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megamek-0.41.4.tar.gz 2015-06-01 36.6 MB
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readme.txt 2015-05-31 11.7 kB
Totals: 3 Items   70.5 MB 0
v0.41.4 (2015-05-31 16:45 UTC)
+ Bug: UnitDisplay System Tab would double up on status modifiers, like * and j
+ Bug [#4475]: BA body mounted missile launchers cannot be jettisoned
+ Patch [#477]: Bug fix for ECM drawing
+ Bug [#4521] Mechanized Infantry weight calculation wrong
+ Bug [#4478]: Chain Whip Grapple Issues
+ Feature: Grappled/Grappling units now have text drawn over the unit icon
+ Bug [#4486]: ASFs - Altitude changes do not take effect when flying off the
    map and returning
+ Bug [#4469]: Unable to deploy units on different building levels if there are
    already 2 units present in the hex
+ Bug [#4522]: Exception in thread "Packet Pump" using r11761 (Grapple issue?)
+ Data: New Sprites.
+ Bug: Protomech BV - Speed Factor was rounded to 3 decimal places instead of 2
+ Bug [4523] BV Calculation Error for AP Gauss Ammo on ProtoMechs
+ Patch [#466]: Fov Grayscale option (grays out hexes without LoS)
+ Patch [#472]: Hex Slopes as addition to shadows
+ Patch [#473]: Hex Base Textures bigger than 84x72
+ Bug [#4346]: ProtoMech Ammo Issues
+ Bug [#4450]: Conflict between vehicles on roads and weather/planetary
    conditions
+ Bug: Reinforce from MUL fails with an exception if reinforcing small craft
+ Bug: Jump infantry dismounting from airborne VTOL don't get +1 mod for jumping
+ Feature [#1381]: Zip lines for dismounting infantry
+ Feature [#1253]: TacOps Using Non-Infantry Units as Cover
+ Changes to action listeners in UnitDisplay.Systems tab
+ Bug [#4461]: ASF squadrons have ghost ammo after firing anti-ship missles
+ Bug [#4443]: Unable to deploy vehicles into heavy woods with roads
+ Bug [#4441]: Zooming out to scale<1 freezes the boardview
+ Bug [#4525]: help file not found
+ Data: New Sprites/XTRO Republic I Units.
+ Bug [#4528]: Issues with visibility/detection in multi-team double blind
+ Bug: Minimap would still draw unit icons for sensor returns
+ Bug [#4527]: Infantry leg attacks hit non-leg locations
+ Bug: NPE in Entity.canGoUp and canGoDown for Princess movement planning
+ Bug: Potential NPE in GameListener.gameTurnChange
+ Bug: Potential for NPEs during deployment if "no entities to move" is msg is
    received
+ Bug: ReplacePlayer Dialog creates additional superfluous bot clients
+ Bug [#4400]: Game Frozen when Kicking Princess
+ Bug [#4529]: Princess gets stuck with assault dropped units
+ Bug [#4530]: Stable quirk PSR mod applied more than once when...
+ Princess now considers airborne aeros on ground maps to have a max weapon
    range of 0, to account for flight paths
+ Bug [#4434]: Princess Small Craft not Moving on Ground Map
+ Bug [#4428]: Princess Aero not Moving on Ground Battle
+ Bug [#4451]: ASF free facing changes incorrect on ground maps
+ Bug: Potential NPE applying Protomech critical hits
+ Data: New Sprites/RAT fixes
+ Patch [#479]: V. Stealth, Reflec, Reactive armor for Aeros
+ Patch [#399]: Stefan Amaris battleship arc fix
+ Patch [#400]: 3067Uu Clan Omnis need Omni flag set
+ Patch [#401]: Vehicle Stealth cleanup
+ Feature: Player list width in ChatterBox now resizable
+ Bug [#4354]: Princess bot refusing to eject immobilized tanks
+ Bug: "Damage this phase" from ammo explosions accounts for reduction by
    standard CASE but not CASE II.
+ Bug [#4180]: Client Crash Associated with Fighter Squadrons
+ Bug [#4403]: Cannot Use ReplacePlayer GUI with Strategic Targets
+ Bug [#4479]: Poor reporting of when TerrainFactor is damaged
+ Bug [#4533]: C3/C3i/Nova LOS requirement
+ Patch [#480]: UnitDisplay updates for WoR Tech
+ Bug [#4511]: Kill count and squadrons - no kills recorded
+ Bug [#4512]: Disconnecting players in the lounge no reset Done state
+ Bug [#4514]: Updates for protomech frenzy errata
+ Bug: Math off for overlapping Thunder-Augmented hexes.
+ Bug [#4537]: Firing more LRMs than you have swarm ammo still does swarm
    attacks
+ Bug: Battle armor with mechanical jump boosters has negative C-bill cost.
+ Patch [#478]: Enhancements to Board Tooltips
+ Patch [#402]: V. Stealth Cleanup Pt. 2
+ Patch [#403]: Drake Strike Fighter (XTR Boondocks)
+ Patch [#404]: Tiamat variants appear as aerodyne
+ Data: New Sprites,Unit Fixes,and New Map
+ Bug: If pressing a repeating key (like scrolling) when Done is clicked, scroll
    command gets stuck repeating
+ Bug: Opening board editor before playing a game could break key binds
+ Princess now evaluates (and executes) kicks.
+ Bug: HVAC explosions do no actual damage.
+ Patch [#481]: Show deployment zones when designating arty autohit
+ Feature [#1385]: AToW Companion Weapons (also included Vees)
+ Feature [#1382]: Single-Tube Increments for Streak LRMs
+ Feature [#1383]: Add Infantry Equipment from HB:Kurita
+ Data: Unit Fixes
+ Feature [#1261]: Alternative ammunition types for Mech Mortars
+ Started updating FiringDisplay to select Hex: Clear targets when hexes are
    clicked for certain weapon/ammo combos (ie, certain mek mortars only target
    hexes, so they should target Hex: Clear regardless of a hex's occupants)
+ Fixed some ammo type flag entries that were wrong
+ Bug [#4446]: Aerospace squadrons can't change altitude in atmosphere
+ Bug [#4423]: disallow jump, VTOL and WiGE movement when omni-carrying BA
+ Bug [#4496]: Right-click Alpha strike weapon selection is sub-optimal
+ Bug [#4593]: Revision 11839 (no jumping et al. carrying battle armor)
    inadvertantly broke the movement modes altogether.
+ Bug [#4540]: WiGEs cannot lift off and move in the same turn
+ Patch [#482]: Acid (AX) SRM ammo should damage IS
+ Bug: Fluff Image heuristics for units with "/" always fail
+ Bug [#4542]: Dropship Cargo Shown Twice
+ Bug: WiGEs with fewer than 5 MP still able to lift off (pretty sure minimum
    movement doesn't cover _this_).
+ Patch [#483]: Artillery icons not scaling
+ Patch [#481]: Hotkey for deploy zone highlighting in arty auto hit phase
+ Bug [#4543]: Infantry attempt to Swarm from great distance
+ Bug [#4545]: Exception in thread "Princess-precognition (Princess)"
    java.util.ConcurrentModificationException
+ Data: New Sprites.
+ Patch [#484]: Allow tab key to be bound to a command
+ Patch [#484]: Dashed lines for MovementEnvelope and HexSprite clean-up
+ Bug: CursorSprites were being drawn off the board in the far upper left.
    Mostly, you could see a red highlighted hex when zoomed out
+ Bug: Empty tooltip displayed near board edge
+ Bug [#4546]: Loading infantry during deployment and changing sensors could
    cause server to crash
+ Bug: Assault Drop button had missing i18n entry in DeploymentDisplay
+ Bug [#4548]: Infantry Field Guns should not have secondary target modifier
+ Bug: WiGEs could benefit from "road bonus" to MP
+ Bug: VTOLs and WiGEs would have StepSprites with "road bonus" indicator
+ Bug [#4544]: WiGEs that just took off couldn't drop down elevations properly
+ Bug: Narc/iNarc bonuses not applied to compatible NLRM ammo.
+ Bug [#4544]: Airborne WiGE movement blocked by level 1 buildings
+ Patch [#485]: Movement Envelope (Borders)
+ Patch [#486]: Setting for number of action buttons per row
+ Bug [#4534]: Nova and C3B were being blocked by normal ECM
+ Bug [#4550]: C3 shouldn't offer to connect to Nova
+ Patch [#487]: Impact-resistant armor effects from FM 3145
+ Patches [#405/#406/#407/#408/#409] - Various Source Updates.
+ Bug [#4459]: Mode name issues with Bracketing Fire and AAA fire
+ Bug [#4450]: Pending modes not reflected in UnitDisplay System & Weapons tabs
+ Bug: UnitDisplay System tab would display "()" for equipment in "Normal" mode
+ Bug: Slot list not updated when mode changed in UnitDisplay Systems tab
+ Patches [#405/#406/#407/#408/#409] - Various Source Updates.
+ New Sprites
+ Bug: Airborne ground units not allowed to make  direct-fire artillery attacks.
+ Patch [#488]: Environmental heat sources and heat-dissipating armor
+ Patch [#4551]: TSEMP "every other turn" should be per weapon, not per entity
+ Bug:Some Infantry weapons have the wrong Ammotype.
+ Patch [#1377]: Implement Laser-Guided Bomb Munition
+ Bug: [#4435]: Rear Mounted Bulldozer?
+ Bug: Fixing extra code committed in error.
+ Patches [#415 to #424] - Various Source and quirks updates.
+ Patch [#489]: HarJel II/III repair systems
+ Bug: VTOLs and large support vehicles could be hit and destroyed by aimed shots
    to imaginary dual turrets (which VTOLs can't even mount, anyway).
+ Bug: GameOptionsDialog Defaults had strange behavior: now resets all options
    to their default values
+ Bug: GameOptionsDialog Load could fail to update options in certain situations
+ Bug: Meks carrying mechanized battle armor can't jump.
+ Feature: Added "All Equipment" and "All Weapons" to locations list in
    UnitDisplay Systems tab
+ Bug [#4552]: Swarming and target destruction - errata
+ Data: Various fixes to RATs/Mechfiles/Canon Quirks.
+ Bug: CASE II erroneously flagged as legal vehicle equipment.
+ Bug: Mek Mortar Anti-Personnel ammo implemented according to current errata
+ Bug: Errata - Infantry field guns share ammo across guns
+ Bug [#4549]: Displacing units off the map can cause "no unit to move" error
+ Changed Entity.getBadCriticals() to count missing slots along with destroyed/
    breached ones.
+ Bug: Considering physical attacks against headless 'Mechs still on the map
    caused Princess to go into an infinite loop.
+ Bug: Piloting penalty for head loss on 'Mechs with torso-mounted cockpits not
    applied to same-phase PSRs.
+ Bug: Vehicles with dead crews not counted as destroyed for victory purposes.
    (Partial fix -- works for "last man standing" and BV victories, but not yet
    with kill counts.)
+ Patches [#425 to #428] - Various Source and quirks updates.
+ Kill count victory now counts vehicles with dead crew as kills. (This still
    only counts kills MegaMek actually credits a specific player with, so "pilot
    errors" may slip through the cracks.)
+ Bug: TacOps Vehicle Arcs option had no effect on dual forward and VTOL chin
    turrets
+ Bug: VSPL anti-infantry damage included general +2 pulse bonus.
+ Refactoring of code in unitDisplay package
+ Feature: Unit quirks can now be saved to the mmconf/unitQuirksOverride.xml via
    a right-click menu item in the ChatLounge
+ Bug: Quad Meks with mechanical JJs path strangely (lots of lateral shifts)
+ Changed by-range weapon sorting to disregard *minimum* ranges (still going
    short > medium > long range brackets otherwise)
+ Bug: Chain whip special attack effects treat all Meks as bipeds
+ Bug: Tripods not checking for center leg exposure in level 1 water
+ Bug: Chain whip special attack effects applied to already-destroyed limbs
+ Bug: Chain whips unable to grapple ProtoMeks
+ Bug: Portraits object getting referenced after being set to null
+ Bug: Mek mortars could gain benefits from C3 systems while indirect firing
+ Patch [#494]: (Princess) Infantry Damage Prediction Fix
+ Patch [#493]: Graphical updates to FiringSolutionSprite
+ Patch [#491]: board zoom centering
+ Added torso twist and turret rotation context menu entries to targeting phase
    display
+ Patch [#495]: Princess shoots at buildings with infantry in them
+ Bug [#4234]: Minesweeper vehicle equipment implemented
+ Added minefield reports that can only be seen by minefield owner in DB
+ Bug: Minefield motive system damage check still applies side penalty with
    TacOps vehicle effectiveness in effect
+ Bug: Minefields always triggered upon entering regardless of roll outside
    double blind
+ Bug: No heat buildup for ICE- and fuel cell-powered BattleMechs getting up
    (only Industrials get heat-free ground movement)
+ Ruling: Engine stalls for ICE 'Mechs are for Industrials and BattleMechs both
+ Bug: MechView armored cockpit/engine identification not working as intended
Source: readme.txt, updated 2015-05-31