Name | Modified | Size | Downloads / Week |
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Parent folder | |||
megamek-0.41.4.tar.gz | 2015-06-01 | 36.6 MB | |
megamek-0.41.4-mac.tar.bz2 | 2015-05-31 | 33.9 MB | |
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