MB | |
| megamek-0.37.11 (0.38.0 RC3)-source.tar.gz | 2014-05-05 | 33.9 MB | |
| megamek-0.37.11 (0.38.0 RC3)-mac.tar.bz2 | 2014-05-05 | 23.2 MB | |
| megamek-0.37.11 (0.38.0 RC3).tar.gz | 2014-05-05 | 23.6 MB | |
| Totals: 5 Items | 110.0 MB | 0 | |
v0.37.11 (2014-05-05 15:47 UTC)
+ Bug [#3948]: Harjel fails to prevent breaches on Submarines.
+ Bug: Harjel II/III shared a report with Harjel when checking for breaches. It
wasn't clear that Harjel I prevents the breach while Harjel II/III only
provide a +2 bonus to the check. Added a new report to make it clearer
+ Bug: Harjel II/III were improperly preventing breach checks
+ Bug [#3948]: Submarines couldn't 'Go Up' to the surface
+ Bug: default mechset.txt was missing entry for default_submarine
+ Bug: Added F_TANK_EQUIPMENT flag to Harjel equipment
+ Bug: Fixed issues with TestEntity and TestMech for harjel validation
+ changed data/mechfiles/dropship to data/mechfiles/dropships to be in line
with all the other folders
+ updated the packaging scripts to match the change from dropship to dropships
+ Bug [#4091]: Potential NPE in Compute.getMetalInPath
+ Bug: Meks with head-mounted equipment flagged as illegal
+ Bug [#4092]: Localload does not appear to work properly
+ Bug: Nail/Rivet Gun always out of range.
+ Bug: Aimed shots at immobile targets possible with iNarc/iATM.
+ Bug [#3998]: Ammo & Equipment Limits: Ammo tech level is now determined by the
game year instead of the unit's creation year
+ Bug [#3301]: Allow Advanced Ammunition - there are now two options: one allows
just advanced ammo, while the second option enables advanced, experimental,
and unofficial ammo
+ Bug [#4094]: Field of View bug: Version 0.37.10
+ Bug: Use of getBoolean() instead of parseBoolean() in MULParser causing
incorrect values
+ Bug: Empty string for repairable defaults it to false, this needs to default
to true
+ Bug [#4093]: Firing Solution does not seem to function
+ Bug [#4096]: Deploying in Water Causes Stuck Unit
+ Bug: Non-fusion Battlemechs weren't generating heat from movement
+ Bug: Princess deploys ground units into mid-air on level 1 and higher hexes
+ Bug: "buildings_no_basement/ModCan02 16x17" map causes NumberFormatException
when loaded.
+ Bug [#4099]: Megamek failed to draw ejected pilot on physical attack round on
MegaMek - 0.37.10 (0.38.0 RC2)-windows
+ Bug: Fixed a ClassCastException in MechDisplay$WeaponPanel
+ Added a new map pack from CarnageINC
+ Bug: SpecialHexDisplay Note icon was not displaying properly
+ Bug: D6/2 anti-infantry weapon damage rounded down, not up.
+ Bug: Clan CASE II invisible in MechView.
+ Bug: Rounded weights in TestBattleArmor.getWeightWeapon to prevent some
numerical issues (like being overweight by 0.000000001)
+ Bug: Internal head damage ejection roll modifier not always correct (formula
incorrect for superheavy heads, arbitrary +2 maximum)
+ Refactored code related to Server.resolveWhatPlayersCanSeeWhatUnits and also
added code to consider detection by sensors
+ Bug [#2222]: some reports not filtered with "No double blind message" set
+ Data: Warrior S-9 Stealth Helicopter fix
+ Bug: FoV darkening: when considered LoS between a selected unit and another
unit, the location of the selected unit was being used to determine the
elevation of the target, leading to incorrect calculations
+ Bug: fall elevation was improperly computed when doing displacement
+ Bug: PlayerListDialog was never updating the player list, also adjusted the
formatting and added team information
+ Bug: fog level not visible in round report
+ Bug [#4108]: jumping in fog does not cost extra MP
+ reset armor and si of Aeros during victory phase when using aero sanity rules
+ Bug [#4059]: Aero Sanity Mod for Damage causing double heat
+ Data: New Images and unit fixes.
+ Data: Lots of Fixed RATs
+ Bug [#4046]: Submarines limited to cruising speed underwater
+ Bug: Units reinforced on or before the movement phase could be selected, but
if selected, numerous errors would be thrown
+ Bug: MovementDisplay.updateSelfDestructButton throws an NPE with squadrons
+ Bug [#4110]: Canon Units option leaves MechSelectorDialog blank
+ Bug [#4113]: Hull-down meks making falling PSR
+ Bug [#4107]: searchlight quirk does not actually give searchlight
+ Bug [#4114]: Some bugs in TSEMP handling...
+ Refactored BotClient.getStartingCoordsArray(). Uses a LinkedList instead of
manually trying to size a Coords[].
+ Bug [#4097]: Swarm missiles fired at non-unit targets cause NPE on miss
+ Data: A lot of date and tech level Changes.
+ Added Clan versions of IS naval weapons.
+ Data: Unit fixes and images.
+ Bug: Messed up a couple of tech constants from previous commits
+ Bug [#4115]: Bot deployment is computationally expensive
+ Bug [#4117]: Princess doesn't clean up after itself
+ Bug [#4116]: Simultaneous phases, Bots, and thread safety
+ Data: More Date and tech level Changes and couple of unit fixes.
+ Bug: Aimed shots possible with enhanced LRMs.
+ Infantry inferno SRM ammo type brought in line with standard; caused NPE when
used by bot.