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VERSION HISTORY:

----------------
0.49.15 (2023-10-21 1530 UTC)
+ PR #4688: Round reports should no longer take increasingly long to load
+ PR #4686: QuadVee should no longer be able to fall after converting to vehicle
mode
+ PR #4684: Added game option for GM to advance report phases without waiting for
other players
+ PR #4691: Correct max # of bay doors for space stations and jumpships
+ PR #4661: Add audio tab and master volume setting to client settings
+ PR #4678: Display vehicle crit effects in unit tooltip
+ Issue #4687: Fixes to jump jet attack logic
+ Issue #4705: Reset 'turn interrupted' flag between phases (possible SimFire fix)
+ Issue #4699: Fix homing Arty splash
+ Issue #4707: Prevent bot crash when firing large craft weapons from bays
+ Issue #935: Disallow targeting of hexes for ignition that cannot be set on fire
as per BMM p. 107
+ Issue #4346: Prevent soft-lock when battle armor ends swarm attack on unit being
destroyed by something else
+ Issue #3956: First Succession Wars Rats seem incorrect
+ PR #4716: Camo rotation and scaling
+ PR #4709: Mixed tech dropships do not save BA Tech type
+ Issue #4704: Follow-the-leader LRM ammo is treated as regular ammo when passing
through ECM field.
+ Issue #4708: Respect variable tech level game option/allowed era settings
+ Issue #4711: Prevent squadron-related NPE in lobby
+ Issue #4692: Landed dropships introduced in megamek scenarios should deploy
properly
+ PR #4728: Mute "other players turn" sound properly
+ Fix #4739: ProtoMek Transport bays should now load properly
+ PR #4746: Removed Testbot
+ Fix #3546: Artillery cannons now generate proper damage values for Fuel-Air
ammunition
+ Fix #4359: Artillery cannons now use flak modifiers correctly
+ Fix #4734: Non-Mek heat-tracking units no longer burn to death in a terrain fire
+ Fix #4750: Prevent errors for some dialogs
+ PR #4753: Small Craft are no longer shown as invalid in the lobby after
configuring them
+ PR #4751: Tech level filtering in the unit selector dialog has been corrected
(also affects MML and MHQ)
+ PR #4748: Alpha strike filters now correctly apply when creating random creating
a random army
+ Issue #4690: Improvements to MegaMek command-line handling
+ Issue #4286: RATGeneratorEditor: Show unit type instead of number
+ issue #4756: Quirks: VTOL Rotor Arrangement Co-Axial/Dual Rotor
+ Issue #4756: Correct NPE in bvReports when player is not on a team
+ Fix #4694: Silver Bullet Gauss Rifle now use the correct Aero damage of 9
+ Fix #4774: Tripod Meks with AES now load correctly
+ Fix #4737: The planetary conditions overlay should now be more consistently shown
or hidden
+ PR #4771: Alpha Strike conversion updates
+ Fix #4754: Updates to some VTOL and CV units that feature transportation
capabilities which may not have loaded correctly
+ Fix #4727: Fixes an error with pilot images in reports
+ PR #4776: Fixed Wing Support with STOL no longer show as invalid in the lobby
when set to altitude 0
+ Issue #1552: Added Arrow IV air defense missiles; Princess can use them if
available
+ Issue #4782: Argotera now has full-head ejection system
+ Fix #4780: Players can once again fire during the point blank phase
+ Fix #4779: Mechs can once again sprint
+ Fix #4768: Improved gauss rifles nerfed - take a +1 penalty to the TN when fired
from small aeros
+ Issue #4550: Improve Princess logic regarding placement of units in deep water
+ Issue #2698: Attempt to reduce bot speed in low gravity
+ Fix #3870, 4524: Properly apply quirks and SPAs to artillery attacks
+ Issue #4730: Multi-crew units with command console receive correct crew count
+ PR #4800: Improvements to aerospace and fighter squadron UI
+ Fix #4789: Prevent bot hang when smoke drifts off-board
+ Fix #4790: Prevent soft lock when processing artillery attacks against
fled/destroyed off-board artillery
+ Fix #4738: Aim-high attacks no longer use partial cover hit table when target is
in partial cover
+ PR #4815: Some illegal ammos have been removed from artillery cannons
+ Fix #4706: The BV calculation now includes special values for minefield artillery
rounds
+ Fix #4743: Units making vertical landings now only apply half the terrain
modifiers
+ PR #4813: Aero landing now considers terrain modifiers for advanced terrain from
TO; a unit takes damage when the landing path includes rough or rubble; a unit that
lands in water of sufficient depth (2 for DS, 1 otherwise) is destroyed; dropships
landing in depth 1 water are permanently immobile
+ Data: Fixes for #4808, #4752, #4685, #4677, #4619, and #4597
+ Fix #4820: Fix Immelman and Split-S maneuvers
+ PR #4818: Separate structure class from TestEntity
+ PR #4816: TestTank: Adapt some tests for GunEmplacements
+ Fix #4828: Use standard ECM range for Watchdog/Nova CEWS
+ Fix 4830: WiGE units with jump jets no longer jump to the bottom of water hexes
+ PR #4834: The unit tooltip now indicates when TSM is active
+ PR #4822, #4844: Formatting updates and utilities for the unit summary (unit
selector/lobby unit view)
+ Fix #4786: Fix modifier for controlled sideslip
+ Fix #4745: Fix machine gun array burst damage against conventional infantry

0.49.14 (2023-07-28 2100 UTC)


+ Fix #4452: Fixes a bug with detecting if Infantry dies due to extreme
temperatures
+ Fix #4245: At victory in a double-blind game, a full unfiltered report is now
available
+ PR #4458: When clicking on report hyperlink, center board on entity if possible
+ Fix #4460: Prevent blank lobby after adding custom units in multi-player games
+ PR #4454: End-round report shows visible active unit data (as displayed in
tooltip)
+ Fix #4473: Realign phase done buttons
+ Fix #4471: Dont filter patchwork it causes the index to get out of sync
+ Fix #4467: Add client setting for Max Range to Draw Sensor / Visual Rings
+ PR #4468: Limit the width of the unit tooltip so that it does not grow really
wide
+ Fix #4481: Incorrect availability ratings for Clan electronic warfare equipment
+ PR #4482: Minimap updates
+ Fix #4449: Delete PilotToolTip cache on client start and when portrait is set
+ Fix #4479: In fire phases, solo torso twist no longer triggers Done button
enabling; corrected Done button handling during movement
+ Fix #4480, #3494: Selecting BA Anti-Personnel weapons during the firing phase no
longer results in an error
+ PR #4474: Improvements to Battle Value calculation and reports
+ PR #4502: Map generator parameter dialog now loads theme from preset; various
bugfixes to map generator parameter dialog
+ Fix #4462: Fixed the extreme lag players encountered when a Windows OS scaling
other than 100% was combined with MM's HQ rendering
+ PR #4423: The WeaponsPanel of the Unit Display now shows considerably more info
about the target
+ PR #4509: Stand-alone MegaMek now also contains pilot portraits
+ PR #4516: Additional icons, among them a large icon for grounded Buccaneer
DropShips
+ PR #4514: The random map generator now supports ultra-heavy terrain (woods,
rubble, rough), jungles and tundra
+ PR #4533: Displaying the visual/sensor ranges now has a keybind configuration
field in the client settings
+ Fix #4523: Fixes an error with the unit status report (picked up pilots are now
excluded from the report)
+ PR #4517: The BT Universe's Eras are now loaded from a definition XML file. The
eras are moddable
+ PR #4513: Details of the current turn such as the planned movement or planned
firing can now be shown as a list of actions in an overlay
+ Fix #894: TO fatigue is now calculated from the better of Gunnery/Anti-Mek for
Infantry
+ PR #4539: Picked-up pilots are now shown on the unit tooltip in pilot info
+ PR #4532, #4536: BV Calculation updates for MG Arrays and Manei Domini options
+ Fix #206: The allowed weapons for the Sandblaster and Weapon Specialist SPAs have
been corrected; some are available depending on game options; Weapon choices are
now shown in the pilot tooltip
+ PR #4549, #4551: GUI improvements to the Unit Selector
+ Fix #4305: Environmental Specialist SPA is now properly reducing penalties from
high wind
+ PR #4567: The unofficial sensor geek modifier is now applied to sensor ranges
displayed on the map
+ PR #4565: Sensor info and sensor range are no longer erroneously shown in the
combination of a ground map with TO Sensor Rules off and SO Advanced Sensors on
+ Fix #4548: Fix soft-lock after physical attack round report
+ PR #4573: The text export for the unit summary no longer contains HTML tags
+ Fix MML-#1256: The Flotation Hull chassis mod is now allowed for Wige vehicles
+ PR #4587: BA Cargo Lifter Manipulators can now have different sizes (different
carrying capacities)
+ Fix #4598: Load from MUL in lounge now sets unit's deployment round to 0 by
default
+ Fix #4574: Mortar turret ammo selection dropdown is empty
+ Fix #4543, 4547: Auto-success/fail message in to-hit display; set scroll to top
when selecting new target for reduced annoyance
+ PR #4609: There is now a client setting to hide the unit tooltips in the game
reports
+ PR #4607, #4654: Alpha Strike Conversion updates
+ PR #4610: Implemented Gas Hog quirk (only relevant for aerospace units at the
moment)
+ Issue #4527: Allow indirect LRM launches from nose cones of grounded spheroid
dropships
+ Issue #4614: unit display tab strip background respects theme
+ Issue #4553: offboard artillery Disengage causes uncaught nullpointer exception
+ PR #4632, #4630, #4627, #4626, #4660: Tests for flagging units as invalid have
been expanded (Nova CEWS, internal structure slots, modular armor, industrial
equipment)
+ PR #4622: Fluff images for some unit types are now loaded from the right
directories
+ Fix #4618: Improved and unified savegame path resolution and error reporting for
-dedicated and -host starts; should now find savegames without path
+ Fix #4540: Field of fire and sensors rings now display during indirect attack
declaration (-> TAG)
+ PR #4576: Gamemaster mode can now edit units during a game
+ Fix #4591: Grounded SmallCraft now receive a -2 attack bonus instead of a +2
malus that only applies to fighters
+ PR #4637: There is now an indicator in the player table showing the GM player
+ Fix #4599: The Alpha Strike stats table that can be accessed from the lobby is
now sortable; sorting also applies to printing AS cards
+ Fix #4582: Infantry (over) stacking in building hex
+ Fix #4439, #4638: Indirect mortar attacks without spotter and indirect semi-
guided + tag attacks now ignore all terrain modifiers including those of the target
hex
+ PR #4605: The Replace Player Dialog can now edit existing bot configurations
+ Fix #3654: Infantry/BA damage messages no longer accumulate
+ Fix #4641: In the lobby, setting the game master no longer requires a vote
+ Fix #4645: Display the correct conversion mode text for LAMs
+ Fix #4656: Game board key binds (wasd) now also work in the report phases
+ Fix #4653: Moving from prone to hull down now allows a free facing change the
same way moving from prone to standing does
+ PR #4674: Fix potential race condition in Game::turnVector
+ Fix #4606: Half-roll maneuver allows illegal facing change for aerospace fighter
+ Fix #4652: VTOL Jet Boosters Not Applying +3 Modifier To Piloting Rolls

0.49.13 (2023-05-23 2000 UTC)


+ Fix #3914: LAM fuel tanks will now correctly provide fuel to the LAM
+ Fix #3951: Solar engine powered fixed wing support vehicles are now able to move
and don't require fuel
+ Fix #3696: Altitude values no longer inadvertently influence space combat
+ Fix #4229, #4249, #4278, #4415: Alpha Strike conversion and card fixes
+ Fix #4234: The mini round report now allows marking and copying text
+ Fix #4235: A player without a team no longer results in an error
+ Fix #4238: Erroneous jungle hexes in Fan Pack Arctic boards have been replaced
with woods
+ Fix #3915: In space with StratOps ECM rules active, a LAM's ECM systems now use
the correct range of 0 (its own hex) instead of 6
+ Data: Updates to Flynn map pack
+ Data: Updates to Spanish translation.
+ Data: Updates to German translation.
+ PR #4213: BA mortar weapons can now use indirect fire
+ PR #4251: The lobby now indicates that a unit is shut down
+ Fix #4246: Improve rendering of horizontal scroll bar
+ PR #4254: Clan weapons get explicitly called out in firing phase reports
+ Fix #3968: Hexes with multiple units now give better information in the unit
labels
+ Fix #3703: Uncompressed save games can now be loaded
+ Fix #4117: Unit card and minimap can now be focused when clicked
+ Fix #4261: Prevent aerospace units from having an out-of-bounds bomb count
+ Fix #2102, #3896: Weapon-delivered smoke will now not move in the round it is
created and not count this round towards dispersion;
it will also disperse regardless of game options
+ PR #4269: Anti-aliasing has been removed as a gui option; high quality rendering
will always be used
+ Fix #2220: Units now dismount to adjacent hexes from SV
+ Fix #4203: QoL updates to the Create Random Army tabs
+ PR #4228: Various updates to the advanced search: patchwork armor, AS unit roles,
additional unit type and unit survival filters
+ PR #4268: Princess will now attack even DropShips when set to very high
aggression values
+ PR #4280: Adds two new "v2" Princess Presets for the new aggression values
+ Fix #4267: Ejected Crew now remember their initiative
+ PR #4276: The key binds can now be reset to their default values in the client
settings
+ PR #4281: For VTOL vehicles, elevation is now saved to and loaded from MULs
+ PR #4289: A pure text stats summary of Alpha Strike elements can now be copied to
the Clipboard
+ PR #4282: Symbols on the minimap can now be hidden; the minimap also now has a
context menu
+ PR #4284, #4296, #4313: Substantial updates to the client settings dialog
+ PR #4295: System/java/Megamek information can now be copied in the About dialog
+ Fix #4293: Off-board entities are now properly visible to players
+ PR #4292: The -quick command line flag can now be combined with other flags
+ PR #4290: The lobby chat window now shows a text placeholder when empty to
improve its visibility
+ Fix #4302: The wind direction shown in the Planetary Conditions is now correct
+ PR #4294: Megamek now has random and constant skill generation values for The
Society (WoRS)
+ PR #4319: The unit tooltip now shows original armor and internal structure values
+ PR #4310: Show a chat message when changing settings
+ Fix #4334: Correctly display heat capacity on unit tool tip to match unit card
when TO Heatsink Coolant Failure is used
+ Fix #4221: Flares now correctly despawn when blown off the map
+ Fix #2333: Show Weapon Quirks in various tool tips
+ Fix MML 881: Problem with PPC Capacitors in Mixed Tech Mechs and Vehicles (adding
missing PPCs)
+ Issue #2972: Add team BV totals to round report
+ PR #4348: Add weapon location to tooltips if appropriate client setting is on
+ Issue #2569: Ability to change certain color palettes in client settings to
improve accessibility
+ Issue #4291: Prevent unintended discovery of opponent hidden units if both player
and opponent have them
+ PR #4318: Added expandable detailed info to target selection dropdowns
+ PR #4368: The random map generator can now generate Snow features
+ PR #4360: Low Quality Graphics options to address lag in game
+ Issue #3813: Implement repeating TSEMPs
+ Issue #4370: Remove unnecessary log bloat for altitude checks in space
+ PR #4405: Prevent error displaying hex tooltip in various situations
+ Fix #1227: Variable Size critical slots on Superheavy Meks from MTF files now
load correctly
+ Issue #4314: BA Micro Grenade Launchers can now correctly attack targets up to 2
hexes away and show these ranges in the unit display
+ Issue #4392: The random map generator now respects the full range of allowed
terrain features and may create a feature when between 0 and 1 are allowed
+ Issue #4345: The bot readme will no longer appear anytime a bot is created and
respects the nag dialog setting. Those can be reset with a new menu item
+ Issue #2981: Entity images now show on reports when using double blind
+ PR #4362: The round report now gives detailed unit counts
+ Fix #4386: Indirect-fire ballistic weapons no longer apply modifiers for
planetary conditions
+ PR #4379: The overheat from weapon fire shown in the unit display now shows the
correct heat capacity values when heat capacity is modified
+ PR #4288: The in-game Done button has been reworked to prevent accidental no-
actions without constantly having to add a click in the nag window
+ PR #4412: Remove "(Standard)" as model to follow the MUL. The MUL has removed the
(Standard) and we will continue our practice of matching the MUL as closely as
possible
+ Fix #4327, #4400: Field of Fire and FOV Darken/Highlight may now be used in more
phases of the game
+ PR #4414: The wreck tooltip now shows crew info if they did not eject
+ Data: iATM ammo should use ATM availability codes for standard (ER,HE,Standard)
ammos
+ Fix #4406: Fix an issue with Forces not working correctly when using double blind
+ PR #4388: Chaff Pods (ECM and smoke) are now functional in the game
+ Issue #4416: Entities destroyed by environmental conditions are marked as
destroyed
+ Issue #4411: Corrected display of cruise missile damage values
+ Issue #4835: Allow repeating TSEMP on aerospace units
+ Fix #4283: Custom Weapon Orders can now be saved again
+ Issue #4262: Game year selection no longer limit units
+ Issue #4422: Issue with escape key reset when jumping
+ PR #4438: Split light visible range and other visible range calculations
+ Fix #4432: Issue with seen by client setting unit tool tip index mismatch
+ Fix #4446: Show teams before players on BV count report section
+ Data: Fixing #4223, #4206, #4371, #4398, #4377, #4272, #4257, #4244 ,#4312
+ PR #4430: Highlight min/max visual and sensor ranges
+ PR #4450: When tacops sensors is not on, dont show sensor rings
+ PR #4451: When tacops sensors is not on, show visual range in tool tip

0.49.12 (2023-03-04 2200 UTC)


+ PR #4062: OS Thunderbolt Weapons are now available for construction and use
+ PR #4118: The Cross Country SPA is now available for vehicle pilots (effects on
water movement is not yet implemented)
+ Issue #4149: Fix an error with the readme file for Princess
+ Issues #4169, #3568: Fixing a bug with firing weapons after having moved offboard
+ Issue #2652: TacOps BA crits
+ Issue #2945: RHS failure chance errata
+ PR #4166: Company-sized forces can now be converted to Strategic Battle Force
Formations
+ PRs/Issues #4070, #4069, #4065, #4067, #4073, #4145, #4182, #4186, #4187, #4219:
Alpha Strike conversion corrections (see Issue #3961)
+ Issue #4028: Update altitude bomb scatter handling to current errata (by MoF);
BA micro bomb attacks now use gunnery and only scatter one space per
TW p228
+ PR #4077: Fix SmallCraft and DropShip landing lengths
+ Data: Rec Guide 27 and other unit fixes.
+ Issue #4066: Incorrect item size on BA AP Gauss Rifle
+ PR #4087: Alpha Strike damage conversion will now ignore ammo weapons that lack
ammo
+ PR #4074, #4103, #4136, #4137: Alpha Strike conversion updates
+ PR #4084: Java 17: Manifest File Add-Opens
+ Issue #4088: Improved Autocannon/2 on ASF is listed as doing 20/0/0 damage
+ PR #4096: Fix Unit Display weapon order bugs
+ PR #4078: Various unit tooltip improvements
+ PR #4030: show game board in all the game phases
+ PR #4125: Add tooltips showing shortcut keys to the in-game action buttons
+ Issue #4090: Fix TO:AR lighting conditions piloting skill and MP penalties
+ Issue #4093: (Errata) Ensure a minimum weight and crit count of 1 for MASC
+ Data: Various Data fixes (RAT name shortening, New Rec Guides)
+ PR #4100: Base Components: Adding JDisableablePanel
+ PR #4094: Disconnecting Entity from MM's Force to facilitate other game types
+ PR #4111: Super Cooled Myomer is now operational in MM games
+ MHQ Issue #3558: Track RATs Using a Final HashMap to Prevent Null Issues
+ Issue #4098: Adding Sprite Camouflage and Damage Export Options
+ Issue #4060: Improving Initiative Report
+ PR #4092: Lobby updates
+ PR #4097: Attack Tool Tip update
+ PR #4113: AS Conversion: BA with jump MP reduced to 0 count as non-jumping
+ PR #4112: BaseComponents: Adding Nag Dialog Setup
+ PR #4130: show movement for all entity types on unit tool tip
+ PR #4132: Fixing Tripod Movement and Mini Crit Display
+ PR #4168: The minimap now shows the map's size
+ Issue #4143: Fixing Advanced Search Dialog Panels Expanding on Reload
+ PR #4101: SPA: Environmental Specialist
+ PR #4102: SPA: Terrain Master (Nightwalker)
+ PR #4142: Fix threading issues and add a SkinnedJPanel
+ PR #4123: Expanding Primary Dialog Preferences
+ Issue #4148: Infantry Fortify option takes one turn instead of three
+ Issue #4032: Filter Tactical Genius Double Blind Report Message
+ Issue #3151: Unit Display Weapon List Count Option
+ Issue #4160: Correct issue with weapon list visible row count
+ Issue #4128: Status bar update for players remaining
+ Issue #4129: Unit tool tip fixes #4129
+ Issue #4158: Fixing a bug in using ammo from a trailer
+ Issue #3026: Vehicles with suitable equipment are now able to create
Trenches/Fieldworks
+ Issue #4171: MM-J17: NPE at End of MM game
+ PR #4131: Substantial additions to the advanced unit search
+ PR #4151: Allow configurable sounds to be played for some turn-related events
+ Issue #4157: The lobby unit configuration dialog will now remember its size and
position
+ Issues #4010, #3499: Fix an error where swamp bog down checks happened
inconsistently
+ PR #4180: Hide External Windows in Lounge Phase
+ PR #4181: Fixing missing unit tooltip good crits when there is a bad crit
+ PR #4202: Fixing display bugs in the RAT Generator
+ PR #4190, #4207: Advanced Search: add invalid, failed to load equipment, tech
base and tech level filters
+ Issue #3603: Off Board Artillery with Deployment Delay Doesn't Display Deployment
Delay
+ Issue #3934: Deadfire LRM range brackets incorrect 0.49.10
+ Issue #4185: RFE: Visual GUI indicator that unit is using Searchlight.
+ Issue #4173: Heat Buildup colors in weapons fire tab are off by one
+ Issue #4141, #4218: Fixing a bug with ejected pilots at altitude blocking ground
unit movement
+ PR #4209: Strategic BattleForce record sheets can now be printed from the
conversion dialog window in MM's game lobby
+ PR #4211: Alpha Strike cards can now be printed from most card views and, for
multiple units, from the conversion dialog in MM's game lobby
+ PR #4194: Show movement mode before move indicators
+ PR #4193: Show amount of heat over capacity on the weapon tab
+ Issues #4260, #4353: Fixed some XStream de-serialization issues loading saved
games
+ Data Issues #4210, #4206, #4200, #4198, #4192, #4122, #4119, #3963, and #3919
fixed.
+ Updating XStream to 1.4.19 from 1.4.14

0.49.11 (2022-12-22 1500 UTC)


+ Issue #3776: Add 0 as a selectable weapon/equipment quantity in advanced search
+ PR #3908: Connections Rework: Logging Modernization
+ PR #3910: Remove unused modes from TAG weapons
+ PR #3929: Fix slots used by engines in Conventional Fighters
+ PR #3927: Improve the info shown in the unit tooltip for Conventional Infantry
+ PR #3925: Fix loading damaged CI and BA from a .MUL file
+ PR #3932, 3940, 3942: Advanced search can now filter on weapon class
+ PR #3935: CI Field Guns and Artillery are now destroyed with trooper loss
according to TO:AUE
+ PR #3158: AlphaStrike conversion update and cards
+ PR #3944: Infantry refactor
+ PR #3946: Add a non-tabbed Unit Display for users with high-resolution monitors
+ PR #3954: Remove 2" base MV from ProtoMek gliders (to-be-errata); add missing OV
calculation for 0 M dmg units
+ Issue #961: Allow long unit names to display cleanly when designating weapons
fire
+ Issue #3949: non-tabbed unit display panel order can be configured in client
settings; size and position saving for panels
+ RFE #2403: When reinforcing from MUL, the target player can be picked
+ Issue #3959: Long last target names display properly on extra unit display panel
+ Issue #2757: Bulletproofing for when DFA target is eliminated prior to DFA
resolution
+ Issue #3902: Advantages display on the bottom of unit info card
+ Issue #2715: Tooltip displays original vs modified movement due to planetary
conditions
+ Data: Updated sprites and camos. Data fixes for #3962, #3913, #3907, #3905,
#3933, #3867
+ Data: TP Foster RATS #3930 - Thanks Stonewall072
+ PR #3970: AS conversion fixes
+ Issue #3414: Add option to adjust the seen by in the unit tool tip
+ PR #3972: AS conversion fixes round 2
+ Issue #3980: Prototype ER Large Laser Wrong Stats for Aerospace Units
+ PR #3989L AS Conversion fixes round 3
+ Issue #3978: Line wrap for long sensor texts in the Unit Display's sensor tab
+ Issue #3975: Allow the report display dialog to be always active during a game
+ PR #3997: Fixing Missing DockingCollar Handling in Unit Load
+ PR #3992: Update Alpha Strike conversion to newest errata
+ Issue #2842: Fix an issue where Thin Snow would increase MP costs for BA
+ PR #4007: Allow loading .mtf Mek files with split weapons on CT+H locations
+ Issue #3939: Prevent Null Entities in a Bay's Loaded Units
+ Issue #3984: Stuka-K5b2 data issues
+ Issue #3985: ER Small Pulse Laser Incorrect Aerospace Range
+ Issue #3906: Turn timer in seconds
+ Issue #3054: TO Infantry Movement on Pavement optional rule
+ Issue #4003, #4039, #4047: Add search functionality to the mini report dialog;
configure keywords in the Client Settings
+ Issue #3818: Airborne Aerospace Units Unaffected By Extreme Temperatures
+ Issue #3727: Magma crust breakthrough and liquid magma damage not working as
expected
+ Issues #543, #2959, #3982: Scale the Client GUI using the GUI scale
+ Issue #2684: Fix target being cleared when selecting a new weapon
+ PR #4015, #4036, #4037: Further Alpha Strike conversion errata and corrections
+ Issue #3375: Fix Player's Turn text not being updated in some circumstances
+ Issue #4013: Turn timer continues to run when you close the main window
+ PR #4017: Fix border move indication for vehicles
+ Issue #4022: Fixing Uncaught NPE when Address Bind is Already in Use
+ PR #3996: MMXMLUtility: Removing Deprecated Methods
+ Issue #3709: Removed searchlight customization checkboxes for units that receive
external searchlights automatically
+ Issue #3811: Fix formatting issue with the Infantry victory report
+ Issue #4021: Preventing Save Game Loading Player Name NPE
+ PR #3969: Add an overlay for Planetary Conditions
+ Issue #2695: Improve game options tooltips
+ PR #4049: Player Java 17 Support
+ PR #4055: Expand FOV Highlight Disk Size Option Dimension for Display Scaling
+ PR #4057: Allow Report Display Split Pane to Resize
+ Issue #4058: Fixing Default Fluff Image Paths
+ Updating to Apache Commons Text 1.10.0 from 1.9
+ Updating to FlatLAF 2.6 from 2.4
+ Updating to Jackson XML 2.14.1 from 2.13.3
+ Updating to JAXB Runtime 4.0.1 from 4.0.0
+ Updating to JUnit 5.9.1 from 5.9.0
+ Updating to Launch4j 2.5.4 from 2.5.3
+ Updating to Log4j 2.19.0 from 2.18.0
+ Updating to Mockito 4.10.0 from 4.6.1

0.49.10 (2022-09-12 1500 UTC)


+ Data: Shorten RAT names for FM3145
+ PR #3887 - Excised Rumble Seat and move to Legacy quirk.
+ PR #3886 - Simplify handling of submunition names
+ Issue #3880 - Respect the setting for showing incline graphics
+ PR #3882 - Base Components: DefaultScrollablePanel
+ Issue #3895 - fix minimap NPE

0.49.9 (2022-09-06 2100 UTC)


+ Data: Updating Tags on Board Files
+ Issue #3662: Draw "Target Movement Modifier" on final legal step of current
movement path
+ PR #3672: Removed No Torso Twist & updated quirks per BMM v6 errata
+ PR #3620: Suite Cleanup 2: Fixing a Ton of Internal Typos: Phase 1
+ PR #3615: Fixing all Assert Usages
+ PR #3686: Fixing Resource Leaks in Server::registerWithServerBrowser
+ PR #3687: Gun Emplacements can now have damage done to their equipment persist to
MekHQ
+ Issue #3689: Show pilot callsign in damage phase report
+ Issue #3664: Draw TMM pips in movement and firing phases
+ PR #3707: Fixing MM's Try With Resources Resource Leaks
+ Issue #3699 Deadfire LRMs and SRMs have incorrect range brackets
+ PR #3721: Adding Dragon's Teeth and Burned/Felled Woods Rough Terrain Fluff
Sprites
+ Issue #3688: Adding Colour to Heat Reports
+ Issue #3722: Princess will do a better job not targeting ignored units with
artillery
+ Issue #3729: Any button click on map now brings up menu, improving usability on
single-button machines
+ PR #3734: Fixing Nowhwere Typos
+ PR #3733: Change border colors on the minimap for moved units
+ Issue #3599: Unjam/clear turret buttons update properly after canceling pending
firing orders
+ Issue #3711: Female mechwarriors are now able to have a beer after ejecting from
their mech
+ Data: New Sprites including the return of 'Royal' sprites (Thanks to
UlyssesSockdrawer)
+ Data: Battle Armor moving to new MUL conventions (4,5,6 unit squads).
+ Issue #3695: Increased amount and usefulness of data displayed in the General tab
of the unit display.
+ Issue #3719: No kicking while bogged down
+ Issue #3742: Errata - Infantry Heat Suit environment type
+ PR #1134: Improvements to Fluff Image folders (see Wiki for specifics).
+ Issue #3715: Zero pad auto-board save image filenames
+ Issue #3743: Fixing ToolTip TMM Yellow Colours
+ Issue #3731: Save Lobby Map Settings during Save
+ Issue #3757: Minimum Range for Clan LRM
+ PR #3771: UnitDisplay: Lobby-style Quirk Text
+ Issue #1852: More flexible deployment zones; improvements to deployment zone
rendering; defunct 'deep deployment zone' feature as it's now redundant
+ Issue #3753: Vehicles with Vehicle Grenade Launchers no longer lock up the game
during firing phase when VGL firing arc goes off board
+ Issue #470: Display weapon fields of fire during TAG phase
+ Issue #3730: Savegame Planetary settings are not persistent if in Lobby
+ Issue #3744: Mast Mount not in Support Vee equipment for VTOL
+ Issue #203, #3780: Introduced a chat command to allow individual bot player to
see entire board in double blind mode
+ Issue #3564: Board validation will now find all invalid connected building hexes
of different classes
+ Issue #3694: Restored ALT-Click behavior of the Map Editor building button
+ Data: Implements Spanish Translation for MegaMek. Thanks to IsWas
+ Issue #3783: Added option to change report link color
+ PR #3708: Add a MUL link to the RAT Generator Editor
+ Issue #3786: Properly update player slot "am I a bot" state when swapping between
human and bot players
+ Issue #7784: Artillery reports properly respect /seeall flag
+ PR #3787: Added a GM mode flag (/gm to initiate, /allowGM to vote in favor,
requires unanimous total confirmation)
- GM Mode currently allows GM to use "/seeall" command even if GM is not an
observer
+ PR #3798: Minor bot performance improvement; prevent bot-controlled jumping and
zero-turn-cost infantry units from spinning in place like ballerinas
+ Issue #3791: RAT Generators don't generate units in their introduction year.
+ PR #3767: Modernize Server collections
+ Data: Fixing Maps in Scenarios files.
+ PR #3817: Prevent null pointer exception when clicking cancel during map setup
save dialog.
+ PR #3475: Prevent null pointer exception when loading scenarios with invalid
weather conditions flag; default to none instead
+ PR #3808: Add working hex copy/paste to the Board Editor
+ PR #3826: Add orbital guns fluff images
+ PR #3809: Fix the Formation Builder to again be able to generate fire support
lances
+ Issues #3665, 3658: Server Connection Rework
+ Data: BA MUL Alignment Project.
This involves a complete rework of the BA naming conventions to match the MUL.
Almost all suits now have a (Sqd4,5,6) designation indicating the size
as opposed to the random naming used before. MUL IDs have been cross referenced
and added as required. As a final bonus to the project all BA now have
some fluff text from Sarna.
+ Issue #3819 Unit Files needing updates.
+ Data: More BA fixes including fix to name_change.txt which resolves MekHQ #3412.
+ Issue #3453: Updated About Box copyright text per #3453
+ Issue #3435: Fixed image flickering in the About... dialog
+ Issues #3748, #3806 (partly): Correct infantry BV w.r.t. Anti-Mek attack ability
and skill
+ Issues #3800, #3740: Fix various issues with sprinting, MASC and Supercharger
+ Issues #3847: RAT Generator - Won't Generate Super Heavy ProtoMeks or Tanks
+ PR #3842: Scout Bike quirk implemented
+ PR #3853: Base Components: Adding AbstractScrollablePanel
+ PR #3855: Add a unit browser to the main menu
+ Issues #2397, #2675, #3135: Fixing Shadow Rendering Issues
+ PR #3859: Unit specifid deployment zone width/offset now persist to and load from
MUL
+ PR #3840: BV calculation report for BA
+ PR #3823: Consolidate MASC/SC Target Number lookup
+ PR #3879 (MML Issue #1165): Improve handling of illegal armor on BA units in the
TRO View
+ Data: New Camos, New Sprites, updated unit files, adding the buildable
Boondoggles units, Tech Progression adjustments.
+ PR #3881 - Improvements to ammunition shortNames fixes MML #1153
+ Updating to Gradle 7.5.1 from 6.7
+ Updating to grgit 5.0.0 from 4.1.1
+ Updating to FlatLAF 2.4 from 2.2
+ Updating to Log4j 2.18.0 from 2.17.2
+ Updating to Mockito 4.6.1 from 4.5.1
+ Updating to JUnit 5.9.0 from 5.8.2

0.49.8 (2022-05-27 1430 UTC)


+ PR #3431: MUL ID
+ PR #3447: Adding Build-Date to the Manifest File
+ Issue #3436: Choose splash image and sizing based on dpi scaled sizes
+ PR #3451: Properly Treating Blank Passwords as not being Passwords
+ Issue #3435: Check if the report vector is empty before adding a new line
+ Issues #2749 and #3418: Proper Supercharger Implementation and Improved
MASC/Supercharger Hex Movement Display
+ PR #3446: Adding the Legendary SkillLevel
+ PR #3427: Properly Loading All Fonts in MegaMek
+ PR #3452: 'Mek melee equipment validation update
+ PR #3454: Hull-down vehicles can indirectly fire body-mounted LRMs per errata
+ PR #3458: Rat Generator Editor UI Updates
+ Issue #3460: Preventing Gun Emplacement Offboard Deployment and NPEs
+ PR #3423: Increasing the chat levels for some useful princess gameplay messages
+ PR #3445: Fixing MegaMek's Javadoc Build
+ Issue #3413: Command Line Flags and Argument Improvements
+ Data: Force Generator updates. In the process of adding missing units and
updating units.
+ PR #3476: Generated RAT table TechBase column
+ PR #3480: Correct Remote Sensor Dispenser BA ammo amount
+ Issue #3484: Per errata, Battle Armor and infantry no longer allowed to set MGs
to burst fire mode.
+ Issue #3386: Per TW, Aerodyne DropShips and small craft can now hover, but can no
longer vertically land or take off, except in vacuum.
+ Data: New Sprites and a few new camos.
+ Issue #3400: Introduced new pre-movement and pre-firing phases; currently they
allow eligible units to unhide (rather than having to select an option via arcane
dropdown in the Extras tab on the previous turn).
+ Issue #3505: Improved bot valuation of attacks by variable-damage infantry
weapons (e.g. support lasers)
+ Issue #3448: Display unit cost in 'Mek summary without counting ammo.
+ Issue #3502: Disable Jump Button when prone
+ Data: Adding Shrapnel Infantry Weapons. These have been converted per the rules
in AToWC but things like
proper intro dates are missing. These have been estimated based on fluff
text, and availability codes.
Compared to lots of the existing infantry weapons these are long ranged,
and more powerful especially the sniper
rifles.
+ PR #3490: RATGeneratorEditor UX Improvements
+ PR #3515: Modernizing a bunch of Legacy Logging
+ Data #3262: BattleArmorTROView NPE Reached from AbstractUnitSelectorDialog (Oni
BA remade)
+ Data #3533, #3529, #3528, #3527, #3518, #3517, #3516, #3430, and #3410 fixes for
various unit files.
RAT Generator Rec Guide 18 updates, Tech Progression errata.
+ MML Issue #927: Add LAM FuelTank
+ PR #3525: RATGeneratorEditor: Allow deleting RAT Roles and show MUL Role
+ Data: Updating Clothing light to remove offending text.
+ PR #3553: Improved Russian Name Data
+ Issue #2841: Fixed a bug that prevented AR-10 launchers from switching between
available ammos
+ PR #3560: Data fix: Screen Launchers are now correctly classified as Capital
Weapons and available to Large Craft in MML
+ Issue #3257: Fixes the BV and auto CASE placement for PPC Capacitors on Clan
units
+ PR #3556: Change the internal representation of BV calcs and offer text and HTML
style export of BV calc reports
+ PR #3569: Fixing Freemarker Configuration Version Initialization
+ PR #3570: Remove unofficial BV calculation options
+ Issue #3531: Fixes superheavy Mek Ammo Battle Value penalty
+ Issue #3576: Fixing Destroyed Squadron Kill Assignment IllegalArgumentException
+ Data: New Sprites, some new BA formations, fixes for #3577, #3575, #3571, #3544,
and #3353
+ PR #3583: XML Util Methods: Minor Write Performance Improvements
+ PR #3584: Make a cost calculation report available for all unit types
+ PR #3591: Fixing MegaMek log paths
+ PR #3600: Enable Gun Emplacement ToolTips
+ PR #3614: Fixing Athmosphere typos
+ Issue #3607: Fixing Null Swarming Entity Unit ToolTip NPE
+ Issue #3607: Prevent Entities from Fleeing While Swarming a Unit
+ PR #3606: Logging Modernization: Updating a Bunch More System.out, System.err,
and printStackTraces
+ PR #3629: Detachable Unit Display Removal
+ Issue #2738: Initiative bonuses no longer stack for players or teams, picking the
highest bonus instead
+ PR #3640: Fixing Attack Action NPE from Missing Nullable Handling
+ PR #3602: Connection Rework Phase Two
+ Issue #3641: Fixing Server Game End ConMod
+ PR #3636: Standardizing Minimap Spelling
+ PR #3643: Trimming Trailing Whitespace from Service IP Address
+ Data: New Sprites, Updated board folder formatting and added new maps.
+ Data: Added Rec Guide 16 to RAT Generator.
+ Data: Added Factions from Tamar Rising to RAT Generator.
These are set as Minor factions and given limited information RAT are based on
the faction they derive from.
+ Moving Outdated Board Editor docs to docs/Archive Stuff
+ Issue #3613: Princess: Adding Stop Swarm Behaviour For Fleeing
+ Updating to FlatLaf 2.2 from 2.0.1
+ Updating to Jackson XML 2.13.3 from 2.13.1
+ Updating to JAXB 4.0.0 from 2.3.2
+ Updating to JAXB Runtime 3.0.2 from 2.3.2
+ Updating to Launch4j 2.5.3 from 2.5.1
+ Updating to Log4j2 2.17.2 from 2.17.1
+ Adding JUnit Jupiter 5.8.2
+ Updating to JUnit Vintage 5.8.2 from JUnit 4.13.2
+ Updating to Mockito 4.5.1 from 4.2.0

0.49.7 (2021-12-18 0300 UTC)


+ Issue #504: Adding View Active Unit keybind, to view active unit in Unit Display
and target previously viewed unit
+ PR #3347: TacOps: AR bracing rule ('Meks and ProtoMeks can brace to get a bonus
to hit on some shots, but are a lot easier to hit themselves)
+ PR #3346: Logging: Default Global Exception Handler and Standardized Legacy
Logging
+ Data: New Sprites, Fluff, Issue #3355, and some general mechset fixes.
+ PR #3358: Per latest errata, transports now load infantry at the end of their
movement; the infantry unit has to not have moved yet
+ Data: Fixing Dark Age availability for the Light PPC and Enhanced PPC, fixing
missing TAG for BA LBX AC.
+ Issue #3379: One-Shot Advanced SRM Errata
+ PR #3381: Updating Launch4j and GRGit to latest
+ Updating to Mockito Core 4.2.0 from 4.1.0
+ Updating to Apache FreeMarker 2.3.31 from 2.3.28
+ Updating to Jackson Core 2.13.1 from 2.9.8
+ Issue #3357: Updating to Jakarta.Mail 2.0.1 from Javax.Mail 1.6.2
+ Data: Equipment Name fixes/ standardizations identified with recent changes to
MML equipment tab. Biggest change was removing duplicate C3 Master entries and
consolidating them in a C3 weapons folder. Includes fixes to impacted unit files.
+ Issue #3371: Fixing TurnOrdered NPEs for null Entity game and null Player team
+ Data: Updated EVS Map Pack (I like big maps I cannot lie)
+ Issue: #3384: Swarm LRMs not available, but Swarm-I are
+ Data: Cleaning up some missing equipment flags
+ PR #3389: TAG flag correction, unused ISLightTag removed
+ Issue: #3393: Inner Sphere AC/2s Use Wrong Aerospace Range
+ Data: New Sprites.
+ Issue #3365: Removing Force Generator's Broken 2786 Setup
+ Issue #3343: Improving the Forced Victory Phase Skip tool tip
+ Issue #3394: Restoring Save Mul Menu Item in Top Bar
+ Issues #1896 and #3378: Adding MapTextColor and WarningColor to the advanced
client options
+ PR #3391: SuiteOptions: Naming standardization and finishing initial setup
+ Data: Removing Hawk SRM and Phoenix LRMs. They were ammo only and no weapon could
use them. Allow a few more requested Tech Progression Fixes.
+ PR #3402: Updating FlatLaf from 1.6.5 to 2.0.1
+ MekHQ Issue #3072: Fixing (primarily) Early Era Force Generator Faction Record
NPE Due to blank being parsed as a faction code.
+ Issue #2505: Fixing Prosthetic Leg MASC To Hit and Movement mods
+ MHQ Issue #3072, Part 2: Preventing the RAT Generator from writing empty parent
faction tags
+ Issue #3397: Standardizing the BasementType Enum
+ PR #3412: Improved Initial Log Message
+ Issue #3319: Fixing Unofficial On Map Predesignate Invalid Turn Processing NPEs
+ Data: New Sprites, Various name fixes in Force Generator Files adding final Rec
Guides.
+ PR #3420: RAT Generator editor fixes
+ Issue #3363: Apply Zweihander damage to both arms when using an improvised club
+ PR #3428: Creating a standard FontComboBox
+ PR #3432: Attack Handler: Fixing return packet NPE and Improving Logging
+ Data: New Sprites, unit file fixes and ForcePack Wolf Dragoons.
+ Issue #3444: Clan Tech base can have Artillery pieces but Ammo for them is not
available.
+ Data: Updated Force Generator to include RecGuide 16, Updated Flynn,
SimonLandmine, Ulysses Map Packs, Updated Camos and new sprites.

0.49.6 (2021-12-31 2200 UTC)


+ Issue #2917: Missing Water Tile Hexes in Nightly Builds
+ Issue #3156: Use More Reliable Technique to Report the Attacker
+ PR #3225: Blood Stalker SPA
+ PR #3222: Base Components: New Dialogs Appear Centered, LOSDialog Swapover
+ PR #3235: Base Components: GameOptionsDialog Swapover, Making Hide Legacy and
Hide Unofficial Full Game Options
+ PR #3228: Base Components: PlayerSettingsDialog Update
+ Issue #3231: Detachable Unit Detail Tweaks
+ Data: Updating Deadborder Map Pack and some quirk fixes and surname fixes.
+ PR #3243: Add Separate KeyBind for ingame Undo Last Step
+ PR #3248: Preventing Conditional Ejection on Cockpit Crit
+ Issue #3245: Prevent concurrent modification exception when sending out player
turn updates
+ Issue #3237: Prevent VTOLs from getting stuck in a swamp while going up and down
in the air
+ PR #3249: Ammo/Weapon techbase mismatch fixes + one instance of missing ammo
+ Increasing MegaMek's base RAM allocation to 2 GB
+ Data: Updating mechfiles (fluff, some errata) new sprites updated quirks
(includes fix for #3253).
+ Updating Mechview to have a line break between fluff text.
+ Issue #3255: Add missing TSM BV modifier (x2) to Claws
+ PR #3625: Don't show ECM bubbles for hidden hostile units
+ PR #3270: Updating Flat Look And Feel from 0.26 to 1.6.5
+ PR #3281: Updating Commons-Text to 1.9 from 1.8
+ PR #3261: Allows active probes to reveal hidden units "on the move" as per TacOps
Active Probe rules.
+ PR #3288: princess: ignoreTarget: unitID
+ PR #3292: Quad Mechs no longer swap cover and aiming mode when doing a head hit
edge reroll
+ PR #3289: Upgrading Mockito to 4.1.0
+ Issue #3240: Fixing JumpShip no Grav Deck Crit Handling
+ Issue #3273: Fixing Offboard Artillery NPE
+ PR #3301: Fixing Quirk NPE and Quirk Tool VTOL Handling
+ Data: Rec Guide 19, various unit fixes and fluff.
+ PR #3305: Adding CodeQL GitHub Action - Automated Code Insights
+ PR #3297: Rewriting Telemissile AMS to handle LGTM, Performance, and Code Issues
+ PR #3299: LGTM Code Issues: Fixes Round 1
+ PR #3310: JUnit Update to 4.13.2 from 4.12
+ Issue #3312, 3313: Prevent bot units from spotting aerospace fighters and sensor
contacts for indirect fire
+ PR #3298: Entity::assignAMS Performance Refactor
+ PR #3307: Log4j2 2.17.1 Swapover From Log4j1 1.2.17
+ Data: Tech Progression update. Merging the tables from TRO Prototypes and 3145
NTNU. Moves
Static tech levels for lots of equipment to 3145 per those table.
+ PR #3315: LGTM Code Issues: Fixes Round 2
+ PR #3316: Fixing a NPE in AeroGroundPathFinder::ForwardToTheEnd
+ Data: New Units (Rec Guides 19, 20), new sprites, TP fixes, and updated Camos
+ Issue #2199: MUL Parser Game Option-reliant Personnel Load
+ MekHQ Issue #3026: MegaMekXMLUtil: Skip Null UUIDs During File Output
+ Data: Large update of Fluff, Tech level, and clean up of Rec Guide Names adding
Rec Guide 21 units.
+ PR #3334: GitHub Actions: Adding Support For Multiple Java Distributions and
Versions, with Temurin as our default, and Fixing Missing Release Inclusions
+ Issue #3337: Fixing EntityListFile NPE when using OS weapon with no linked
munition type
+ PR #3335: MegaMekXMLUtil: Skip Null LocalDates During File Output and Fixing
Empty UUID Write
+ PR #3266: Fix incorrect Saxarba structured water tile sizes
+ Data: Fixes for #3342, #3333, #3242, #3067 and #3236 includes fixes to RAT
Generator and RATs for name changes etc.
+ Data: Updated boards for Flynn, new sprites, more fluff for selected units.

0.49.5 (2021-11-06 1800 UTC)


+ Whitelist fix for MekHQ
+ Data: New Sprites and unit file fixes.

0.49.4 (2021-10-30 1800 UTC)


+ PR #3079: Skill Generation Rework
+ PR #3106: Relabel "Start a Saved Game" button to "Load a Saved Game"
+ PR #3113: Unit Readout Dialog: Add missing space between the dialog name and unit
name
+ Issue #2975: Altitude is now properly ignored when customizing aerospace and
space units for a space map
+ Issue #2719: Null protecting BotClient::calculatePointBlankShot
+ PR #3122: Nova Net Command: Improving error chat replies
+ PR #3096: Russian Name Cleanup
+ PR #3123: JToggleButtonPreference: Swapping to using doClick
+ PR #3127: Standardized Game Options File I/O
+ Issue #2854: Only skip the invalid unit when not allowing illegal designs
+ PR #3130: MegaMek XML Util: Fixing Two Escaping Issues
+ PR #2581: MegaMek XML Util: Adding Proper Parsing Methods
+ PR #3000: Top Menu Rewrite
+ Data: Few new maps from SimonLandmine and UlyssesSockdrawer. Some unit file
fixes.
+ Issue #3089: Fixing messages implementation to handle localization
+ PR #3132: Princess Player NPE
+ Data: (Errata) StratOps Advanced Anti-air now an unofficial option per its
removal from StratOps.
+ Issue #3140: Moltke missing from FWL General generated RATs
+ Data - Some unit fixes and a new board.
+ Issue #3134: Show BV of players in the lobby player table
+ PR #3159: Per errata, primary infantry weapons doing more than .6 damage per
trooper have been nerfed to .6; infantry burst fire trait added for those
+ Data: Various Unit file fixes
+ Issue #3128: Restore bot ability to unload infantry/BA from transports.
+ PR #3167: Tripod 'Mech Center Leg Actuator Damage Customization
+ PR #3168: Array bounds protecting Entity::getCritical
+ Issue #3133: Adding before round 1 deployment option
+ PR #3170: Fix NPE preventing loading MULs containing transported units
+ Issue #3126: Display Water0 under rough/swamp again
+ Issue #3102: Add mousePressed check to lobby popup trigger
+ Issue #3153: Minimap graphical issue corrections
+ PR #3139: Restore 'rotate board' option for maps with even width to rotate the
board 180 degrees.
+ PR #3162: Suite Version Tracking: Adding Full Versioning and Version Protection
+ PR #3176: Fixing ForceGeneratorViewUi NPE
+ PR #3177: Properly reveal vibrabombs detonated during a unit's movement
allows active probes to reveal minefields during movement as per TacOps Active
Probe rules (unit movement stops if a minefield is revealed)
prevent soft-lock when stopping a unit's movement due to minefield detonation
with "simultaneous movement phase" turned on
+ PR #3190: Vibrabombs and other non-conventional/inferno mines always reduce
density when detonated per current TacOps rules.
+ Issue #3147: Dead-fire missiles behave according to updated IO rules (no auto-
hotload, cluster hit penalties, 5 point clustering for LRMs)
+ Issue #2894: Allow airborne microlite VTOL infantry to flee
+ Issue #2813: Per TW, updated swarm attack modifiers, battle armor vibro claws now
do extra damage during swarm attack.
+ Data: New sprites/updated unit fixes and Shrapnel units (including new small
arms).
+ Issue #3813: Multiple improvements to the unit tooltips, in the lobby and
otherwise.
+ Issue #3202: "Restore" ability to switch unit name display using ctrl-b (full
name, just the chassis name, etc)
+ Issue #2207: Prevent additional MP cost and bog down nagging when moving along
water surface while the bottom terrain costs extra MP/causes bog down
+ Issue #3015: Update tonnage display in the lobby table to display exact infantry
tonnage; update player BV display formatting according to locale
+ PR #3110: Dockable Unit Detail
+ PR #3210: Base Components: Client Settings Dialog Swapover
+ Issue #3185: Prevent server lockup when processing a club attack (against a unit
also equipped with a club?)
+ PR #3218: BotGeometry Null Edge Detected Exception Logging Upgrade
+ PR #3219: Fixing the Messages instance used by Entity
+ Issue #3175: Fix concurrent modification issue preventing multi-bot replacement
+ Data: Fixes for #3208, #3188, #3155, #3146, #3141, #3117, #3064, #3040, #3034,
#2949, #2647, and #2637
+ Data: Numerous Fluff entries added, new sprites, new camos, and largest board in
MegaMek added
Stonewall072 Ocoee (50x700)

0.49.3 (2021-08-23 2000 UTC)


+ PR #2955: Board Tagging
+ Issues #1628, #1857, #2181, #2264, #2290, #2390, #2944: Board Editor and Menu
Enhancements and Fixes
+ Issue #2960: Fixing non-basic letters in the new camouflage setup
+ PR #2971: Fixing the Magistracy of Canopus Planetary Militia Force Generator
Faction
+ PR #2987: Remove unwanted water terrain exits from boards
+ PR #2990, 2993: Fix errors discovered while play-testing on potato-grade
computer:
- prevent tooltip errors when mousing over non-unit spotting target
- prevent player camo color related force rendering error in lobby due to slow
MekHQ->MegaMek data transfer
- improved bot ability to avoid flying off-board on space maps in newtonian
flight model
- prevent ejected aerospace pilots from crashing the server when drifting off-
board on space map
- prevent attempts to use searchlights on non-existent buildings
- "Nearest" destination zone is now respected properly by the bot
- Fix several "stuttering"/"jumping" issues when moving around the map
+ Issue #2995: Critical Hits not being applied
+ PR #2998: Advanced Map Generator Panel: Fixing Woods Size Text
+ Issue #2988, 2989: Multiple fixes to errors encountered when using fighter
squadrons
+ PR #3009: Fixing Princess Null Entity Packet state update
+ Issue #3002: Disallow torso-twisting and vehicle turret rotation during TAG phase
per recent errata
+ PR #3010: StatusBarPhaseDisplay Code cleanup
+ PR #3011: Fixes for multiple game-freezing issues relating to counter-battery
fire against previously destroyed units
+ PR #2968: Prevent TAG from attempting to designate targets for hostile incoming
homing ordnance
+ PR #3023: Allow UUID Serialization
+ PR #3022: Preventing three Compute::getTargetTotalNP NPEs
+ PR #3021: Fixing Calculate LOS NPEs
+ Data: New Sprites, Camos
+ PR #3041: Princess config dialog improvements; much easier bot replacement upon
loading a save game.
+ Issue #3407: Prevent server lockup when processing swarm attacks that select an
infantry unit in a building as a secondary target
+ PR #3051: RAT Generator Editor no longer shuffles model entries around randomly;
space stations have been added to RAT Generator
+ Issue #3031: Bot will no longer attempt to cross water in "long range pathfinding
mode" when doing so would cause an armor breach
+ Issue #3052: Fix for server lockup when firing infantry-scale weapons off of
small support vehicles; fixes for multiple errors processing non-existent passenger
units.
+ Issue #3048: Hits on hull-down (non-superheavy) vehicles without turrets now land
on proper location.
+ PR #3017: Additional unit label display options (toggled with the unit label
display keybind) to show abbreviated and really abbreviated unit names.
+ PR #3050: Players now have option to provide their email address to the server
(which is not shared with the other players). If the server has a local SMTP server
configured, round reports can be emailed to players.
+ PR #3072: Hidden Units is now Enabled by default
+ Issue #3065: Prevent units from winding up with an illegal facing as a result of
a fish tail, and in general.
+ Issue #3042: Properly Set Anti-Mek Skill For Battle Armour and Infantry
+ PR #3082: AbstractUnitSelectorDialog: Properly Catching NPEs and other
MechFileParser Exceptions in getSelectedEntity
+ PR #2980: Do not use GUIPreferences from Board
+ Issue #2951: Update to-hit modifiers for weapon and physical attacks against
grounded DropShips and other superheavy units.
+ Data: Updated Boards including MegaMek Invitational Boards
+ Issue #2918: Shaky Stick SPA now applies for airborne VTOLs and WIGEs.
+ Issue #3094: Double Blind: Fixing Unjam Turret Action Report
+ Unofficial Equipment Documentation
+ Data: Adding Rec Guides 15-18 includes Unit Roles, some Fluff, and canon quirks.
New Camos and new sprites
+ Data: Fixing some weapon name types and a missing princess behaviour (Ambusher)
and some sprite errors.

0.49.2 (2021-06-19 2330 UTC)


+ PR #2816: Board Editor Layout Scaling
+ PR #2852: Board Hex Fluff Transitions
+ PR #2877: Report Messages Cleanup
+ PR #2879: Remove unnecessary logging and bot processing of human-readable round
reports
+ Issue #2704: Indicate that units may still move on facing arrow
+ Issue #2878: Princess configuration dialog no longer locks up when trying to
click Ok
+ Issue #2886: Wreck sprites display correctly when zoomed; removed wreck sprite
labels; indicator of what's wrecked shows up in tooltip popup
+ PR #2887: Menu bar scales with the rest of the GUI
+ PR #2885: Fix "weird" keybind defaults
+ Issue #2884: preventing Array Index Out of Bound error when adding bombs to a LAM
+ PR #2880: "De-hexed" water and pavement (partial-looking water and pavement hexes
that are functionally water and pavement, but look more "realistic" like the recent
physical CGL hex maps)
+ PR #2869: Camouflage: Deadborder Pack, Base Component Swapover
+ PR #2898: Princess will now do her best to avoid known minefields
+ PR #2896: Base Components: Using proper locale
+ PR #2903: Camouflage: Layered Overlay
+ Issue #2883: Can once again issue flee command to allied bots, but need to
specify an edge (see docs);
Can set bot destination edge to 'nearest', causing its units to move to the
nearest board edge
+ PR #2912: Show all locations for spreadable equipment in summary view
+ PR #2916: CommonMenuBar maintenance (checkbox items)
+ Issue #2897: Princess will now attack with swarming BA
+ Issue #2888: Princess can no longer unjam tank weapons/turret or use searchlight
when unit crew is unconscious
+ PR #2924: Per current errata, "short" buildings now provide partial cover for
tall units (e.g. mechs) rather than enclosing them completely
+ PR #2923: Prototype TSM
+ Issue #2672: Fuel Tank Magnitude Tooltip Correction
+ PR #2915: Improved unit image scaling in the lobby
+ Issue #929: Narced status on unit tooltip
+ Issue #2920: Prevent lock-up when resolving homing artillery attacks vs tagged
hex
+ PR #2929: Players can now skip deploying minefields
+ Issue #2543: Board images save at current zoom, game summary at zoom 1
+ PR #2910: UnitReadoutDialog Standardization
+ Issue #2917: Fixing Structured_Water directory reference
+ Issue #2003: Fix terrain exit issue in map editor
+ PR #2937: CommonMenuBar and MovementDisplay Menu entry corrections
+ PR #2941: Prevent rendering failures in lobby when using LAMs in fighter mode
+ PR #2934: Complete Anti-TSM "Green Smoke" warhead implementation
+ Issue #2762: Improve the Minimap and fix empty summary screenshots
+ Data: New Sprites, Rec Guide 14 (also renaming folder to match MUL), more units
with Fluff text.

0.49.1 (2021-05-23 1630 UTC)


+ PR #2823: Fix for issue preventing saving battle results to MUL and scenario
resolution in MekHQ
+ PR #2825: Fixing Mek Tree Sorter NPEs
+ PR #2829: Fixing Mek Table Model Potential NPEs
+ Issue #2818: Placeholder Image on Destroyed Condor
+ Issue #2819: Fixing Left Click Targetting Issues
+ PR #2831: FovHighlightingAndDarkening Null Handling Improvements
+ PR #2835: ReadMe Java recommendation update and accessibility improvements
+ Issue #2820: Improved initial sizing of game options popup
+ PR #2850: Fixing LobbyMekCellFormatter NPE
+ PR #2849: Fixing Abstract Wreck Sprite NPE
+ Issue #2826 Traitor Context menu correction (no traitoring to teamless)
+ Issue #2856: Fixed Board Editor Level Up/Dn and left click dragging
+ PR #2862: Adding null target safety check for WeaponAttackAction.toHit() method
+ Issue #2963: Armor tooltip matches reality better
+ Issue #2776: Fix for frequent inability to start MegaMek scenarios with bots from
MMS files
+ Issue #2727: Restore respect for client-side language settings (some things still
aren't translated though)
+ Data: New sprites and unit file updates, updating Flynn Map pack, adding
UlyssesSockdrawer Maps

0.49.0 (2021-05-01 2130 UTC)


+ Issue #2614: Improved Building Validation
+ Issue #2592: Random Army Creation Tech Level Max Index Comparison Issue
+ Issue #2272: Fixing Alt-Click on Building and Mouse Wheel Over
Building/Bridge/Fuel Tank Not Clearing Tile
+ Issue #2362: Fixing XML Schema File Issues
+ PR #2655: Accessibility command improvements
+ Issue #2710: Shield DC and DA values
+ PR #2714: Change source and target compatibility to Java 11
+ Data: New maps, unit fixes including fix for #2707
+ Issue #2597: Add thread safety to duplicate name hash
+ Issue #2722: Do not send IP addresses in chat by default
+ PR #2691: Base Components: Creating Base Components based on the previous MekHQ
Preference setup
+ PR #2724: "File>Unit List>Refresh Unit Cache" loads any changes in the unit files
without having to restart
+ PR #2730: Tooltips for target number calculations on the round report
+ Issue #146: Disengage/Remove Unit Button for Offboard Artillery
+ Issue #2722: Add a UI to enable/disable showing IPs in chat
+ Issue #1131: Prevent units with bay weapon ammo from having that ammo disappear
when customizing unit under some conditions
+ PR #2737: Use correct target number for chain whip trip with active TSM
+ Data: Unit date update. The MUL has update a lot of units with new dates this
brings MM in line with them.
+ Issue #2740: Update base target number for attacking with "picked up" club
(tree/girder/arm/leg) to be piloting - 1, rather than piloting + 1
+ Issue #2694: The bot will now consider not attempting to get up, or going to
hull-down (where applicable) when odds of getting up are low
+ PR #2742: Enable the bot to "find club", when it absolutely, positively has
nothing better to do with the firing phase
+ Issue #2747: Prevent protomech AC ammo from causing 8x the damage it should
during ammo explosions
+ PR #2558: Pre-designated auto-hit artillery hexes for on-board artillery option
works with on-board artillery
+ PR #2754: Making Princess the default bot for MM Scenarios and Fixing MM Scenario
Bot Loading
+ PR #2752: Offboard Artillery Target Not Found NPE
+ PR #2570: Camouflage Improvements and Integrated Directory Refresh
+ Issue #2755: Searchlights no longer have unlimited range
+ Issue #2758, 2759: Infantry no longer able to leap up to flying VTOLs for swarm
attacks;
target movement modifier now applies to legal leg/swarm attacks.
+ Issue #2767: Incorrect Citation for "(Unofficial) Specify the number of pre-
designated artillery autohit hexes per map area
+ Issue #547: Implement air-launched Arrow IV (homing and non-homing)
+ PR #2773: Launch Fighters (bot version)
+ Issue #1219: Adding Defensive Code for RATGenerator Era
+ Issues #1785/#2138: Fixing and Improving Round Report Player Stats
+ Issues #2787: Protomech AC gun and ammo are different tech levels
+ PR #2786: Units set for a delayed assault drop no longer disappear on the first
turn of the game.
+ Issue #2438: Adding More Detail to Fire Damage Reporting
+ Data: New Sprites, IrTech addition, numerous other data fixes. Fixes for #2696
+ Issue #2794: Switching back and forth from TestBot in bot config dialog no longer
causes an NPE because the TestBot option has been removed.
+ Issue #2709: Equipment improperly tagged as fixed on recent omni designs
+ Issues: Lobby Rewrite addressing #448, #765, #1996, #2277, #2306, #2322, #2327,
#2340, #2374, #2384, #2385, #2428, #2560, #2657
+ Issue #2133: MegaMek Scenario Additions (Planetary Conditions inclusion and
Dialog skips)
+ PR #2797: Re-enable doubleclicking in the IconChooser
+ PR #2802: Weapon Attack Action Class Cast Exception Fix
+ Issue #2281: Creating a standard BV Display Dialog
+ PR #2803: Fixing a few Reports that are Missing Subjects
+ Issue #2801 Omnimech Pods Incorrect Labels
+ Data: Adding Mech write ups to selected units.
+ New Sprites and Issue #2798 Wolfhounds Missing Full-Head Ejection Systems
+ Data: Issue #2774 - Kaji Maps Update.
+ Data: Updated 1st SW RATs, and some general unit data fixes.

0.48.0 (Stable) - (2021-03-05 1530 UTC)


+ PR #2638, #2640: Turret data fixes
+ Data: Updating Snub PPC per Errata.
+ Data: Fixing possible range issue with Clan HMG.
+ Issue #2639: Melee Specialist SPA Description Uses Internal Name
+ Issue #2512: Check Small Pilot ability for LAM and Aero Piloting Skill Rolls
+ Issue #2625: Change the default toggle chat to backquote / grave
+ Issue #2662: Prevent error logging from crashing server when checking whether LAM
with bomb bays has inferno ordnance
+ Issue #2666: Take into account center torso when checking LAMs for available bomb
bays to load bombs into
+ PR #2668: Prevent skidding units from collapsing bridge "basements" when going
under them
+ Issue #2681: Fixing GameTurn Entity Check NPE
+ Issue #2528: Undo during movement recalculates LOS
+ PR #2686: Distance Null Coordinate NPE
+ Data: Lots of new spites, new boards (Flynn, SimonLandmine), unit file fixes
+ Removing Print text and disabling the "Bing"
+ PR #2689: Random Skill Generator: Fixing AND Comparison
+ Issue #2676: Clan Heavy Machine Guns - No Range
+ PR #2690: Orphan control for destroyed entities to prevent soft-lock when loading
save after destroying a unit
+ Data: Fixes for #2693, #2680, #2679, #2678, #2677, #2674, #2653, #2644, #2629
+ Data: New Sprites
+ Data: Improved SRM's range and Aero damage wrong.

0.47.17 (RC3) (2021-02-07 2015 UTC)


+ Issue #2557: SimonLandmine maps out of date.
+ Issue #2529: Dead-fire ammo wrong shots/ton (missed some)
+ Data: Updated unit_roles and RAT Gen files for RecGuides and Golden Century.
+ Issues #1967/1968: Swapping to use ImageIO.read() for Portrait Zip File reads
+ PR #2567: Colour Camouflage: Fixing Colour Camouflage Tint Application and Colour
Setter
+ Issue #2565: Bot performance improvement for situations where there are C3/ECM
type units on the field
+ PR #2562: Prevent "mount" button from being active for grounded DropShips, as it
doesn't do anything and throws an exception when clicked
+ Issue #2584: UnitSelectorDialog: Player ComboBox now properly updates on load
+ Issue #2585, 2586: When destroying locations, multi-location equipment (e.g.
Chameleon, Null-Sig) is now properly destroyed
+ Issue #2580: Fix non-unique IDs for Buildings
+ Issue #2609: Fix for bot deployment hang on maps with phantom buildings
+ Issue #2613: Graceful failure for DFA attacks against improperly picked targets
(no DFA occurs, rather than the game locking up)
+ Issue #2619: Prevent unwanted turn skip if loading a save game with only one unit
left to move
+ Issue #2598: DropShip can't mount (load units) if on hexes higher than level 2
+ Issue #2620: Homing Arrow IV no longer deals excessive splash damage to battle
armor
+ Data: Fixing issues #2623, #2612, #2603, #2602, #2600, #2582, #2566, #2064, #2036
+ Data: New Sprites
+ Data: Updating SimonLandmine's map pack and adding strategoslevel3 Tukkayid maps.
+ PR #2627: Accessibility Window Shortcut of Alt - V - A
+ PR #2628: Scrollable Accessibility Window
+ PR #2630: Fixing Infantry TRO Secondary Weapon Name
+ Issue #2625: Preventing Key Bindings when using the Accessibility Window

0.47.16 (RC2) (2021-01-05 1700 UTC)


+ Issue #2510: Prevent bot from directly targeting gun emplacements with physical
attacks for an insta-kill
+ Issue #2513, #907: Adjust message for gun emplacement ammo criticals to more
clearly indicate if no damage has occurred;
implement non-weapon/ammo critical hits (e.g. ECM) on gun emplacements
+ Issue #2517: Ensure AmmoType::canSwitchToAmmo ignores munition types
+ PR #2519: Open up Compute and MMRandom to allow mocking in tests
+ Issue #2522: Vehicular Grenade Launchers smoke munitions not working
+ Issue #2533: Explosive Ammunition BV Penalty Errata
+ Issue #2537: Prevent soft-lock when processing nuclear blasts near the edge of
the board;
improved error recovery when loading games after processing failure in
certain cases
+ Issue #2535: Remove nag for airborne unit entering rubble hex
+ Issue #2499: Separating Colour Camouflage and Player Colours
+ Issue #2544: Rear or turret-mounted weapons failing to load
+ Issue #2550: NPE when 'Go Down' is used by an elevation 1 AirMech
+ PR #2554: Fix TargetRoll description if negative modifier is first
+ Data: New Sprites, Rec Guide 7 units, some date fixes (#2520)
+ Issue #2529: Dead-fire ammo wrong shots/ton
+ Issue #2527: Purchase list showing different items as same description
+ PR #2556: Remove duplicate boards.
+ Issue #2523: Ammo explosion should apply 1 hit of feedback damage even with auto-
eject

0.47.15 (RC1) (2020-12-14 2330 UTC)


+ Pr #2458: When loading saved games, drop down box allows selecting of player
names present in game
+ Issue #1449: Zweihander SPA incorrectly applies critical damage
+ PR #2402: Upgrade to XStream 1.4.14 (Removes warning about illegal reflective
operation)
+ Issue #2398: Final position of vehicle after skid (and fall) reported in Round
Report but not applied to unit
+ Issue #1803: Configure view changes Clan unit BV due to AmmoType switching
+ Issue #2302: fix Map Size in lobby when decreasing map size
+ Issue #2169: Harjel in head
+ PR #2412: Fix armor BV calculation for SV BAR armor
+ Issue #2415: Fix Client Settings truncating certain FOV alpha values on Save/Load
+ Issue #2424: Changing ammo type on one-shot weapons no longer secretly sets their
ammo count to 1 ton's worth of ammo
+ Data: IS Tag restricted from Aerospace Fighters.
+ PR #2433: Fix for weird edge case where a collapsed building would remain on the
board.
+ Issue #2426: Old language for double heat sinks in mtfs no longer read by Megamek
+ Issue #2309: Tanks no longer display as damaged when in pristine condition but
have had MP reduced by non-damaging conditions (e.g. gravity, temperature)
+ Issue #2430: NPE in doEntityDisplacement
+ PR #2444: Improve MtfFile parsing performance
+ PR #2445: Defensive BV for HarJel III should be -1
+ Issue #2348: Added option to output game summary images during various phases
+ Issue #2413: Improve "Darken hexes outside field of view"
+ Issue #2078: Ignore weapon groups when counting equipment
+ Issues #2405 #2399: Fix scroll wheel oddities
+ PR #2461: Allow LBX autocannons to swap between cluster and solid ammo again
+ Issue #2095: Lineholder I/Machine Gun Array Battle Value Issue
+ PR #2464: LAM BV heat efficiency
+ Issue #2465: Ensure immobility takes into account the crew only when applicable
+ PR #2474: Fix game freeze when removing last unit during deployment phase with
lance movement for that unit type turned on
+ PR #2469: BV weapon heat
+ PR #2476: Vehicle BV fixes
+ Issue #2473: Only last player to connect can deploy minefields
+ Data: Updating Level 1 Foliage and Clan Invasion Boxset Maps.
+ Issue #2431: Player units not making PSRs for exceeding normal MP in low gravity
+ Issue #2447: Bridge elevation bugs - charging from bridge & reversing from bridge
+ Issue #2450: Aerospace unit crash damage incorrect at velocity 0
+ Data: Overhaul of units, fixes to names, quirks, roles, and crit placements as a
result of the Tukkayid books.
+ Issue #2453: Changing BA Ammo Selects Invalid Quantity
+ Issue #2493: Prevent players from firing hidden units' weapons without revealing
them
+ PR #2494: Fix protomech myomer booster BV calculation
+ PR #2495: Use fastest movement mode to calculate infantry BV speed factor
+ Issue #2498: Prevent leakage of information about hidden unit positions via
right-clicking
+ PR #2490: Add machine gun (regular, light, and heavy) and nail/rivet ammo types
to the compatible list
+ PR #2482: Update Equipment Extended Database CSV file format for errata team
+ Issue #2497: Setting hidden units to activate during movement phase allows them
to move during said movement phase
+ PR #2480: Fix loading transported units in MULs
+ Data: New Sprites
+ Data Fixes: #2492, #2485, #2437, #2429
+ PR #2509: AbstractIcon: Improving Null Protection

0.47.14 (2020-11-15 1930 UTC)


+ PR #2393: Bot units attempting to retreat to a particular edge are much more
likely to "stick" to it when they get there
+ Issue #2392: MMLs can switch between LRM and SRM ammo
+ Data: New Sprites
+ Data: Various Misc Fixes.

0.47.13 (2020-11-09 1600 UTC)


+ Data #2345: Infantry force assignment tables
+ Data #2365: Incorrect battle armor manipulator location

0.47.12 (2020-11-08 2230 UTC)


+ PR #2310: Implement "Static Ammo Feed" quirk
+ PR #2315: Prevent bot freeze when bot attempts to counter-battery fire using an
on-board unit vs off-board artillery
+ PR #2308: Normalizes Data Files
+ Issue #2313: Some fixes for SSW -> MM BV Issues
+ Issue #2331: Laser Insulator costs (slightly) wrong
+ Data: New Sprites, new units (Rec Guides 4/5, Kaumberg, Hanseatic Crusade)
+ Data: Mass/Crit slots of Prototype UAC5 Wrong.
+ PR #2332: Substantial Princess performance (turn calculation speed) improvement
across the board, especially visible for fast units
+ Issue #2338: Artemis IV counting for slot space
+ PR #2336: New equipment: ram plate
+ Issue #2344: Incorrect generic infantry armor cost
+ PR #2350: Allow java.util.TreeMap to be deserialized
+ PR #2334: Modernizing Multiple Visual Configs
+ PR #2351: Prevent aerospace units from sometimes showing as crippled after
rolling for but not confirming a crit
+ PR #2357: Restored(?) full head ejection system to a lot of Wolfhound/Hatchetman
variants;
ejection now hits the cockpit or blows off the head for full head ejection -
mostly relevant for MekHQ
+ Issue #2246: "Change Tileset Theme" menu entry disabled outside the Board Editor
+ Issues #2349, #2347. #2339 Various Data fixes
+ Data: New Sprites
+ Issue #2343: Player units can flee during tornado; fix for blank report when
loading game with report sprites in client with report sprites disabled
+ Issue #2367: Bot can no longer use searchlights with hidden units
+ Issue #2369: Heavy Machine Gun 0/0/0 Range
+ Issue #2300: Head loss with torso-mounted cockpit no longer prevents weapons fire
unless other sensor damage has occurred
+ Issue #2371: Odd interaction between Modular Armor and Hardened Armor
+ Issue #2267: Units are no longer able to fire ammo-based weapons that don't
actually have any ammo (thus locking up the game)
+ Issue #1955: Mechs can deploy hidden in water as long as they are completely
submerged
+ Issue #2377: Fuel Air Bombs size wrong
+ PR #2380: Implement "Oversized" quirk
+ Data: Updated Boards, RecGuide 6, and new Sprites. To confirm the naming
conventions on some of the new clan Omni Variants are correct.

0.47.11 (2020-10-04 2100 UTC)


+ Data: Fixing missing ProtoMek Sprites
+ Issue #2144: correctly report avoidance of ASF ammo explosions due to heat
+ PR #2230: fix NPE in portrait chooser when customizing a pilot twice in a row
+ PR #2231: Swapping to LocalDateTime For Hour, Minute, and/or Second Dated MegaMek
Saves
+ Issue #1233: VTOLs can now stack more than two per hex at different elevations
+ Issue #705: Jumping into water and getting a 'hull down' result on the PSR no
longer causes the unit to become permanently stuck on top of the water
+ Issues #1762, #2233: Board editor fixes
+ Issue #1093: Addressed several issues with magma crust handling; hovercraft don't
trigger breakthrough check, jumping onto crust breaks through on 4+
+ Issue #2093: Mech summary/TRO view properly displays mechs with 0 heat sinks
+ PR #2254: Fix wreck decal path Linux UI rendering problem
+ Issue #1918: Vibrabombs no longer damage units moving out of the mined hex
+ Issue #1813: Lasers (and other non-ammo weapons) are once again unable to clear
minefields; prevent endless loops in weapon attack handling in certain cases
+ PR #2260: Fixing a key bindings NPE
+ Issue #2251: Bandaid Fix for the Clan OmniFighter TRO View Panel
+ Issue #2215: add exception handling when failing to draw background image
+ Issue #2269: 0.47.10 Prototype LB-10X record sheet typo
+ Issue #2271: 0.47.9 Rocket Launcher introduction dates
+ Issue #2215: Fix for exception drawing background image in certain themes on 4k
monitors
+ Issue #2043: Artillery flak attacks can damage flying Battle Armor, WIGEs, LAMs
in AirMech mode, etc.
+ PR #2283: Fixing Large Support Tank isCrippled Check
+ PR #2284: Fix soft-lock when selecting infantry units using infantry weapons
+ PR #2285: Fixing isCrippled check for Super Heavy Tanks
+ PR #2288: Fixing player name display for game connection dialog from MekHQ
+ PR #2289: Fixing Unit Selector Name Generation
+ Issue #2240: Unit Tooltip Work
+ Issue #2214: Generic Infantry Types Data
+ Issue #2270: Recovered Prototype Gauss Rifle Ammunition intro date wrong
+ Issue #2235: Primitive Prototype Weapons missing Static Tech tags.
+ Data: Fix for #2154 Stoat Weight, ProtoMek Sprites and Fluff for Units (Thanks
Greekfire).
+ Issue #2253: Screwy speed on a Notos with QuadVee
+ Issue #2273: Address instability in BV calculations for Aeros
+ PR #2286: IS foot infantry fixes
+ PR #2295: Implement ammo feed problem quirk
+ Issue #1898: Boards of sizes xx:yyy don't load
+ PR #2298: VTOL pathfinding and movement corrections

0.47.10 (2020-09-20 2100 UTC)


+ Issue #2127 - Physical attack to-hit values incorrect
+ Data: Fed Com armor has wrong modifier.
+ Data: Fluff text (Thx Greekfire) and some royal Sprites.
+ PR #2088: Reduced unnecessary logging for tileset and mech summary cache
+ Issue #2146: Grounded LAMs no longer have to make PSRs when prone and taking
damage.
+ Issue #2099: Advanced option to display attacker/defender sprites in the combat
log
+ Issue #2141, 2142: Attempts to fix multiple threading-related bot freezes
(addressable by kicking and replacing)
+ PR #2148: Out-of-control spheroid DropShips in atmosphere no longer pretend to
let the player control movement
+ Data: New Sprites
+ PR #2132: No more sending malformed game data objects over to the server to
exploit deserialization vulnerabilities. Sorry.
+ Issue #2150: Fixing Princess Vehicle Abandonment NPE
+ Issue #2089: Generate Names from Specified Historical Ethnicity
+ PR #2158: Press ctrl-k for a handy summary of keyboard shortcuts
+ PR #2103: Graphical upgrade for all unit wrecks, except mechs and infantry.
Immobilized tanks also have a visual indicator depending on motive type and
power plant.
+ Data New Sprites, add Rec Guide Vol 1/2 and Golden Century.
+ Data: Updated Maps including AGoAC maps
+ PR #2168: Improvements to Princess behavior when attempting to navigate to a
destination/retreat edge
+ Issue #2176: Added multiple "unofficial" high-powered turrets
+ Data: New Sprites, undated SimonLandmine and Dervs map packs
+ Issue #2029: Skidding into terrain will now properly apply 2x damage to
reflective armor
+ Issue #2074: Mech mortars now properly apply only 1/2 damage to reactive armor
+ Issue #2207: Fixing Typo on Partial Repairs tab
+ PR #2194: Princess will avoid bulldozing her own turrets when doing long-range
pathfinding
+ Data: New Sprites (Includes start of new Deadborder Proto sprites)
+ Data: Fixing Issues #2203, #2159, #2157, #2145
+ PR #2149: StratOps ECHO maneuver for airborne DropShips and WarShips (basically,
torso twisting with an MP/to-hit cost)
+ Issue #2206: Reduced DFA damage to proper levels
+ PR #2219: Track ammo for small support vehicles
+ Issue #2186, 2190: Inconsistent Combat Log Sprites
+ PR #2221: Combat Sprite are now default in the round report
+ PR #2198: New Camo and Portrait Choosers
+ Data: New ProtoMek Sprites, removing OTP Tokasha as the units are all in Golden
Century.
+ Issue #1719: Level 1 Foliage
+ Issue #2212: Diagramming LOS calculation issue
+ PR #2467: Remove outdated final BV multiplier for tripod cockpits.
+ PR #2468: RISC laser pulse module BV

0.47.9 (2020-08-07 1830 UTC)


+ Issue #1807: Potential fix for princess crash (fixable with kick/replace) when
attempting to calculate moves for a destroyed unit
+ Issue #2110: When using the LOS tool, if you somehow manage to select an out-of-
bounds hex, it will no longer throw an error
+ Issue #2113: Fixing Alternate Pilot Skill BV Mod Tooltip
+ PR #2111: Another attempt to get Princess to stop firing on crippled units when
using forced withdrawal rules
+ Issue #2115: Prevent NPE when rolling individual initiative for non-existing
units belonging to phantom player who's not in the game
+ Issue #2116: Going hull down from the top-level dropdown menu no longer attempts
to sweep mines instead
+ Data: Updated Sprites (This includes some temporary removal of existing Royal
Sprites but they will return)
+ Issue #2122: Blazer has incorrect short range AV
+ Data: Moving the unused sprites to the extras repo to save space in releases.

0.47.8 (2020-08-02 2300 UTC)


+ Data: New Sprites and numerous Mechset naming fixes.
+ Issue #2024: Fix possible NREs in AccessibilityWindow during various game events
+ Issue #2023: Destroying artillery which has rounds in-flight no longer stops the
game
+ Issue #2020: Respect deployment round for offboard entities
+ PR #2040: Grass theme as default (unnamed) theme
+ Issue #2039: Tripod mechs with an active pilot now properly get +1 to physical
attack rolls
+ PR #2049: Fixed bot NPE when trying to generate paths around hostile units
blocking a straight path to a long-range destination
+ PR #2050: Entities which sprinted no longer report as being able to spot since
that's illegal anyway
+ PR #2058: Fixed missing paren for damaged aero heat sinks in aerospace unit "Mech
View"
+ PR #2042: Remove incorrect minimum range penalty on direct fire artillery vs
aerospace units
Enable Princess to use artillery in direct-fire mode (vs both ground and
air units), including artillery cannons
+ PR #2060: Fix game freeze for bot-controlled ejected pilots and hot-dropped
infantry on ground maps
+ PR #2061: Random Callsign Generator
+ PR #2041: Remove weird 'Hardened' on the equipment section of some Combat
Vehicles
+ Issue #2066: Changing year or tech level for DropShip sometimes removes anti-
missile systems from assigned bays
+ Data: First units from Fluff Text project (Thanks to Greekfire for this batch)
+ Data: RAT and Force Gen name fixes.
+ Issue #2054: New Ahne Texture pack (Tileset) for the MegaMek client
+ Issue #2037: New additions to TheJungle for Kaji maps (and some other new maps)
+ Issue #2071: Battle armor taser attacks against battle armor no longer lock the
game up when a BA suit in the target unit shuts down
+ Issue #2028: Units now visually indicate damage levels
+ PR #2079: Update dermal armor implant to use IO rules for conventional infantry
+ PR #2082: Wasp and Stinger LAMs are now more rare when using RAT generator; Wasp
Mk I LAM now has actual bomb bays instead of cargo bays
+ PR #2085: Recolor movement in tooltip for dark themes
+ PR #2080: Unit Label Team Coloring
+ Issue #2022: Lobby summary/TRO view for gun emplacements no longer shows up blank
+ PR #1998: Improving formatting of legacy gunnery skills
+ Data: New Sprites (first of the ones based on KS images.Thanks to Deadborder)
+ PR #2087: Gun emplacements are no longer considered to have dual turrets (fixing
some tech progression calculation issues for those units)
+ Data: Some infantry name fixes.
+ Data: New Sprites (fix for HMG ranges)
+ PR #2092: Screamer, Pwkka, Yurei LAMs have actual bomb bays; removed incorrect
alias for ProtoMek MG ammo; micro laser tech ratings corrected
+ PR #1992: Inclines and cliffs, as per TacOps page 39
+ Issue #2065: PPCs with charging capacitors now build up heat on the first turn of
the charge
+ Data: New Sprites (Thanks Bloodwolf for working on making some of these royals)

0.47.7 (2020-06-22 2330 UTC)


+ PR #1912: Fixing spelling issues in Campaign Options
+ Issue #1850: Plasma Rifle Dealing too much damage to conventional fighters
+ Issue #1916: Primitive and Primitive Prototype Weapons should have fixed intro
dates.
+ Issue #1915: Battle Armor taking Damage multiples from artillery attacks
+ Issue #1928: Quirk spelling error
+ Issue #1931: Quirk Updates (errata fixes)
+ Issue #1880: Adding the Terrain Camo Pack (Thanks Teerayne) under Standard Camos
+ Issue #1930: Fix Sandblaster SPA to not require Weapon Specialist
+ Issue #1936: Map Editor - Can't lower terrain with up/down button on Linux
Distributions
+ Issue #1934: ProtoMech Torso Critical Hit Issues
+ PR #1878: SirMegaV Buildings
+ Issue #1942: Princess no longer locks up processing ejected pilots on space maps
when using basic spaceflight rules
+ PR #1952: Princess no longer locks up deploying units to "center" or "any" on
larger rectangular boards
+ Issue #1959: Main Gun Bug - ProtoMechs
+ Issue #1960: BV Calculation Errors - ProtoMechs
+ PR #1964: Prevent mechs that have fallen into water while walking backward from
teleporting back under the shore
+ Issue #1645: Terrain displayed on map is shifted to adjacent hexes
+ PR #1929: Some commonly-used dialogs now recognize ESC button as cancel, minor
visual improvements to said dialogs
+ PR #1877: Add options to BoardsValidator for automation usage
+ Issue #1905: LAM and Leaping Optional Rule
+ Issue #1974: Start of Game Stuck at Transmitting Game Data Packet Pump Null
Pointer Exception (Generated Map Settings)
+ Data: Updated Grounded DropShip image now works with Camos.
+ PR #1969: Draw larger arrow for final facing of move
+ Issue #1141: DFA victim takes no fall damage if pushed off building onto lower
building
+ Issue #1887: View Game Board now shows actual board instead of minimap for more
detail
+ PR #1906: Random Names and Gender Rework
+ Data: Some fixes to Tech Progression.
+ PR #1946: Fixes and performance improvements for changing tilesets
+ Data: IO Tech Progression Errata.
+ Issue #1983: Implement SirMegaV Buildings and Saxarba Roads for hq_saxarba
+ Issue #1115: Allow saving quirks override for units reduced to no quirks
+ Issue #1014: Shift-clicking to change direction no longer messes with the field-
of-view display
+ PR #1980/1987: Long-range bot pathfinding - bot should no longer get stuck in
cul-de-sacs when moving across the map;
will also attempt to destroy intervening terrain if doing so would allow a unit
to move across the map;
massive performance improvement to unit deployment;
VTOLs can now adjust their height to get over obstacles;
+ Data: Tech Progression Fixes.
+ PR #1999: fix the /localload command
+ Issue #2008: fix NPE related to artillery being fired from unit with phantom ammo
trailer
+ PR #2012: fix NPE when attempting to view TRO in MegaMekLab after setting # of
secondary weapons on infantry to 0
+ Data: New Sprites with clean up of Vehicle folder.
+ Issue #2015: Only update valid ammo selections in Configure Mech dialog
+ Data: Resolving #2006, #1982, #1981, #1957, #1945, #1941, #1870
+ Issue #2005: Allow units to flee if they made it into prohibited terrain
+ Issue #2004: Spikes - Not working correctly
+ Issue #2019: 100-ton mechs no longer able to gracefully pirouette over thin
wooden sticks laid across rivers (1-CF bridges)

0.47.6 (2020-5-03 1715 UTC)


+ Issue #1814: Fuel-air bomb infantry insta-kill check is no longer reversed
+ PR #1808: Abandon ship! Large spacecraft can now launch escape pods, giving the
opposing player more opportunity to commit war crimes.
+ Issue #1824: Implementing Tactical Operations Low Visibility Errata
+ Issue #1768: Resizing the map no longer messes up building/road layout. Note that
resizing westward needs to be done by an even number of hexes.
+ Issue #1812: Semi-guided warheads indirectly fired at TAGged targets are no
longer subject to terrain modifiers for the purposes of "to-hit" numbers.
+ PR #1837: The bot will now be able to use a searchlight on buildings without
crashing the server.
+ Documentation: Trailer How-To added (thanks mkerensky)
+ Data: First SW RATs - Thanks SLDF_gunslinger
+ PR #1843: Saxarba roads
+ Data: Adding Royal Fantasy units as Unofficial.
+ Data: New Sprites
+ Issue #1802 - Kajis Maps and Scenarios Update
+ Data: Missing Archive Sprites
+ Issue #1830 - Sarath 'Mech - Lacking Quirk
+ Issue #1827 - Not every head hit on a quad mech should be a through-armor
critical
+ PR #1847 - Restore the bot's ability to use physical attacks against buildings
containing gun emplacements
+ Data: Various unit errata Fixes.
+ Issues #1496, #1467: Ammo Sharing between adjacent trailers/tractors, Allow
infantry loading/unloading to trains,
Errata: Calculate MP of trains using engine rating + lowest suspension factor
+ Data: More Errata fixes, and fixes for units that should work.
+ Issue #1862 - Fix BA SSW weight multiplier.
+ PR # 1838: Add Silverfin and Silverback to naval RAT generator tables
+ Issue #1860: Quality of Life improvement - edit bot parameters in lobby by right
clicking on bot name
+ PR #1835: Game option to set turn time limit in movement and firing phases.
+ Issue #1853: ArrayIndexOutOfBoundsException while loading certain mechs and
viewing in Selector
+ PR #1875: Fixing Clanner Name Generation
+ Issue #1879: DFL folder to SimonLandmine
+ PR #1883: Improved Princess effectiveness with aerospace units on low altitude
maps (can now turn at end of movement)
+ Issue #1786: Corrected Stacked Units Tooltip ECM Reporting
+ Issue #1856: Map Editor - Bridges now appear on preview hex and various QoL
changes
+ Issue #1891: Battlefist now applies only once and for the proper arm
+ PR #1901: Re-enable Princess to fire rocket launchers and other one-shot weapons
+ PR #1908: Switching default tileset to Saxarba
+ PR #1909: BA Tube artillery fixes #1848,#1849

0.47.5 (2020-4-01 2000 UTC)


+ Data: Removing broken Unit from Fan Council TRO
+ Issue #1661: Grounded Aero Penalty for AirMech or Mech Mode LAMs
+ Issues #1636 #1637: Main menu and minimap now work when loading a new map
+ PR #1670: Fixing AI Documentation location
+ Issue #1634: Zoom in/out on map editor now works
+ Issue #1660: Narrow/Low Profile quirk implementation matches most recent errata
(glancing blow on TN or TN + 1 hits)
+ Issue #1687: Missing Ti Ts'ang (Jason)
+ Issue #1689: Communication gear missing costs.
+ PR #1694: Supercharger and VTOL jet booster cost for support vehicles
+ Issue #1701: SRT ammo has extinction and reintroduction dates for One-Shot
launchers
+ Data: Updating Maps and couple of variant DropShips.
+ Issue #1446: Units with trailer hitches properly distinguish between loading
infantry and towing other units
+ PR #1711: Add Entity.getPriceMultiplier() method
+ PR #1717: Fixing name issues
+ PR #1716: Use weights when randomizing names
+ Issue #1688: Fixing Radical Heat Sink Target Number
+ PR #1723: Implemented fuel-air bombs from IntOps. Includes bot capability to drop
them, so spread out.
+ PR #1737: Implemented fuel-air bomb ordnance for artillery pieces.
+ Issue #1746: Variable Tech Level sometimes changes tech level of equipment the
wrong way
+ Issue #1639: in map editor, set building CF to default values when ctrl-scrolling
through building types
+ Issue #1638: MapEditor Sidebar Vertical real estate improvements
+ Issue #1635: Errors in classic.tileset
+ Issue #1755: BattleMek Turrets should all be Tech Base ALL.
+ Issue #1302: Improved visibility on unit list scroll buttons; gray them out to
indicate no further scrolling possibility
+ PR #1758: Fixing display with negative heat (e.g. while snowing)
+ PR #1754: 'next player' button now properly functions for situations with more
than two players on a team
+ PR #1685: Allow Starting Height to VTOL Infantry/Battle Armor
+ PR #1766: Adding tool tips for board editor elevation
+ Issue #1769: Added 'cancel' button to random map dialog; now a user can access
that dialog in map editor without a map reset
+ Issue #349: Random map dialog now looks in mapgen folder instead of boards folder
by default for presets
+ Issue #377: Ask user if they want to quit MegaMek when attempting to close the
window.
+ PR #1765: Fix several board validation issues with map editor concerning
buildings and bridges; performance improvement for map editor.
+ Issue #1767: When randomly generating a map, picking a theme is reflected in the
map editor.
+ PR #1790: various improvements and fixes around random map dialog;
ability to directly open map definition file from map editor
+ Issue #1787: user can now manually reset minimap and mech info card positions
+ PR #1795: Corrections to invalid data in some unofficial boards
+ PR #1779: Counter-battery fire
+ PR #1805: Adding BV Calculation to ChatLounge Entity Right Click
+ Data: New Sprites adding Icewind Metals Shadow Cats and Pendragon.
+ Data: Grasslands Map Pack (Thanks SimonLandmine for converting)
+ Issue #1797: Fix bot freeze when evaluating infantry moves against support
vehicles and BA equipped with infantry weapons
+ PR #1810: Bot units with LRMs will no longer be stuck in indirect fire mode

v0.47.4 (2020-2-09 2200 UTC)


+ PR #1626: Add LargeCraft Roles to RatGen
+ Issue #1630: Fixed an issue introduced in 47.3 which prevented spheroid DropShips
from firing nose/aft weapons on space maps
+ PR #1650: When a bay door gets blown out, only blow out one bay door instead of
two
+ PR #1648: Don't auto-eject crew from large space craft due to ammo explosions and
such
+ Issue #1641, #1643: Fixes for undesired map editor behavior involving buildings
+ Issue #1655: Printing wrong weapon
+ Data: Various Fixes (#1652, #1615, #1545, #1534) and some errata.
+ Issue #1647: WiGEs can't sideslip across water
+ Issue #1479: Add theme selection and dark themes
+ Issue #1679: Small aerospace units no longer incorrectly get crater penalty when
attempting vertical liftoff
+ PR #1760: Fixing two display spacing issues with C3 slaves and "ECM preventing
bonus"

v0.47.3 (2020-2-01 2200 UTC)


+ Issue #1546: Large VSP + Targeting Computer applies to-hit mod twice, resulting
in too-easy to-hit number
+ PR #1543: Fighter Ejection
+ Issue #920: Selecting a terrain feature in the map editor selects the right
terrain type in the terrain type dropdown
+ Issue #1549: Client freezes when selecting a unit with a lot of special pilot
abilities
+ PR #1558: Errata: adjustments to piloting BV modifier
+ Issue #911: Implements "flamers do both damage and heat" rule from BMM p. 99;
multiple flamer damage/heat handling corrections with regards to relevant
specialized armor.
+ PR #1560: Vehicles and Atlas from House Arano sourcebook added
+ PR #1565: Aerospace fighters fighting in atmosphere no longer always report
attack direction as being against the nose
+ Issue #1580: Indirect fire penalty occurring on C3 Master TAG again
+ PR #1588: Graphical editor for RAT Generator data. See documentation in docs/RAT
Stuff/rat-generator.txt
+ PR #1589: Fix support for adapting to unit name changes.
+ Issue #1590: Fa Shih unable to lay mines
+ Issue #1587: Max Integer Substituted for Target Number
+ Issue #1568: Several Trailer Units not tow-able
+ Issue #1562: Critical Hit on ProtoMek Near Miss
+ PR #1574: Grounded DropShips no longer able to fire nose-mounted weapons at
ground targets
+ PR #1598: Bot will no longer attempt to indirect-fire LRMs from airborne aircraft
+ Issue #1576: Target on Predesignated Artillery Hex is automatically hit
+ PR #1611: Individual AMS will no longer engage homing Arrow IV missiles
+ PR #1600: House Arano sourcebook RATs
+ PR #1610: VSTOL Equipment Now Saves Properly and is shown on Unit Summary and TRO
+ PR #1612: RAT Generator will now produce Bluehawk/Protector fighters, Hover
Scout/Falcon tanks (occasionally) and LAMs (occasionally).
Bot still doesn't know how to transform, but can use them just fine in
each individual form.
+ Data: New Sprites and a couple of new maps from Simon Landmine.
+ PR #1620: Allow indirect LRMs to miss legs if target in water [Errata]
+ Issue #1597: Fix RATs referencing 'Nuberu Anti Aircraft Tank', 'Sprite Ultraheavy
ProtoMech', and 'Procyon ProtoMech' #1597
+ PR #918 #1613: Improve map editor GUI
+ Data: RAT Fixes, and adding EVS Map pack (very large maps for anyone interested)

v0.47.2 (2019-11-15 2000 UTC)


+PR #1535: Use correct cost for ProtoMek EDP armor
+PR #1533: Improved bot usage of field gun infantry
+PR #1541: Fixes an issue where tanks that took "immobilized" motive damage in
high-G would still be considered mobile

v0.47.1 (2019-11-05 0300 UTC)


+ PR #1451: Enable bot use of searchlights when necessary
+ Account for all bay types in large craft cost calculations.
+ Bug: Vehicle reduced to half movement not considered heavy damage
+ PR #1473: Allow the bot to gracefully handle deployment of grounded DropShips on
maps with no valid places to put them
+ PR #1474: TRO display in MegaMek lobby displays data for gun emplacements
+ Issue #1459: Using XXL(Clan) fusion engine on combat vehicle by mixed IS tech is
not loaded properly
+ Issue #1481: Selecting the Adelante Train throws IndexOutOfBounds Exception
+ PR #1484: JS/SS max armor calculation (affects validation and MML).
+ PR #1478: Grounded DropShips and Individual Weapons (implements errata).
+ PR #1488: Nuclear warheads for large craft properly differentiate themselves from
their standard versions when swapping ammo
+ Issue #1490: Fixed Ramshackle quirk description
+ Issue #1489: Fix jet booster and supercharger weight calculations
+ Issue #1500: Avoid NRE in BotClient::getStartingCoordsArray
+ Issue #1508: #1261 was never merged properly.
+ Data: Fixing the Hercules in the mechset again.
+ Bug: Some weapons missing their Aerospace attack values.
+ Bug/Data: Fixing various validation errors.
+ Issue #708: Errata indicates swarming battle armor should not be immune to fire.
+ Issue #1517: Fix for multiple NPEs caused by phantom transported units
+ Data: New Sprites/New Boards from Derv.
+ Issue #1480: Mech Mortar Smoke round is unavailable
+ Updating the Simon Landmine Map Pack.
+ PR #1519: Validation for support vehicles, corrections to many of the support
vehicle unit files.
+ PR #1521: Multiple fixes and errata related to handling of large craft missile
weapons;
grounded DropShips can now fire missiles as artillery;
grounded DropShips cannot directly fire capital weapons at ground targets;
+ PR #1527/Issue #1303: Mostly implemented current TW rules for movement of
spheroid dropships in atmosphere
+ PR #1530: Treat fixed wing support vehicles as support vehicles instead of
conventional fighters for cost calculation.
+ Issue #1516: Rotary RAC does not generate extra heat when rapid firing
+ Issue #1523: Fixes to 3145 FWL RATs
+ Issue #1514: Some ProtoMek Missing Map Art
+ Issue #1454: RS:SW New Mechs are listed as Level 2 instead of Level 1

v0.47.0 (2019-08-21 0300 UTC)


+ Issue #1315: add support for map annotations and description to .board files.
+ PR #1323: implement "#sitrep" client command which can be used to display,
in the console, a list of units near the entity with the given ID.
+ PR #1329: Princess will now fire at multiple targets with units that have no
secondary target penalty.
This should be most noticeable with DropShips and other large spacecraft.
+ PR #1358: Princess properly operates really slow aircraft on ground maps and can
actually drop thunder bombs now.
+ PR #1354: Support for detailed large craft parts (K-F boom, grav deck, CIC, etc)
+ PR #1401: Improved bot behavior using field gun infantry.
+ PR #1404: Princess can now use rapid-fire autocannons; will respect "no AMS as
weapon" setting
+ PR #1405: Introduced Princess capability for indirect fire at spotted units
+ PR #1409: DropShip artillery bays now fully functional
DropShips can optionally load/fire alternate artillery munitions
Copperhead ammo functions as homing rounds
+ Issue #1351: When a homing round lands, the firing player will now get asked
which tagged unit gets clobbered.
+ PR #1406: Princess can now spot units for indirect fire
+ PR #1413: Performance and functionality improvements for space sensors
+ PR #1419: Bearings-Only Missile Tweaks
+ PR #1430: Improvements to bot handling of aerospace units, especially on low-
atmospheric maps.
+ PR #1440: Added ignore for YML files when loading units
+ PR #1436: Greater variety of primitive and civilian units for AtB and template
scenarios

v0.46.0 (Stable) (2019-08-20 1900 UTC)


+ Data New Sprites.
+ MekHQ Issue #1256 - Several XTRO mechs labeled 'Unofficial'
+ Issue #1439 - mechset.txt typo

v0.46.0-rc.2 (2019-08-12 0100 UTC)


+ PR #1426: Splash screen displays properly on very high width-to-height resolution
ratios.
+ Simple Tech Level wrong for Proto AC's and VSP Lasers.
+ Issue #1388: Successful TAG designation cause the unit to suffer the penalty of
spot for LRM indirect fire on the same turn
+ Data: New Sprites
+ Data: New Boards from new Beginner Box set (thanks ask)
+ Data: New units from TP:Tokasha, OTP:Fronc Reaches and Vega 3039

v0.46.0-rc.1 (2019-07-23 0300 UTC)


+ PR #1331: Infantry with "forest ranger" SPA is no longer able to move through
woods for free.
+ Issue #1356: Partial Wing won't work on Ultralight BattleMeks.
+ PR #1359, 1364, 1365: Multiple fixes preventing bot freezes in "edge" cases
+ Issue #1353: Battle Armor Heavy Flamer only raise 2 heat per hit
+ Issue #1297: LRM5 smoke rounds says 'heavy smoke' on the report.
+ Issue #1090: VGL Unable to Fire - Out of Arc
+ Issue #1375: Heat damage not correctly applied to all unit types
+ PR #1385: Lack of deployment zone for entity no longer causes deployment turn to
be ignored when loading MUL.
+ PR #1389: Adding units mid game (via rat/mul) to an observer player is no longer
possible as it causes the game to lock up
+ MegaMekLab Issue #314: Fixed availability ratings for inner sphere LMG and ammo
+ Issue #1249: Industrial TSM now applies 2x damage to appropriate melee attacks
+ Issue #1352: Changing Planetary Conditions prior to starting a new game causes a
-40C without input
+ Issue #1400: Fleeing while carrying a non-existent MechWarrior no longer causes a
soft-lock
+ Data: Corsair fighter once again shows proper sprite
+ Issue #1407: Attacks on transported battle armor no longer cause soft lock
+ PR #1412: Switch to XStream's ID_REFERENCES mode for save games, shrinking their
size considerably.
+ PR #1414: Fix for edge case in BV calculations when two different weapons have
almost identical BVs

v0.45.4 (2019-03-24 1700 UTC)


+ PR #1250: Disallow loading trailers during deployment
+ Data: New Sprites and Unit fixes.
+ PR #1258: Aero Sanity 2.0! Fixes a number of reporting bugs and adds full support
for Advanced Point Defense,
Glancing/Direct blows, S2S nuclear weapons and Bearings-Only Capital Missiles
+ Issue #1272: Clan BA SRM missing Multi-Purpose Missiles
+ Data: New Sprites and New Units.
+ Issue #1256: Magna Laser Rifle has range 0 instead of 2
+ Data: Fixing broken ProtoMeks in some RATs
+ PR #1278: Fix a soft-lock that would occur when using double-blind and the
previous round's target would leave a unit's LOS
+ Issue #587 PR #1273: Fixes for Post-Battle Handling of Capital Fighters.
+ PR #1280: Add proper labels for host dialog controls (Accessibility Support)
+ PR #1283: Rocket Launcher 1 through 5 turrets now have valid weapons
+ PR #1264: [Feature] Wind direction can now be set in the lobby
+ Issue #1095: [Errata] TAG now spots for indirect fire as well.
+ PR #1304: Don't overflow the primary monitor with MM splash screen.
+ Issue #1259: Extended Torso Twist Quirk not applying to Quads
+ Data: New Sprites
+ Data: Adding Fan Council TROs 3048/3062/3063 by popular request.

v0.45.3 (2019-02-12 0500 UTC)


+ PR #1196: Explicitly set military/civilian flag for space stations; Prevent
sensor contacts from displaying unit info on space maps.
+ PR #1197: Fix "ASEW"-related soft lock at end phase when warships or space
stations are on the board.
+ PR #1173: Trailers [Partial implementation; trailers can be connected on the
field but not in the lounge yet.]
+ PR #1205: Enable Princess to use the "flip arms" functionality for mechs that
have it (e.g. Jenner, Rifleman).
+ Data: Removing two unsupported infantry giving loading errors. Unit names pointed
to replacements.
+ Issue #1183: Armor not correct on some Warships
+ Data: Resolving Issues #1207,1206,1199,1198
+ PR #1208: Enable Princess to fire artillery and use TAG.
+ PR #1214: Prevent players from being able to control their out-of-control
spacecraft when the default flight path would take the spacecraft off board.
+ Data: New Sprites
+ PR #1212: Adds new Edge options for Aerospace units
+ Issue #1218: Fixed ProtoMek-related game-stopping server crash
+ Data: Adding the Saxarba HQ Tileset.
+ Issue #1194: C3i function should apply to boosted cyber comm and enhanced multi
model sensor (not standard multimodal sensor) implants per IO
+ PR #1227: Enable Princess to unjam weapons, turrets and rapid-fire autocannons
(RACs, etc).
+ Data: New Sprites
+ Data: Fixes to Saxarba HQ Tileset.
+ Issue #1176: Artillery attacks now display flight time with the rest of the
firing data when picking a target.
+ Issue #1238: Players can once again place minefields.
+ Issue MML#233: Medium Re-engineered Laser cost
+ Data: New Sprites

v0.45.2 (2018-11-18 0200 UTC)


+ Switched build system from ant to gradle.
+ Issue #1122: Piloting/gunnery skills generated from the wrong tables [Force
Generator]
+ PR #1132: Zweihander
+ Issue #1149: Force Generator switching from Mechs to ProtoMeks for Clans that
deploy them
+ Data: Various fixes to unit names as a result of the Large Craft changes.
+ Data: New Sprites
+ PR #1152: Refactor of methods for getting pilot SPAs
+ Issue #1127: Fix for units not applying camo in certain circumstances
+ PR #1164: System wide equipment [Support for aerospace equipment in a generic,
non-firing arc location]
+ Issue #1172: Game Non-Responsive
+ Data: New Sprites
+ PR #1170: Bullet-proofing various edge cases for space maps; weather related info
no longer displayed in space
+ Issue #1177: Rocket Launcher bug after configuring unit
+ PR #1185: ProtoMek validation, updates to ProtoMek unit files from errata and
addition of Wars of Reaving units.
+ PR #1186: ProtoMek equipment (implementation of melee weapon, quad melee system,
fusillade, and magnetic clamps)
+ PR #1184: Bot handling for aerospace units on low-atmospheric maps and on space
maps using non-advanced flight rules
+ PR #1193: TRO style summary
+ Data: New Sprites

v0.45.1 (2018-09-03 2300 UTC)


+ PR #1096: Security - address XXE vulnerabilities in XML parsers
+ PR #1053: Gradient & Difference Clouds Camos
+ Issue #1081: Narc Explosive ammo type no longer missing the letter "E" in reports
+ Issue #378: [Feature] Implements Tac Ops "Use AMS as Weapon" rule
+ Issue #1051: AMS no longer nags player when a shutdown mech is attacked
+ Data: New Sprites and data fixes.
+ PR #1084: [Feature] Allow bot to have separate destination edges (similar to
"immediate withdrawal")
and retreat edges (for when the bot is trying to "forced withdraw"
crippled units)
+ Data: Moving old and out of date Read.me file.
+ PR #1092: Fixes for force generator (some unit rating mismatches, skill
calculations, a few faction rule fixes)
+ PR #1100: Changed a long-standing bot behavior where a bot with "immediate
withdrawal"
on would ignore "forced withdrawal" rules and keep firing with its crippled
units.
+ Data: New Sprites and some unit fixes.
+ PR #1118: Expose MULParser.parse(Element) for MekHQ perf improvements.
+ Issue #612: [Feature] Year setting in various random unit generation mechanisms
now gets set to the game year whenever that changes.
+ PR #1068: Advanced Aerospace construction data and unit fixes.
+ PR #1134: pilot portrait option for tooltip

v0.45.0 (2018-08-02 0200 UTC)


+ PR #1010: New snow theme light woods images for Bloodwolf tilesets & removal of
volcano theme woods.
+ Issue #1008: When adding units through Add A Combat Unit dialog adds two instead
of one when using enter key
+ PR #989: Errata - Range Master SPA no longer applicable to LOS range
+ PR #1001: [Feature] Prototype improvements to infantry pathfinding allowing
Princess to make significantly better use of infantry than previously.
+ PR #1013: Defer calculating initial BV when adding multiple entities to game.
Fixes bug that disconnects C3 networks when loading from MUL of any unit
loaded before the C3 master.
+ Issue #1027: Off-board Infantry Field Artillery "Target Out of Arc"
+ Issue #1028: Infantry TAG has 0 range
+ PR #1025: [Feature] Princess can now fly spacecraft using the advanced flight
rules.
+ PR #997: [Feature] Spacecraft can now fire tele-operated missiles.
+ Fixed fusion engine weight calculation for conventional fighter validation.
+ Issue #1048: Field Gunners unable to target Air Units
+ Issue #1046: Narc Ammo Type Missing From Reports
+ Issue #1039: NPE FiringDisplay.clear
+ PR #1054: Adding the small pilot custom trait [Pilot option that ignores effects
of cramped cockpit quirk]
+ Issue #1038: BA leg attack doesn't report hit
+ Issue #1023: MM doesn't inform user if previous solo attack was made (like leg
attack)
+ Bug: ammo selection in lounge is filtered using variable tech level even when
option is not enabled.
+ Issue #1017: Advanced munitions available at standard tech level
+ PR #970: [Feature] Implementation of StartOps Advanced Space Sensors
+ Issue #1060: Allow Princess to properly consider paths that take her aircraft
(VTOL and ASF) over low-CF fixed structures
+ Issue #1056: Rotary AC Ammo Does Not Populate Munitions Carried Lists
+ PR #1041: Force Generator
Available as tab in Random Army Dialog; generates faction- and era-appropriate
forces up to a regiment
(larger for some factions) with optional support combat and transport forces.
Some or all of the
force can be added to the forces in the lounge or exported to a MUL.
See documentation: docs/RAT Stuff/force-generator.txt
+ PR #1070: Makes the advanced search dialog smaller by default and resizable.
+ PR #1071 - Mech Sprites
+ Data - New Sprites
+ Issue #1073: Princess will no longer be able to move out-of-control aeros on
ground and atmospheric maps
+ PR #1064: Fixes targeting and landing issues with glider ProtoMeks

v0.44.0 (2018-06-24 1900 UTC)


+ Data: DropShip infantry bay fixes.
+ PR #995: Fix for server freeze when destroying a unit which has picked up a
phantom (no longer existing) MechWarrior.
+ Data: New Sprites
+ Issue #1000: Ignore AP-mounted weapons when calculating BA suit weight
+ PR #1003: Fix validation failures from configuring ammo.

v0.43.11-RC5 (2018-06-04 0100 UTC)


+ Data: Adding missing weights for infantry weapons.
+ PR #971: Fixes for incorrect flight time calculations for cruise missile
artillery in weapon bays and/or on spacecraft.
+ PR #696: Fixes #974: Edge Reroll for Superchargers Breaks Superchargers
+ PR #983: Implement "waypoint launch" for capital missiles
Prevent capital missiles from being fired in anything other than normal
mode on non-space maps
Fix inability to switch firing modes on capital missiles
+ PR #963: Fix for glitchy-looking empty hexes near window edges when rendering
large/zoomed maps in isometric mode
+ Data: New and Updated Sprites.
+ Updated RAT generator files with DropShip name changes and conformed mechs and
vehicles to MUL early SW era.
+ Data: New and Fixed RATs (thanks mkerensky)
+ Data: Various minor data fixes, including fix for #984,#719
+ Data: Fixing #906 Incorrect heat for Prototype Rocket Launcher 15
+ PR #985: When considering point blank shots from hidden units, Princess will make
use of torso twists.
+ PR #988: Sniper SPA should not affect LOS-range shots, per errata
+ Data: Reference fixes for ATOW-C equipment, and making the Mydron a little
lighter.

v0.43.10-RC4 (2018-04-18 18:00 UTC)


+ PR #952: Ground to air fix
Fixes issue #864: SRMs properly deal damage to airborne targets in the event
that they hit
+ PR #964: Aero Sensor Suites and Visibility in Atmosphere/Low Vis Conditions
Fixes issue #387: Fixed aero targeting in limited-visibility scenarios
+ PR #946: shaky stick logic adjustment
Fixes issue #942: Shaky Stick SPA now only applies to ground-to-air attacks
+ PR #945: Fix (Again) for Tooltip Problems
Fixes issue #943: Setting tooltip dismiss delay to -1 no longer freezes clint
+ PR #947: Fix for #936 && PR #938: Fix for tooltip NPEs
Fixes issue #936 revisited: Fixed a situation where Princess would freeze
during simultaneous turn movement phase after mechwarrior ejection.
+ PR #959: Fixed cost for CASE
Fixes issue #949: Kraken (Bane) 3 costs over 5 billion c-bills
+ Issue #948: Error in armor of Reptar and Araña
+ PR #940: Fixed number of crits for Clan endo-composite
+ PR #939: Unit type adds for mhq
+ PR #937: Artillery Class Cast Errors
Cleans up Server.assignAMS() regarding NPE caused by non-homing artillery
rounds
Partially fixes #936: 0.43.9-RC3 Princess crashes
+ PR #950: Make Mount List Submenus
Fixes issues #764: Mount List Too Long
+ PR #967: Ant build.xml fix
Fixes issue with ant build.xml not seeing localized messages.properties files
+ PR #956: Added cost for T_AEROSPACE_ARMOR
Fixes issue mekhq#671: aerospace armor costs -5
+ PR #941: Unload Stranded Bug fix and Voluntary Infantry Unloading Implementation
Fixes princess throwing NPEs when she has stranded units in the deployment
phase
+ PR #953: Make weapon mode button handling better
Fixes issues #829: Switching off PPC Field Inhibitor has no effect

v0.43.9-RC3 (2018-03-13 18:00 UTC)


+ Issue #902: Fixed multiple issues relating to configuring ammo in weapon bays
+ PR #916: Make MUL files work for tracking ammo on GunEmplacements
+ PR #928: Corrections to scenarios, new keyword for handling random maps
Fixes Issue #927: Scenario random maps don't work with the new board directory
structure
+ PR #924: Fix for #215: Entity Sprites displacement in Deployment
Fixes Issue #215: Entity Sprites displacement in Deployment
+ PR #921: Fixes boardview tooltip NPEs
+ PR #919: Pavement hexes not turned to mud in rainy conditions
Fixes Issue #546: Can get bogged down on pavement
+ PR #915: Board Background / BoardEditor fixes
+ PR #839: Add check to ignore SI damage for squadron status display
+ PR #917: Implemented break in PD heat checks instead of continue
+ PR #909: Add MiscType entry for Clan Endo-Composite structure
Fixes Issue MegaMek/MegaMekLab#143: Endo-Composite not showing up as an option
+ PR #923: Bogdown after DFA
Fixes Issue #420: Jumping Mech is Not Bogged Down in Swamp Automatically After
Successful DFA
+ Remove duplicate Glancing Blow and Direct Blow report messages
+ PR #930: Fix the image cache
+ PR #931: Observer Initiative & TacGen ICB Reset
Fixes Issue #339: Init streak compensation
Fixes Issue #345: Using Tactical Genius should not reset Initiative Streak
Compensation
Fixes Issue #804: Initiative Streak Compensation Counts Observers
Fixes round reports showing initiative for observers
Fixes round reports showing BV information for players who never had any
(original observers)
+ PR #932: Add Handle override to CapitalMissileBayHandler
Fixes Glancing/Direct Blow with capital missiles
Fixes handling of AMS vs. capital missiles
+ PR #933: Fully amphibious water travel fix
Fixes Issue #913: [.43.8 RC2] Bridge has a basement for some reason

v0.43.8-RC2 (2018-02-11 22:40 UTC)


+ PR#877: Add the missing new skin files.
+ PR#881: Fixed transparency around buttons in the new skins.
+ Issue #620: Unused bombs are not recovered for VTOLs after battle
+ VTOL cruise MP reduced by 1 per bomb carried per errata.
+ Reports about units being on fire and escaping unscathed are better formatted.
+ Issue 875: Over Verbose Princess.

v0.43.7-RC1 (2018-01-21 22:00 UTC)


+ Issue #823: Charging Damage against Buildings looks wrong (Mech skidding into
building)
+ Issue #637: Infantry in swamp/mud terrain should not have a psr check (Bog Down)
+ Data: Fixing Validation Errors
+ Issue #520: MM allows boats to be deployed under bridges, where they become
entrapped.
+ Issue #554: Possible Unexpected Princess Indirect Fire Causes Crash
+ Issue #556: Ammo Explosion not treated as Area Effect vs Battle Armor
+ Issue #831: Fixed a few situations where hostile players were able to incorrectly
detect hidden units
+ Issue #834: (PlayerColors) java.lang.ArrayIndexOutOfBoundsException
+ Issue #835: MRM-30 ammo does not explode when hit
+ Issue #696: Arrow IV infernos calculate cover incorrectly?
+ Issue #737: Oblique Attacker can't indirect fire without a spotter
+ Changed ghost target ECM modifier from +2 to +3 per errata.
+ Issue #761: ProtoMeks and ghost targets
+ Issue #815: Space movement for aero units being resolved incorrectly
+ Issue #837: Mauser IIc and other clan infantry weapons missing in customization
+ Issue #838: NPE Princess.calculatePhysicalTurn
+ Issue #463: MegaMek sometimes fails to show the * symbol to warn that movement
will require a PSR
+ Fixes for multiple hangs during turn change when deploying minefields and
unloading stranded passengers from transports.
+ PR#842: Inner Sphere & Periphery skins update
+ Issue #839: Bots on "no team" no longer refuse to fire on other players with "no
team".
+ Bug: Some BA were not writing all crit slots to MUL.
+ Issue #382: Added remaining structure CF to damage reports when structures
(buildings, bridges, etc) are damaged.
+ Improvement to Princess deployment algorithm - should no longer put units in
places where they can't get out.
+ Fixes for multiple issues relating to unit movement when unit is subjected to a
point blank shot from a hidden unit
+ Errata: Infantry no longer get -1 modifier on bog down checks
+ Unofficial feature: option to allow AMS to engage multiple times per round.
+ Aeros can no longer attempt to 'evade' an unlimited number of times.
+ Issue #862: Fighter Squadron BV
+ Data: New Sprites and adding MWO Canon Mechs(Sun Spider and Roughneck)
+ Issue #859: Game Options Tooltip Exception
+ Princess will no longer waste firepower targeting solitary MechWarriors in
buildings.
+ PR#851 Change Default KeyBinds (adds ctrl to overlay and unit label toggles).

v0.43.6 (2017-12-22 10:00 UTC)


+ Bug: Weight issues with BA LRM5 and Ammo.
+ Account for Clan CASE in unit cost calculations.
+ Fixes for Princess aircraft refusing to engage ground targets, being stuck on the
edge of the map
+ Enable Princess to properly consider standing still and firing for infantry units
that have "move OR fire" rules (field guns, etc)
+ Issue #351: Dropping units cannot attack ground targets
+ Feature: Capital missile bearings only launch
+ Issue #362: Tooltips are a lot less sticky
+ Issue #819: Leap check for LAM passing over terrain.
+ Issue #818: Fighter stuck on atmospheric map with no movement options
+ Data: New Sprites

v0.43.5 (2017-12-17 11:00 UTC)


+ Tech Progression Fixes.
+ PR #686: Large Craft Advanced Point Defense Rules from StratOps p96
+ PR #686: Expanded AMS functionality. Now works against Arrow IV Homing and
LAA/AAA/AS missiles per the rules for
large, single missiles in TW.
+ PR #686: Santa Anna S2S nuclear missiles now correctly deal *10 damage to SI on a
successful cap missile roll.
+ PR #691: Princess controlled conventional fighters will now drop bombs
+ Bug - TP wrong for AP Mount (Inner Sphere)
+ Cleaning up the Docs folder, and adding some other files.
+ Issue #684: Alternative Proto-AC ammo in the process of Implementing the Proto-AC
Ammo,
I noticed the Clan Improved AC's didn't have them implemented
+ PR #693: Show unit roles in summary view.
+ Bug: Infantry weights calculated wrong, due to double adding of AntiMek training.
Fixing unit files to include standard Foot infantry and AntiMek Trained one.
+ PR #699: Errata: Mechs should not become stuck in mud
+ PR #701: Space stations now require 2 pilots, which fixes issues in MHQ
+ Issue #680: Updated startup.sh to handle Java 9
+ PR #706: Fixed several quirk-related NPEs. Implemented display of partial repairs
on unit info card.
+ Issue #704, #299: Bot units will now scamper out of disabled transports.
+ Issue: Last man standing victory could fire even when checking for victory is
disabled
+ Feature: Adds ASEW missile functionality
+ Feature: "OUR WORDS ARE BACKED BY NUCLEAR WEAPONS" -Mahatma Ghandi (adds Alamo,
Santa Anna and Peacemaker warheads)
+ Issue #530: MegaMek Help->Contents now points at Readme.txt
+ Issue #711: Aeros and spacecraft with destroyed fire control system or combat
information center now count as crippled
+ Issue #716: Targeting a non-Entity with Arrow IV Homing Missile no longer causes
NPE
+ Issue #666: Linked equipment now works with bay weapons
+ PR #740: Optional cargo/transport bay damage on cargo critical hit for large
craft
+ Issue #205: Airborne DropShips can now fire Arrow IV artillery from weapon bays
(as long as there's only one artillery weapon per bay)
+ Issue #743: Skidding Vehicle freezing Client(s)
+ Issue #738: CamoChoiceDialog.valueChanged NPE
+ Issue #521: Submarine cannot pass under bridges in a turn when their elevation
changes.
+ Issue #725: BattleMech Mechanical Jump Boosters not working correctly.
+ Issue #702: Unable to deploy ASF over Woods
+ Issue #631: Show quirks in the Unit view when in the mech selector
+ PR #749: Added client GUI option to display a mini armor status visual in the
boardview mouse-over tooltip.
+ Data - New Sprites and unit file fixes.
+ Issue #697: Over verbose princess
+ Issue #548: View > Round Report Does Not Allow Copy & Paste of Text
+ Issue #519: Fuel cells producing heat in BattleMechs
+ Issue #727: Sniper and Range Master SPAs now work with Line of Sight range
+ Issue #460: Field of Fire/firing arc sprites not cleared when unit finishes
movement
+ Issue #758: Princess doesn't check for ownership when deploying units
+ Issue #759: Princess won't move units with a move index of 0 or less
+ PR #760: XCT Infantry implemented
+ PR #772: Make tooltips disappear when mouse is over the Status Display / buttons
+ PR #771: Improved bot mobile unit deployment effectiveness and speed (faster and
less deploying in completely inaccessible holes)
+ PR #775: RISC Hyperlaser Implemented
+ Data: New Sprites and Removing extra files.
+ PR #757: Caseless ammunition Implemented
+ Data: Rat fixes
+ Easier ammo configuration for large craft.
+ Validation for Small Craft and DropShips.
+ Changed infantry bay capacity to match transport weights of platoon
type rather than treating all infantry as foot.
+ Specialized cargo bays treat value in unit file as capacity rather than
tonnage to be consistent with all other bay types.
+ SF Issue #4115: Princess now supports simultaneous phases
+ Issue #644: Fix potential invalid turn packets in simultaneous phases
+ Track older unit names so changing the name will not break MekHQ campaign files.
+ Fixed LAM conversion gear cost calculation.
+ Princess can now take point blank shots with hidden units
+ Naval C3 (space, not water)
+ Board editor hex preview indicates if hex is invalid, tool tip lists why
+ Board view in board editor shows invalid terrain and adds the reason why to the
tooltip
+ Board editor now has validate button which will report all of the errors on the
board
+ Board editor sorts terrains by alphabetical order, supports terrain type tooltips
+ Data: RAT fixes, New Sprites, Unit file fixes.

v0.43.4 (2017-10-01 11:00 UTC)


+ Issue #573: Jumping through buildings.
+ Issue #414[MekHQ] - Longinus (WoB) not showing in Hanger
+ Fixing issues with sprite names in the mechset.
+ Fixing some quirks to be inline with the new BMM
+ Plasma weapons should have the energy weapon tag.
+ New Sprites and Maps(Thanks arekP64)
+ Bug: gyro hits require PSR for tracked mechs and QuadVees in vee mode instead of
the other way around.
+ Issue #542: Megamek can't exit attack phase using fighter squadrons 0.43.1
+ Enhancement #581: Implement Log4J
+ Made the resetLogFile method public so that it can be used by MML and MHQ.
+ Issue #587: Squadron disband damage is not applied correctly
+ Issue #588: Split equipment on Super heavies
+ Issue #593: Wrong destroyed unit icon for Centurion aerospace fighter
+ Feature #479: Added BV listing to unit tooltip.
+ New Sprites and mechset fixes.
+ Updated GUIPreferences for BV Matching and changing default splash screen.
+ Feature: LAMs and glider ProtoMeks.
+ Feature: TacOps VTOL bombing and strafing option (per pending errata, VTOL
strafing is a separate unofficial option).
+ Issue #539 - Enable Princess to rotate turrets and use "extended torso twist"
quirk.
+ Data - LRM Infantry date fixes. Also Clan LRM infantry become unofficial since
LRM Infantry is a IS weapon.
+ Issue #598: Terrain Impassable to ASFs? Airborne Units?
+ Issue #606: Aerodyne DSs Dropping Units on Ground Map Have Issues.
+ Data: New Sprites and GE/BA Sprite Clean up
+ Issue #603: New Data: Wars of the Republic Era RATs
+ Updates to Skins
+ Issue #604 - Packrat LRPV PKR-T5 unable to carry 1 ton of troops
+ Issue #596 - Bandit (C) Invalid units
+ Issue #620: Image Atlasing breaks tilesets that flip images
+ TileMapImageLoader now fails if the file it's trying to load doesn't exist
+ Issue #609: Ice not working with unit displacement correctly
+ Added Random Skills dialog button to Random Army Dialog (helps if using to
reinforce mid-game)
+ Issue #624: Mechs with destroyed gyros can't eject
+ Issue #579: Reflective armor takes strange damage from physicals
+ Issue #625: Initial BV in Entity tooltip can be wrong
+ Issue #626: Reinforced units don't count against a players total BV
+ Issue #623, #627: Missing mech icon crashes UnitSelectorDialog
+ Issue #628: Gained BV On Round Two (LAMS, Tripods, & QuadVees)
+ Issue #582: Crash when spotting for LRM indirect fire
+ Issue #582: LRM/SRM smoke munitions now use current TO rules, fixes rare NPE
+ Fixed a bug where some ancillary images weren't working, along with the
largeTextures tileset
+ PR #613: Aero partial repairs
+ Issue #645: Princess continues to stop at one point.
+ PR #635: Terrain Master SPA (Forest Ranger, Frogman, Mountaineer, and Swamp
Beast)
+ PR #640: Improved Princess turret placement (including preventing illegal turret
deployments)
+ PR #642: Feature: Configure starting fuel points in lobby
+ PR #642: Feature: Damage KF Boom, Cargo/Transport Bays and Bay Doors in lobby
+ PR #642: Save the above to/load from MUL files
+ PR #642: Feature: Add functionality to KFBoom critical hit
+ PR #642: Feature: Strategic Fuel use calculations
+ PR #642: Feature: Implement Superheavy Vehicle Bays
+ PR #642: Feature: Prep work for adding all of the above as MHQ parts
+ PR #642: Feature: Add docking collar and KFBoom damage display to
Aero/SpheroidMapSet Critical Hits list
+ PR #642: Bug: Fix right thruster hits, which were displaying left thruster hits
+ PR #642: Bug #597: Fix NPE when recovering aeros within visual range of the enemy
+ PR #642: Bug: Fix recovery slot update on Small Craft Bays
+ PR #642: Bug: Change recovery code to always put ASFs in an available ASF bay
first if one is present
+ PR #642: Bug: Remove landing gear crit checkbox from unit editor for JumpShips,
WarShips and stations
+ PR #655: Popup mines (fixed loading and validation problems, added modes for
squads larger than 4 troopers.
+ PR #650: IO Tech
o Updates all tech intro dates to the Universal Technology Advancement Table in
Interstellar Operations.
o New era-based play option to vary unit tech level according to year.
o Numerous unit validation fixes.
+ PR #656: BA Quad turrets (displays equipment location correctly; no change in
function)
+ Issue #657: Right click -> Set all MGs to burst fire doesn't work [also hotload
and searchlight].
+ Issue #646: NPE in Compute canMoveOnPavement.
+ Data: New Sprites and some unit file fixes.
+ Issue #664: Weird punching behavior [Nightly Build 363]
+ Set GUIPreferences.java to use correct BW skin.
+ Data: New Sprites/Quirk Fixes/RAT fixes.
+ Fixed some quirks that where assigned to units they shouldn't be.

v0.43.3 (2017-07-18 18:30 UTC)


+ Added support for specifying # of marines, BA & other for large craft
+ New Sprites
+ Bug: Quads not getting +2 mod for firing while prone with bad hip.
+ Feature: multiple crew roles for Tripods, command consoles, and (unofficial) dual
cockpits.
+ Feature: QuadVees
+ Feature: implemented Mech tracks
+ New Sprites and Unit Fixes.
+ Issue #562: Unit Type Gun Emplacement Not Working in RAT Generator
+ Issue #563: SRM and LRM Carriers' Weights
+ Issue #567: Princess instance hanging following point-blank attack.
+ Issue #568: Server stops responding when DropShip crashes at a map edge.
+ Bug:Fixing some map board issues.
+ Bug:Fixing some unit issues.
+ PR#524- Human TRO (Thanks Pheonixstorm)
+ Feature: TacOps advanced vehicle movement rules.
+ Fixes for WiGE movement, including interactions with terrain (buildings, bridges,
woods, water) per errata.
+ Issue #481: VTOL unable to fly over bridge
+ Issue #523: VTOL Cannot Pass Under Bridge
+ New Sprites/Cleaning up old splash screens/New Screen added.

v0.43.2 2017-05-1 22:00 UTC)


+ PR #518: Implemented quirks: Stabilized weapon, barrel fist
+ PR #518: Updated quirks for errata: Improved sensors, cooling system flaw,
fragile fuel tank
+ Issue #526: Further image atlas packaging bugs
+ Issue #487: Carriage returns in startup.sh causing issues
+ Removed BLDG_CF & BRIDGE_CF from board validator (these aren't strictly required,
as they have default values if not defined)
+ Issue #529: Movement Interruption with Dialog Box Ends Turn
+ Data: New Sprites, Unit Fixes and RAT Fixes.
+ Added BLK <grav_decks> tag. This allows users to specify grav decks by size,
rather than just by class. The old tags still work, but the grav decks are added
with a default value for the size class

v0.43.1 (2017-03-31 01:15 UTC)


+ Feature: Added checks for null crew when checking for MD enhancements
+ Feature: Merge pull request #486 from pheonixstorm/SPA-Update
+ Issue #476: VTOL armor diagram changes color incorrectly?
+ Feature: Added checks for illegal superheavy mech equipment.
+ Feature: Added specialized infantry to verifier.
+ Feature: Added infantry specializations to cost calculation.
+ Feature: Fixed max platoon size test in verifier.
+ Feature: Show BV calculations for conventional infantry.
+ Feature: Added infantry BV calculations from TacOps.
+ Feature: Added infantry specializations to weight calculations.
+ Feature: Added anti-mek equipment back to infantry weight calculations.
+ Data: New Sprites and New Maps (Thanks DancefloorLandmine)
+ Issue #494 - Updated Princess Behaviors (Thanks pfarland and xStormforgex)
+ Issue #484 and fixes to image names.
+ Issue #490: Fixed princess documentation.
+ Feature: Princess will now respond with "You are not my boss." if a player
attempts to issue a command to an enemy Princess instance.
+ Issue #198: Long Tom cannons cannot switch to indirect firing mode
+ Issue #456: Cannot cancel hot loading of LRMs during battle
+ Issue #457: Hot loaded LRMs not working properly
+ Issue #499: Map Editor Theme Broken
+ Issue #487: Issues with startup.sh
+ Issue #464: Incorrect titles for ASF and BA in the end-of-battle text
+ Issue #421: Toughness Text In Pilot Tab Spacing Issue
+ Issue #442: Tooltip colors still not quite right for firing vectors
+ Issue #507: Image atlas map has cross-platform issues
+ Corrected BV calculations for HarJel II/III, coolant pods, and interface cockpit.
+ Issue #511: Fall height is wrong for falls when moving into a higher hex
+ Bug: Cannot fire arm-mounted weapons while prone.
+ Bug: ASF can use Silver Bullet Gauss Rifles/Ammo
+ Bug: Attack sprites/arrows no longer shown for sensor returns
+ Feature: Unit files distinguish between fixed and pod-mounted equipment in omni
units.
+ Issue #510: Reports related to geysers weren't marked public
+ Issue #440: Explosions greater than 1 hex ring away not affecting all hexes
+ Issue #488: Chat window not disabling some hotkeys in targeting phase
+ Issue #466: Themed hexes can revert to no theme on explosions
+ Bug: Fuel tank magnitude terrain type not removed from collapsed buildings
+ Issue #473: Vehicle threshold report erroneously added for VTOLs
+ Issue #430: Smoke artillery only affecting center hex
+ Issue #458: Map selection changes when loading generated map settings
+ Issue #471: TacOps zip-lining didn't factor in elevation
+ Issue #454: Physical attacks and friendly units
+ Data: Unit fixes and new Sprites.
+ Data: Fixing some unit validation errors.
+ Issue #513: Infantry killed by Inferno ammo not giving kill credit
+ PR #515: Show %BV remaining in round reports
+ Issue #385: Freeze When Zooming Out With LargeTexture.tileset
+ Issue #70: Engine explosions not igniting center hex
+ Issue #348: Selecting lance move options does not disable individual init
+ Issue #225: Bad String in Round Report for Thunder LRMs
+ Deploying doomed units now nags the user (ie, infantry in a vacuum)
+ Issue #408: Offboard units not checked for planetary conditions (ie, vacuum)
+ Issue #394: No location exposure check on deployment
+ Data: Turret Rats pt1 Thanks Bloodwolf. New Maps.

v0.43.0 (2017-02-13 03:30 UTC)


+ Issues #47/#48 from MML Tracker - Critical Slot allocations wrong for BA SRM4(OS)
and BA LBX
+ Issue #467: Princess bot NPEs in physical attacks phase
+ Issue #427: Firing weapons split across arm/torso while prone
+ Data: Some unit fixes, and new maps from DancefloorLandmine
+ Data: Sprite fixes and new Sprites.
+ Data: More Sprite/Unit/Board Fixes
+ Infantry armor kits.
+ Mechanized VTOL infantry.
+ Infantry specializations: SCUBA, TAG.
+ Conventional infantry augmentations (e.g. Manei Domini) can be set in unit file.
Note that not all options are implemented.
+ Random generation using formation building rules from Campaign Operations.
+ Adding some references to missing MD Infantry stuff. Names only not implemented
for play.

v0.42.0 (2017-01-01 14:00 UTC)


+ Issue #441: Fled units not being saved at the end of the game
+ Data/Feature: Turret Project Part 3 - Major additions to the number and types of
turret. Sprites still in progress.
+ Issue #444: Client dies during the fire phase

v0.41.28 (2016-12-18 17:35 UTC)


+ Issue #437: Issues with tooltip foreground colors
+ Issue #438: "Show Wrecks" graphics option ignored in isometric mode
+ Bug: Natural Aptitude Pilot/Gunnery restored.
+ Data/Feature: Turret Project Part 2 - Major additions to the number and types of
turret. Sprites still in progress.
+ Data: New Sprites.
+ Issue #434: Hex updates from server don't respect client set hex theme
+ Fixed ordering issues in official tilesets

v0.41.27 (2016-12-07 03:00 UTC)


+ Feature: Can save board image with units (renders the same as seen on screen)
+ Feature: PhaseDisplay buttons can now use tooltip text defined in i18n files
+ Bug: Manually targeting doesn't update next target id
+ Feature: Added "only valid" & "no allies" options to firing phase next target
+ Feature: Added keybinds for "only valid" & "no allies" next target -- This means
that some of the default keybinds have changed, check client settings
+ Bug: Heat-seeking LRM modifiers being applied before side table is set
+ Issue #401: Princess deploys multiple units in/on top of one building
+ Issue #404: Adjacent building auto-success could trump some automatic failures
+ Data: New Sprites.
+ Data: Updated Key Binds.txt in Docs folder to take into account above valid
target feature.
+ Issue #393: Highlighting currently selected ASF flight path
+ Issue #416: Kill Count Victory ignores kills from destroyed units
+ Bug: Fix to Ammo Names and restoring Low/Profile for vehicles.
+ Issue #410: Underlying terrain modifiers always applying to skid checks
+ Issue #48: Combine, Dual Saw, Chainsaw, improper damage against conv inf
+ Issue #411: MM allows illegal terrain combinations in boards
+ Added tooltip entry for spotting; spotters now display who they're spotting
+ Issue #422: Firing solutions now indicates units that are spotted
+ Issue #395: New MechWarrior minimap icons: circle, or infantry icon w/ dot
+ Issue #423: Squadron Armor tab is empty
+ Issue #367: Building Fires Not Shown On Minimap
+ Bug: Jumping can never be considered "along a road"; fixes some missed PSRs
+ Issue #402: Jumping meks should not be allowed to stand after falling
+ Quirks for Buildings.
+ Issue #386: VTOLs don't deploy at lounge specified height
+ Issue #341: Armor properties not updated for damage transfer location
+ Issue #360: Hull-down punches to lower target uses wrong location
+ Issue #326: Changing climb-mode prevents first-step amnesty
+ Bug: Climb Mode toggle appears to have three modes
+ Feature: Default Climb Mode is now an Advanced Client Setting
+ Issue #172: Climb Mode now defaults to "Climb Up" instead of "Go Thru"
+ Feature: Client Settings Advanced now displays human-readable names & tooltips
+ Issue #291: Rapids terrain validation & no PSR mods to hover, wige, vtol
+ Issue #399: Isometric bridges not darkened by night overlay
+ Issue #358: DFA against targets that jumped displaces to top of buildings
+ Data: New Sprites
+ Data/Feature: Turret Project Part 1 - Major additions to the number and
types of turret. Sprites still in progress.

v0.41.26 (2016-11-02 02:00 UTC)


+ Data: New Sprites.
+ Issue #357: Mass Configure Allows mechs to be deployed off board
+ Issue #204: Planning jump path means any subsequent walk paths climb buildings
+ Issue #368: Duplicate Messages When Changing Sensors
+ Issue #380: Graphical artefacting behind the board when using plain skin
+ Issue #354: Better reporting for attacks against infantry using direct hits
+ Issue #354: Ultra/Rapid fire ACs against infantry handled incorrectly
+ Issue #381: HE ammo type missing in battle round report
+ Data: New Sprites
+ Updating Turret Introdates.
+ adding XTRO V Primitives units (note the Ymir and Command Van has changed)
+ PR #252: HQ Support Vehicle fuel tracking
+ Added PR for Range Master support
+ Issue #375: Replace Player Inop After Loading From A Save In Lobby

v0.41.25 (2016-10-15 14:40 UTC)


+ Added movement type filters to RAT Generator for BA.
+ Issue #356: Almost all DropShips have 2/3 movement
+ Data: New Sprites

v0.41.24 (2016-10-06 03:15 UTC)


+ Refactored FighterSquadron's specific methods so that we can more easily support
all composite entities.
WARNING: This is an API change. The following methods are new in Entity:
+Bug: RAT Generator incorrectly adjusting proportion of succession
war/upgraded/Clan tech.
+Data: New Sprites
+Data: New Sprites
+Data: Changes to Field Gunners/Artillery intro dates and moving them
from Unofficial to Infantry
+ Fixed Mac OSX Packaging (Hopefully for good this time!)
+ Clan Industrial structure was missing proper equipment flags

v0.41.23 (2016-09-20 00:07 UTC)


+ Issue #323: Artifacts when drawing the boardview background
+ Bug: Bot would fire at hidden units
+ Added option to toggle displaying of unit labels, default key is Y
+ Bug: IllegalFormatConversionException in ASFBay.getUnusedString
+ Issue #328: Out of control ASF has the "launch" button available
+ New (faster) scale method for certain zoom levels
+ New rotation operation for Entity icons, yielding smoother rotated units
+ Transparency now properly preserved in Unit icons, allowing shaded icons
+ Unit icon colors now preserved when camo is applied (only gray scale pixels
have camo applied to them)
+ Added dynamic random assignment table generator.
+ Unit fixes and New Sprites.
+ New Map Pack - Derv's Map Pack the maker of the Jihad Pack Pack
+ Moving old unshaded sprites to unused folder and adding the GIMP files created
by ColonelSandersLight in the widgets folder with some basic notes.
+ Removed obsolete Neoancient RATs, superceded by RAT Generator.

v0.41.22 (2016-08-26 03:00 UTC)


+ Issue #295: Roads not preventing swamp/rubble PSRs
+ Bug: Clicking Walk from Jump, would still plot jumping movement
+ Issue #258: Added Next/Prev Weapon Mode keybinds
+ Issue #189: AMS mounted on ASFs do not fire on the ground map
+ Issue #133: ASF strikes can have multiple targets if target is a building
+ Issue #297: Direct blow can make Tandem Charge SRMs fail
+ Issue #138: Jumping into Water and Falling deals incorrect damage
+ Issue #70: Terrain Factor Damage for Engine Explosions and Ammo Explosions
+ Issue #300: Ground to Air fire Causing Accidental Fire Check
+ Issue #303: Reporting issues with misses on units in buildings
+ Bug: Fixed IndexOutOfBoundsException in ChatLounge.customizeMechs
+ Data New Sprites and some unit fixes. (Thanks SirMegaV)
+ Feature: Adding Default Key binds.txt for MegaMek Use.
+ Issue #308: Incorrect heat when strafing with dropship bay weapons
+ Feature: Non-Infantry Weapon Damage Against Infantry changes now reported
+ Bug [#4186]: Combat within building damage for infantry now correct
+ Adjusted building floor names during deployment; starts with ground floor
+ Issue #310: Tripod cockpit weight calculations
+ Issue #25: Added support for infantry specializations
+ Issue #238: Various issues with hidden units
+ Issue #305: Strange matches when a theme doesn't exist in the tileset
+ Adjusted starting fires modifiers for buildings to match TO pg44
+ Issue #145: Infantry unimpacted by fire in buildings if above HL1
+ Issue #313: Altitude bombing: Cannot bomb more than one hex
+ Issue #314: Dive bomb resolution shows blank after first attack during game
+ Issue #160: Mechs switching hot-loading LRMs on/off during battle
+ Issue #315: Movement processing doesn't initialize current location, which
could lead to skid checks not being made for turns on starting hex, or could
lead to NPEs backing up over bridges
+Data: New Sprites (Infantry Project) and some new units.
(Big Thanks to Bloodwolf for the often frustrating process.)
+ Feature: Colored pixels in Unit images are now ignored when applying camo
+ Issue #315: Nag for Lava PSR shown when moving on bridge over lava
+ Issue #306: Thread-safety issues in Princess.Precognition
+ Issue #223: ECM hex display not always updating, especially in deployment
+ Issue #180: Unit labels can now have a color border that corresponds to owner
+ Issue #180: Units now have a set draw order based on unit type. Draw order:
Infantry, BA, Tank, Mech, VTOL, Aero
+ Board background image can now be scaled instead of tiled
+ Made 'BW - Default.xml' the default skin
+ Data: Adding Colonel Sanders Light Camos and reorganized Standard Camo folder.
+ New Sprites

v0.41.21 (2016-07-31 10:00 UTC)


+ Feature: Added "Swarmed" entry to unit tooltips
+ Issue #275: Non-optimal paths planned in certain circumstances
+ Data New Sprites and some unit fixes.
+ Bug: +4 Ice PSR penalty applied to Hover/WiGE instead of not Hover/WiGE
+ Bug: Fixed error in blue shield failure report
+ Issue #280: Adding snow theme to default tileset
+ Bug: Fixing some weight issues causing units to fail.
+ Issue #264: DropShip::isLocationProhibited Error
+ Issue #262: Unloaded ammo in ATMs and MMLs can cause NPEs
+ Issue #261: Host cannot deploy as observer if commander killed victory active
+ Bug: Rounding issues when computing SV engine weights
+ Unit Fixes
+ Bug: Engine missing some engine types when determining if fusion.
+ Feature: Deployment tab in Custom Unit Dialog now works for multiple units
+ Feature: Custom Unit Dialog now saves/loads size (width and height)
+ Issue #132: ASF Altitude Bombing uses incorrect scatter pattern
+ Bug: Manually shutdown units skipped during movement with option turned on
+ Feature: Custom Unit Dialog now remembers selected tab within session
+ Bug: Hotkeys not ignored in some cases (ie: scrolling when save menu is up)
+ Issue #195: Elevation incorrect when collapsing basement in lvl 1 building
+ Searchlights can no longer be removed from units with the searchlight quirk
+ Feature: Added "Equipment" context menu in lounge, for burst MGs, hot loading
and searchlights (Covers SF features #1399 and #1418)
+ Bug: UnitEditorDialog always sets critical hit on ASF life support
+ Issue #167: EntitySprite drawn at wrong scale when entity becomes visible
+ Issue #284: Null images returned for hexes and mechs
+ Bug: Superheavy meks should halve number of criticals for armor (and weren't)
+ Added Superheavy Gyro type for Superheavy meks
+ Unit fixes and new sprites
+ Added missing report 6051 for reporting no damage from non-penetrating inf
weapons
+ Issue #373: LargeTexture.tileset completion
+ Issue #390: MegaMek Thinks bldg_basement_type:* Is A Base

v0.41.20 (2016-06-27 02:00)


+ Data: Date fixes for units
+ Data: New Sprites
+ Data: Adding Jake's map pack
+ Issue: Pilot/Crew not damaged reports did not have subject id set
+ Issue #242: Unit Can Self Destruct and Stackpole in same turn
+ Issue #236: PSR Terrain modifiers added inappropriately
+ Issue #243: PSR issues related to high/low gravity
+ Issue #241: DropShip Cannot Eject w/o expending all velocity
+ Issue #244: Added TigerShark's alternative Pilot Skill BV mod table to docs
+ Issue #245: Smoke & chaff from weapons fire appears in end phase
+ Bug: EntityWeightClass.getWeightClass missing entry for hydrofoil support vees
+ Issue #253: UnitDisplay Extras tab now display # of doors for small craft bays
+ Data: New Sprites and Mechfile fixes
+ Data: New Map (Thanks mikecj)
+ Bug: Keybinds for unit display didn't fully function

v0.41.19 (2016-06-05 22:40 UTC)


+ Issue #233: NPE Displaying Client Options when no skins present
+ Issue #21: SPAs and Unit Quirks not displaying after loading saved game
+ Issue #208: Incorrect color when reversing a mech with lateral shifts
+ Issue #224: Backup MP cost possibly incorrect when mech is prone
+ Issue #217: Zip Line Dialog sometimes displayed when it shouldn't be
+ Issue #182: For display, overlapping friendly ECM/ECCM could cancel out
+ Issue #232: Bloodwolf IS House Skins added
+ Issue #210: VTOLs incorrectly able to lateral shift, can shift and flank
+ Issue #220: TO vehicle crew rule counts # of targets incorrectly
+ PR #222 & # #229: New SPAs: Shaky Stick and Oblique Artilleryman
+ Issue #176: Real Blind Drop: unit customization messages reveal how many units
a player has
+ Issue #234: Mechbuster & Protector CF's Not Using Their Images
+ Issue #230: Axel Heavy Tank IIC (XL) has incorrect name and stats
+ New Maps - Thanks Razorback (via Facebook)
+ New Sprites.
+ Issue #156: Graphical To-Hit Modifiers ('firing solutions') in Indirect Phase
+ Bug: Minimap selected unit highlighting persists after turn ends
+ Issue #149: IS Small Laser firing at LOS Range
+ Issue #152: MGs, Flamers, AMS firing at LOS Range
+ Issue #151: Flamers can't Strafe
+ Issue #144: Feature: Hi-Res Backgrounds

v0.41.18 (2016-05-26 19:30 UTC)


+ PR #154: Replacing all internal mass and tonnage related variables with doubles
WARNING: This means that old unit caches will cause errors.
Delete them and let MegaMek rebuild!
+ PR #155: Adding the possibility to load parts of image (sprite sheets/texture
atlases)
+ PR #122: Updating coordinates hashing code ("nice" random distribution of hex
images)
+ Data: New Sprites
+ Data: Lots of Unit Fixes (Thanks Clavius1 and Sartis for the research)
+ Issue #158 Missing RATs From FM Warden Clans (Thanks to xStormforgex)
+ Issue #162: "The armor panel is null." warning during deployment phase
+ Issue #165: NPE in Compute.canCompleteNodePath
+ Issue #157: When /reset used from a saved game, you lose map size options
+ Issue #143: Super Heavy Endo Steel Weight Calculating wrong (in MML)
+ Issue #132: Make pilot death more obvious in head destruction.
+ Feature: Added a client settings option to toggle the use of board soft centering
+ Inconsistencies between Server.processMovement and SharedUtility for moving
backwards over an elevation change (which could lead to getting a nag when
a PSR isn't necessary)
+ Bug [#4578]: Quirks need a way to distinguish unit type
+ Fixed #173: Reorder of include lines in tilesets
+ Fixed #179: PSR for jumping into ultra heavy woods
+ Data: New Sprites, Unit Fixes, and Quirk additions
+ Issue #166 - RATs From Interstellar Expeditions.
+ Fixed #159: Added bw_atmospheric.tileset
+ Fixed #175 Foot platoons can move infinite hexes while in woods per turn
+ Fixed #127 Bug: Jungle move cost for infantry incorrect.
+ Fixed #74 Bog Down Rules - Both stuck/unstuck should use same PSR modifiers
+ Fixed #43 Conflicting rules on Rubble unit restrictions
+ Fixed #187: Mechanized infantry able to enter prohibited terrain
+ PR #141: SPA: Eagle's Eyes
+ Fixed #191: Replacement truck_wreck image
+ PR #99: Added a UI editor for skins
+ PR 124: Hidden Units rules from TW
+ Issue #185: Skins added by BLOODWOLF
+ Data: New Sprites and a couple of quirk fixes.
+ Issue #129: Artillery Scatter should be based on MoF for distance and not d6
+ Issue #190: Artillery cannons generate indirect fire artillery images and
popup tooltip
+ Issue #101: Princess NPE in PathEnumerator.adjustPathForBidge
+ Feature: Foot Calvary SPA
+ Issue #101: Added on board check to Precognition.run()
+ Issue #211: Saving in the Arty Autohit phase breaks the save
+ Issue #207: Bot refuses to deploy because of NPE
+ Issue #197: Sort weapons by firing arc
+ Issue #194: Request: Mass Individual Camo
+ Issue #214: BA get danger warning when jumping into heavy woods with
unofficial rule
+ SPA: Golden Goose #227
+ New Sprites

v0.41.17 (2016-04-16 00:30 UTC)


+ Data: New Sprites and Unit Date Fixes.
+ Issue #162: "The armor panel is null." warning during deployment phase

v0.41.16 (2016-04-10 21:53 UTC)


+ Data: New Sprites and Unit Fixes.
+ PR #47: EntitySprite updates (AA, scaling, labels)
+ PR #49: Adding runway overlay fluff images
+ PR #45: SPA organization
+ Issue #51: Missing i18n entry: BoardView1. (for crew stunned)
+ Data: New Sprites and Unit Fixes (Thanks GreekFire)
+ Remove classpath entries for TinyXML (Also fixes #67)
+ PR #46: TacOps Alternate BattleArmor weights
+ PR #57: Remove dependency on TinyXML
+ PR #60: Ignore test data when building MegaMek.jar
+ PR #61: Extract named unit nicknames and (when present) display them
+ PR #65: Tilesets can use an 'include' keyword
+ PR #68: Ultra Rubble terrain level missing +2 movement cost
+ Issue #63: ASF free facing changes incorrect on ground maps
+ Data: New Sprites and Unit Fixes (Thanks GreekFire)
+ PR #87: Adding Simplex-based random landscape generator
+ PR #50: Shadows (optimizations, new effects for low-light levels)
+ Fixing MML Issue #6 - Wrong damage for Enhanced ER PPC (#6)
+ Data New Sprites.
+ Issue #81: Grappling a 'mech involved in a Grapple may cause hang
+ Issue #80: Flare Rounds not Illuminating Targets for Visual Detection
+ Bug: Floor deploy dialog for Infantry in buildings could select wrong floor
+ Bug: Landed DropShips were allowed to hang off the edge of the board
+ Issue #82: DropShip Deployment Overlapping
+ PR #96/Issue #98: Fixed Industrial TSM calculation
+ PR #100: Minimap unit icons made more visible
+ Bug/PR #89: Keyboard scrolling made smoother by reducing calls to the minimap
+ PR #87: On Windows, RMB scrolling interacts better with the context menu
+ PR #88: Board soft centering to units
+ PR #77: Adjustments to Entity Sprites (transparency, coloring)
+ PR #94: Hotkey for toggling Walk/Jump, Movement Envelope now static on or off
+ Issue #106 - Fixing name generator resource loading derp
+ Data: New Sprites
+ PR #109: StratOps Symbols for the Minimap
+ Bug [#3399]: No Quicksand Image
+ Issue #92: Canon units being flagged as invalid designs (temp workaround)
+ PR #118: Mouse Button 4 will not show/hide the Minimap and Unit Display
+ Issue #126: Game saves regardless of button pushed
+ Data: New Sprites and Unit Fixes.
+ Bug: Entity tooltip could have incorrect movement mod with TO standing still

v0.41.15 (2016-02-21 14:15 UTC)


+ Issue #19: doTryUnstuck Error
+ Issue #20: Cluster Master should be labeled Unofficial not AToW
+ Issue #18: Small Patch: changes lounge tooltip to act similar to board view tt
+ Issue #11: RFE: Open Minimap during Artillery Designate Targets automatically
+ Added BattleValue field to MechCacheCSVTool
+ Data: New Sprites and Unit Fixes.
+ Issue #22: Mech UMUs attacker movement modifier and heat generation
+ Bug [#4683]: EntityWeightClass.getWeightClass doesn't consider SupportVTOL
+ Feature: Unit names in reports are now hyperlinks, clicking them displays unit
+ Help command now lists available commands in alphabetic order
+ Issue #26: Add keybinds for selecting tabs in UnitDisplay
+ Issue #27: Shift-letter keys don't appear to work in ChatterBox2
+ Data: New Sprites and Unit Fixes.
+ Issue #6: Issues with path separators for boards
+ Bug: CustomUnitDialog was using Entity's TL for verification, not game TL
+ Bug: Server appears unresponsive during a client feedback request
+ Issue #31: Ejected Vehicle Crews Should Count as Crippled
+ Bug: Quirks could not be assigned to melee weapons
+ Issue #33: Princess Fails to Deploy
+ Data: Quirk Fixes, New Sprites, TP Epsilon Eridani Units
+ Bug: Custom saved weapon quirks used wrong weapon name
+ Feature: Added ambient-occlusion like shadows, see client settings graphics
+ Issue #32: Hot Load LRMs check box will not stay checked
+ Fixed #168: Fires in low light battles don't reveal enemy units

v0.41.14 (2016-02-02 13:10 UTC)


+ Data New Sprites/Various RAT and Unit Fixes.
+ Data New Sprites/Osts grow hands.
+ Bug:Protected Actuators quirk not working when Anti-Mek attacked.
+ Data New Sprites.
+ Bug:Quirks with Quirks (hitch on VTOLs, Actuator quirks on Vees)
+ Errata: Re-Engineered Laser changes.
+ Bug [#4680]: Vehicular Grenade Launcher Landed Wrong
+ Bug [#4681]: Fatigue point usage can be confusing
+ Errata: Turret Tech Level Changes
+ Data: New Sprites
+ Bug [#4679]: Entity deploymentZone won't save as -1 in MUL
+ Bug: It was possible to select mult/even init options with individual init on
+ Bug #4: Disallow simultaneous enabling of Lance Movement and Individual Init
+ Bug [#4577]: ECCM effective beyond its nominal range
+ Bug: Sprinting with low gravity could cause MASC failure checks
+ Bug: /replacePlayer wouldn't allow player names with hyphens ("-")
+ Data: New RATS (Thanks Magnus Kerensky)
+ Data: New Sprites.
+ Issue #17: Reactive armor critical hits don't work properly

v0.41.13 (2016-01-01 03:35 UTC)


+ Bug [#4666]: Santa Anna Missiles Incorrect Damage in Space Battles
+ Bug [#4609]: Teleguided missiles fire like normal missiles
+ Bug: Potential NPE in MapSettings.setMapSize
+ Bug: Fixes to dates with Engines/Cockpits/equipment.
+ Data: New Sprites, Unit Fixes and Reorganized Small Craft again.
+ Data: New and RATs (AToW, MW3rd, missing TRO 3085)(Thanks Magnus Kerensky)
+ Bug: Couple of Ammo Date Fixes.
+ Feature: Added unofficial option to not generate smoke from burning woods
+ UnitSelectorDialog: Escape/Enter keys now work in a broader set of situations

v0.41.12 (2015-12-23 2:48 UTC)


+ Bug: Minimap still visible after using /reset command
+ Bug: Icarus II unit icon not showing up
+ Bug [#4648]: "add a combat unit" stops working after you close the window
+ Data: New Sprites, OTP Capellan Crusades, unit fixes.
+ Bug [#4650]: ASFs not getting free turn between game turns
+ DropShip cost summary now properly displayed
+ Bug [#4655]: Vehicles falling into basements cannot move
+ Bug: Basement collapsed i18n entry for tooltip incorrect
+ Bug [#4645]: Map switches from [GENERATED] to [SURPRISE] with Map Size button
+ Bug [#4656]: isInSameBuilding Error
+ Feature: Adding facing arrow for landed DropShips
+ Bug [#4653]: Attacks against landed DropShips potentially use wrong side table
+ Bug [#4654]: Vehicles falling into basements: facing and damage issues
+ Bug [#4050]: Game-year based Tech Levels for Engines/Gyros/Cockpits
+ Bug [#4555]: Aeros strike/dive bomb now lose altitude before attacks resolve
+ Updated comment headers in .tileset files for hexes
+ Bug: Oddities mounting BA with magclamps in lounge
+ Data: New Sprites and some unit fixes.
+ Feature: Entity tooltips now display current sensor if sensors rules used
+ Bug [#4660]: AMS message in round report missing a space
+ Bug [#4661]: Equipment modes cannot be set while unit is deploying
+ Bug [#4658]: FoV darken/highlight considers visual range when DB is not on
+ Bug [#4657]: Entity tooltips now displayed on mousing over sprite or hex
+ Bug: System Panel 'All Systems' loc display wrong DA/DC for shields
+ Bug [#4663]: Shields DC not considering missing/destroyed hand actuators
+ Bug [#4662]: Strafing Error When Targeting Building with Infantry
+ Bug: Answering 'No' to Vertical Takeoff PSR Nag doesn't clear move path
+ Bug: Missing 'in crater' penalty for vertical take-off (TW pg 88)
+ Bug [#4665]: Landed DropShips unable to takeoff/unload if on prohibited terrain
+ Data: New Sprites, Unit Fixes, adding XTRO Republic III units
+ Bug [#4667]: Problem with assigning bombs to ASFs in the lobby
+ Bug [#4668]: UnitDisplay/Minimap positions save poorly with multi-monitors
+ Data: New Sprites and unit name fixes. Update to Canon Quirks.
+ Bug [#4670]: Clan units with ammunition won't load
+ Bug [#4669]: Players connecting mid-game reset initiative

v0.41.11 (2015-11-15 16:50 UTC)


+ Data: New Sprites.
+ Bug [#4635]: Diagramming LOS struggles with terrain elevation
+ Bug: BA APDS counting for both offensive and defensive BV when BA can make
anti-mech attacks
+ Bug: APDS ammo counting for both offensive and defensive BV for tanks
+ Added RISC Emergency Coolant System
+ Bug [#4637]: Princess NPE in Precognition
+ Bug [#4636]: Type filter in Unit selection missing 'All', unless 'unofficial'
is selected in game options
+ Bug: Accidental fall from above check fails when target is standing in water
+ Bug: AdvancedSearchDialog query doesn't clear when UnitSelectorDialog closed
+ Bug: AdvancedSearchDialog, possible to select weapon & eq table simultaneously
+ Feature: AdvancedSearchDialog now uses simple tech level displayable names
+ Bug [#4638]: Aero advanced ammunition always unavailable
+ Bug: listSaves command was looking for .sav and not updated .sav.gz
+ Added function to possibly ignore key presses, used from MekWars
+ Data: New Sprites.
+ Bug: /load command requires players to disconnect/reconnect after game loads
+ Bug [#4638]: Advanced Aero Rules Broken in 41.10 (specifically with Evade)
+ Bug: Issues with updating double-blind visuals information
+ Feature: Implemented RISC APDS
+ New Sprites/Couple of unit fixes.
+ Feature [#1407]: Default tripod icon
+ Default game year set to 3150
+ Errata: BA Tube Artillery should allow up to 8 shots per crit, in 2-shot clips
+ New Sprites
+ Bug [#4644]: Player names not visible if player color is selected as "white"
+ Bug: FiringSprites from previous Firing phase still drawn in Targeting phase
+ Bug: Added missing i18n entries for Cancel key
+ Added tooltip to Type list in UnitSelectorDialog
+ Added KeyBind for "Done" action
+ New Sprites

v0.41.10 (2015-10-12 00:11 UTC)


+ Data: New Sprites and unit file.
+ only replace pilot external ID in MULParser if not null or zero length
+ Data: New Sprites.
+ Bug [#4627]; Unit with destroyed searchlight still illuminated
+ Bug [#4629]: Mech Shield continues to absorb damage after arm is destroyed
+ Bug [#4630]: NatAp:Piloting not always rolling 3D6
+ Bug [#4625]: Unloaded Infantry Vanished During Deployment
+ Bug [#4628]: Battle Value of the Void-Signature System
+ Feature [#555]: Double-clicking locations in Armor tab selects that location
in Systems tab
+ Bug [#4292]: Double blind, enemy BV never shown (now game option to show bv)
+ Bug: Movement Envelop and Firing Arcs sometimes remain between phases/turns
+ Bug [#4234]: Added Mine Clearance missile munitions
+ Bug [#4219]: Issues with stacking violations and MovePaths
+ Bug [#4507]: Units can now set deployment zone if deploying after round 1
+ Bug [#4448]: Moved Game Year option to Allowed Units and Equipment tab
+ Bug [#4448]: Added Tech Level option in Allowed Units and Equipment tab
+ Bug [#4448]: Removed several redundant options from Allowed Units and Equipment
+ Bug [#4057]: track turret weight for omnitanks correctly
+ Construction data for Remote Drone Command Console
+ verifier for RISC super-cooled myomer
+ Bug [#4632]: Move-multi options can cause "No units to move" after skids
+ Bug [#3900]: trailers should have control systems optional
+ Bug [#4149]: Issues with Superheavies and water partial cover
+ Bug [#4566]: Vibrabomb Report Problems

v0.41.9 (2015-09-14 01:25 UTC)


+ Bug: Infantry BLK files with true/false for Anti-Mek fail to load
+ Bug: Wind direction was actually wind strength
+ Data: New Sprites
+ Bug [#4619] Mech Icon not displayed in MM and new sprites
+ ExternalIds added to all entities and crews in constructor for better end game
tracking
+ Bug: neverDeployed in MULParser defaulting to false when tag is missing
+ Bug: ejected crews are having isEjected set to false on the turn after ejection
+ additional conditions for Entity.canEscape to handle immobilized units and
legged/hipped mechs
+ Bug: some costs reported as -1 when using alternateCost option in MechView
+ Added MechWarrior pick up external ID to MUL input/output
+ Data: New Sprites
+ Bug: null entities still attempt to be parsed in MULParser
+ Bug: Ghost targets option doesn't work without ECCM
+ Bug [#4623]: Cargo Bay and Bomb Bay missing
+ Bug [#4620]: Bombs attacks for Aeros now computed at the start of every round
+ Bug [#4615]: Vehicle Cannot Deploy On Bridge Over Water
+ Bug [#4617]: Space Battle Aero Ejection Issue

v0.41.8 (2015-09-01 12:10 UTC)


+ Bug: EjectedCrew entities not getting pilot processed in by MulParser
+ Bug: Key binds will now function when parsing defaultKeyBinds.xml fails
+ Mul files created at end of game now include information about salvage,
devastated, and ejected entities
+ MULParser can now read EjectedCrew entities
+ removed separate ejection vector from MULParser
+ Added kill records to the MUL file
+ improvements to kill reporting in MUL file
+ MUL file puts enemy units that can't escape into the salvage pile
+ Data: New Sprites
+ Data: Source file changes (Mechs TRO 3039)
+ Bug: Fixing broken unit test from change in Mech Data directory
+ Bug: Infantry BLK files with true/false for Anti-Mek fail to load

v0.41.7 (2015-08-26 21:30 UTC)


+ Bug [#4544]: Airborne WiGE movement blocked by level 1 buildings
+ Bug [#4595]: Bad translation for PlanetaryConditions internationalization
+ Bug [#4593]: Mech in climb mode ends up on top of building post DFA
+ Bug [#4531]: Issues with ProtoMeks and individual initiative
+ Bug [#4598]: BestFiringPlanUnderHeat Error
+ Bug [#4597]: Vehicular Grenade Launcher Error
+ Bug [#4588]: Field Guns jamming in Rapid mode
+ Bug [#4599]: Sensor returns could be targeted in some instances
+ Bug: standard fusion engines should be tech type T_ALLOWED ALL not
T_INTRO_BOXSET
+ Bug [#4599]: Princess could shoot at sensor returns
+ Feature [#1394]: Firing Arc Feature should have Option and Save
+ Bug: BoardView1.redrawEntity could draw an EntitySprite for unspotted units
+ Bug: Observers aren't able to see units in double-blind games
+ Bug [#4427]: getClosestCoordsTo Error
+ setOriginalShots in BLKBattleArmor loader for MHQ
+ setOriginalShots for Protos
+ Bug [#4603]: Weapon Order always revert to default
+ Data: New Sprites
+ MechView constructor that allows for display of alternate costs
+ Bug: Direct/Glancing Blow applies both cluster and damage modifier to rapid-
fire autocannons (should be cluster only in rapid-fire modes).
+ Bug [#4606]: Careful Stand doesn't end movement on failure
+ Bug: Hammerhead, roll, half roll, maneuvers allowed free facing changes
+ Bug [#4608]: Added more hotkeys for targeting phase (similar to firing phase)
+ Bug [#4607]: Check for "crippled" condition doesn't work for GunEmplacement
instances
+ Bug [#4605]: Escape doesn't seem to work occasionally
+ detailed weapon bay description in MechView
+ Bug: weapon criticals on vehicles and aeros do not damage the critical slot
+ Bug: thruster and DropShip collar crits not showing in MechView

v0.41.6 (2015-08-15 19:40 UTC)


+ Bug [#4587]: "Packet Pump" Error during Princess Movement
+ Bug [#4584]: Vehicle Unable to Charge
+ Changed EntityListFile so zero internal on BattleArmor does not get reported
as destroyed for MHQ
+ Bug: Strafing hexes selected after weapons fired don't target those hexes
+ Bug: Strafing weapon legality not checked if strafe hexes don't contain units
+ Patch [#499]: Updated to-hit mods for Artillery Flak, per current errata
+ Bug: Errata - Field Artillery/LB-X allowed flak attacks against airborne units
+ Patch [#498]: Fix infantry trying to shoot and swarm at the same time
+ Bug [#4573]: One-shot TSEMPs allowed to fire more than once
+ Bug [#4570]: PPCs can fire with charging capacitor (capacitor remains charged)
+ re-implemented Infantry.getAlternateCost for MHQ
+ corrected some errors in BattleArmor.getCost
+ removed costs from BA Armor Misc Types because it was leading to
double-counting costs
+ Bug [#4553]: Mech falling on bridge over water takes damage as if falling into
water
+ Bug: Possible IndexOutOfBoundsException in ProtoMech.isSecondaryArcWeapon()
when checking quads.
+ additions to Mounted to account for each troopers equipment in MHQ
+ Data: New Sprites and Mechset fixes.
+ Bug [#4571]: Tertiary Swarm LRM attacks suddenly blocked by lack of LOS again
+ Bug: KeyBinds non-functional and all set to -1 if defaultKeyBind.xml not found
+ Bug: Firing arcs for Aeros on ground map not multiplied by 8
+ Bug [#4583]: Using VGLs, target information lost when cycling through weapons
+ Feature: Added MechSetTest tool to check for errors in mechset and wreckset
+ Bug: Fixed a number of case-mismatches in mechset and wreckset
+ Bug: Artillery flak attacks use gunnery skill, even if artillery skill is on
+ Bug [#4590]: Jump Infantry Forced to Use Zip Line
+ minor changes to Protomechs for MHQ purposes, should not affect MM
+ Data: New Sprites and Mechset fixes.
+ Bug [#4591]: Firing causes weapons to vanish
+ Bug: EquipmentType.equals does not properly override Object.equals
+ Bug [#4565]: Issues with Bridge over Swamp
+ Bug[#4592]: Aero fleeing Pilot Roll
+ Bug [#4547]: Terrain Level (woods/buildings) issues for aero atmospheric map
+ Bug: Fixed issue with BoardView1.redrawMovingEntity
+ Bug [#4576]: Errata - ECM fields for undetected enemy units no longer visible
+ Separated ammo dumping and mode switching
+ Bug [#4556]: Artillery - Copperhead or Arrow IV Homing in "dumb" mode
+ Bug: ClassCastException (VTOL to Aero) in BasicPathRanker.rankPath() when
trying to handle VTOLs.
+ Bug [#4594]: VTOL critical hits rolled on ground vehicle table.
+ Bug: Dug-in field gunners would fail to fire if secondary arc changed
+ Feature: Entity tooltip now includes a list of which enemies can see the unit
+ Bug [#4589]: Unarmored/unmanned vehicles count as "crippled"
Fixed using the patch attached to the bug report

v0.41.5 (2015-08-04 10:10 UTC)


+ Bug: Backhoe, Chainsaw, Dual Saw, Mining Drill, Pile Driver, and Rock Cutter
not applying bonus damage vs. buildings.
+ Bug: Clan Special Ammo's for missiles should be enabled.
+ Data: New Sprites and one Map.
+ Patches [#429 to #436] - Various Source and quirks updates.
+ Bug: ArrayIndexOutOfBounds in Chatlounge.MekTableModel.getEntityAt
+ Added composite/reinforced internal structure reminder to damage report.
+ Bug: Extended LRMs hitting with full rack size at minimum range.
+ Translation: Added capability to translate wind direction.
+ Patches [#437 to #441] - Various Source updates and new sprites.
+ Bug: Lances and flails failing outright from arm actuator damage rather than
accruing penalties.
+ Bug: Shield bashes auto-punching instead of being aimable as per hatchet
rules.
+ Bug [#4557]: Landed VTOLs get zip-line PSR warning unloading non-jump inf
+ Bug [#4558]: Sensor returns can be targeted in firing phase (revealing info)
+ Bug [#4529]: Princess gets stuck computing moves for air dropping infantry
+ Bug: RAC 5-shot mode reported as "Normal" in chat window.
+ Bug: Previous commit had unreadable Russian equipmentmessages_ru.properties file.
+ Bug [#2422] partial: Fix for initiative report. Implement backwards
compatibility.
+ Bug: Secondary Swarm LRM damage against infantry based on original rack size,
not number of missiles left.
+ Bug: Swarm LRMs still using BMR rules to decide cluster table column for
secondary attacks.
+ Data: New Sprites/Updated Quirks file.
+ Bug: [#4559] Snub-nose Support PPC incorrect data
+ Bug: Fixed Couple of Naming errors in Quirks and Misctype.
+ Errata: ELRM/NLRM-15 C-bill costs.
+ Bug: NPE in FiringDisplay.chooseTarget
+ Data: New Sprites
+ Patches [#442 to #444] - Various Source
+ Bug: Random damage for special BA vs. BA weapons repeated for successive hits
from the same attack, not rolled individually.
+ Patch [#445] TRO 3085 BattleArmor Source Fixes
+ Data: New Sprites/HB HK and TP:Irian
+ RFE [#1169] IS ammo in Clan Arrow IV (Ammo added as unofficial)
+ Feature: Added weapon ranges to weapon list tool tip entry
+ Bug: Potential StackOverflowException in UnitDisplay.processKeyBinding
+ Bug [#4561]: NPE When Using Remove button in Deploy phase
+ Bug: Non-jumping units still considered to potentially jump 0 MP for defensive
BV purposes (and getting the +1 for jump movement that way).
+ Small general jump/UMU BV cleanup.
+ Data: New Sprites/Sources Fixes.
+ Bug: Several TacOps laser underwater ranges incorrect.
+ Bug: Unconscious pilots still making shutdown/startup rolls.
+ Bug: Quad 'Mechs getting arbitrary -2 to shutdown/startup checks.
+ Bug: Damage absorbed by modular armor not counted towards "damage this phase".
+ Bug [#4564]: Secondary Swarm LRM attacks "inherit" attack direction and
called-shot status from original target.
+ Bug [#4567]: Pathplanner A* heuristic underestimates path cost in certain
situations
+ Bug [#4560]: Compact Heat Sink displayed incorrectly in unit preview tab
+ Errata: Thunder minefields scatter by MoF and lose density if they do.
+ Patches [#449 to #458] - Various Source Updates
+ Folder Name Clean up. Where possible removing the extra XTR reference.
+ Data: New Sprites
+ Patch [#497]: Make Princess avoid overkilling targets
+ Patch [#496]: Make Princess prioritize high-damage targets
+ Patch [#492]: Individual weapon field of fire
+ Bug [#4572]: Clicking a hex can give targeting information for unseen units
+ Bug [#4574]: Missing entry for Prototype Ferro-Aluminum
+ Bug [#4575]: NPE in Compute.getTargetMovementModifier for Protomechs inside
building during physical phase
+ Data: New Sprites
+ Patches [#459 to #461] - Various Source Updates
+ Bug [#4579]: Dismounting infantry shouldn't cost MP
+ Bug [#4580]: Incorrect crew size for infantry support MG
+ Data: New Sprites
+ Patches [#462 to #471] - Various Source Updates
+ Added construction data for IO equipment
+ don't set repairable status in Entity.damageSystem (for MHQ bug 890]
+ Data: New Sprites and restoring missing sprites caused by SF crash.
+ Data: Fixes to Mech Files and RAT Fixes.
+ Bug [#4477]: Princess Aero path-planning issues

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
+ Bug [#4563]: Mouse-over info no longer shows the unit��s remaining armor and
structure points
+ Bug [#4569]: Aero.addClanCase adds Case to Aero.LOC_WINGS

v0.41.3 (2015-04-18, 12:52 UTC+2)


+ Data: New Sprites
+ Bug: Air-to-ground fire needs to allow the attacker to pick a path on the
targets flight path if multiple hexes are equidistant (this can matter for
angle-of-attack calculation)
+ Bug: in Air-to-ground attacks, the end facing of the Aero was being used,
instead of the facing at the position in the flight path
+ Feature [#1362]: Extras tab in UnitDisplay now shows last targeted unit
+ Bug [#4437]: ASFs - "Next target" button selects invalid targets
+ Bug [#4440]: ASFs - unable to strafe hexes with friendly units
+ Patch [#465]: Advanced option to turn off displaying hex coordinates
+ Bug [#3877]: Compiling with JDK 7 breaks Mac releases
+ Patch [#467]: Antialiasing only works during deployment
+ Data: New Sprites.
+ Data: New RATs(Completes the Field Manuals) Thanks Magnus Kerensky.
+ Feature: Tactical Overlay settings now update board view immediately
+ Patch [#466]: FoV Shading in with stripes
+ Translation(Russian): First pass of Russian translation complete.
+ Bug: Pintle turret weight calculation wrong
+ Data: New Sprites
+ Data: XTRO Most Wanted Units/Unit Fixes.
+ Bug [#4462]: Infantry with support lasers incorrectly labeled as "Heavy Laser"
+ Bug [#4474]: NPE in 0.41.3 r11674 UnitDisplay$ExtraPanel.displayMech
+ Patch [#468]: Anti-aliasing for the StepSprites
+ Feature: Anti-aliasing for CursorSprites
+ Patch [#469]: StepSprite text gets lost at lower scales
+ Patch [#470]: Updated movement and facing arrows (StepSprite/EntitySprite)
+ Data: New Sprites and Neoancient RATs
+ Bug: M-Pod should be defensive BV for tanks
+ Bug: AR10 ammo BV should be in total compared to launcher BV, not for each
type of missile seperately
+ Bug: PPC w/ capacitor has wrong BV when combined with drone operating system
+ Bug [#4467]: Incorrect popup text when mousing over hex targeted by artillery
+ Bug [#4468]: Path planner doesn't know about elevation change steps
+ Bug [#4471]: TargetingDisplay centers display on off-board units
+ Bug [#4476]: Unjam UAC Unofficial Option Not Working
+ Bug: Potential NPE in Compute.getClosestFlightPath
+ Bug: wrong BV for medium SCC
+ Bug: capacitor being added twice for tank ppc BV
+ Bug [#4480]: Vehicle damage threshold rule prevents criticals when IS is hit
+ Bug [#4495]: ASFs : Cluster hit weapons still causing multiple critical hits
per weapon on a to hit roll of 12 (was listed as fixed)
+ Bug [#4483]: ASFs : Extra heat from engine hits not shown during firing phase
+ All non-mechanized Infantry can now make anti-mech attacks, previously they
had to have anti-mech training, which is a restriction no longer in TW
+ Feature: UnitDisplay Pilot tab now says Anti-Mech instead of Piloting for
infantry
+ Bug: Updated UnitDisplay Weapon tab to-hit details for swarm and leg attacks:
it now follows the same format as regular weapons attacks
+ Bug [#4494]: "Navel C3"
+ Data: New Sprites and unit Fix.
+ Bug [#4454]: Conventional infantry costs are being calculated incorrectly
+ Patch [#474]: Cosmetic Changes to CommonSettingsDialog
+ Reduced default path planner time limit from 2000ms to 500ms
+ Bug [#4425]: Princess and Precognition share a Game reference
+ Bug [#4502]: Thunder bombs create minefields with incorrect owners
+ Data: New Sprites and Infantry unit fixes.
+ Bug [MML#176] PPC capacitors does not appear in equipment list for aeros
+ Data: New Sprites and adding HTP:Tortuga Units.
+ Bug: Potential NPE computing BV for Protomechs with AMS
+ Bug: Infantry antimek training was getting overriden by default piloting skill
+ Patch [#476]: Coordinates from Point (more accurate mouse click point to hex
conversion)
+ Patch [#475]: Minimap - display visible area, minimize bug fix, enable AA
+ Updated how BLKInfantryLoader handles the antimek tag: an empty tag now
designates that the unit is AM trained and will get the default AM skill for
the unit type, previously it would get an AM skill of 0
+ Bug [#4518]: VTOL Chin turret weight not being calculated
+ Data: Couple of Unit fixes and New Sprites.
+ Made Endo Steel and Endo Composite variable criticals, for super heavies
+ Bug [#4454] Final Fix for Infantry Costs.
+ Bug [MML#147] BA mechanical jump boosters take up no weight
+ Bug: Infantry Weights adjusted to take into account AntiMek Equipment.
+ Bug [#4513]: NPE in 0.41.3 r11674 Infantry.isLocationProhibited caused by Vee
+ Bug [#4506]: Deploying minefields - trying to cancel the minefield deploys the
minefield with 0 density
+ Bug: Generated Map Settings Save dialog says Load
+ Bug: Generated Map Settigns Save Dialog now adds .xml extension if not present
+ Bug: Generated Map Settings Dialog now sets Map Size drop down to 'Custom' if
configured map size doesn't exist
+ Bug [#4501]: ASF : rolling twice to unjam UAC 20
+ Bug [#4453]: ASF unable to use split S for unknown reason
+ Bug [#4519]: Cannot Jump Over Water (Path finding)
+ Bug: Possible to see moving unsee enemies units with double-blind, sensors and
Show Movement option
+ Bug: Sensor return icons displayed info it shouldn't (like facing, prone, etc)
+ Bug: Added missing default keybind for Toggle Isometric (it's now T)
+ Feature: Added ability to select default weapon sort order in client settings
+ Save Weapon Sort Order menu item now sends the Entity's sort order to the server
+ Added a defaultSkinScrollBars.xml, for the default skin with scroll bars
+ Data: New Sprites and some unit fixed.
+ Bug [#4490]: CASE doesn't work correctly for the tac ops taking damage rule.
+ Bug [#4520]: ProtoMechs and Equipment Modes
+ Data: New Sprites

v0.41.2-dev (2015-02-12 15:20 UTC)


+ Bug [#4422]: Woods, jungle, and smoke not getting counted for LoS
+ Bug [#4409]: Fixed another AmmoType related java.lang.ClassCastException
+ Data: New Sprites and Removed the TRO VA units since they are not ready
for use yet.
+ Bug [#4219]: Issues with stacking violations and MovePaths
+ Data: New Sprites
+ Feature [#1359]: Display "Velocity" in "Currently" field for ASF
+ Bug [#4424]: Jump infantry with 0MP get a free hex when jumping
+ Bug: MovePath.findPathTo can return a path where MoveStep.parent isn't
properly updated in each step
+ Bug: MovePath.findPathTo doesn't return a good path if the destination can't
be reached
+ Bug: A* path comparator wasn't considering facing in the heuristic
+ Bug [#4369]: Dropship pathing goes haywire
+ Bug: Updated A* heuristic for aerodyne ASFs: paths shoulder be shorter now
+ After clicking backwards button, path planner will only step back and turn
+ Bug: Buffered VDNI damage avoid not working correctly
+ Bug [#4426]: Game freezes before Firing Phase
+ Data: New Sprites
+ Translation(Russian): Translation of common/options/message_ru.properties
+ Bug [#4392]: Landing Checks include additional modifiers that they shouldn't
+ Bug: Updated landing checks to match current errata
+ Bug [#4367]: Non-Aerospace units firing at ASFs does not appear to follow
latest errata rules
+ Data: New Sprites/Add some units from TRO VAr
+ Bug [#4429]: MM Option Unofficial Primary Target is bugged
+ Bug [#4411]: Vehicles can abandon crew into illegal hexes
+ Feature: Added report to failed landing checks, gives dmg and dmg calculation
+ Bug: Landing terrain modifiers were applied incorrectly: each terrain type
present should add a penalty (previously just took worst penalty)
+ Feature: Support for support vehicles (costs and tonnages should be computed
correctly now)
+ Translation(Russian): equipment is now Russian; new contributor added
+ Bug: Removed Walk button for airborne Aeros
+ Bug: Observers were allowed to reinforce from RATs
+ Feature: UnitSelectorDialog not has a "Support Vehicle" type for filtering
+ Bug: Attack sprites for ground to air now point at the closest hex in the
flight path instead of at the Aero (this is just a visual fix)
+ Feature: Aeros can now be targeted by clicking on a hex in the flight path
+ Feature: For ground to air, the target hex (closest one in the flight path) is
now cursored, to indicate where the shot is targeted
+ Data: New Sprites/Couple of Unit fixes related to SVs

v0.41.1 (2015-01-28 17:10 UTC)


+ Bug [#4418]: Custom weapon order XML file thinks it's quirks
+ Bug [#4419]: Support Vee's and Infantry Weapons
+ Bug [#4297]: Possible NPE in MovePath.findPathTo
+ Bug [#4420]: Optimization pass on LosEffects, particular losForCoords
+ Bug [#4420]: Game with a hidden unit carrying ECM causes lagged movement
+ Bug [#4420]: Removed calls to Game.checkPositionCacheConsistency
+ Bug: SHA256 check still generating NPEs
+ Bug: Potential NPE in Compute.allowAimedShotWith
+ Data: New Sprites and Unit Fixes.
+ Translation(Russian): Translation of client/messages_ru.properties
+ Bug: With simultaneous move/deploy, another player moving could clear
move/deploy choices

v0.41.0 (2015-01-22 21:00 UTC)


+ Bug [#4397]: Option for year is short a character
+ Feature [#1327]: Changing the firing text for swarming attacks
+ Feature [#1342]: Unjam RAC button should display a warning that it will end
movement for the turn
+ Bug [#4129]: double blind sensor detection should only reveal a radar blip,
not whole unit
+ Bug [#4404]: Performance issues with BoardView1.createShadowMask
+ Bug [#4405]: rendering loop could be greatly sped up with caching hex images
+ Bug [#4401]: Unit Damage Editor dialog only allows equipment to be damaged
+ Bug: MechTileset quietly creates entries for files that don't exist
+ Data: New Images/RAT Fixes/Other small data fixes
+ Bug [#4407]: Missing King Davids
+ Bug [#4406]: Dropship causes targeting range to be one
+ Bug [#4408]: Client drawing of ECM effects is incorrect
+ Feature [#1344]: Highlight hexes with enemy ECM units
+ Bug: Movement envelope highlighting not cleared when Done is clicked
+ Bug: Entity may not be selected for Deployment under certain circumstances
+ Bug: Added missing i18n entry for sensors_detect_all
+ Bug [#4410]: Tanks and subclasses pass validation when they shouldn't
+ Bug [#4409]: Princess Cannot Move/Fire BAs with APMs
+ Bug: Client can get deadlocked when disconnecting
+ Translation(Russian): Initial welcome window pop up completed along with some
other similar words
+ Bug [#4413]: Tank: Cargo cost 2 crit slots, doesn't matter how much Cargo
+ Data:New Images
+ Adjusted threading properties of AbstractConnection
+ Bug [#4400]: Fixed potential threading issus in Server. This, combined with
the last fix, should hopefully eliminate some occurances of server hanging
+ Bug: Hang in UnitDisplay if next/prev weapon used with no weapon selected
+ Bug: Load button could be enabled but not able to load Infantry
+ Translation(Russian): Adding bot information window (readme) completed
+ New Sprites and Camos
+ Feature: Mountain Infantry
+ Bug: FovHighlightingAndDarkening/BoardView close methods were never called
+ Feature: Added key bind for toggling isometric view (defaults to T)
+ EntityListFile changes to support MekHQ
+ Feature: MovementEnvelope can now be computed for any selected/viewed unit,
regardless of whose turn it is
+ Bug [#4414]: Aero strafing runs are targeting other airborne Aeros
+ Data: New Images/Unit Files/Maps (Thanks Ratach). Added missing BA Equipment
+ Translation(Russian): More client changes from an actual Russian. Still need
his permission to add name to contributors list
+ BoardEditor improvements to the size changing code, but it still isn't right
+ MiscType Hitch, set tank slots to 1
Someone has been using crit slots for this purpose, but we have a dedicated
tankSlots
variable for a reason. Use it! This is how we have equipment that takes 8 crits
in
mechs take 1 slot in a tank!
+ BattleArmor Myomer Booster now properly treated as a spread-crit item,
instead of lumping crits together
+ Bug: Model should default to "all" but doesn't for loading quirks files,
in case the model tag is missing for chassis wide quirks
+ Bug [#4417]: Game Not Responsive After Infantry Firing
+ Data: New Sprites/Few New Units/and Unit Fixes.

v0.40.0 (2015-01-01 20:40 UTC)


+ Bug [#4372]: Inferno Bomb/IV fires do not last the proper duration
+ Bug: NPE in Precognition.getECMInfo when using /replacePlayer
+ Bug: Crossbow Prime isn't showing image
+ Bug: Some weapon data and use fixes
+ Data: New Unit images
+ Bug: Vehicular Stealth was trying to allocate 2 items that each take 2 slots,
instead of 2*1
+ TestAero now ensures that Aeros have valid heatsink types
+ Refactored l10n folder name to i18n, which is the proper term for the usage we're
doing
+ Data: FR 2765 Warships/XTR Prim IV Units/New Images
+ Data: RS: Vehicle Annex - please note units from these RS supersede the
Industrial mechs in other books and are to be considered the most
current versions. Any previous versions have been marked unofficial
and moved into the unofficial folder
+ Bug: build.xml not up to date with l10n -> i18n change
+ Fixed some issues with the space in the name of Industrial armor
+ Bug [#4399]: Translation Properties file in UTF-8 read wrong
Also, replaced unreadable Russian character code with the actual word in
the .properties files
+ Bug [#4398]: APMs cannot be selected in UnitDisplay Weapons tab
+ Changes for MegaMekLab Bug 139
+ Changes for MegaMekLab Bug 95
+ Refactor some class names to change 'Mech' to 'Unit' since they apply to all
units9
+ Changes for MegaMekLab Bug 70

v0.39.5 / v0.40.0RC3 (2014-12-25 15:10 UTC)


+ Bug: GameVictoryEvent was not adding "Out of Game" entities to the entityIds
hashtable
This was causing bugs in MekHQ, such as not registering kills properly
+ Bug: ComputeECM.computeAllEntitiesECMInfo could NPE in some circumstances
+ Bug [#4384]: BA can move over max MP if move is past starting position
+ Bug [#4383]: NPE at end of firing phase (GetClosestFlightPath)
+ Bug [#4374] Infantry units may dig in even if they are already dug in
+ Feature [#1345]: Dug in indicator for infantry units
+ Bug [#4379]: java.io.FileNotFoundException when any player joins
+ Bug [#4368]: Infantry Field guns were using wrong firing arc
+ Changed when facing widge is drawn for infantry: previously it was drawn when
they were dug in (since digging in used to require a facing), now it's drawn
when infantry have field guns
+ Bug [#4142]: Alternate "Better" MASC should mention, or not effect, superchargers
+ Bug [#3655]: Hardened armor and vehicle damage threshold rule
+ Bug [#4370]: Spheroid dropships have incorrect atmospheric modifiers
+ Bug [#4313]: Bot auto-disconnects when all units are destroyed
+ Bug [#4386]: PSD files included with binary releases
+ Bug [#4330]: Potential problem with the vehicle threshold rule
+ Feature [feature-requests:#1340]: Please make inferno bombs work with the vehicle
damage threshold rule
+ Data [#388] & [#389]: New Maps!
+ Data: Added a new quicksand image under the singlehex folder
This is not implemented in tilesets because I'm not sure what the setting
should be for it
Right now the classic tileset has a weird note about quicksand, but the images
are all commented
+ Bug: Aero validation failed for Aero's with bombs loaded as reinforcements from
MUL because bombs were counted for weight
+ Bug [#4362]: ASFs at velocity 1 are unable to eject because "this unit has not
used all of its velocity"
+ Bug [#4359]: Units forced to move into basement, even if not collapsed
+ Bug [#4357]: TestMech now ensures Omni 'mechs don't have hand/lower arm
actuators with arm mounted PPCs/Gauss/Autocannons
+ Bug [#2843]: bot does not use bridges (fixed for Princess only).
+ Bug [#4364]: Cluster hit weapons may cause multiple critical hits per weapon
on a to hit roll of 12
+ Bug [#3235]: Bot hates air-dropped units
+ Cached ECM Info computation for Princess, should speed-up deployment/movement
+ Bug [#3378]: Bots Don't Use Plasma
+ Bug [#4351]: Alpha strike with ASFs conflicts with bombs
+ Data: New Unit Images.
+ Bug [MML#150]: Fixed alot of equipment in MiscType wrongly showing for Aeros
+ Bug [#4349]: Unable to manually land WIGEs (MM simply will not allow it)
+ Bug: Industrial armor doesn't parse correctly, due to a space in the type name
+ Bug [#4336]: Unofficial rule : Grounded dropships fire weapons individually
allows dropships to disregard max heat
+ Bug [#4381]: Various Game.checkPositionCacheConsistency() Errors
+ Bug [#4391]: Immobilized Hovers Not Sinking
+ Bug [#4396]: VTOLs shouldn't get building floor select dialog when deploying

v0.39.4 / v0.40.0RC2 (2014-12-14 19:00 UTC)


+ added Transporter.resetTransporter function for MHQ purposes
+ Bug [#4355]: ASFs are unable to strafe hexes with friendly ASFs
+ Bots will now issue /allowTeamChange in response to /joinTeam requests
+ Updated Server messages for /allowTeamChange to make it clear who voted
+ Bug: Extreme range rule check box was disabled in game options dialog
+ Bug [#4361]: Out of control ASFs do not have access to the ASF movement option
+ Bug: Unexpected connection closing can cause client to enter an infinite loop
+ Bug: Added showScrollBar to SkinSpec specifications, added plainSkinScrollBars
+ Added Entity.clearBombs() for MekHQ
+ MHQ helper functions for resetting weapon jams
+ Data: New Unit images and couple of unit fixes.
+ Bug [#4373] Aero Squadron with RocketBomb MUL fails to load
+ Bug [#4358]: ASFs can combine strafing with the aimed shot popup to aim
+ Bug [#4377]: New replacePlayer menu option was replacing all bot players rather
than just the selected players.
Also changed the "show config" and "list commands" chat commands so that
Princess will respond to these commands
from enemies.
+ Bug: Fixed potential NPE in MovementDisplay.currentMove
+ Bug: Deploy phase Remove Unit dialog used wrong l10n entries
+ Data: New Unit Images
+ Feature: Changed the client/server mismatch check to use a checksum of the
MegaMek.jar file instead of timestamp
+ Bug: Checksum NumberFormat error
+ Added logging for the new checksum system
+ Data:New Images/Unit Fixes
+ Bug: Deployment tag not working
+ Bug: Round error for JS/WS Sail Integrity.
+ Bug: [#150 MML] - Improved heavy gauss rifle ammo not available for aeros in 3070
+ Data: Some units with unit data for testing and viewing
(Thorn,Mongoose,Mercury,Hussar,Hermes,Commando)

v0.39.3 / v.0.40.0RC1 (2014-12-05 2:40 GMT)


+ Bug [#4260]: Strafing: can designate the same hex twice
+ Bug: weapon sort order updates being sent to server too frequently
+ Data: New Images
+ Bug [#4266]: Bug in Random Map Settings
+ Bug: Fixed two rare NPEs: one is issuing a skip command with a null entity
while simultaneous phases are active and the other is related to
disconnecting a client
+ Bug: Indirect artillery fire shouldn't be effected by light modifiers
+ Bug [#4147]: Fixed issues with searchlights, night, and one-sided LoS
+ Bug: UnitOverview legal unit highlighting issues with simultaneous phases
+ Bug [#4251]: Movement illegal with simultaneous movement
+ Data: New Images
+ Bug [#4269]: MoveStep.getParent() not returning the correct MovePath
+ Bug [#4270]: Freeze/Lockup during firing phase
+ Bug [#4271]: No unit to move with mek lance movement
+ Bug [#4151]: some height/elevation method conventions are counterintuitive
+ Bug [#4150]: HexTarget violates interface contract
+ Bug [#4268]: Incorrect Fall Damage from falling while on Building
+ Bug [#4272]: Added checkbvTeam to display BV scores and percents for each team
+ Bug [#4258]: Princess bot target wrong hex for strategic target
+ Bug [#4257]: Added detailed BV calculation report for Protomechs
+ Bug [#4263]: Thunderbolt Missiles do half damage during strike run
+ Bug: Potential NPE with charge attacks
+ Bug [#4274]: Game Options Load doesn't update Sever's options
+ Bug [#4275]: Movement envelope not getting cleared at end of turn
+ Bug: Report phase chat boxes occasionally needed to hit enter twice to send
+ Bug: SHD Create/Edit Note dialog wouldn't disable key commands (ie. scrolling)
+ Data: New Images, Some unit name changes to eliminate quotation issues with Forth
coming Image Pack.
+ Bug: [#4267] Princess thread NPE - calculateMyTurn.
Added code to fail faster in the case of either being passed a null Entity
or not being able to find an Entity
to move. This doesn't resolve the issue, but should make it easier to trace
down exactly which is happening.
+ Bug: Graphical glitches with transparent images on MegamekButtons in windows
+ Patch [#328]: VTOL rotor damage reduction toggle
+ Added a utility to the BotClient base class for caching which hexes have a path
to the center of the board. This
should speed up the deployment of units after the first, so long as they have
the same movement type.
+ Feature [#1132]: TacOps LOS Range
+ Data: New Images
+ Data: Some Unit fixes (unit name changes to eliminate quotation issues with Forth
coming Image Pack)
+ Bug [#4277]: Gravity to-hit clarification
+ Feature [#1291]: Custom Weapon Orders can now be saved/loaded from a file
+ Data: New RATs (3145 Vees)
+ Data: New Images
+ Data: Some Unit fixes (unit name changes to eliminate quotation issues with Forth
coming Image Pack)
+ Bug [#4278]: Zero MP Infantry Movement
+ Added 2 new chat commands for Princess:
SHOW_BEHAVIOR - princessName: showBehavior :: Princess will state the name of
her current behavior.
LIST_COMMANDS - princessName: listCommands :: Displays a list of available chat
commands for Princess.
+ Data: New RATs (War of Reavings - Thanks Greekfire)
+ Data: New Images
+ Bug: Plasma Rifles were receiving pulse and DE damage reductions at extreme
and LOS range
+ Bug: Extreme/LOS range damage reduction for VSPs was wrong: now the pulse
penalties normally apply, unless the target is conventional infantry, where
the direct fire energy penalties apply
+ Bug: [#4287] princess.PathRanker.rankPaths IndexOutOfBoundsException
+ Bug: LOS Range was making some short range weapons unable to fire
+ The Game object frequently returns Vectors instead of Lists, work has begun to
instead return Lists that are read-only
+ Added additional heuristics for finding fluff images
+ Data: New Images and Unit Names Fixes
+ Bug: [#4273] Issue with Princess target ChatCommand
+ Refactored quirks to use static constants instead of string literals
+ Feature: implemented Battlefists quirk
+ Added data for a couple of missing quirks and added page references
+ Restricting some quirks to unit types.
+ Feature: implemented power reverse quirk
+ Feature: implemented poor performance quirk
+ Bug [#4290]: Highlight color now reflects movement mode (walk/jump/backup)
+ Bug [#4298]: Melee master ability doesn't grant an extra attack with a hatchet
+ Bug [#4299]: Power Reverse PSR on jumping mech
+ Data: New Images and Unit Names Fixes
+ Bug [#4293]: Can only save custom weapon order orders, issues with saving
weapon sort orders (this will invalidate any currently saved weapon sort
+ Bug [#4307]: TacOps BA vs BA weapon damage applied to wrong David Gauss Rifle
orders)
+ Feature: GameOptionsDialog now has a Search tab, where the user can enter text
and any options that contain that text in their name or tooltip will be
displayed
+ Bug [#4243]: Added BA vs BA damage optional rule from TO 2nd printing pg 109
+ Bug [#4243]: Updated Flak Ammo per new TO errata
+ Bug [#4098]: Anti-Missile System Manual Engagement
+ Feature [#1324]: Auto target woods hex when no other targets present
+ Bug [#4191]: Entity.isImmobile(Entity.java:1223) will throw an NPE if the crew
is NULL (such as coming from MHQ w/out a crew assigned)
+ Bug [#4303]: Infantry heavy lasers do not display the -1 to hit at range 0
+ Feature: Add Overview, Capability, and Deployment tags, so the unit files could
have descriptive text that match the
fields from the published TROs. No unit files have been changed.
+ Feature [#1323]: AMS now have an Automatic mode when auto AMS rule is off
+ Bug [#4305]: Movepath displays PSR warning for vehicles moving through rubble
+ Bug [#4311] Infantry attempting to kick targets results in hang at end of firing
phase
+ Bug [#4322]: Next Player Causes UnsupportedOperationException
+ Bug [#4314]: Spot button only enabled when spotter has LoS
+ Bug [#4314]: Units may spot beyond visual range
+ Bug [#4316]: NPE when attempting to skip a bot's turn while deploying
reinforcements
+ Bug [#4319]: BA with Infantry Support Weapons cannot attack with them
+ Bug [#4311] Infantry attempting to kick targets results in hang at end of firing
phase
+ Feature: [#1109] Add new command line parameters for /replacePlayer
Added a new menu command "Replace Player" (under File > Game) that will bring
up the Bot Config Dialog to allow
the user to replace specific player(s) and, if using Princess, go through the
full configuration process. This
function allows the user to replace multiple ghost players through the
selection window on the left side
of the dialog. The old command-line "/replacePlayer" command, though still
functional, should no longer be
necessary and does not have the ability to replace multiple players
simultaneously.
+ Bug [#3696]: Princess Does Not Understand Torso-Mounted Cockpits
+ Bug [#4332]: ECM causes illegal state exception
+ Bug [#4328]: Jump platoon unable to flee off the map despite being at map edge
+ Bug [#4160]: startup.sh should handle new versions of megamek better
+ Data: New Images and Unit Fixes.
+ Bug: BA standard armor cannot be selected
- Removed hidden directories from startup.sh script
+ Bug [#4326]: Load/Unload buttons always enabled during deployment
+ Bug [#4335]: Direct fire Longtom marks a hex as auto hit, but no bonus applies
+ Bug [#4344]: Stiletto image file missing from megamek
+ Bug MML Ammo Costs wrong.
+ Bug [#4342]: Dropship unable to lift off (under specific circumstances)
+ Bug: ComputeECM.computeAllEntitiesECMInfo could NPE in some circumstances
+ Bug [#4341]: BA cannot mount on omni vehicles in the lobby
+ Bug [#4347]: Unofficial rule : Unjam ultra ACs does not work for ASFs
+ Bug [#4350]: Princess Does Not Release CPU When 'Kicked' in Windows Client
+ Bug [#4348]: Unloading BA in the deployment phase is bugged
+ Data: New images and tons of RAT fixes
+ Bug [MML#141]: Long Tom Availablity Bugged by Year
+ Bug [#4339]: Dropship's 'Save Unit List' MUL File Error
+ Bug [#4312]: 'No units left to move' error when unit being swarmed dies
+ Bug [#4333]: BA swarm attack causes critical but no critical hit is rolled

v0.39.2 (2014-09-27 23:51 UTC)


+ Bug [#4238]: Delayed deployment not working in scenario
+ Undeployed units won't get added to Game's entity location cache
+ Data: Unit Fixes and
New Images.
+ Refactored BotGeometry for better thread safety and protection against some
potential NPEs.
+ Bug [#4245]: RandomArmyDialog Tech Level IllegalArgumentException
+ Bug: BLKFile was setting rear facing as 2 instead of 3, only affects VGLs
+ Bug: Mounted.getDesc returns wrong facing abbreviation for VGLs
+ Bug [#4244]: Windows Map Editor Apply and Save Button Launches "Open" Dialogue
+ Added code to the bots' deployment logic so that they will now check for a valid
path to the center of the board
before deploying a unit. This does make deployment take a little longer
(depending on unit and how complicated the
board is) but will reduce the incidences of the bot deploying in a dead-end
location.
+ Modified the random crater generation routine as the existing routine was not
honoring min/max crater radius and was
sometimes creating hills rather than craters.
+ Princess will now be pickier about firing ammo-using weapons as their bins run
dry. The less ammo she has, the
better she'll want her to-hit odds to be before firing. Ammo conservation
depends on a combination of total
shots remaining and aggressiveness (higher aggression means less conservation).
+ Data: Unit Fixes and New Images.
+ Data: Fixed Scenario files to be inline with new naming system.
+ Bug: VGLs mounted in the front right and front left on vehicles would receive
a 'not in arc' message without TO vehicle arc rules on
+ Bug: Show Game Options menu item would display dialog twice in firing and
targeting phases
+ Bug: Unit facing not considered when selecting target for VGLs
+ Feature [#1283]: Add Strafing, per TW rules
+ Bug [#4246]: Units with torso-mounted cockpit not showing details properly
+ Data: New Images
+ Bug [#4249]: AP mounts cannot carry infantry support weapons, but armored
gloves can carry infantry support weapons with crew < 2
+ Bug [#4249]: 1 or 2 armored gloves only allow carrying 1 additional AP weapon
+ Bug: EquipmentChoiceDialog allowed selecting # of shots for One-Shot weapons
+ Bug [#4101]: BA able to make Multi AP weapon attacks when they shouldn't
+ Bug: Rounded TestBattleArmor.calculateWeight(1) to 3 decimal places,
preventing rare validation failures due to weight
+ Bug [#4250]: Random Names Menu Duplicating
+ Data: BA Unit fixes and new images.
+ Bug: ChatLounge and MechView now indicate if a unit has an invalid design
+ Feature [#1289]: Require Commander to be chosen prior to starting a battle
that has the "Kill Commander" option selected.
+ Bug: Fixed mine dispensers to work according with rules in TO p.325
+ Bug [#4234]: Missiles/Artillery couldn't be directed to make a mine clearance
attacks
+ Princess will no longer attack Crippled units when the Forced Withdrawal rule is
turned on. However, if a fleeing
unit fires on one of her units, the controlling player is flagged as
'dishonored' and his units will become
regular targets again. Likewise, the Priority Targets list overrides this new
behavior.
+ If Forced Withdrawal is turned on Princess's Crippled units will no longer fire
as they attempt to retreat unless
they are fired on first. Also, firing on such a unit, will get the attacking
player flagged as 'dishonored'.
+ Princess now de-prioritizes civilian units until they fire on one of her units or
unless they are on the Priority
Targets list.
+ Bug [#4234]: Implemented Mine clearance manipulators for BA
+ Bug [#4177]: VTOLs not crashing with killed crew critical
+ Bug [#4253]: Jumping 'mechs should be unable to unload mechanized BA
+ Feature [#1291]: Renamed WeaponComparator to WeaponComparatorBV and added
range and damage
+ Feature [#1291] Phase 1: Added ability to sort weapons list in UnitDisplay
+ Feature [#1291] Phase 2: Can drag weapons into custom ordering in UnitDisplay
+ Bug: Princess adds junk messages to the log and chat for chat messages not
directed at her.
+ Bug: Lockup in firing phase do to waiting for Princess to signal done.
+ Feature [#1291] Phase 2: Fixed bug with sort orders not saving between phases
+ Data: New Images
+ Bug: Fixed name error Static Weapon Feeds.
+ Feature [#1296]: Give % remaining in /checkbv command
+ Bug: The phases that allow board saving were unnecessarily restrictive. Now
File>Board>Save is enabled in most phases besides the lounge/lobby
+ Data: New Images/Few new Maps/fixed units
+ Data: Unit fixes
+ Bug: 2 NPEs related to weapon sort orders
+ Data: ProtoMek Fixes (Thanks GreekFire) and new Images.
+ Data: New Images
+ Data: Updated Camo Pack from SeaVea
(Includes New Camos/Refactored some folders Sorry MekHQ peeps)

v0.39.1 (2014-08-26 14:56 UTC)


+ Patch [#458]: Highlighting FOV options
+ Patch [#462]: Forcing redirected system.out and sys.err to respect flush
+ Data: New Images and some date fixes
+ Added entity attribute neverDeployed to the MUL files
+ Bug [#4189] Princess throws NPE (in exp branch)
+ Feature [#1269]: Allow changing button order for phase displays
+ Feature: Added an FPS counter that is toggleable via advanced options
+ Data: Unit Fixes and New Images.
+ Data: New Images.
+ Data: Starting to change Source Names to match TRO for easier reference.
+ Bug [#4193]: Princess NPE: Exception in thread "Packet Pump"
java.lang.NullPointerException
+ Feature: Added the font_color attribute to the UI_Element tag in skin specs
+ Feature: Plain skin; now if an icon for a border or button fails to load, the
element falls back to the paintComponent method of its parent, which enables
a plain skin to be specified by leaving out all icons.
+ Feature: Added ability to select a skin specification file in the client
settings dialog. Note: this only takes effect before a game is started
+ Feature: SkinSpecification/MegamekBorder now supports a no border mode
+ Feature: SkinSpec/MegamekButton now supports scaled background images in
addition to tiled ones
+ Bug [#4190]: Nova/Watchdog CEWS projects a 6 hex ECM field instead of 3
+ Data: New Images,Unit Fixes, and RAT fixes
+ Bug [#4199]: Movement impossible due to infinite recursion/stack overflow
+ Better error handling for skin selection: in the client dialog it will check
to see if the skin file failed to load and if so notify the user and reinit
the old skin. Error logging for failed parsing is also better. Finally,
if a SkinSpecification is requested when no SkinSpec is initialized, a
default value is returned that will effectively force a "plain" skin.
+ Refactored BoardView1 to move it to its own package and refactored a lot of
inner classes to their own classes/files.
+ Rewrote BoardView1.drawMinefields(): now instead of iterating through all
visible coords, it iterates through all mined coords and checks to see if
they are visible.
+ Adjusted default values for ADVANCED_KEY_REPEAT_DELAY and
ADVANCED_KEY_REPEAT_RATE
+ Bug [#4196]: Princess Fires on Crew Killed Vehicles
+ Bug [#4203]: Poor indication when aeros are low or out of fuel
+ Bug [#4201]: Initiative Issues with mek/vee lance and inf/proto move multi
options
+ Data: New Images
+ Data: Part 2 of Source Name change to match TRO for easier reference.
+ Bug: Flare rounds missing from Mutators.
+ Feature: Added flare sprites, to indicate the locations of flares
+ Patch [#460]: Merged changes from experimental: New shortest path finders +
Longest path finder + fixed bug with jump movement envelope.
+ Bug [#4204]: Game.addEntity allows adding of duplicate Entity IDs
+ Feature: Added maximal movement modifiers envelope.
+ Bug: movement envelope and movement modifiers sprites not scaling when
changing zoom levels
+ Data: New Images and some equipment date/name fixes.
+ Fix: Faster path finding for aeros on ground.(Longest path still takes >20sec)
+ Data: New Images
+ Feature: Smarter path finding for Princess
+ Data: New Images
+ Bug: Princess violates stacking restrictions
+ Bug: Windows does not allow double quotes in filenames, so fluff images for
any unit that has a model using them will not work. Fixed by stripping the
double quotes from the models of such units, allowing the filenames to be
exact without them. Example:
Unit: Grasshopper GHR-7K "Gravedigger"
Fluff Filename: Grasshopper GHR-7K Gravedigger.gif
+ Data: New Images and some unit fixes. Includes additional wreck images.
+ Data: New Images and fix for bug [#4209]
+ Bug: Added a new game event: GameVictoryEvent, which has a corresonding
GameListener.gameVictory method. This event is called when the
PHASE_VICTORY is ending, but before Game.reset is called. This fixes a bug
with MekHQ (and likely MekWars as well)
+ Bug: NPE in princess precognition when after a mechwarrior is picked by a mech
+ Data: New Images
+ PlayerSettingsDialog now displays the name of the player being configured
+ Server sends a chat to all players when a player changes their player-wide
initiative bonus
+ PlayerSettingsDialog can now be accessed mid-game so that players can adjust
their settings, like player-wide initiative bonus. This is to help support
conditional initiative bonuses, like in Total Chaos
+ Feature [#1264]: Display proper probabilities with Natural Aptitude: Gunnery
+ Feature [#1270]: RFE: Please add simple Pilot data to MechDialog
+ Bug [#4207]: Aero fighters lose ability to take off once landed
+ Feature [#1198]: View last round's report option (View -> Round Report now
displays previous rounds as well as the current round)
+ Feature [#1199]: Make addbot default to princess bot
+ Feature [#1271]: Unofficial Heavy Wood PSR should not apply to Inf/BA/Protos
+ Feature [#1197]: Random Army Dialog remembers settings (except selected RAT)
+ Feature [#1197]: Random Army Dialog remembers selected RAT
+ Data: New Images - So ends DBs NBP Project Pt#1
+ Bug: Ortho graphic icons (bridges) drawn too low when on negative elevation
+ Bug: Princess.die could throw an NPE
+ Bug: CustomMechDialog getNextEntity(boolean) returning entities for other players
From a discussion with Arlith, we decided that perhaps this was intended if no
blind drop options are on. However, we also decided to limit it to the units
owned by the player of the currently displayed units so that you will only
cycle through the entities of one player at a time
+ Bug: BattleMaster BLR-1G and "chassis" not working quite right due to misnamed
files
+ Bug: NPE in MtfFile.java when the file that is being parsed is empty
+ Feature [#1158]: Map Editor: Re-size maps
+ Refactored Compute.get*ECMFieldSize() methods to be cleaner and a bit more
efficient
+ Updated Game to cache which Coords have Entities in them, and what those
Entities are. Now Game.getEntities(Coords) uses the cache to return much
quicker. This is important for games with a large number of Entities, as
Game.getEntities(Coords) can be called frequently (like when computing LoS)
+ Bug: View -> Round Report was displaying the phase report for the current
round instead of the round report
+ Bug [#4215]: Long delays between turns for large battles with
double-blind/sensors
+ Bug [#4213]: Deployment Not Following Initiative Options
+ Feature [#1147]: Simultaneous Deployment Option
See the simultaneous_move_deploy.txt in the docs folder
+ Feature [#1192]: Simultaneous movement
See the simultaneous_move_deploy.txt in the docs folder
+ Bug [#4194]: Hang in Firing Phase When Using Battle Armor with Non-Standard AP
Weapon (v39.0)
+ Bug: RandomSkillDialog hides player selection combo box with long player names
+ Bug: Mek/Vee lance rules not working in deployment phase
+ Bug: NPE in RandomArmyDialog if no RAT is selected
+ Data: New Images and RATs for Steiner 2765 (Start of DBNDPII)
+ Bug [#4217] Vedette (Standard) appears in Xotl tables as Vedette (AC2)
+ Bug [#4218]: J. Edgar displaying wrong in Unit List
+ Bug: Simultaneous Deployment not working because of missing code in Client.java
+ Bug [#4219]: Issues with stacking violations and MovePaths (Temporary Hack Fix)
+ Bug [#4220]: Client issues with Load and LocalLoad Commands
+ Bug: SocketException: Broken Pipe when disconnecting from server
+ Bug [#4224]: Client still thinks an Entity is in the dest hex during movement
phase
+ Feature: Natural Aptitude Piloting
+ Feature [#1237]: Save/Load game settings in Megamek
+ Added consideration for Natural Aptitude Piloting & Gunnery to Princess (I
think I got it all)
+ Data: New Images, Osteon Fix, Wreck Set Fix and RAT fixes
+ Added consideration for Natural Aptitude Piloting & Gunnery to TestBot
+ Bug: Simultaneous Movement/Deployment unit selected resetting when other
player deploys
+ Bug: Simultaneous Deployment stacking violations from units moving when
another hex is clicked
+ Refactored MechDisplay to UnitDisplay to better reflect that we have more unit
types
+ Bug: Fixing missing l10n entry: InfantryMapSet.ArmorXXXXXXXXXXXX (the entry
being looked for was wrong)
+ Bug [#4194]: BA APmounts specified in MULs could cause a crash
+ Bug [#4226]: Long delays between phases for large battles with
double-blind/sensors
+ Bug: NPE when selecting C3 choices for masters in unit customization dialog
+ Bug: Loading a MUL file with specified C3 networks caused doubling or slave
Entities, and C3 networks were not connected
+ Bug: Compute.inVisualRange wasn't considering SO Advanced AA fire
+ Bug [#4228]: VTOLs Invalid Targets for ASF on Map
+ Bug: updated ECM drawing code to not draw EC(C)M fields for transported units
(according to current errata)
+ Bug [#4227]: VTOL Turrets do not show in MM Unit Display
+ Feature [#1279]: Introduction of custom quirks file
+ Data: New Images
+ Added the following new quirks: Battle Fists, Overhead Arms, Compact Mech, Low-
Mounted Arms, Oversized and
Static Ammo Feed. None of these are coded yet, they are purely display values
only. Also updated the
cannonUnitQuirks.xml file to include these new quirks
+ Feature Request [features:#1265] Princess Bot and magma
+ Added code to make Princess fire hole-punchers before crit-seekers
+ Added new unofficial option to ignore TW pg. 109 rules requiring primary targets
being in front arc
+ Bug: ArrayIndexOutOfBoundsException in Princess's PathRanker.validatePaths()
if the list of paths to validate is empty to begin with
+ Refactored Entity.getDamageLevel() and associated methods to allow for a boolean
flag checkCrew
so that crew life checking can be ignored
+ Bug [#4233]: IllegalStateException From LongestPathFinder.
+ Bug: Fixed a few things with VGL submunitions, allow them to be selectable,
however VGLs are still non-functional
+ Bug: Smoke does not dissapate unless TO starting fires is on
+ Feature: Updated UI to handle weapons that have automatic targets (like
vehicular grenade launchers)
+ Feature: Vehicular grenade launchers now report as auto-hits
+ Bug: Fixed stack overflow with UI automatic target code
+ Added support for a new Smoke type: Chaff, to be used for VGL chaff grenades
+ Refactored code relating to SmokeCloud, including replacing magic numbers with
static final values in SmokeCloud
+ Bug: Princess FireControl was using the smoke level directly to compute to-hit
penalties, since smoke level doesn't directly correspond to light/heavy,
this wasn't quite accurate. Fixed the code and expanded the firecontrol
unit tests to incorporate tests for other smoke levels
+ Bug: data/images/hexs/trasparent/lismoke.png should be lismokes.gif
+ Updated hex tilesets to include a chaff icon, just used light smoke icon as a
placeholder
+ Bug: Communications equipment always generating ECCM, regardless of mode
+ More support for Chaff: chaff now considered as ECM that effects all players
+ Server now updates client's list of smoke clouds: added a new packet type,
this is required because chaff type SmokeClouds generate ECM, which the
client needs to know about
+ ECMInfo now supports having a null owner, which indicates that it should
always be considered as coming from an enemy
+ Feature [#1281]: Implement vehicular grenade launcher ammo functionality
+ Updated VGL Ammo names, default ammo name has Fragmentation in it
+ Changed UnitDisplay so that the ammo dropdown displays the name of the ammo
for one-shot weapons, the combo box remains disabled
+ Bug: Missing break statements in Mech.decodeCritical, causing VGLs to write
out incorrectly
+ Bug: BLKMechFile VGL parsing out of sync with Mtf.parseCrits
+ Updated Mounted.getDesc() to add in the facing for VGLs
+ Updated BLKFile.loadEquipment to handle parsing facing for VGLs, also updated
various overrides for other applicable units
+ Bug [#4235]: ECM Effects being summed instead of maxed across multiple hexes
+ Bug [#4235]: ECM Range using < instead of <=
+ Bug [#4230]: ECM strength and ECCM strength now tracked separately in ECMInfo
+ Bug: ECCM no longer effects Stealth armor, per errata
+ Bug [#4229] ECCM covering the source of an ECM field should negate the ECM
field
+ Data: New Images/Unit Fixes few new Camos

v0.39.0 (2014-07-02 21:14 UTC)


+ Nighttime modifiers now effected by hexes being illuminated by a searchlight
+ Bug: Team initiative not properly calculated when negative values are present
(such as for team constant init bonus, or player init bonus, etc)
+ Bug [#4161]: Run MP allowed after moving backwards and failing a fall PSR
+ Bug [#4144]: 'Mechs landing in rubble without PSR
+ Bug [#4164]: EntityLilstFile prints N/A ammo slots for tanks
+ Bug [#4165]: Issue with reinforcing after done has been selected
+ Bug [#4158]: Issues launching docked Dropships from Warships
+ Bug [#4154]: WarShip docking bug (minor)
+ Bug [#4146]: Aeros can no longer select munition types for LB-X (errata)
+ TestAero will now mark Aeros with special munitions are illega (errata),
except for cluster munitions on LB-X's (can only use cluster), and artemis
capable munitions for Artemis-linked launchers. NARC, MMLs and ATMs are
exempt
+ Bug [#4148]: bug in dfa hitting water
+ Bug [#4168]: Careful movement penalties should not apply to jump/VTOL MP
+ Bug [#4171]: Erroneous "C3 Network Too Big" message with 12 'Mechs networked
+ Bug [#4172]: Incorrect punch to-hit modifier for 'Mechs built without hands
and lower arms
+ Bug [#4173]: Incorrect attacker falling damage from successful DFA
+ Bug [#4174]: Cannot hit the legs of a 'Mech that is standing in depth 1 water
when the attacker is underwater
+ Bug [#4184]: Move multi options don't keep lances of the same unit type
+ Bug [#4184]: Various "move multi" options do not work together
+ Bug [#4175] Mek/Vee Lance movement incompatible with Infantry Move even
+ Bug: Inf and Protos move multi option could cause extra turns to be added
+ Bug [#4178]: Must click in the wrong place to use the Unit Overview on maps
that are thinner than the MegaMek window
+ Feature: Load command now aware of saved game file extensions, like LocalLoad
+ Bug [#4220]: Made Game's gameListeners state variable transient

v0.38.0-dev (2014-07-02 20:27 UTC)


+ Data: Unit and Image Fixes
+ Data: Broken Cadaver image link
+ Bug [#4156]: Searchlights not properly added if searchlight quirk is added in
lobby
+ Bug: MegaMekGUI was looking for readme's in the wrong location (they're in
docs now)
+ Bug: startup.sh not properly handling documentation: it would symlink the data
directory and copy over the readme's. The readme's moved to the docs dir,
but this behavior would break all of the other docs. I added code to
symlink the docs directory in the same fashion as the data dir.
+ Data: New Images and Unit Fixes.
+ Bug [#4163]: Typo in C3 Network choices
+ Bug [#4162]: MULParser incorrectly handles ammo with NA slots
+ Bug [#4166]: Exception in CustomMechDialog when Modifying Gun Emplacements
+ Patch [patches:#456]: Fixes for Princess Immediate Withdrawal/Autoflee
+ Data: New Images.
+ Data: Revised RATs RATs now have a date/Date range at the start of the folder
to keep them in a chronological order. Also New RATS for the FR 2765 series.
+ Data:Fixes to previous commit.
+ Made instructions for saving custom Princess configs under new names explicit in
the Princess help file.
+ Data: New Images and a couple of date fixes.
+ Bug: Physical weapon "aimed shot" dialog not always disposing properly.
+ Data: New Images and a couple of date fixes.
+ Data: New Images and Unit Fixes.

v0.37.12-exp (2014-06-03 19:06 UTC)


+ Feature Request [#1188]: RATs calling other RATs. Added code to recognize the
"@" symbol as a reference to anther RAT to roll on. Updated the EXAMPLE RAT
FILE.txt file to reflect this information and also copied it into the docs
folder to make it easier to find.
+ Added a basic morale system for Princess to have her potentially retreat units
off the board before Forced Withdrawal would take effect.
+ Updated the Xotl RAT files to incorporate the most recent version (including
the 3050 IS mechs) and to make use of the changes for Feature Request
[#1188] (RATs referencing other RATs) committed in revision [r10887].
+ Patch [#457]: (Unofficial Option) Reduce Overheat modifier in BV calculation
+ Features: Fires in the dark now work properly for illumination (TO pg 57)
+ Bug: Fixed a mistake in the merge in [r10927] and some code was lost that
shouldn't have been
+ Bug [#1259]: MM has no mechanism for tracking illuminated hexes

v0.37.12 (2014-06-03 19:06 UTC)


+ Bug [#4120]: Team.getId() is not reliable if Team Initiative is turned off
+ Updated mine clearing report to include dice roll
+ Revised bombing attacks to roll per bomb and scatter by MoF (as per dive
bombing errata)
+ Errata: Superheavy 'Mechs can move and fire (i)HGRs safely, no PSR needed
+ Bug [4119]: Princess won't shoot Mechwarriors.
+ Data: Unit images and fixes, tech level fixes.
+ Bug [#4123]: Client never receives COMMAND_SERVER_CORRECT_NAME packet
+ Bug [#4121]: ClientGUI.bots map may not be accurate
+ Bug: spotlight not possibly destroyed on superheavy/largesupporttank
rearleft/rearright hits
+ Bug: HAGs getting targeting computer to-hit bonus in flak mode (not true
according to errata) while not getting their *own* improved flak bonus
(as per TW p. 136).
+ Bug: Silver Bullet Gauss rifles getting targeting computer to-hit bonus
(should be incompatible as per errata).
+ Bug [#4125]: Updated XStream from 1.4.4 to 1.4.7
+ Data: New Images.
+ Bug [4119]: FireControl.getTargetableEnemyEntities(2) now only returns targets
that are within LoS
+ Bug: Tripod 'Mechs unable to pick up clubs.
+ Bug: Ejected vehicle crews and MechWarriors treated as purposefully deployed
TacOps infantry squads despite originally deploying in their respective
vehicles.
+ Bug: Squad and MechWarrior to-hit modifiers not applied to all attacks
(notably not physical ones).
+ Refactoring: MechWarrior has new superclass EjectedCrew (derived in turn from
Infantry) in order to better distinguish between them all.
+ Added a number of null checks to WeaponAttackAction (recent changes caused at
least one NPE).
+ Bug [#4127]: Jumping during night fight and in fog impossible.
+ Bug [#4122]: NPE in Princess.continueMovementFor() (quick hack to manually
suppress underlying divide-by-zero issue)
+ Bug [#4122]: New fix for this bug that allows Princess.isImmobilized to count
move 0 non-infantry units as immobilized. Also added additional protection
against a 1/0 error in Princess.calculateMoveIndex.
+ Errata: Vehicle-mounted chemical lasers not disabled by engine hits
(tentatively also extended to heavy/vehicle flamers on a "makes sense" basis
pending further clarification).
+ New motive system damage message to better distinguish from "proper"
criticals.
+ Data: Kite Reconnaissance Vehicle (Standard) movement fix.
+ Data: Unit Fixes and Total Chaos RATs
+ Bug [#4107]: Searchlight quirk adds searchlight in receiveEntityAdd instead of
checkEntity (which happens during the exchange phase)
+ Bug [#4131]: Infantry allowed to make any number of elevation changes in a
building
+ Bug [#4132]: Tracer/Incendiary rounds not reducing night time to-hit penalties
+ Bug [#4128]: Successful assault drop buries units deep underground
+ Bug: Vehicles can't unjam RACs and move with TacOps Vehicle Crews enabled (check
for crew *size* was missing).
+ Bug [#4133]: Field of View Bug (building elevation not considered)
+ Bug: FirePlan.getKillProbability wasn't properly combinging kill probabilities
from multiple weapons
+ Bug [#4136]: TacOps Vehicle Crews broken
+ Bug [#4137]: Maneuvering Ace allows fighters to crab walk.
+ Bug: Narc pods can attach to destroyed 'Mech locations and ProtoMech near-misses.
+ Changed ProtoMech near-miss message to remove explicit reference to "damage".
+ Data: Shadow Hawk 7CS image link fix.
+ Bug: Destroying a location with a Narc/iNarc pod attached negates its benefits
in mid-damage resolution; should last until end of phase (TW pp. 138/9).
+ Errata: Units with active stealth armor have no ECM 'bubble'.
+ Errata: Vehicular jump jet motive damage checks ignore TacOps vehicle
effectiveness.
+ Errata: AES BV increase for linked weapons reduced from 50% to 25%.
+ Bug: SB Gauss weight counted towards targeting computer (incorrect as per the
weapon's construction rules on TacOps p. 314).
+ Data: New Images
+ Bug [#4133]: Field of View Bug (move steps not updating elevation)
+ Data: New Units (Gunslingers,ED:DA,2765:FWLM,ER 2750)
+ Bug [#4133]: Field of View Bug (proper elevation fix)
+ Bug: No -password argument for dedicated server, dedicated server arguments
had to be listed in order

v0.37.11-exp (2014-05-05 15:47 UTC)


+ Feature [#1241]: Server should use a multi-threaded approach to connection
handling
+ Feature [#1243]: Client Feedback Request
+ Bug [#41]: steping out of a domino effect not possible
+ Bug: Bot receiving CFR would hang game: both bots not reply with "no action"
when asked if they want to step out of a domino effect.
+ Bug [#4104]: [experimental] Context menus are out of alignment
+ Bug [#4105]: Make a clear distinction between players present in the lounge
and those joined aftwards
+ Feature: Added the ability for players to join a team via the /joinTeam
command, this also allows players who join in the middle of a game to join
a team and reinforce units (or have units given to them via /traitor)
+ Bug: RandomUnitGenerator was horribly memory inefficient
+ Removed code to dispose of RandomUnitGenerator, since it no longer takes up
so much memory (also required to reinforce from the RandomArmyDialog)
+ Feature [#1205]: Added ability to reinforce from the RandomArmyDialog
+ Bug: Units reinforced on or before the movement phase could be selected, but
if selected, numerous errors would be thrown (fixed for Reinforce RAT)

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.
+ Bug [#4134]: Ruler now picks up information from units in selected hexes

v0.37.10-exp (2014-04-08 02:26)

v0.37.10 0.38.0 Release Candidate 2 (2014-04-08 02:26)


+ Bug: MULParser missing constructor that takes an XML stream as input and
also does not parse streams that do have unit tags as root elements
instead of just an entity tag
+ Bug [#4082]: Clan Bonus Description on Random Skill Selection Pannel
+ Bug [#4081]: Field of View in Depth 1 Water Hex
+ Bug [#408]: (clan) showing in mechview not based on actual techlevel, but on
internal name
+ Bug: Could not save a board image in isometric view
+ Bug: Saving board image with FoV tool on would cause a hex to be highlighted
+ Saving a board image needlessly uses a 3rd party PNG encoder, changed code to
use javax.imageio.ImageIO
+ Bug [#4026]: Intermittent Vehicle Attack Issue with tacops vehicle crews game
option
+ Data: Updated Camo Images.
+ Data: New Images.
+ Bug: Fixed the initial size and placement of the Random Map Dialog.
+ Added GUI version of /traitor command via right click menu on a unit when it's
your turn and that unit is selected. Menu item is also in the code, but I
was having issues with it, so it is currently commented out with a TODO:
+ Added ability to send "Server" chats from Client.java for allowing GUI
components to perform server commands and any other such cases
+ Cleaned up unnecessary checks in MapMenu
+ Bug: Fixed initial size and placement of the Bot Config dialogs.
+ Bug: NPE from new GUI version of traitor in CommonMenuBar.java
+ Bug [#4086]: Offboard Units, Double Blind, and Metal Content would cause NPEs
+ Bug [#3322]: Battle armor unable to use TacOps fast movement
+ Bug: report-messages.properties defined two 3700 reports: changed the EDP
related report to 3701 and updated it's usage in Server.java
+ Bug [#3751]: Centurion Weapon System - Nonfunctional
+ Bug [#4087]: Tasers, TSEMP, CWS incorrectly handle Battlearmor shutdowns
+ Bug: Mek and BA Tasers were getting the -1 for targeting computers, also made
it explicit that Centurion Weapon System should also not get this bonus
+ Bug: MULParser was incorrectly defaulting individual camo to an empty string
instead of null
+ Bug [#4007]: Squadron Issues - heat sinks
+ Bug [#4007]: Squadron Issues - over thrust
+ Bug: JUnit tests in build.xml not configured to run specifically in MegaMek
directory, potentially resulting in build failures.
+ Data: New Images.
+ Data: Lots of Unit Names Changes this is to bring us closer to matching the MUL
naming.
v0.37.9-exp (2014-03-29 14:25 UTC)
+ Bug [#4016]: "More" Button gets grayed out with aeros 0.37.6-exp
+ Bug: Go Up and Maneuver buttons were not being disabled for OOC Aeros
+ Bug: Fixed graphical artefacts on edges of map on non-isometric view,
unfortunately this required removing the optimization code that caches the
board image and allows for faster updates with isometric view.
+ Removed the rest of the code related to caching the board image
+ Added code to BoardView1 to buffer the drawing of the tiled background image,
which reduces the amount of time it takes to draw by an order of magnitude
+ Added some missing l10n entries for MovementDisplay
+ Added padding to the top and side of the board

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 Entities 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
v0.37.8-exp (2014-02-22 22:57 UTC)
+ Feature: Added the ability to specify the anti-aliasing rendering hint for the
drawing in BoardView1. The usage of anti-aliasing is parameterized in the
client settings dialog. This smooths out the lines a bit without a
noticeable impact on performance (but again, it's parameterized).

v0.37.8 (2014-02-22 22:57 UTC)


+ Added state variable Entity.neverDeployed and new method for it boolean
Entity.wasNeverDeployed()
+ Feature Request [#1224] Princess stop chasing the Fighters!
Also modified the code for finding the nearest enemy to assume that unmoved
units will move away.
+ Added some more BA Equipment, prevent Support Weapons from being added to
mounts, and some unit fixes
+ Adjusted TestBattleArmor: AP Mounts are now counted as AP weapons, instead of
InfantryWeapons. This is because, each AP Mount has the potential to have
an AP weapon in it. It also matches the current TM errata.
+ TestBattleArmor now considers unallocated infantry weapons to be illegal
+ Feature: BLK encoding now adds the :APM tag for AP Mounted weapons
+ TestBattleArmor was improperly counting APM mounted Infantry weapons as
unallocated
+ APM related bugs in MechFileParser
+ Tweaked Herd Mentality values again as Princess still shows a tendency to
spread out too much when running a mix of fast and slow units.
+ Bug [#4006]: Facing after fall while moving was wrong
+ show damage level should be a client setting, not a game option
+ Bug [#4040]: Unable to match AP weapon mount for BA 0.37.8-dev
+ Bug [#4041]: DWP drop declaration repeated every end phase 0.37.8-dev
+ Started refactoring the FireControl class for readability and testability.
+ Bug [#4032]: Dropship penalized for atmospheric operations in a vacuum
+ Removed unused AmmoType.canClearMinefield2()
+ Feature: Added support for including ammo into DWPs
+ Updated Server.resolveAmmoDumping to also dump ammo mounted in DWPs
+ Updated TestBattleArmor to give weight reductions for ammo in DWPs and also to
not consider ammo mounted in DWPs as unallocated
+ Fixed Centaur BA to mount BA Tube Artillery ammo in the DWP
+ Updated support for squad support weapon mounts on BA: there is now a state
variable in Mounted, squadSupportWeapon, which has a getter and setter.
Mounteds that are squad support mounted have reduced weight, and weapons
that are squad support mounted only get 1 hit
+ Squad Support Weapons on BA now cannot fire if Trooper 1 is dead
+ Updated Mounted.getDesc() to include tags for AP Mounted weapons and Squad
Support Weapon Mounts
+ TestBattleArmor: quad BA with SSWM's are now illegal
+ Bug [#3996]: Entity.getLoadedUnits can return a collection with null entries
+ Bug [#4043]: 0.37.7 Battle armor Reflective/Reactive armor & UMU BV
+ Bug [#4039]: Princess doesn't attempt to stand a 'mech 0.37.7
+ Bug [#4042]: Crew Dead
+ Bug: Entity.getMovementModeAsString returns "UMU" for INF_UMU, but
BLKBattleArmorFile expects motion_type to be "submarine" for BA with UMUs.
Fixed this by changing BLKBattleArmorFile to "UMU"
+ Renamed a lot of the BA weapons and equipment to remove the BA infront of
their names.
+ Data: LOT of BA blk file changes.
+ Bug: Aero Side-slips could only be performed if they expended all of the
velocity (was using the wrong method to check for validity)
+ Bug: Aero Side-slips were improperly giving the -1 modifier to ASF's, it
should only go to Conventional Fighters with VSTOL
+ Bug: MovementDisplay was not setting the selected entity to null when a
player's turn is ended, which lead to the FOV darkening code darkening the
FOV from the perspective of the unit just moved before it was moved
+ Feature: Added PSR nag for ejecting from a 'mech
+ Added a VTOL_MAX_ROTOR_ARMOR define to TestTank, which is currently set to 2
+ Data: Unit and RAT fixes.
+ Data: Unit fixes and new unit images.
+ Feature [#1229]: Move Multiple Mechs
+ Bug: Report spacing fix: there are now newlines after each weapon firing
report and also in between different unit firing reports
+ Bug: Shooting LRMs at infantry caused some weird new lines in the report:
you would see something like 12 missile(s) hit \n hits men.
+ Bug: Forgot to add l10n entries for Mek Lance Movement
+ Bug: Mek Lance Movement is technically unofficial, options now relfects this
+ Feature [#1181]: Show armored components
+ Feature [#1119]: Arrange Map Sizes
+ Refactored FireControl.guessToHitModifierPhysical and added unit tests for it.
+ Bug [#3942]: Initiative ties not rolled off when multiple ties
+ Bug: Fixed two potential "no units to move" errors related to Vee and Mek
lance movement rules
+ Bug [#3933]: mech that fails getting up after falling in basement ends up at
wrong elevation
+ Bug [#4047]: Unit Configuration Interface Issues with Stratops Capital
Fighters On
+ Bug: Server.crashVTOLorWiGE(7) had an off-by-one error for the facing table
+ Bug [#4006]: hit table when crashing during skid
+ Bug [#4049]: No unit to move error with Meks move as a lance
+ Bug [#4048]: Ejected units have no cause of destruction at end of game report
+ Added Clan PPC Capacitor
+ Adjusted default player colors: yellow and white are now at the end, as they
aren't very readable
+ Data: New Image and Units. Unit and Equipment Date Fixes.

v0.37.7-exp (2014-02-11 02:57 UTC)

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

v0.37.6-exp (2014-01-29 01:43 UTC)


+ Added new art assets for borders and updated the defaultSkin.xml to use them
+ Testing out some changes to BoardView1. Instead of just drawing a gray
background for the board, it now draws a tiled icon. This works for
isometric view but is still not working for non-iso. Also, to deal with
transparency on the borders, I added a background icon to the scrollpane
that houses the board view.
+ To facilitate having a background icon for the board view, the size of the
BoardView1 component has been changed. Now, it is set to match the window
size and the ClientGUI implements the ComponentListener interface to update
the BoardView1 component size when the window is resized.
+ Updated the background icon code for BV1, it now loads them from the skin spec
(background[0] for the tiled icon, background[0] for the transparency
background). It also is robust to not having an icon loaded.
+ Bug: Note icon wasn't being initialized, so it didn't appear on the board
+ Bug: I noticed sometimes the scrolling keys (WASD) didn't seem to be
responding and toggling the ChatterBox would fix this. I'm guessing this
has to due with the state of BoardView1.chatterBoxActive getting out of
sync. To fix this, added code in ClientGUI to set the chatterbox to active
whenever the phase is changed. I this should help, but I don't know if it
definitely fix it or not.
+ Bug: Hotkeys were still active when various dialos in the File menu were open
+ UnitOverview now draws in the upper right corner regardless of board size
+ Bug: Fixed an issue with not being able to scroll across the whole board
+ Bug: Registered CommandActions in MegaMekController were never being
unregistered, which mean that if multiple games were started from the same
MegaMek instance, the keybinds wouldn't always work right. Now, in
ClientGUI.die() all of the registered actions are removed.

v0.37.6 (2014-01-29 01:43 UTC)


+ Bug [#4009]: Bomb Rack/Micro Bomb allows bombing from higher terrain
+ Bug: wrong elevation when displacing onto negative elevation terrain
+ Bug: wrong elevation when assault dropping onto non-elevation 0 terrain
+ Bug: wrong elevation after DFAing on non-elevation 0 terrain
+ Data: Unit Fix and some Camo Folder Reorganization and additions included Naval
Schemes.
+ Feature: Naval Mass Driver Implemented. FR 2765 Units added.
+ Bug: Bad lookup names Single Hex ECM causing NPE on Small Craft
+ Bug: Building basement reports (2111,2112) have no subject, but weren't public
+ Bug: LoS darkening stopped at the max dist, now hexes beyond the max dist are
darkened
+ Bug: LoS highlighting/darkening computes LoSEffects in order to work, before
these were computed outside of the max dist check, which could lead to
wasted computation. Now it is done within the max dist check.
+ Bug: LoS highlighting never considered spotlights for night fighting. Now,
if there is a unit that is illuminated in a hex, it will take that into
account.
+ Bug: MechSummaryCache was storing BattleArmor tonnage as individual trooper
weight, which is different from the unit table in the ChatLounge (where it
is displayed as 1 ton per trooper). The 1 on per trooper is what is
important for transportation reasons, so I've changed MechSummaryCache to
be consistent with the unit table in the ChatLounge.

v0.37.5-exp (2014-01-26 16:55 UTC)


+ Bug: Infantry and BattleArmor didn't have a jump button

v0.37.5 (2014-01-26 16:55 UTC)


+ Feature: BattleArmor equipment now tracks which location on the BA suit it is
mounted on. This isn't completely necessary from a current rules
standpoint, but is required to facilitate consistency in MML (we need to
be able to save the location a user assigns a weapon to). Mounted used to
only track if the weapon was body mounted, now it has a state variable
baMountLoc, and BattleArmor defines 4 possible locations: NONE, BODY, LARM,
RARM. Additionally, the :DWP tag can be used in conjunction with a
location tag (before only one tag was possible).
+ Added construction data for "machina domini" interface cockpit and gyro none
+ Added construction data for a few support vehicle engine types and chassis
modifications
+ Added construction data for BattleMech Neural Interface Unit
+ Feature: Updated BLKFile to write out modifiers to Mounted so BattleArmor can
load properly
+ Bug: Aeros, MUL, Reinforce and Bombs not working right still
+ Bug: TestAero would fail Aeros for mounted bombs, this has been fixed (for
real this time)
+ Data: Some BA with new location tags.
+ Data: More BA Changes with new tags.
+ Added TSEMP modifier for steam engines
+ Data: Last of the new BA changes. They will need to be looked at in MM for
errors.
+ Data: Unit fixes.
+ Bug [#3990]: Jumping Vehicles roll on the motive crit table but it's not
clear why
+ Feature/Data: Battle armor equipment and some fixed units. Some of the data
still needs to be checked and corrected. Some fixed units included.
+ Bug [#3988]: Fixes to Server for BA reflective/reactive armor
+ Bug: Cougar-XR was missing a jump jet in each leg
+ Bug [#3997]: PSR Needs 2, Rolls 2, Failed.
+ Bug: Potential NPE in TilesetManager
+ Data: More BA equipment and weapons (Compact NARC breaks MML).
+ Bug [#4001]: Arty Icons and SpecialHexDisplay
+ Bug: Fixed potential NPE in Los highlighting/darkening code
+ Refactored BoardView1.getToolTipText to use a StringBuffer
+ Bug [#4002]: BoardView1 Hex tooltip doesn't contain SpecialHexDisplay info
+ Data: New Images - Thanks SteveRestless.
+ Data: BA Equipment fixes.
+ Feature [#1218]: Ability to add a note to a hex
+ Data: More BA Equipment stuff.
+ Data: Name Fixes for Various BA Equipment and Unit file Fixes.
+ Data: More Units and Equipment fixes.
+ Data: Unit Corrections per Official Errata to MUL.
+ Feature: Updated TestAero to properly account for the space taken up by XXL
engines
+ Bug [#3991]: Dagger DAR4-XP armor type
+ Updated MechFileParser so that only one instance of Start/Stop Swarm,
Leg Attack, etc get added to BA
+ Bug: BA Clan Reactive/Reflective armor had some data errors (internal names
were set improperly)
+ Bug: TechConstants.isLegal didn't consider T_ALL_IS and T_ALL_CLAN for
equipmentTechLvl
+ Bug [#4005]: VTOL Turrets always show target out of Arc
+ Bug: Mounted.baMountLocation was being initialized as
BattleArmor.MOUNT_LOC_BODY instead of BattleArmor.MOUNT_LOC_NONE, which was
causing the :Body tag to get added to all Mounteds that were saved to BLK
files.
+ Added support for keeping track of the number of shots per crit for BA ammo
+ BLKFile now encodes a :ShotN# string for BA Ammo, where N is the number of
shots in the crit
+ BLKBattleArmor now parses the :ShotN# string to set the shots per crit
+ TestBattleArmor now accounts for ammo weight based on KG per shot
+ Bug: MunitionMutator didn't properly handle mutating BA ammo
+ Bug [#3420]: Pilots from MekHQ w/o Artillery skill do not import properly
+ Bug [#3960]: Player Disconnected, Could Not Reconnect.
+ Bug [#4000]: Default Icon for Ultra Light and Super Heavy Mechs
+ Bug [#3976]: Aerospace Launch/Recovery Bugs
+ Data: New Camo Pack - Thanks to SeaVea
+ Construction data ONLY for Naval Mass Drivers (need to be coded to work as a
weapon)
+ Unit file Fixes.
+ Fixed protomech AC AP crit modifiers per a recent ruling on the rules question
forum (http://bg.battletech.com/forums/index.php/topic,34101.msg800042.html)
+ Feature: With the addition of more camos in MM, it the camo dialog has become
painful to use. I changed the dropdown for category selection to a
JTreeView.
+ Bug [#3966]: Tripod cockpit BV modifier
+ Fixed MechDisplay not changing the displayed location in the systems tab
when used from MekWars
+ Bug: displacement was not setting elevation when displacement did not result
in a fall, which resulted in lost buoyancy PSR fails when pushing into water
+ Fixed newlines in breach message
+ Bug: CamoChoiceDialog not working when no subfolders exist in camo folder

v0.37.4-exp (2014-01-12 02:20)


+ Feature: increased the expressiveness of the skin specifications. Previously,
edges had a single tiled icon. Now, edges can have an arbitrary combination
of static and tiled icons.

v0.37.4 (2014-01-12 02:20)


+ Data: Unit Fixes
+ Data: Start of FM:3145 RAT's (Mechs only)
+ Bug [#3977]: Unable to load MUL files created in versions prior to 0.37.3
+ Modified the ammo selection logic for Princess because I miss-understood the
way incendiary ammo works and to take into account fire-resistant armor.
+ Bug: TESMP shutdown effect on tanks didn't last as long as it should
+ Bug: Tanks don't report when they automatically startup in the end phase
+ Added code to reduce the utility of firing on ejected mechwarriors/crews by
1000. This should make Princess much less likely to fire on them.
+ Bug: /localLoad not working
+ Bug [#3981]: NPE in WeaponAttackAction.toHit with Apollo and ArtV
+ Bug: TSEMP shutdown effect on BA caused NPE
+ Bug [#3921]: charges and DFAs not working
+ Bug [#3973]: Partial Wings aren't dissipating heat (37.2 exp)
+ Bug: Mechs with Laser heatsinks and RHS have incorrect heat capacity
+ Bug [#3982]: TSEMP should cause interference to firing unit even on miss
+ BA had special armor types separate from the armor types for every other unit.
This makes some of the code difficult to work with. I have consolidated
the BA armor into the armor for the rest of the units. This required
updating a few methods in EquipmentType.
+ Feature: Updated BattleArmor.setArmorType to handle setting state for special
armor types, like stealth
+ Feature: BattleArmor BLK files can now specify armor_type and armor_tech
tags which will be read in and written out
+ Added a BAArmor enum to TestBattleArmor. This works like the AeroArmor enum
in TestAero and is used to define what subset of all armors are legal for
BattleArmor.
+ Feature: Implemented BA Reactive and Reflective armor
+ Added a new armor types, T_ARMOR_BA_REACTIVE and T_ARMOR_BA_REFLECTIVE along
with MiscType creation methods for both types. This is necessary as the
tech lvls and intro dates differ from the 'mech version of the armor
+ EquipmentType and BattleArmor both had defines for BA armor names, they are
now unified
+ Created a separate T_ARMOR_BA_STANDARD instead of sharing T_ARMOR_STANDARD
+ Added MiscTypes for separated Clan/IS BattleArmor Armors (Thanks to Hammer,
who did most of the work)+
+ Correct some of the techlevel and dates for the MiscTypes
+ Bug: TestAero would fail Aeros for mounted bombs, this has been fixed
+ Bug: Updated methods getGoodCriticals, getBadCriticals, getDamagedCriticals,
and getHitCriticals to work with mounteds due to EQUIPMENT_TYPE critical
slots no longer having indexes
+ Data: Unit fixes and first batch of BA with new Armor Type and Tech Tags
+ Bug [#3985]: Bombs cannot be loaded via MUL files
This fix involved adding 2 new methods to BombType:
public static int getBombTypeFromName(String name) and
public static int getBombTypeFromInternalName(String name)
+ Bug: Methods in Entity updated 2 commits ago still not quite right,
re-written for clarity & damageSystem() also re-written to work correctly
with TYPE_EQUIPMENT
+ Fix Stone's Brigades Filenames due to packaging errors

v0.37.3-exp (2014-01-07 02:54 UTC)


+ Bug: If there is no entity selected, FiringDisplay.setFiringSolutions can NPE
+ Bug: Fire keybind could make attacks that were invalid
+ Feature: When using ESC to clear chat message it now also slides the box down
+ Bug: Up/Down arrows in ChatterBox didn't appear to work properly
+ Bug: BoardView was not properly acquiring focus when the ChatterBox was
activated, which could lead to key presses not being consumed by the CB
+ Feature: Added TOGGLE_CHAT_CMD keybind, which when used activates the
ChatterBox and enters the command character (/)
v0.37.3 (2014-01-07 02:54 UTC)
+ Bug [#3970] Princess causes an NPE when determining a FiringPlan with no valid
targets
+ Data: Unit Fixes
+ Bug: Fixed a few instances were CriticalSlot.getIndex() was causing NPEs
+ Bug: Updated Entity.isTargetable() to return false if position == null, to
prevent some exceptions in the firing solution code
+ Feature: Added black borders around text in firing solutions, for readability
+ Feature: Enabled firing solutions for offboard phase (firing tags and such)
+ Bug [#3862]: Nighttime Movement Penalty Applies to Airborne VTOLS?
+ Errata: homing artillery now always targets an area, not a mapsheet
+ Bug [#3971]: More Clan LB-X submunition trouble
+ Bug: Princess.getEntityToMove() wasn't considering whether the Entity chose
was valid for the current turn, which could lead to the Princess hanging
during the movement phase in some situations (with no Exceptions thrown)
+ Feature: Implemented TSEMP
+ Feature: Added status effects to the MechDisplay Misc tab for TSEMP
+ Feature: Implemented radical heat sinks
+ Bug: NPE for Gun Emplacements related to Server.java creating a TestTank
in receiveEntityAdd
+ RFE [#1210]: Implement Crew-size Benefits/Penalties
+ Added some new methods to Compute.java for calculating Crew size and made
it so that entities now set their crew size correctly
+ Added another crew calculation method that I missed
+ Optionized RFE 1210 and added the malus/restrictions for single crew vehicles
+ Adjusted how TSEMP hits are processed. Now they happen when the weapon is
fired instead or all being processed at the end of the firing phase.
This makes the reports look nicer.

v0.37.2-exp (2014-01-01 17:50 UTC)


+ Feature: Allowing UI components to be customized (skins)
+ Bug: readme path was wrong in MegamekGUI
+ Bug: Exception when saving client options with a tooltip dismiss delay <0
+ Feature: Added a skinning help menu item and a corresponding help file
+ Bug [#3917]: UMU button causes issues for Battlearmor moving underwater
+ Feature: Changed the typing behavior of ChatterBox2 - now it only consumes
keypresses when it's 'active' and can be activated by pressing enter,
both escape and enter will deactive text entry with escape clearing the
text and enter sending the text. Clicking on the cb2 and clicking on the
board view active and deactive text entry respectively.
+ Feature: Added WASD based scrolling for the board view. This is implemented
with timers and is considerably smoother than previous keyboard scrolling
+ Initiated a rewrite of the whole key handling framework in MegaMek.
Previously, we were using KeyListeners scattered throughout the project and
this caused issues, particularly with the MechDisplay; when the MechDisplay
has focus there are issues getting KeyEvents to the BoardView and current
phase display panel. Instead of having disparate KeyListeners, I created a
new KeyDispatcher, called MegaMekController. This KeyDispatcher gets
registered with the KeyFocusManager and basically gets first crack at all
of the KeyEvents, regardless of where they originate from. The Dispatcher
can choose to consume the event, or pass it along. This allows a more
central handler for key events regardless of focus.
+ Moved ChatterBox activation/deactivation into the new key handling framework
+ Converted MovementDisplay to use MegaMekController
+ Converted FiringDisplay to use MegaMekController
+ Converted TargetingDisplay to use MegaMekController
+ Added key binds for weapons firing and next weapon
+ Keybinds can now be specified in an xml file, defaultKeyBinds.xml has been
created which follows the schema defined in keyBindingSchem.xsl
+ Added key binds for previous weapon/next weapon (Q/E)
+ Added key binds for previous target/next target (Shift-Q/Shift-E)
+ Added key binds for previous unit/next unit (Z/C)
+ Added 'Key Binds' panel to Client Settings dialog. Keybinds can now be
edited in game and will be saved to an xml file

v0.37.2 (2014-01-01 17:32 UTC)


+ Bug [#3957]: New (Unofficial) Case Rule Duplicated
+ Data: New (Unofficial) Against The Bot RATS (Currently Civilian Only)
+ Bug [#3962]: NPE in TripodMech.hasActiveShield when Tripod adjacent to
building
+ Bug [#3958]: Re-Lasers versus Hardened Armor
+ Bug: BattleArmor couldn't fire at zero range
+ Bug: Disabling firing solutions wasn't working quite right
+ Data: Unit fixes/New Images
+ Bug: Restoring Commented out Clan Missile Ammunitions.
+ Bug: Call to CriticalSlot.getIndex can lead to an NPE in Server.CriticalEntity
+ Bug [#3965]: ABA armor incorrectly adding -2 modifier
+ Bug [#3972]: Princess Infinite /victory /defeat loop
+ Added crew size to the MUL file for use with MekHQ

v0.37.1 (2013-12-29, 19:26 UTC)


+ Added code to Princess to make (semi) intelligent use of ammo. Previously she
just picked whichever ammo bin was next on the list. Now she will examine
her target and try to pick the best ammo of what she has available (infernos
vs hot targets, cluster/flak vs aero/vtol, cluster/inferno vs tanks, etc).
She also takes into account range when using ATMs and MMLs. Don't expect
this to work with ammo introduced after the FCCW as I'm not familiar with it
myself.
+ Data: Unit fixes and New Images
+ Tweak TestAero to allow for customization of Aeros in MHQ
+ Data: Unit fixes and image fixes
+ Data: Remaining RS 3145 Units and a couple of new images.
+ Bug: subMunitionLength for Clan LB10-X was improperly set, which could lead
to a string index out of range exception
+ Bug: Infantry unable to use swarm/leg attacks, getting a "only infantry weapon
can fire at 0 range" message
+ Bug: Firing small arms then trying to fire field guns would lead to a
'infantry can't fire small arms and field guns in the same turn' message,
however firing a field gun then small arms didn't receive this message
+ Bug: Improved Ferro-Aluminum, Ferro-Carbide, and Lamellor Ferro-Carbide armor
multipliers incorrect I took a moment to re-work how the clan armors for
these specialty types is worked as well, instead of using a special
multiplier and multiple if statements for them I used a single if statement
with an additive of 0.08 (clan multipler for FF anf FA is 1.2 vs. 1.12, and
the rest of these are additions on top of that) to the I.S. multipler.
+ Data: Unit Fixes.
+ Adjusted the too many units loading message: added a specific message for
infantry, so it makes more sense. Also fixed a bug where instead of
currentLoad/capcity being displayed it was displaying
currentLoad/currentLoad.
+ Bug [#3963]: The check for adding the MagClamp loading option was using a
different check than what is used to determine if mag clamps can be used.

v0.37.0 (2013-12-21, 13:13 UTC1+)


+ Bug: Fixed some issues with the path planner. First, for the candidate list,
I changed the ArrayList to a PriorityQueue. There was also a bug where every
256 iterations it would check to see if the current path was better than the
currently saved best path and if it wasn't it would end. This is an
assumption that doesn't always hold and basically resulted in the A*
path-planner halting prematurely. If the A* path-planner didn't reach the
goal, the path is finished with a straight-line planner. Fixing this allows
the A* planner to work for longer and hence find much better paths
(although it's still has a maximu time limit).
+ Feature: Added engine name, gyro type and myomer name to MechSummary and set
these values when the summaries are created
+ Added a tool to create a CSV of MechSummaries for all units in the data files,
excluding infantry. This was requested by Hammer for some MekHQ data work.
+ Bug [#3848]: ImageCache.get uses expensive operations
+ Patch: MaxTech Movement Modifiers & Unofficial MASC Options
+ Bug: The ImageCache max size check was using == instead of >=
+ Bug: MechSummary and AdvancedSearch were using EquipmentType.getName() instead
of getInternalName()
+ Enabled the MechEditorDialog for post-stable branch
+ Removed ImageCache maximum size
+ Bug: Board.setHex - shouldn't adust min/max elev if they are undefined
+ Bug [#3618]: Matched input/output stream buffers to socket receive/send
buffer
+ Bug: When handling a COMMAND_ENTITY_ADD packet, the server was calling
transmitAllPlayerDones twice, which was causing superfluous overhead
+ Bug [#3618]: Updates to the code for adding multiple entities, see SF bug
ticket for details. After these changes, adding 200 mechs in the chat
lounge goes from ~65s to ~15s.
+ Bug [#3893]: ChatLounge 'Delete All' button is very slow.
+ Removed AWT and 3d interfaces, they were old and unmaintained
+ Bug: PPC capacitor has wrong explosive BV penalty
+ Bug [#3303]: Round Report Change? (Squad vs Platoon killed)
+ Bug [#3817]: ListSelectionModels can fire multiple ListSelectionEvent for one
selection change
+ Bug: init bonuses from mobile hq not working correct with multiple mobile HQs
+ Feature [#1142]: "Field of View" tool (thanks Johann)
+ Bug: Added some code to prevent the AdvancedSearchDialog from opening off
screen. Also removed an unused state variable in GameOptionsDialog.
+ Bug [#3894]: Shots Assigned Not Always Present
+ Bug [#3896]: Protomechs get 'stuck' in buildings
+ Bug [#3885]: VTOLs that have their rotors blown off don't take crash damage
+ Bug [#3898]: Crashing Dropships only reduce elevation by 1, crashing Aeros
reduce elevation
+ change default year to 3145
+ Bug [#3898]: Crashing Aeros can now face a watery death
+ Data: Unit fixes and New Images
+ Data: Unit/Rat/Equipment Date Fixes.
+ Bug [#3898]: Crashing dropships reduce elevation of water hexes instead of
depth
+ Bug: drone extra equipment should not take up extra item slots on tanks
+ Bug[#3901]: Light-up Deployment Hexes Everywhere! - 0.37-dev
+ Bug [#3899]: A crashing spheroid DropShip uses the Nose Hit Location Table
+ Bug [#3904]: Unit LOS Hex Darkening Bugged 0.37-dev
+ Feature: Changed the JMenuItems for all of the toggles in View to
JCheckBoxMenuItems
+ Feature [#1178]: Firing Solutions Tool
+ SuperHeavy mechs should now be finished.
+ changed how CriticalSlots work, the int index is now used only for TYPE_SYSTEM
CriticalSlots, never for TYPE_EQUIPMENT ones
+ Bug [#3905]: Shift-Clicking to turn during movement draws another step when
shift is released
+ Errata change: C3 requires LOS
+ Bug [#3907]: The MM A* heuristic is inadmissible, which leads to planning
sub-optimal paths
+ Feature [#1143]: 'Movement Envelope'
+ Data: Unit fixes and new Images.
+ Feature [#1176]: adding lookup names
+ Feature [#1182] Alternate Pilot BV Mod
+ Bug [#3906]: Careful Stand/Getting Up Bug 0.37-dev
+ Feature [#1184] Calculate BV by Geometric Mean
+ Bug [#3910]: MUL files with <slot> tags will not parse
+ Bug [#3903]: Falling damage while moving from one level to another
+ Feature [#1178]: Updated firing solutions to use a more complete set of to-hit
modifiers
+ three new unofficial pilot options
+ Bug: Mech#getMTF not working
+ Modified Princess options on Bot Config dialog to allow adjustments of all
princess behavior settings.
+ Added help button for new princess config options.
+ Multiple princess configs can be saved and different princess instances can
use different configurations.
+ Start of Tripod 'Mech support
+ lateral shifts, reduced cost facing changes and PSR bonuses for tripods
+ Bug [#3711]: Tooltip dismiss delay is low for some look and feels:
client options now has a tooltip dismiss delay setting
+ Bug: ChatterBox2 mousewheel hit detection was bugged
+ Bug: ChatterBox2 doesn't completely consume mouse clicks and releases (
clicking on the ChatterBox2 will select hexes underneath the ChatterBox2)
+ Bug: Potential infinite loop with ChatterBox2 and scrolling
+ Bug: Updated displayables to consume mouse drags
+ Made it so the ChatterBox2 doesn't add characters when control is pressed
+ Feature [#1174]: Specific Number of 'Mechs Victory Condition
+ Feature [#1120]: Allow users to set the maximum amount of external heat
+ Princess bot help button not working
+ Superheavy BV fixes
+ aerospace sanity mod unofficial option (see docs/aero_sanity_mod.txt for
details)
+ added visual range limits to LoS shading in BoardView1
+ Data: New unit images(BIG Thanks to Deadborder)/Equipment fix and unit name
fix.
+ added Tripod Mech Display
+ added sensor range bubble in lighter shade to LoS bubble for Movemen splay
+ Bug: hexes in dead zones not showing up as blocked by hill for sensor purposes
+ unofficial option: magscan blocked by hills
+ unofficial option: no movement cost for night/fog conditions
+ unofficial option: CASE/CASEII reduces pilot damage on ammo explosion
+ Bug: ammo reduced twice in weapon bays using aero sanity rules
+ better mechdisplay when using aero sanity rules for squadrons and
capital-class vessels
+ SPA: sandblaster (AToW)
+ SPA: cluster hitter (AToW) and cluster master (unofficial)
+ SPA: sensor geek (unofficial), all weather (unofficial)
+ WeaponHandler#getClusterModifier replaces all the duplicate code in calcNHits
for various handlers
+ SPA: melee master (AToW)
+ Bug: Command line verifier broken for 'Mechs (NPE in
TestEntity.printLocations()).
+ Bug [#3916]: firing solutions caused NPE with non-targetable units
+ Bug: tripod facing change cost not working right
+ Bug [#3683]: Gunnery Specializarion bug
+ Bug [#2945]: Standing up with missing arms and leg
+ Bug: Zero-level falls on dry land only do half damage
+ Bug [#3918]: ClassCastException with Tripod punches
+ Bug [#3919]: Alert messages for exiting/entering from Building hexes
+ Bug [#3920]: VTOLs and Stacking with Hostile Units
+ Fix GameEntityRemoveEvent to contain a reference to the entity being removed
+ Updated the /replacePlayer command so that a configuration and verbosity level
can be specified when Princess is used.
+ fix compile errors in Game.java
+ remove old libraries
+ fix tooltip dismiss delay
+ Bug [#3747]: Custom RATs don't always show up
+ Bug [#3921]: charges and DFAs not working
+ Feature: Implemented Anti-penetrative Ablation armor
+ Changed several state variables in IPlayer to public static final and changed
many of the references to them to be static, removing a slew of warnings
+ Made the HitData hit variable a protected state variable in Weaponhandler.
This enables weapons that do damage+heat to properly check for armor types.
+ Bug: <msg> tags in Report don't advance the tagCounter, causing issues with
other tags appearing after <msg> tags in reports
+ Bug: Report for flamer heat damage doesn't display hit/miss
+ Bug: Reports related to increased/decreased damage for reflective armor
aren't indented properly
+ Bug: Reflective armor doesn't properly reduce energy-based heat damage
+ Feature: Implemented heat-dissipating armor (heat from burning hexes isn't
working yet, pending a rules clarification)
+ Feature: Implemented ballistic-reinforced armor
+ Bug [#3923]: Ammo type is not obvious from reports
+ Bug: Princess behavior selector defaults to "berserk" rather than the actual
"default"
+ Feature: Added patch for War of Reaving equipment
+ Data: Republic 3145 Units and War of Reaving Mechs (WoR Units need testing)
+ Data: Revised Unit Images and added additional Lookup Name.
+ Bug [#3927]: Cannot Update Client Settings 0.37-dev
+ Fix BA weapon flags
+ Added a TestAero class for validating Aerospace and Conventional fighters
+ Fix to TestAero class Cockpits
+ Bug [#3928]: no ammo explosion due to heat
+ Patch [#455]: memory leak in ImageCache related to redraw timers
+ Data: Fixes to Aero Files.
+ TestEntity now includes a printSource() method, and the printEntity() methods
of all TestEnity subclasses have been updated to call it
+ Upated MechView to print the source of a unit if it's set
+ Added several chat commands for Princess.
+ Data: More Aero Fixes
+ Changed Munition Mutators to use dates and tech level
+ Ammo Tech level and Date Fixes
+ Data: More Unit fixes.
+ Changed the default log level of ChatProcessorTest from DEBUG to ERROR, to
reduce the number of log statements during the build.
+ Updated TestAero to allow primitive standard and ferror armors.
Also updated it to use EquipmentType defines instead of magic numbers.
+ Ferro-Lamellor was clan tech, who knew... updated TestAero to reflect this so
some units stop failing.
+ Added primitive ferro-alumnium armor and made it legal for Aeros to use it.
+ Updated TestAero: made the isClan state variable of AeroArmor public.
+ MiscType: Added entries for various Aero armors that were missing them.
+ Updated TestAero: made the isClan state variable of AeroArmor public.
+ Updated MiscType Data for Aeros and some unit fixes.
+ Unit Fixes
+ made it possible to use MechDisplay with a null clientgui, for use in MekWars
+ Bug [#3943]: Firing Heavy SRM Infantry causes fire phase to hang
+ Updated EntityVerifier: -v flag now only prints reports for failed units,
use -valid along with -v to print reports for all units, updated usage msg.
+ Data: Unit Fixes and new images. Thanks Deadborder.
+ Bug: Possible NPE in MechDisplay, related to ammo weapons not having ammo
+ Bug: BLKAeroFile was computing primitive engine ratings incorrectly
+ Bug [#3939]: NPE from ammo explosion caused by heat 0.37-dev
+ Bug: Server.receiveEntityAdd gets an NPE when adding Aeros that don't have a
verifier (Jumpships, Warships, etc)
+ Bug: RandomNameGenerator and RandomUnitGenerator both were opening files and
not closing them
+ Bug [#3929]: old firing solutions shown at start of firing phase when opponent
has first turn
+ Adjusted formatting on reports related to DFAs, fixing newlines/indents etc
+ Bug [#3944]: missed DFA results in wrong displacement
+ Bug: TestEntity.getWeightAllocatedArmor() was double counting armor points for
patchwork armor
+ Reverted [r9893]: I could've sworn it just said round, but it does say round
up, so the code before was actually correct
+ Bug [#3924]: Firing Phase NPE with Friendly Fire Turned On 0.37-dev
+ Bug [#3935]: Graphical Errors with Sand Hexes at Level -2 and Below
+ Bug [#3937]: AMS not working against iATMs 0.37-dev
+ Bug: Unofficial option for CASE/CASEII to reduce ammo explosion pilot damage
was only partially implemented: the option didn't have a displayable_name
or description, and the option always took effect regardless of whether it
was turned on
+ Adjusted formatting of ammo explosion reports
+ Bug [#3940]: Has no unit to move error when launching 2nd aero unit on space
map on Megamek 0.37.0-dev
+ Bug [#3932]: Infernos do not appear to cause any critical hit effects against
vehicles.
+ Bug [#3945]: Another NPE, but for an inferno ammo explosion 0.37-dev
+ Bug: Added two new conditions to Entity.isTargetable: entities are no longer
considered targetable if they are being transported and if they are
captured. This prevents some exceptions with the firing solutions code.
+ Bug [#3946]: Infantry Don't count towards initiative rule can lead to no unit
to move errors
+ Bug: inf ignore initiative rule was bugged when there is only one team: in
that case initiative order would be like: unit, <all infantry>, <rest>.
+ added construction data for light fluid suction system
+ Bug [#3951]: Field Gun infantry can fire into the same hex, but shouldn't be
able to.
+ Bug [#3949]: Cluster Hitter Pilot Ability Description Missing 0.37-dev
+ Modified the Princess path ranking code for quicker processing of fast units.
Depending on situation, Princess should be 25% to 60% faster moving units.
Unfortunately, once units get close to the enemy is where the least
improvement happens.
+ Bug: memory leak with scaled image cache in BoardView1
+ Bug: Clan Heat-Dissipating armor not available
+ Data: Start of Units from RS 3145 NTNU and some unit and RAT Fixes.
+ Bug: [#3956] Bot hangs on Divide By Zero error 0.37-dev

v0.36.0 (2013-10-25, 00:26 UTC+2)


+ Bug [#3892]: Ejected MechWarrior Takes Sprite of a 'mech from previous game
+ Bug: Adjusted Server.saveGame so that the whole XML isn't stored in memory
and is instead streamed to a file.
+ Change default max heap size to 1024m
v0.35.44 (0.36.0 Release Candidate 4)
+ Width and height for MechSelectorDialog and GameOptions are now saved
+ Data: Unit Image Fixes and a couple of unit fixes.
+ Bug [#3871]: Missing Entity issues with double blind and transports
+ Bug[#3852]: Extra turret on Support Tank
+ Bug: Fixed a rare NPE in BoardView1
+ Bug [#3865]: Space Movement Sub-Phases Not Enforced
+ Bug [#3874]: Reinforcements never deploy
+ Bug [#3864]: Airborne units not handling Manual Shutdown Correctly
+ Bug: Could not move and shutdown on the same turn (manual shutdown was
clearing existing movement)
+ Bug [#3873]: Unfriendly behavior in the Save Locally dialog
+ More bug [#3873]: Forgot the savegames folder portion
+ Bug [#3869]: Gun Emplacement Isometric
+ Bug: Bottom 2 hexes of landed dropships are drawn semi-transparent in
isometric view
+ Bug: Damage dots can leave transparent holes in icons in some circumstances
+ Errata for patchwork armor changed a round up to just round
+ jumping jill becomes jumpy - deal with it
+ slight change to MechView so zero armor (not ARMOR_DESTROYED) is red not
black X (for MHQ)
+ Fix name for Mech Mortar
+ jumpy/jumping jill references all to hopping jack - thats my final answer
+ static methods to get EntityMovementMode via xml
+ Data: Unit Name and Date fixes. A couple of new images.
+ Bug: Large Chemical Laser missing medium range
+ Data: Fixing Black Knight and other name Fixes. A couple of new images.
+ real BattleArmor costs - still missing standard advanced and stealth prototype
armor and modular weapon mounts
+ Patch [#453]: Graphic artifacts when scrolling to the right on linux
(fix patch included)
+ Fix turret location abbreviations for dual turret tanks
+ Fix Harjel II and III tech levels, should be clan advanced
+ Fix Random Name Generator memory leak
+ Remove unnecessary warning suppressions
+ Fix multiple zipfile related memory leaks
+ Bug [#3879]: Battle Armor can't operate in vacuum
+ Data: New Images and Unit file fix.
+ Bug [#3880]: Protomech and buildings
+ BA weapon refactoring, first round - IS TechManual non-missile launchers
+ some added methods to BattleArmor for MML
+ Data: Unit fixes and additions.
+ Bug: 3145 armor types had tonnage counted in TestEntity.getWeightMiscEquip,
which caused some 3145 mechs to fail validation
+ Bug [#3887]: bug with map: wrong elevation for lake surface
+ Bug [#3883]: /localsave not working
+ Bug [#3881]: When firing at a unit in an adjacent building, missed shots
should damage the building
+ RAT fixes
+ Bug [#3884]: Single-Turret Superheavy Tank Not Turret-Twisting
+ Data: New Images and Unit file fixes.
+ Bug [#3888]: CustomMechDialog resets shots left when Okay is clicked
+ Bug [#3890]: Flechette Artillery Shells Not Damaging (Heavy?) Infantry
+ Bug: BA LBX not hitting with correct amount of pellets

v0.35.43 (0.36.0 Release Candidate 3)


+ Bug: Most Gladiator mechs (IS Medium, not the Executioner) did not have an
image
+ Bug: Having Chassis level and model level quirks could cause memory issues
+ Bug [#3859]: Difficult Terrain Penalty for rubble of collapsed medium building
and bridge
+ Bug [#3857]: Radical Heat Sink System not displaying during mech selection
+ Bug: MechView doesn't specify heat sink type; heat sink header now canged to
reflect heat sink type
+ Bug [#3856]: 3145 Armor Display in Select Mech
+ Bug: More Tech level and date changes.
+ Bug [#3858]: When a bridge collapsed, not resolving falling damage separately
+ Bug: Fixed possible ArrayIndexOutOfBoundsException in replacePlayer command
+ bug [#3861]: Skin-of-teeth Still Not Right
+ Data: All TRO 3145 Units and some images(Thanks Deadborder). Some of these
units fail validation
since the construction and tech level data is not complete.
+ Bug: Assault Drop button not being disabled in DeploymentDisplay
+ Bug [#3863]: Game.destroyEntity removes turns when it shouldn't
+ Bug [#3867]: Potential infinite loop in Princess.calculateMoveTurn
+ Bug: Fixed a potential NPE in FiringDisplay
+ Changed the minimum size of the MechSelectorDialog to 640x480 (from 800x600)
+ Added a label in the ChatLounge that displays the current game year
+ Added a tooltip to the map summary that lists the currently selected maps
+ Bug: Manually shut down units skipped as "ineligible"
+ Data: Unit and a couple of image fixes

v0.35.42 (0.36.0 Release Candidate 2) (2013-20-09, 21:50 UTC-5)


+ Bug [#3837]: Button panel on MechSelectorDialog can be hidden at minimum size
+ Data: Fixes to Mechset and Unit fixes.
+ Bug [#3838]: Turn button greyed out on dropship deployment
+ Bug [#3842]: Issues with ChatLounge Change Owner menu item
+ Bug [#3840]: NPE on entity.setGame
+ Refactor license and readme files into the docs folder & code references to them
+ RFE: Adjusted the MechSelectorDialog presets for unit type, weight, and rules
+ Bug: MechSelectorDialog combo box selections not saved if "x" button is used
to close dialog
+ RFE: ChatLounge 'Select Maps' usability fixes: the selected map now doesn't
change when options are updated, the selected map selection also increases by
one when a new map is selected.
+ Bug [#3845]: NPE after clicking done on an ejected MW that had been killed in
a dropship liftoff
+ Bug [#3846]: RC1 hangs when firing on an infantry platoon in a building
+ Bug: Board.setHex does not update min/max elevations
+ Bug [#3843]: Crashed Dropships Not Displacing Units Properly
+ RFE: Added a text label to the Selected Units panel in ChatLounge that gives
a brief summary of the current map
+ RFE: Removed the advance-a-row on enter behavior of the JTable in the
MechSelectorDialog
+ Added Re-engineered lasers
+ Added TSEMP construction data
+ Added HarJel II and III construction data and breach protection, armor fixing
missing
+ Added anti-penetrative ablation armor construction data
+ Added ballistic-reinforced construction data
+ Added heat-dissipating armor construction data
+ Added radical heat sink construction data
+ Started work on super-heavy mechs
+ Bug [#3849]: Advanced Map Creation wrong naming
+ Bug: Commit [r9821] missed several key Endo-Steel to Endo Steel conversions
and so bugged MechView
+ Bug: Fixed an ArrayIndexOutOfBounds exception when the Load button is pressed
when no valid units can be loaded
+ Bug [#3854]: Units without bays cannot load units during the game
+ Adding tech level changes for FM3145/TRO3145 Print.
+ Bug: Fixes to Weapon/Misc Equipment and Ammo Dates.
+ Data:Unit fixes and duplicate removal
+ Feature: Overhaul to advanced search. Now allows for an arbitrarily complex
search expression for weapons and equipment
+ Feature: UnitOverview now has more informative highlighting. During 'your'
turn, units that can be moved are highlighted in light-blue, the currently
selected unit is highlighted in purple, and ineligible units aren't
highlighted. Additionally, no highlighting is done when it's not 'your' turn
+ Feature: Added the ability to specify quirks by chassis as well as
chassis+model. Now, entries in defaultQuirks.xml don't have to specify a
<model> tag, and if they don't the quirks apply to every specified chassis.
+ Bug: Compute.getMetalInPath() not checking for null entities
+ Scenario readme updated to include camo settings
+ Bug: ASF incorrect damage when using the unofficial UAC roll twice option (2
shots at 30 damage instead of 20 damage)
+ Bug: Game year not taken into account for Unit Selector Dialog
+ MechEditorDialog for editing entity damage in the chat lounge - disabled for the
stable
+ Bug: Timestamp mismatch code was supposed to allow a 90 second variance but was
accidentally only 90ms

v0.35.41 (0.36.0 Release Candidate 1) (2013-04-09, 00:16 UTC+2)


+ Bug: Fix to my Double Blind message fix.
+ Bug: Double Blind message being filtered if a unit falls during combat.
+ Bug: Fixing Arana Militia Mech. Wrong Unit encoding.
+ Bug [#3791]: Prototype Improved Jump Jets using incorrect rules (Super Griffin)
+ Feature: Random Basements Option
+ Bug: Cannot choose which bay you wish to have your units load into when there
are multiple of 1 type of bay
+ Bug [#3294]: Mechanical Jump Booster Turn Arrow not Grayed Out
+ Bug [#3780]: Mode Button Grayed Out When Attempting UAC Mode Switch 0.35.40 Dev
+ Bug [#3796]: Optional Ultra AC rule creates extra shot
+ Bug [#3799 ]: 0.39.40 Head Ejection Quirk Name Not Showing Correctly
+ Bug: Partial cover taking damage not working in some cases of 25% cover
+ Bug [#3798]: Rapid Fire MG consumed shots nly shown on miss
+ Bug [#3802]: Rapid fire MGs not effected by direct blows
+ Bug [#3803]: Ammo consumption for rapid fire mgs not always accurated reported
+ Bug [#3800]: Crash landing Dropship doesn't damage terrain
+ Bug [#3804]: Squadrons can't have additional fighters loaded since [r9651]
+ Data: More Units. Space Stations/LAMs(Only playable as Mechs)/Some missing
Dropships
+ Errata: Mech Composite IS should have a BV multiplier of 0.5
+ Bug: more than one TAG on one unit should be legal
+ Bug: M-Pods should not affect TC weight and BV
+ Bug: Fixed a NPE in BoardView1 when using the map editor
+ Bug [#3596]: Assorted Aero Bugs - AR10 related issues
+ Bug: Isomentric view not showing grounded sphereoid dropships as a single
multi-hex unit.
(This fix has a small issue that I couldn't figure out yet, for some reason
the "aft" or "rear" facing side of the unit is ghosted out as if it cannot
be seen by an enemy, but I'm not using double blind. Thoughts anyone?)
+ Bug [#3119]: Squadron Overheat Strat Ops errata
+ Bug : Several issues with the ChoiceDialog for launching fighters. It has a
nag if the bay doors are overloaded with launching fighters. This nag
message has the option to not ask again, but the answer to this isn't saved.
Now it is. Also, the nag is very specific about what kinds of rolls will
need to be made for launching too many fighters. Finally, there was an NPE
if no units were selected and ok/cancel was clicked. This made it
impossible to launch latter bays without launching from previous bays,
but it's fixed now.
+ Bug [#3808]: Launching ASFs from DSs won't damage doors and poor report
formatting
+ Bug [#3809] ASFs launched from a DS aren't able to expend MP in the turn they
are launched
+ Bug [#3810]: When loading Aeros into a Dropships, the short name can get
changed
+ Bug: Trying to load more units into a bay than the bay has capacity causes an
exception.
+ Bug: Protomech Bay checking for instanceof Mech instead of instanceof
Protomech, so can never load protos
+ Bug: Non-bay transporters such as troop space cause NPEs
+ Refactored loading menus to be a lot smarter and account for all transporter
types
+ Added Unload All From Bay # to complement loading into specific bays
+ Bug: Battle Armor Bays still not correctly setting bayNumber
+ Bug: Infantry bays show tons/ton instead of platoons/platoon
+ Refactored arlith's fix for loading too many units so that it doesn't NPE on
non-bay units. He is going to continue to refactor it so that it'll actually
be smarter, but for now it just needs to work.
+ Added entity short names to the exceptions in MechFileParser.java so that we
know WHICH entity has the issue
+ Bug: verifier does not check for ECM for stealth armor/void sig armor
+ Bug: [3812]: Active Probe Incorrect Intro Date
+ Bug: Clear and Load Unit List menu items non-functional in lounge
+ RFE: Reinforcements menu option to load reinforcements mid-game
+ Bug: Next button doesn't always cycle correctly
+ Bug: Capacities aren't checked when loading multiple units in the ChatLounge.
This can lead to exceptions in Server.
+ Better way of creating OfficialUnitList.txt using -oul from command line
+ Bug: Heavy Grenade Launcher has wrong BV
+ Bug: BA myomber booster not being accounted for in BV calculation
+ Bug: Support vehicle weights not considered in EntityWeightClass.java
+ Bug: Timestamp comparison shows local times instead of GMT, and builds for
different OSes can be off by a few seconds.
+ Bug: FighterSquadron wasn't overriding getUnused(entity), and hence loading
into squadrons in the chat lounge was broken after recent changes
+ keep track of loaded entity by their ID instead of by a reference to the
Entity object
+ Bug: NPE if a pilot has too many skills and abilities
+ Remove binary saves, all save files will be gzipped xml from here forward.
Leaving .sav support in the file filters so that people can unzip and edit
their xml save, and then reload it without having to gzip it back up
+ Bug [#3813]: The Next button doesn't work after some Entities are deleted,
since [r9688]
+ Feature: Added an unofficial optional rule to allow on-map artillery pieces
to pre-designate autohit hexes
+ Bug [#3815]: Changing weapon selection in the MechDisplay outside of the
firing phase can lead to NPEs.
+ Bug: Ground bombing was allowed in space, space bombing was allowed in ground
/atmosphere
+ Bug: FighterSquadron had a collection of Entity objects. When server/client
communication happens, these objects can get de-synched with the global
collection of Entities in the client/server. To prevent this, the
collection was changed to Entity IDs
+ Bug [#3816]: Bombs cannot be used with fighter squadrons
+ Bug: Timestamp comparision backwards
+ Bug: Server.sendLoadGame() modification for XML saves only incorrect
+ Bug: transports added to an Entity don't have their game state variable set,
which can lead to NPEs
+ Bug: Jumping backwards across elevation changes with mechanical jump boosters
could cause PSR nags, although no PSRs would be rolled
+ Bug [#3795]: Mechanical jump boosters shouldn't allow drops from any height
+ Bug [#3819]: Ejected pilots/crews still provide Command Bonus
+ Bug [#3113]: TAG against hexes (and buildings)
+ Bug [#3820]: ArrayIndexOutOfBounds in Game.getNextEntity(int)
+ Bug [#3596]: Assorted Aero Bugs (BAP mode switching in Squadrons)
+ Bug: Exception when recovering a Fighter into a squadron: FighterSquadron
needed to overload load(Entity,boolean,int)
+ Bug: Squadron MAX_SIZE is smaller than StratOps indicates
+ Bug: Fixed being stuck in drag-scroll mode after choosing an option in the
context menu with the right mouse button
+ Bug: Movement path for currently moving entity was not scaling as zoom level
changes
+ Bug [#3821]: Squadrons should be able to drop more than one salvo of bombs in
a turn
+ Bug: Fighters added to a squadron have their bomb loadout removed on the
server, but the change isn't reflected in the client
+ Bug: Missing break in HexTarget caused Hex: Bomb to display Hex: TAG
+ Bug: Fixed a divide-by-zero in Game.getEntity if Game.entities is 0 (ie, the
player is an observer)
+ Bug: Problems with unload(Entity) methods: transporters were changed to use
entity Ids instead of Entity references. Many of the unload methods were
trying to remove an Entity object from a Vector<Integer> which caused
problems
+ Bug: Improper clearing of minefields on game reset could lead to NPEs in
subsequent games.
+ Bug [#3824]: Clicking on a hex won't path to that hex in certain circumstances
+ Bug [#3381]: Compute.inVisualRange and inSensorRange don't consider altitude
+ Bug [#3826]: Added a ClientPreference DebugOutputOn which can be used to
configure the client to print out additional debug information (or not).
+ Bug [#3828]: Secondary positions aren't considered when targeting with flight
paths
+ Bug: Fixed potential NPE in StepSprite.refreshZoomLevel()
+ Bug [#3827]: Report 3090 can't be seen in double blind
+ Bug: ClassException from bad typecasting in Deployment and Movement phases'
loading routines
+ Bug: Added an option to flip the zoom direction for the mouse wheel
+ Bug: CommonSettingsDialog was not initializing the selected values for
MouseWheelZoom and MouseWheelZoomFlip
+ Bug: Visibility state of the UnitOverview was not being remembered
+ Bug: TacOps partial cover damaging cover not working in some situations with
vertical cover
+ Bug [#3831]: Board.load(InputStream) does not reset board min/max elevations
+ Bug [#3603]: Refactored Entity.isHexProhibited(IHex) to
Entity.isLocationProhibited(Coords)
+ Bug[#3603]: deployment and movement checks for grounded dropships
+ Bug: Fixing error in Mechset.txt.
+ Bug: Glancing blows against conv infantry should have damage rounded up
+ Bug: Mech.getOriginalRunMPwithoutMASC() was calling Entity.getRunMP(3) instead
of Entity.getOriginalRunMP, this could cause Mechs withs JJs and leg damaged
to be marked as invalid
+ Bug [#3832]: One legged mechs jumping without a PSR
+ Bug [#3833]: Aerospace Unit Deployment Not shown Correctly on Minimap when
returning from off-map
+ Optionize large (greater than 6, less than or equal to 10) squadrons and
provide corrected support for FS.MAX_SIZE detection
+ Data: Adding some missing Aerospace Images including landed Aerodyne.
+ Bug [#3834]: NPE in Entity.setGame line 762
+ Bug: Fixed some odd behavior with drawing sprites for grounded Dropships
+ Bug: Immobile vehicles can't eject if skip_ineligble_movement is on
+ Added BA tube artillery
+ Bug [#3835]: NPE with double blind and transported units
+ Feature: Updated some of the hit and miss messages to use color, also bolded
the target of a weapon attack

v0.35.40 (2013-07-25, 19:04 UTC+2)


+ Bug 3756: Clan 'Mechs with endo-composite flagged as invalid
+ Bug 3770: client settings not saving
+ Introduce saving to XML
+ Bug: reactive armor crits should not be hittable
+ Data: Unit Fixes.
+ Bug: Fixes to Reflective and Reactive Armor.
+ Data: Unit Fixes (Dates and Tech Level)
+ Bug: Fixes to VTOL Jet Booster and Streak LRM dates.
+ Correctly keep track of armor and IS techlevels
+ Fix dropship BV with MMLs
+ Bug: dumper weight wrong
+ Bug: verifier checks patchwork armor wrong
+ Data: Unit Fixes(Industrial mechs and Quasit name issue)
+ Bug 3491: Unit Validation & armor that takes no crits
+ Bug 3774: Starting Fires in Extreme Temperatures
+ Bug: Matched Weapon Ammo dates to weapon. Added Dates for Null Sig and Chameleon
Light Shield.
+ Bug 3773: Mech on collapsing building doesn't change elevation
+ Bug 3775: Support VTOL chin turrets
+ Bug 3678: implement TM errata 3.0
+ Bug: info.plist for MegaMek.app (Mac dist) missing the new lib files for XML
saves
+ Bug: Gladiator.gif conflicts with gladiator.gif data/images/units/mechs/ - moved
Gladiator.gif to data/images/units/unused/
+ Add construction data for c3 emergency master
+ Bug: Fixed dates on Prototype Weapons and Misc Equipment
+ Data: Added Missing Mechs from TRO3050/3055/3058/3067/3075/3085/various
XTRO/Sourcebooks
+ Bug 3768: Units having a negative cost
+ Bug 3758: Aerospace Firing Air to Ground & Air to Air
+ Bug 3677: Incorrect Aero Ultra AC Damage
+ Bug 3685: aerospace fighter not crashing at altitude 0
+ Bug 2886: (Aero) mode switching enabled that should not be
+ Bug 2829: Weapon Modes in Squadrons
+ Bug 3248: Aerodyne Dropships won't land in snow---latest dev
+ Bug 3778: No/Minimal Arms Disallowing Flip Arms
+ Bug 3612: Grounded Dropship Does Negative Damage to Terrain
+ Bug: Designated Artillery wasn't getting correct number of hexes (Started
correct, but upon adding 1 it dropped to 4)
due to hard coded 5 limit in other places.
+ Bug 3779: Last Option in Basic Options Not Showing Name
+ Data: More missing units and added a couple of Lookup names.
+ Bug 3781: provide urban boards with no basement
+ Bug 3721: tank dual turret rotation not working
+ Bug [#3776]: searchlight toggling message is visible to all players in double
blind
+ Bug [#2222]: some reports not filtered with "No double blind message" set (just
fixed searchlight related messages)
+ Bug [#3783]: Spotlight destruction code isn't completely correct
+ Bug: quad protomech torso weapons multiply on loading
+ Updated strings for easy and difficult to maintain to better explain that they
non-effect part is for MegaMek only.
+ Bug [#3784]: Artillery sprites get drawn twice
+ Bug [#3786]: On-board artillery allows pre-designation of auto-hit hexes
+ Bug [#3787]: An entities' artillery tracker can get cluttered with pointless
modifiers
+ Bug [#3788]: Artillery To-hit adjusted sprites not being drawn
+ Bug [#3785]: Auto-hit designated hexes are not displayed in the phase they are
set in
+ Bug [#3782]: The /reset command does not reset artillery designated hexes
+ Bug [#3789]: MechSelectorDialog dropdowns may have unagreeable defaults
+ Bug [#3748]: Dropship proximity damage does not send entity updates to client
+ Data: More missing units and some more lookup names.
+ Bug #2988: Naval ATM ammo
+ Bug [#3206]: Battle Armors should have access to all ammo types
+ Bug [#3790]: Artillery Against Multi-Hex Units
+ Bug [#3602]: Dropships getting proximity damage multiple times
+ Bug [#3791]: Prototype Improved Jump Jets using incorrect rules (Super Griffin)
+ Bug [#3294]: Mechanical Jump Booster Turn Arrow not Grayed Out
+ Bug [#3407]: PPC Capacitors on dropships

v0.35.39 (2013-06-18, 23:00 UTC+2)


+ Bug 3720: defaultQuirks.xml is missing the Rifleman C 2 entry
+ Bug 3719: defaultQuirks.xml is missing the Quickdraw QKD-8P entry
+ Bug 3714: defaultQuirks.xml is missing the Mongoose MON-69 entry
+ Bug 3628: tank weapon malfunction crit only works after one round
+ Bug: patchwork armor weight incorrect
+ Bug 2646: mech with UMU and mechanical jump boosters shows UMU Mp
+ Patch 447: Mouse wheel to control minimap zoom level
+ Patch 445: Allow dragging in minimap
+ Patch 444: Additional Mouse Wheel Behavior using CTRL/SHIFT
+ Bug 3724: MechSelectorDialog unit table cannot be resized
+ Bug 3725: Mechs can mount UMUs and standard jump jets
+ Bug 3726: Mechs with UMUs do not have to roll PSRs for walking into water
+ Bug 3251: UMU Bugs
+ Bug 3661: ChatLounge Comparator violates contract
+ Bug: superheavy tank and support tank locations not working correctly
+ Data: New Maps see Unofficial Folder Aokarasu (Thanks)
+ Data: Various Unit fixes
+ Bug: ArrayIndexOutOfBoundsException when loading large support vees
+ Bug 3727: Large vehicle location/name mismatch
+ Bug: BA BV wrong for units with DWP
+ Bug: The server wasn't being killed when a game fails to load, leaving the socket
in use
+ Data: More Unit fixes, Reorganized Vehicles Folder and new image.
+ Partial fix for Bug 3731: Hex class inefficiently stores terrain information
+ Data: Fixes to Narc-/Artemis-equipped units lacking compatible missile ammo
+ Bug: UMU MP not properly displayed in MechDisplay for BattleArmor
+ Bug: units at wrong elevation after successfull DFA
+ Bug 3732: Okinawa DropShip should have aft Streak SRM2s
+ Bug 3731: Hex class inefficiently stores terrain information (Note: this breaks
save compatibility)
+ Bug: no collapse check when moving in building
+ Bug 3723: defaultQuirks.xml missing STK-4P and STK-6M Stalker models
+ Bug 3730: Potential Race condition in RandomNameGenerator when loading a saved
game before units are done loading
+ Patch : I changed how the MechSummaryCache is written. It's now a binary file
instead of a text file. This is part of the code in Patch #450
+ Bug 3037: "Done" button failes to work after reset
+ Bug 3738: Startup button disabled for shutdown dropships
+ Bug 3737: Jumping over buildings causes collapse and fall -- again
+ Bug 3740: Units loaded in the lobby cannot be unloaded in the first movement
phase
+ Bug: NPE when entering buildings on mapsheets beyond the first
+ Patch 448: Allow a user to change the owner of units he controls in the
ChatLounge
+ Bug: Minor updates to NonCombatUnitList.java, see Bug #3671
+ Bug 3739: Hexes misreport their own coordinates
+ Bug: Angel ECM mounted on BA has range 2
+ Added BA heavy flamers
+ Bug 3459: Burning forests
+ infastructure to send sets of hexes to the client to be updated
+ Bug: Mechs register as crippled after first sensor hit.
+ Bug 3722: NPE error in Princess Precognition in round 2 when Immediate Withdrawal
is selected.
+ Bug: Mechs with destroyed side torso not registering as crippled.
+ Data: Vehicle file fixes, new images, fixed RAT's
+ Bug 3733: Battlearmor with UMUs can't use all of their UMU MP
+ Bug 3741: Movement path decals aren't removed with /reset command
+ Updated MechView to display UMU MP separately. Now uses #/#/#/# for
Walk/Cruis/Jump/UMU
+ Applied 2013/05/21 ELRM20 heat errata, some C-bill cost fixes
+ Bug: Multiple "Weapon Malfunction" vehicle critical hits in one phase striking
the same weapon.
+ Data: More Vehicle file fixes
+ Bug: ClassCastException when selecting sword-equipped infantry
+ Bug 3722: Updated Precognition to (hopefully) eliminate all the potential
concurrency issues.
+ Bug 3643: Dropping Troops From Aerospace Unit Movement Error
+ Infantry weapon damage/BV update to most recent list values.
+ Added inferno heavy and standard infantry SRM.
+ Bug: Wrong to-hit modifier for base range 0 infantry attacks.
+ Bug 3744: Change of bot unit ownership in lobby doesn't "take"
+ Bug 3559: Conventional Aircraft cannot deploy troops
+ Data: Beginning of Date corrections for all units.
+ Bug 3614: (Aero) Side-Slip Rules Incorrect on Ground Maps
+ Bug 3625: "no units to move" after assault drop; dropped unit frozen at altitude
after skip
+ Bug: If a game is loaded that is beyond the deployment phase, the RNG, RUG and
MechSummaryCache do not get wiped out.
This leads to a lot of extra memory being used. These are normally wiped out in
Client, when the phase changes to deployment.
+ Data: More Mech Date fixes. Removal of a few duplicate units and adding a couple
of missed Omni Variants
+ Cleaned up a bunch of unclosed handlers creating memory leaks. Added some warning
suppression to a few unused things.
Added default cases to several switch statements to get rid of warnings.
+ Bug: Entity.isPermanentlyImmobilized counting MP reductions from heat as
permanent damage.
+ Bug: shields get less DA and DC when constructed without hands/LA
+ Bug: BA Jump MP not correct for UMU units
+ Data: More Date and unit fixes
+ Bug 3750: Indirect LRM fire from a tank isn't being checked correctly for LOS
+ Bug: Modifier for motive damage check for charged vehicles taken from *attacker*,
not target; ClassCastException if "attacker" was a (skidding) 'Mech.
+ Bug 3722: Synchronized the copying of the events_to_process LinkedList.
+ Bug: Missing messages for WeaponQuirksInfo.option.fast_reload.displayableName and
WeaponQuirksInfo.option.fast_reload.description
+ Bug: sprinting with XXL should cost 9 heat, not 8
+ Bug 3743: NPE: Incorrect cross platform support for directory path separator (/
vs. \ depending on OS)
+ Bug: ASF BV wrong when using PPC capacitors
+ Fixed some leftover calls to deprecated methods.
+ Keep techlevels per year, to allow tech progression as in recent TROs
+ Bug 3755: Armorless second turret added to vehicles loaded from HMV files.
+ Added a couple of 'Mech-specific "permanently immobilized" checks (prone with 0
base walking MP / gyro destroyed).
+ Bug: VTOL rotors not shown in MechView.
+ Removed some more spurious "phantom" locations.
+ Bug: more building basement oddities fixed
+ Bug: prototype IJJs failing verifier
+ VTOL rotor damage handling updated to reflect May 2013 rulings/errata (notably,
destroying the location by running it out of IS kills the vee again but the "rotors
destroyed" critical hit itself doesn't, and VTOLs destroyed in mid-flight don't
stick around long enough to crash).
+ Rotor TACs now marked as such.
+ Data: More Date/Unit/RAT fixes and a couple of new images.
+ Bug: Tech Level fixes to Medium and Light Rifles.
+ Bug: Aimed shots at VTOLs allowed aiming at an unarmored phantom "turret" but not
the rotor.
+ Bug 3759: NPE going from damage resolution to physicals
+ Bug 3757: units.cache not properly synched
+ Bug: TacOps ammo explosions ignore vehicle CASE.
+ Bug: Broken C3i network display in Swing chat lounge (missing message string for
free slot count).
+ Data: CASE mounted in rear rather than body on Thor Artillery Vehicle (C3i);
fixed.
+ Bug: misc BV fixes
+ Bug 3762: Dropship Artillery receiving bonus
+ WIP Bug 3763: ArtilleryBayWeapon not working on ground map (always out of range)
+ Bug 3764: NPE loading maps
+ Feature 1127: Edge and MASC
+ Bug 3753: Vehicular Mine Dispenser is non-functional
+ Bug: NPE in Compute.java - Missing NULL check for metal content.
+ Bug: NPE in Tank.java when calling calculateBattleValue (via MekHQ)
+ Bug 3765: Turn issues with "infantry move after other units" option
+ Bug 3752: Artillery Designated Hexes not scaling with map sheet size
+ Bug 3754: View Unit Not Working in Artillery Phase
+ Bug 3304: Hang when unloading elementals from prone unit with TestBot
+ Bug 2845: Aero does not dissipate heat while offmap

v0.35.38 (2013-05-07, 01:44 UTC+2)


+ Bug 3703: TacOps partial cover causes one-sided LOS
+ Bug: fixed wrong apostrophe character in 3 mechfiles
+ Bug: civilian/military check not working correctly
+ Automatically remove hand and lower arm actuators when adding AC guns/Gauss
rifles to omni unit's arms
+ Bug 3704: Dragon Fire default quirks wrong
+ Bug 3708: Vertical cover doesn't protect legs like it should
+ Bug 3705: TacOps partial cover should only effect meks
+ Bug 2916: Building partial cover takes no damage from attacks
+ Bug: Selection not translating correctly to facing in 'Mech turret rotation
dialog.
+ Right-shoulder turrets now acknowledge heads exist.
+ Fix some errors in Princess' to-hit guesses
+ Bug 3368: Saving games with dedicated hosts
+ Bug 3706: Load Unit List button is enabled before all units are loaded
+ Bug 3707: File selection doesn't clear on file selector dialog for Load Unit List
+ Bug 3594: Taking no damage from partial cover not always occurring
+ Bug: TacOps ammo explosion rule checks wrong location for CASE.
+ Bug 3710: Default Quirks Jenner JR7-C4 Missing
+ Bug: Jump-capable units sometimes can't enter buildings
+ Data: Added Images for Dola and Jenner A
+ Data: Added missing units from Dossiers,DTP:Liao and Vega,ED:Golden Century
+ Data: Unit fixes
+ Bug: lots of bugs with basements, should now work correctly
+ Bug: check buildings for collapse after deployment
+ Bug: misc building basement bugfixes
+ Bug: damage from building collapse using wrong table
+ Bug: Units crippled from weapon loss not always recognized as such.
+ Bug: PSRs resulting from IndustrialMech end-of-turn crits delayed until next
turn.
+ Data: Clean up of Aerospace Duplicate units and more unit fixes.
+ Bug 3715: Plasma weapon damage vs. buildings
+ Bug 3716: Jumping over buildings causes collapse and fall
+ Bug: Burst-fire weapons deal too much damage against conventional infantry in
buildings
+ Bug 3712: implement protomech special hit location table
+ Bug: bug with DFA elevation and buildings
+ Bug: climbing backwards on building should require PSR with tacops backwards
movement
+ Bug 3717: Inferno's don't properly deal damage to units in the same hex as a
targeted building
+ Bug 3718: Inferno's don't properly deal heat damage to Aeros
+ Bug 3496: Hotkeys failing to work
+ Bug 3487: Problems generating random maps
+ Bug 3243: changing map settings resets options
+ Bug: extended LRM 20 should have heat 12
+ Bug: clan artillery ammo BV wrong
+ Bug: CASE II in torso should prevent explosive BV reduction in adjacent leg
+ Bug 3702: changing game settings resets camo selection dialog
+ Start to allow multiple techlevels per equipment, based on year, for
TRO:Prototypes tech progression

v0.35.37 (2013-04-27, 00:35 UTC+2)


+ Bug 3458: Imaging stacking error
+ Bug 3694: Hull-down button for vehicles is enabled when the vehicle cannot go
hull-down
+ Data 355: Vehicle Files missed in Latest Release .35.36
+ Bug 3657: Tanks Hull Down in a hex cannot get out
+ Bug 3692: Map selection broken for map sheets beyond the first
+ Bug 3695: Artillery modifier of 2,147,483,644
+ Bug 3691: Mech forced to make skill test to exit building
+ Bug: PPCs with capacitors should reduce defensive BV for explodability
+ Bug: Physical attack weapons that have BV based on damage should also account
for TSM in their BV, where applicable
+ Bug: Field Gun RACs and UACs shouldn't jam
+ Bug: BV bug with blue shield that is partially protected by CASE II
+ Bug 3698: With "Diagramming LOS" rules on, the number of intervening buildings
can be double counted
+ Bug 3699: TacOps ammo explosions ignore CASE
+ Bug 3639: building basement type not saved in mapfile, unable to set "no
basement" in map file
+ Bug 3700: Three-quarters and vertical cover are not working for TacOps partial
cover
+ Bug 3517: heavy flamer power amplifier weight
+ Bug: duplicate infantry weapons
+ Bug 3701: Errors in RAT files(includes a few new units)
+ Refactor armor point multiplier for hardened armor
+ Corrected Clan availability codes, tech ratings and dates includes Weapons,Ammo
and Misc. Equipment.
+ Deleting empty folders in Mechfiles.
+ Bug: Swords not accounted for in BV calculation.
+ Bug: Targeting computers double-counted for BV purposes.
+ Bug: ASF explosive BV penalty to large for explosive weapons
+ Bug 3703: TacOps partial cover causes one-sided LOS
+ Bug: patchwork armor weight not accounting for rear armor
+ Bug: misc bug with armor type and dual turret tanks
+ Automatically assign correct ammo for pop-up mine launchers
+ Change auto grenade launcher to heavy grenade launcher due to TW/TM errata
+ Bug: wrong weight for IS partial wing

v0.35.36 (2013-04-13, 23:23 UTC+2)


+ Bug 3325: Oversized custom platoon causes client to hang on deployment
+ Bug: weapon swarm attack possible when not swarming a mek
+ Bug 3658: Infantry with AA guns cannot attack aircraft
+ Bug: can't load magnetic clamp BA in chat lounge
+ Bug 3647: Chameleon LPS not working
+ Bug 3648: Issues with "skip ineligible for firing phase" option
+ Bug 3532: Arty splash damage listing
+ Bug 3610: Firing through Level-2 Fuel Tanks
+ Bug 3100: Flight Paths Conflict with TacOps Airborne Targeting
+ Bug/Data 352: Fixed mechset in 0.35.35 release
+ Added construction support for VTOLs with turrets
MapSet for MechDisplay is missing
+ Fixed Kyudo naming in Mechset
+ Bug 3549: Torso Cockpit Head Destruction Causes MegaMek to Freeze
+ Bug 3645: Princess Bot NPE After Withdrawing Tank
+ Bug 3549/3645: Modified the code to make sure all references to the homeEdge
variable go through the new getter & setter methods.
+ Bug 3671: Undamaged unit flagged as "Crippled"
+ Bug: Chain Whip BV wrong
+ Bug: CASE II should prevent all explosive BV reductions
+ Bug 3684: TechConstants.getTechName(int) is unaware of T_ALLOWED_ALL
+ Bug 3679: MechViewPanel width and height not properly set
+ Bug 3676: Extended LRM name
+ Bug 3667: Deployment any on late deployment
+ Bug 2860: BV for external stores was not added
+ Bug 3170: Chatterbox2 slows down rendering on many systems
+ Bug 3637: Infantry Illegal Charges Mechs
+ Bug: Turret VTOLs with patchwork armor don't get correct armortype on turret
+ Bug 3688: RS Unique Fighters
+ Bug 3687: Unit intro date bug
+ Data 338: Constable BA files
+ Data 318: Katya Ground Assault Craft
+ TM errata: Force Size Mod for BV does not exist anymore
+ minor additions in protomech (for MHQ)
+ Data 354: Assorted MegaMek unit images
+ Data 350: New image for Jackrabbit
+ Data 353: New and Fixed Unit Files
+ Data 334: Katya Art
+ Zip unitfiles into zips only when releasing, to keep better track of unitfile
changes in SVN
+ Bug 3355: Bot makes aimed shots with LB-X Cluster
+ Bug 3513: super heavy combat vehicle turrets not working
+ Bug 3581: BV calculation for vehicles with dead crew
+ Bug 3656: Hardened armor does not provide the -2 bonus for all penetrating
critical hits
+ Bug 3592: Defeated player stuck as observer in lobby after game ends
+ Bug 3690: The LOS tool doesn't appear to consider wooded hexes when determing
whether LOS is blocked or not
+ Bug 3496: Hotkeys failing to work
+ Bug 3660: Map selection bug, keeps defaulting to "surprise"
+ Misc report fixes

v0.35.35 (2013-03-14, 22:49 UTC+1)


+ CL Mech Mortars have wrong racksize
+ added getRawCost to equipmentType
+ Bug 3630: Duplicate defaultQuirks Entries Prevent Cache Refresh
+ Made changes to MechSummaryCache so that it continues to load units (even in
zip files) when the units.cache is truncated
+ Bug: IM BV should have 0.9 mod for offensive BV, not overall BV
+ give destroyed infantry unit pilots six hits to identify dead ejected pilots in
salvage mul
+ Bug 3640: Thunder-Augmented minefields stack incorrectly
+ Bug 3641: Coolant failure does not show in heat capacity
+ Bug: Angel ECM not showing up in affected by in mech display
+ Bug: Angel ECM not affecting streak launchers
+ Bug: ECM and ECCM strength did not consider mode in calculation
+ Bug: hasActiveAngelECM and hasActiveAngelECCM in Entity only considered double
ECM and ECCM modes
+ Bug: Compute.GetAngelECMFieldSize did not consider the issue of other enemy ECM
soaking up friendly ECCM
+ Bug 3342: BV of C3B network is wrong
+ Bug 3343: C3B network disrupted by ECM
+ Bug 2897: iNarc ECM Pod does not disrupt C3
+ Bug 3179: AX SRM Warheads don't work according to TO
+ Bug 3229: Submarines affected by smoke on water surface latest SVN
+ Bug 3230: Submarines take fire damage under water latest SVN
+ Bug 3319: Thunderbolt launchers "deal no damage"
+ Bug 2792: Ruler in Swing needs to be resized
+ Bug 3396: Ice Storm and low vis issues
+ Bug 2947: Smoke and Death From Above
+ Bug 3081: Thunder FASCAM not enough minefields
+ Bug 3633: Artillery getting Ghost Target penalty
+ Bug 2634: (AERO) Direct blow affecting aero crits (yes, they do!)
+ Bug 3357: Floating TAC trumps Partial Cover
+ Bug 3271: HVAC and smoke
+ Bug 3141: Arrow IV Homing direct blow does no damage
+ Patch 443: Hull Down Vehicle Partial Fix
+ Bug 3205: Multiple MG Arrays in 1 location always fire all MGs
+ Don't register with serverbrowser by default
+ Bug 3578: Princess does not check CF before jumping on buildings
+ Bug 3577: BA swarm attack incorrect w/2+ weapons & target is destroyed
+ Bug 3341: Weapons deal no dmg during swarmattack
+ Bug 3268: Mech Mortar Ammo
+ Bug 3338: MechMortars and IF
+ Bug 3588: C3 Networks not loading
+ Bug 3101: Aerospace TAG Has Incorrect Range
+ Bug 2527: Ferro Alluminium Armour listed as Ferro Fiberous
+ Bug 3642: Frozen in heat phase (partial fix)
+ Bug 3644: Fighter hit by own inferno bomb
+ Bug 3556: Secondary ammo explosion damage negates CASE
+ Bug 3619: Dropship can't load to full capacity
+ Bug 2855: esc to clear fire not always working
+ Bug 2637: (AERO) No warning messages on unsafe launches
+ Bug 2806: Homing Arrows & Collateral damage vs. BA
+ Bug 2963: save board as image saves in wrong folder
+ Bug 3483: Smoke ammo (MML) does not work
+ TM Errata: all weapons with >= 8 crits are splitable
+ BA Magnetic clamp always allow BAs to ride as mechanized BA
+ Implemented ProtoMech partial wing
+ Bug 3269: mechs in buildings LOS
+ Bug 3574: Able to kick standing 'Mech's head while in building
+ Bug 3031: skid into building
+ TM Errata: clan LRM 2 BV changed, Mag Clamp BV changed
+ TM Errata: Aero defensive BV changes
+ TM Errata: stealth armor heat now counts for heat efficiency in BV calc
+ Bug 3217: wrecking ball should cause PSR when attacker is support vee
+ Protomech BV should use max TMM from running or jumping, not just running
+ TM Errata: compact engines give extra item slot on Tanks
+ TM Errata: aero explosive equipment BV penalty fixed
+ Bug: magnetic clamp BV
+ Bug 3437: Loading units onto transports from chatlounge is invalid
+ Bug: Chameleon LPS should effect infantry (but no range brackets)
http://bg.battletech.com/forums/index.php/topic,27433.new.html#new
+ Bug 3353: Spikes do not absorb damage
+ Bug 3362: Vehicle Charge attack on another Vehicle
+ Bug 3536: armored component bug
+ Bug 3399: Swamp / quicksand bugs
+ Bug 3582: Warship name is misspelled.
+ Bug 3589: Building and unit crash not reported in weapons phase
+ Bug 3571: ASN-99 stats incorrect
+ Bug 3146: Error starting position any and delayed deployment
+ Bug 3604: no newline after "no breach" message
+ Bug 3646: Unjam Ultra Autocannons optional rule is nonfunctional
+ Bug 3579: Skin-of-teeth Ejection
+ Bug: Bad copy/paste when fixing 3579
+ Bug: PathSearcher.java bad raw type call on ArrayList,
needed to be ArrayList<WeightedPath>
+ Parameterized a bunch of raw types and fixed other warnings as well.
+ Bug: Partisan Air Defense Tank (Quad RAC) incorrect date
+ Data: Unit images for Tokugawa variants (as exact),
Prowler Explorer Vehicle (As chassis), and Kyudo 01 and 02.
+ Bug: Lightning Mech uses Lightning ASF Sprite
(Assigned to default images using exact)
+ Data 258: Update mechset to give priority to local client choices
RFE: Moved includes in mechset and wreckset files to the bottom.
+ Entity.getLocationName() return !UNDEFINED! if it receives a -1 input
for location. This is for MekHQ safety net.
+ Data 341: Corrected RAT's
+ Data 292: Mech Images 3
+ Data 291: Mech Images 2
+ Data 194: Reseen Sprites
+ Data 186: Battle of Stanrey/Kalnock
+ Bug 3542: Princess NPE in IdealHex
+ return "None" rather than "!UNDEFINED!" in Entity.getLocationName()
+ Bug 3663: Bug when a unit uses up one ammo slot
+ Bug: After rules errata change for pilot damage on skin of teeth ejection
no damage applied to pilot.
+ Bug: Offboard attack phase (TAG & Artillery Landing) not following
simultaneous targeting option.
+ Bug 3664: Megamek doesn't remember window sizes
+ Bug 2948: Physical Attacks against VTOLs
+ Bug: +4 for head destruction of torso-mounted cockpit added twice
+ Cleanup resolveMechWarriorPickUp()
+ Bug: Enemy units ignored elevation when picking up MechWarriors.
+ Bug 3575: Mud Takes Priority in Minimap
+ Bug: Next Unit button skipping units
+ Bug 3674: Null armor panel on loading save game
+ Bug 2509: units should remember last turn movement (pavement for skid)
+ Bug: fail infantry assault drop as per paratroopers (needs work)

v0.35.34 (2013-01-27, 22:55 UTC+1)


+ Bug: DWP jettison detection not working
+ Patch 440: Princess patch : forced withdrawal, ejection and fleeing changes
+ Patch 439: isometric draw order and tooltip refresh bug fix
+ Patch 438: source 1.6 in build.xml
+ Patch 437: Patch for storing individual camo in the <entity> tag
+ Patch 429: Adds Camo Parsing to Scenario Loader
+ Patch 422: center windows on screen
+ Patch 435: Princess: Begin a Game in Withdrawal
+ Patch 413: ejection for TestBot
+ Bug: BA with non-ammo weapons in DWP should be able to dump DWP
+ Errata: prototype IJJ should subtract 1 from defensive BV each
+ availability codes, tech ratings and dates for most weapons and base ammo and
some equipment (thanks Hammer and Neil!)
+ Bug 1136: Princess Bot Ignores Infantry.
+ Bug 3620: Princess Bot Does Not Move Heavy Infantry
+ change to MekViewPanel dimensions to accommodate MML
+ Bug 3626: falling while standing on building - mech not prone
+ Bug 3615: VTOL Jet Booster too heavy
+ Patch 441: Orthographics for Bridges and Submersables
+ Bug 3611: Minimap does not show fuel tanks
+ armorTonnage double in entity for tracking total armor tonnage in MML
+ fix NPE when determining physical phase eligibility
+ fix Princess to-hit guess against ejected MechWarriors
+ re-organized static JUMP_* ints in Mech.java for MML purposes
+ ignore .DS_Store when loading units
+ use MML fluff image if one is provided
+ Bug: 3630 Duplicate defaultQuirks Entries Prevent Cache Refresh
+ a few infantry corrections for MML
+ MechTextView for outputing units as formatted text
+ refactored MechView into megamek.common
+ Bug: 3630: Fixed an infinite loop in the default quirks load process that was
preventing the units cache inititialization from finishing.
+ Mechs.zip contained two entries for the Mongoose MON-68: one in 3039u and the
other in 3050u. The one in 3050u had the MON-69 configuration, which was
missing from mechs.zip. I have fixed and renamed the 3050u file.
+ Bug 3629: Designs flagged as illegal due to "unallocated armor points"
+ Bug 3631: VTOLS can pickup ejected pilots regardless of flight level
+ Patch 442: leading spaces in report messages
+ changed packaging.xml to put lib inside MegaMek.app for OSX package
+ Bug: Firing arcs for large support vees and super heavy vehicles wrong
+ Bug 3632: head turret should be legal on quad mech
+ Fixed a few RAT errors
+ Bug 3595: Crashed dropship leads to NPE
+ Bug 3597: Incorrect names on movement options
+ RFE 1133: no more tarbombs please
+ removed armor point check from TestMech

v0.35.33 (2012-11-26, 22:19 UTC+1)


+ Added additional logging to Princess in order to make it a bit easier to track
down the runtime problems she has.
+ The Princess portion of the Bot Config Dialog now has 3 levels of verbosity:
ERROR, WARNING and DEBUG. DEBUG gets pretty verbose and shouldn't be used
unless you're looking for something specific.
+ I believe I have finally fixed the issue with Princess getting stuck in the
Precognition.wait_for_unpause logic because the events_to_process list was
never clearing out.
+ Bug: MM hanging up on deployment with conventional infantry
+ Bug: BA having equipment doubled
+ additions for InfantryLab in MML
+ traitor command for units switching sides
+ new windres and Id binaries in launch4j that will run on OSX Lion
+ updated OSX packaging to keep lib outside of app folder, for consistency with
MHQ
+ check for null mounted on BipedMech#hasVibroBladeInLocation (still don't know
why a null mounted was there though)
+ Bug: RAT files not reloading when the game is reset
+ Bug: random name generator losing preferences when game reset
+ added tech rating, availability codes, and dates to extended equipment
database
+ base getNCrew and getNPassenger methods in Aero
+ Feature 1115: Each C3/C3i Network gets a different color.
+ Bug 3572: Tanks are being treated like ASF for weight classes (Was: Tank
weightclass sorting wrong in MechSelectorDialog)
+ WIP Feature 1121: Unofficial Option: All mechs carry Battle Armor
+ Bug: Clan Recoilless Rifles have wrong internal name
+ Bug 3142: Flamer infantry attacks with rifles
+ Bug 3187: Infantry Flamers special ability
+ Bug 2764: Manei Domini and P/L MASC
+ Bug 3327: Some MD enhancement quirks
+ Bug 3359: Fighter Squadrons have 0 overthrust
+ Bug 3255: Deleting unit in squadron doesn't get removed
+ Bug: some cluster weapons not doing aero damage correctly
+ Bug: squadron base weapon damage not based on attack value
+ some fixes to InfantryHeatWeaponHandler.java
+ Bug 3063: (Aero) Ultra cluster damage
+ improvements to damage reporting for aeros
+ Bug 3254: NPE in PilotMapSet
+ Bug 3351: Wrong Damage of AI weapons vs. MechInf
but see http://bg.battletech.com/forums/index.php/topic,23928.0.html
+ Bug: Images from data/images/fluff/* not displaying in Linux AND
FluffImageHelper.java
using File.exists() instead of File.isFile() allowing directories to be
incorrectly matched
+ Bug 3062: 0 MP infantry cannot climb stairs
+ Bug 3326: Swarm w/ Conventional Infantry
+ Bug 3112: Sylph getting stuck with combat drop
+ Bug 3288: Aero return flyover deploys along wrong edge
+ Bug 3389: Altitude Bombing not working at NOE
+ Bug 3471: DFA on an Aerospace unit causes ridiculous fall
+ Bug 3372: Plasma rifles don't add heat to ASFs
+ Bug: fighter squadron plasma rifles don't add heat for all weapons that hit
+ Bug 3565: Infantry Costs
+ Bug 2672: (aero) NPE when ramming with Kraken-T missiles
+ Bug 3591: Fighters on ground maps - "Random"
+ Bug 3516: Collision with a dropship
+ Bug 3351: Wrong Damage of AI weapons vs. MechInf
+ Bug 3599: No flank speed for grounded aeros
+ Bug 3600: Physical attacks on grounded dropships impossible
+ Bug 3524: Physicals permitted (but fail) for a srpinted unit.
+ Bug 3397: falling during combat drop
+ Bug 3601: Can't jump or VTOL fly over grounded dropships
+ Bug 3605: Calculating Incorrect BattleForce Armor
+ Feature Request: #1129 Need method to get non-prototype heat sink count - Added a
method to count heat sinks without
prototypes.
+ Bug: Fixed UAC5 and UAC5 Prototype Aero ranges and damage
+ Bug: add support for C*/WoB BA Bays
+ Added naval tug adaptor construction data
+ Bug: transport bays not properly encoding when writing BLK files
+ Bug with bays
+ Dune Buggy MP reduction not shown outside of games, to match TROs
+ Bug: superheavy tanks loading equipment into wrong location
+ Support UTF-8 unit names
+ Bug: Tank fission engines need engine shielding
+ Bug: Tank fission engines don't need power amps

v0.35.32 (2012-09-30, 22:09 UTC+2)


+ Data 3369808: Historical Brush War RAT's
+ Data 3401148: Era 3062 RAT (placed in another folder as an alternate set to
the ones in already)
+ Data 3428031: HTP- Misery RAT
+ Data 3437717: Field Manual Updates Mercenary RAT's
+ Data 3439037: Historical Operation Klondike RAT files
+ Data 3439470: Golden Century RAT files
+ Data 3470480: Inner Sphere Regular Infantry RATs
+ Data 3541170: Random Assignment Tables from FM:3085
+ Data 3541172: Inner Sphere and Periphery RAT's from 3085
+ Data 3367441: DCMS and Periphery RATs from FM:Updates
+ Data 3367640: Nova Cat FM Updates RATs
+ Data 3361932: LAAF FM Updates RATs
+ Bug 3543735: dropship bugs
+ Bug 3543019: Ammo in blown-off locations still accessible
+ Ammo slots in destroyed locations no longer auto-emptied.
+ Tank verifier tweaks: Armor limits added, lift/dive equipment weight rounds
correctly.
+ Flail to-hit modifier changed from +1 to 0 as per TacOps errata.
+ Bug 3539257: 'Mech arms still functional after side torso breach
+ Bug: HarJel preventing breaches even after armor is gone.
+ Bug: Entering water while dumping ammo would cause the unit to be destroyed
silently (no report).
+ Ammo dump button now disabled in water or vacuum.
+ Bug: Expected damage calculation erroneously yields 0 for most variable damage
weapons, causing the bot to never use them.
+ Data: RAC Pike mistakenly listed with (overweight) standard armor instead of
FF.
+ Data: FF armor rounding error fixed for L3 Night Gyr chassis (the LHS-equipped
'fluff' versions).
+ Bug: Supercharger failure applies at most a single hit ever.
+ Bug: Tank supercharger failure rolls for severity instead of applying
auto-hits.
+ Data: Replaced "Era Report 3052" RAT files with the corrected ones by the
author & ran a batch file
conversion on all RAT to create consistent newlines
+ Bug 3543236: RAT ER 3052 wrongly named
+ Bug 3542879: Kyudo
+ Bug 3517770: Interface bug : Target is blank even if a unit is selected
+ TacOps errata: Thunder-Active, -Augmented, -Inferno, and -Vibrabomb ammo only
gets half the number of shots (again).
+ Multiple small physical weapon fixes mostly with regard to hand actuator
requirements and TSM.
+ Bug: Locations behind partial cover not protected from Narc pod and MG array
attacks.
+ Patch 3547368/Bug 3547367: C-Bill cost truncated by int limit
+ Bug 3545927: Freeze at end of every turn
+ Bug: Missed changes to MegaMek.java for the C-Bill cost truncated fix.
+ Bug 3546584: bay display error
+ Bug: Spurious "heat 1 or greater" messages for 'Mechs with torso-mounted
cockpit and damaged life support even at heat 0.
+ Bug 3549321: Can't create squadrons when single fghter nocap is on
+ Bug: Several cost fixes
+ RFE: Shutdown indicator. Red for automatic, Yellow for manual shutdown.
+ Patch 3552108: Basements
+ Pintle mounts for small support vees
+ Bug 3552262: Transports not updating if loaded with allied units
+ Bug: mech cost missing armored component costs
+ Patch 3552390, Bug 3179787: Inability to jump onto occupied building
+ Patch 3552390: Aerospace fighters should attempt to ram on 11 or greater
+ Bug: WiGE lift equipment tonnage/cost and final unit cost multiplier not
accounted for.
+ FASCAM ammo added to tube artillery.
+ Bug: Engine-internal compact heat sinks doubled up on installation (so, 10
specified in file => 20 actually ending up on 'Mech).
+ Bug: Engine capacity for compact heat sinks not doubled.
+ Streamlined anti-infantry damage ratings for burst-fire weapons, multiple
now-obsolete special case handlers deleted.
+ Battle armor burst-fire weapons now roll AI damage per suit as per TW p. 215.
+ Bug: Streak LRMs doing double damage to conventional infantry.
+ "Burst fire" internal flag added to burst fire weapons for possible later use.
+ Added a new configuration file (non_combat_units_list.conf) that will be used
to maintain a list of non-military units.
This allows the Damage Level flag to be a bit "smarter" and only check the
weapon status of military units.
+ Bug: Indicated damage level counting any and all weapons fired this turn as
destroyed.
+ Discharged one-shot weapons now marked in display.
+ Bug: Princess ejecting vehicle crews even with option disabled.
+ Princess no longer spams chat with "crippled and withdrawing" messages when
forced withdrawal wasn't even checked.
+ HAG tweak to fix a couple of subtle bugs (such as the bot never using them...)
+ Bug 3555117: "Scorpion Minesweeper" now known as "Scorpion Light Tank
(Minesweeper)", fixing its unit picture.
+ Bug: Vehicle cost formula still rounding power amplifier weight the 'old' way.
+ Bug: OmniVehicle cost not including conversion factor.
+ Cost fixes
+ Renamed Pilot class to Crew, methods to get and set crew size added.
+ Renamed damage value constant WeaponType.DAMAGE_MISSILE to
DAMAGE_BY_CLUSTERTABLE to reduce confusion with the "missile" damage *type*.
+ Added cluster ammo to Clan tube artillery, reshuffled artillery ammo name
order.
+ Bug: Equipment in VTOL mast mounts flagged as invalid *and* treated as turret-
mounted for weight purposes at the same time.
+ Data: Donar Assault Helicopter and Donar Recon variant overweight (should have
FF armor, were using standard).
+ Bug: Multiple negative unit costs resulting from item costs for AES, Claw,
Lance, and Partial Wing being left at fixed default (largest negative int
value in Java...) rather than calculated individually.
+ Added IS Prototype Double Heatsink as per the rules in "Era Report 3052" and
"Starterbook: Sword & Dragon". Also updated the appropraite mechs from
Starterbook Sword and Dragon.
+ Mining Drill internal name typo fix.
+ Bug: Lack of water in a hex causing occasional large *negative* numbers of
levels to be reported after a fall.
+ Bug 2881155, Patch 3557211: artillery pre-targeted hex display
+ Patch 3568183: Ignore physical damage in path selection for Clan units when
using no clan physical attacks game option
+ Patch 3569325: updated basement patch
+ Patch 3570935: Princess: Consider MASC failure in evaluating Paths
+ better C3 network reporting in chat lounge
+ Bug: composite IS costs 1600 * tonnage, not 3200 * tonnage
+ Jumping Jill unofficial pilot advantage (+2 to hit rather than +1 from Jumping
Jack)
+ Bug: field gun/artillery munitions not saved to MUL file

v0.35.31 (2012-07-11, 19:54 UTC+2)


+ Bug: StringIndexOutOfBoundsException when loading canon unit list.
+ Bug: Game hangs when targeting woods or buildings.
+ Bug 3534222: RACs not working with Unofficial UAC rules
+ Moved "All" from bottom to top of Swing unit type selection list.
+ Bug 3483346: Depth 5 water shows as land in isometric and atmospheric
+ Feature 3529300: Metal Deposits in Map Editor & MagScan sensors
+ Bug 3533479: Next Player button shown/enabled when you have no teammates
+ Feature 2898093: Camo by Unit
+ Bug 3533892: All guns treated as "explosive equipment" for edge
+ Bug: TacOps Ammo Explosion wasn't taking affect. Ever.
+ Bug: TacOps Ammo Explosion should not happen when using CASE or CASE II.
+ Bug 3535718: Problem with new SVN
+ Bug: Vehicles executing or hit by a successful charge attack not rolling for
motive system damage as per TW p. 148.
+ Bug 3535786: 'Mechs deployed on water hexes deploy to surface, not sea bottom.
+ New hexset images: cropped_barn.png, orchard.png, pigs1.png, pigs2.png,
vineyard.png, soybeans.png...
barn: building:1;bldg_elev:2;bldg_cf:*;fluff:11:7
orchard: woods:1;fluff:12
pigs (will randomly choose between 1 and 2): fluff:13:00
fluff:13 category for any more animals... I plan on doing horses,
cattle, and chickens.
vineyard: planted_fields:2
soybeans: planted_fields:3
+ Bug 3535390: Ammo explosion in limb with Clan CASE causes side torso to "blow
off" without destroying components.
+ Bug: Conditional ejection options active by default even with conditional
ejection itself unchecked.
+ Bug: Engine Explosion incorrectly changed by previous commit
+ Bug 3536029: Damage Threshold for VTOLs
+ Bug: Torso-mounted modular armor absorbs hits from both front and rear.
+ Bug: Airborne/Space battle damage with cluster weapons not correct (again),
and... "hopefully" dropship weapon bays doing no damage to fighters in space
+ Bug: getNextWeapon() not working exactly correct - TAG && Artillery were
backwards.
+ Added skipping of array linked MGs to getFirstWeapon()
+ Bug 3536174: Artillery Units can only fire "one" artillery...
+ Bug: Dropships do no damage
+ Bug 3536170: Beginning the game shutdown with tanks they auto-start...
+ Bug: Missed png for the directory filter fix
+ Bug 3536356: Princess jump movement undervalued due to mixing for- and
backward movement (which normal players can't even do).
+ Bug 3537192: Players disconnecting in lounge become permanent ghosts
+ Feature: Version mismatch reporting. If both the client and server support the
version information exchange, then they will report mismatched versions.
+ Bug: One-shot weapon ammunition on vehicles causing/included in ammo critical
hits.
+ Bug 3528477: Update initiative roll when using Tactical Genius
+ Bug: Tactical Genius update above was failing to enable done buttons again.
+ Bug 3537456: Turrets cannot be right click selected during firing
+ Bug 3537472: Princess will target Gun Emplacements & other non-targetable
+ Feature: Princess will now add any building with a Gun Emplacement to her
strategic targets automatically
+ Bug: Checking Tank for turret Location when your Tank is actually a
GunEmplacement drops an error because locations[] is too small.
+ Bug 3537444: Attempting to "Clear" (Destroy/Damge) a bridge with infantry
+ Bug 3537459: Unjam RAC not usable with tank pavement movement
+ Bug: Missing IHex hexTarget in new code for infantry checking for woods when
attempting to clear.
+ string fix for battlearmor bays
+ Bug 3521474: Allow units to load/be loaded by "allied" units.
+ Bug: Compute.getMountableUnits() not checking for allied units.
+ Bug: MechDisplay showing <br> tags since \n should have been used and wasn't.
+ Bug 3537986: Weapon List missing in MechDisplay (Linux)
+ Bug: UAC with two rolls option inserts extra newline when it misses (normal
behavior that should be cancelled for that situation)
+ New hexset images:chicken_coop.png, cattle1.png, cattle2.png, cattle3.png,
chickens1.png, chickens2.png, chickens3.png, bison1.png, horses1.png,
horses2.png
chicken coop: building:1;bldg_elev:1;bldg_cf:*;fluff:11:8
cattle (will randomly choose between 1, 2 and 3): fluff:13:01
horses (will randomly choose between 1 and 2): fluff:13:02
cattle (will randomly choose between 1, 2 and 3): fluff:13:03
bison: fluff:13:04
+ Corrected alignment on cropped_barn.png
+ Bug 3536913: Critical slots in destroyed locations marked off prematurely.
+ Bug: Destruction of the same leg counting twice for PSR purposes.
+ Ontos (Sealed) mislabeled as 3053 Upgrade in data file.
+ Bug: Plasma cannon/rifle damage not doubled against woods or buildings
(TW p. 139).
+ Bug 1424577: GE's not properly sorted by weight class
+ Bug: Leg being destroyed and blown off at the same time still counted as two
events.
+ Bug: PSR modifier for blown-off leg applied twice the phase it happens (once
for the event, once as pre-existing damage).
+ Bug: Stall check for ICE-powered IndustrialMechs affected by preexisting
damage.
+ Bug: Unstall check for ICE-powered IndustrialMechs possibly successful even if
pilot dead/unconscious.
+ Bug: Stall/unstall checks failing on roll = target number (should be success).
+ IndustrialMech End Phase checks (including unstalling) moved to after checking
for pilot wakeup.
+ Bug 3423819: c3 units boarding dropships (fixed both Bot NPEs relating to
this, however I'm not sure if those were the only NPEs. I didn't get more.)
+ Bug 3537029: Princess gets NPE when opponent BA is riding
+ Bug 3539075: Damage clearing ALL armor on location for fighters (on any hit).
+ Bug 3538851: Princess doesn't attempt to unjam weapons...
+ Feature 3538540: Fumbles
+ Bug: Infantry, BA, and Gun Emplacements could be deployed shutdown
+ Feature 3537449: Deployment Options
+ Bug: EntityWeightClass.getClassName(int) needed by MekHQ
+ Bug 3391583: Coolant pods not triggered for Aero units
+ Bug: BA bay weight wrong
+ Bug: EntityWeightClass.getClassName() returns incorrect for JumpShips,
Warships, and DropShips.
+ Feature 3537042: Implement Self Destruct Rules
+ Data 2826902: Fuel Tank and Ultra Rubble Tiles
+ Data 3369564: Depth 4 animated water
+ Data 3369563: Depth 3 animated water
+ Data 3369562: Depth 2 animated water
+ Data 3369561: Depth 1 animated water
+ Data 3369556: Hex art 2
+ Data 3369555: Hex art 1
+ Data 2826895: Railway tile pieces for megamek
+ Data two new hexsets with "high quality" images (hq_atmospheric and
hq_isometric)
+ Fixed broken image links to Thor (Summoner) 'Mechs in mechset.txt.
+ Data 2832395: Lunar/Mars Building and Tunnel Tiles (added under the lunar
tileset)
+ Data: new "Lunar Sample 16x17.board" to show off the new Lunar/Mars buildings
+ Bug 3007140 / Patch 3534055: In-phase Round Report cannot be scrolled
+ Bug 3529311 / Patch 3534060: Server browser defaults to check (enabled) but
text box not
+ Bug 3518300: Princess Bot impossible rolls
+ Bug 3541025: Miscounted destroyed engine criticals
+ Bug: (Clan) CASE in limbs/head preventing ammo explosions from properly
destroying the location.

v0.35.30 (2012-06-07, 18:49 UTC+2)


+ Bug 3487451: booby trap weight error
+ Added industrial manipulator construction data
+ Default serverbrowser checkbox to true
+ Bug 3515027: minor equipment typos
+ Broke out the BombChoicePanel into a separate class so that it may be accessed
from MekHQ.
+ Bug: Aero BV fix
+ Fix stacking check NPE
+ BA cargo lifter construction data fix
+ BA BLK saving fix
+ fixed wing support damage threshold
+ some infantry weapon ranges for when mounted on support vees
+ ignore ECM for C3/C3i when saving unit list
+ fixed bug with new re-linking of C3i networks from MUL files
+ removed extra debug logging for C3/C3i relinking
+ aero Bay stuff for MML
+ some groundwork on support vee weight verification
+ Broke out the Equipment Panel as a class so that it is exposed for other
programs, such as MekHQ
+ Added serialVersionUID to EquipChoicePanel.java
+ Bug 3524560: No turret/torso twist button in indirect attack phase
+ hasQuirk method for entity and mounted, use instead of getQuirks()
.booleanOption, overrides revision 8808
+ Bug 3517646: Unjamming destroyed RACs
+ Feature 3517532: Unofficial rule option: unjam UAC like RAC
+ Feature: Unofficial rule option: UACs in Ultra Mode are rolled as two attacks
instead of rolled on the 2 column of the hits chart
+ separated BLKFile.encode into a BLFile.getBlock and BLKFile.encode to allow
writing internally to string
+ Bug 3529657: Scaled back weapons hitting airborne targets do full damage
+ added "Infantry Automatic Rifle" to InfantryRifleAutoRifle lookup names for
reverse compatability
+ Bug 3529656: Turning a Hull Down unit gives a free stand up
+ fix for negative P/G skills in Pilot#getBVSkillMultiplier (negative values
treated as zero)
+ alternate cost field in MechSummaryCache
+ Added new clearModes() function to EquipmentModes.java for clearing modes on
equipment subtypes that are present on the supertype
+ Bug 3528850: Streak LRMs
+ Bug 3529891: critical hits needing colored red
+ Bug 3529773: When switching LRMs back to standard mode msg is truncated
+ Missing semi-colon
+ Bug 3526146: Backhoe on Quad
+ Bug 3527663: Case II Rules Update for limbs
+ Bug 3529875: Damage vs Aircraft / hot dropping units
+ Fix file filters so that directories show. No more annoyance! Yay!
+ Bug 3520623: Optional rule to skip immobile units in movement phase
+ Bug 3524542: Automatically confirm unit is done during firing phase
+ Forgotten Ammo Check added for Bugfix for 3520623.
+ Bug 3521136: Vehicles pushed (charged) into water don't die
+ Bug Swarm missiles weren't recalculating how many missed when the next entire
rack missed.
+ infantry armor costs for infantry alternate costs
+ null check on Protomech#setCrew
+ null check on "Auto Confirm" from Bugfix 3524542
+ another null check on "Auto Confirm" from Bugfix 3524542
+ fixing getNextWeapon bug introduced with Bugfix 3524542 (This does the same
thing as original code I removed,
but in a cleaner more understandable fashion...)
+ Bug 3530570: Fighters in Capital Squadrons damage tracking
+ Bug 3512512: Trying to create fighter squadron for a bot illegal argument
+ Bug 3511651: Selecting more than 6 fighters at once & squadron
+ Bug 3427659: Killer Whale display issue in "Equipment" tab
+ Bug 3441396: Units locked inside destroyed dropships.
+ Bug 3433525: Altitude Issues
+ Bug 3399000: multiple bot - salvage file problem
+ Feature 3528485: Hatchets/Swords unofficial target like punch
+ Feature 3530179: (Unofficial) With TacOps CapFi count singles as non-cap
+ Feature 3518889: Unofficial rule : Vehicles and motive damage
+ Feature 3529119: Allow "Load Unit" list button to detect which player...
+ RAT Bug: Cronus needed fixed, its CNS, not CRS - Also renamed the file in
mechs.zip (file itself was already edited)
+ Organized l10n/megamek/common/options/messages.properties GameOptions to match
whats in the GameOptions.java
file in order to make everything easier to find
+ Feature 1885975: Begin Shutdown
+ Feature 951044: Manual Shutdown
+ Bug: When using the unofficial Manual Shutdown option & the skip ineligible
during movement option, manually shutdown
mechs are skipped and can never be restarted.
+ Bug: 'Mechs would remain standing after "leg blown off" critical hit.
+ Bug 3455841: Artillery from grounded spheroid dropships (Requires use of
individual weapons option)
+ Bug: Bold bleeds when indirect fire misses from a unit outside of LOS while
using double blind.
+ Bug: Enemy units pick up stranded MW before Allied units do?!
+ Bug: Some code from an attempt to work on bug 3528477 slipped through in one
of the commits on accident.

v0.35.29 (2012-04-02)
+ Patch 3485111: laser inhibiting smoke (work in progress)
+ Show confirmation dialog when trying to remove unit in deploymentphase
+ Possible fix for mechs deploying with double elevation when deploying on
buildings
+ Removed duplicate entries from the messages.properties file.
+ Added full list of quirks from Strat Ops and TRO Prototypes to the Customize
Mech dialog for completion purposes.
+ Set up alphabetic sorting of the quirks lists.
+ Bug 3496291: crash when rolling weapon jammed tank crit and tank has no weapon
+ Bug: tank cargo destroyed crit should deal original attack damage to carried
infantry
+ Added a new file to mmconf (defaultQuirks.xml) for storing a list of default
quirks for various units. Currently, only the canonical quirks that I know
about have been included.
+ Added code to parse the defaultQuirks.xml file and apply those quirks to units
as they are loaded into MegaMek if the StratOps Quirks rules are being used.
+ Cleaned up some @param references in Server.java.
+ Literal backslash in DefaultQuirksHandler.initQuirksList() file path caused
MegaMek to hang on startup on Linux platform; replaced with generic separator.
+ Patch 3499557: added partial repairs option
+ Patch 3496709: Fixed ant "run" target. Code cleanup.
+ Patch 3498173: smoke without fire
+ Patch 3501168: forward initiative in teams
+ availability codes for TechManual mech weapons (but not equipment)
+ Bug 3501322: NPE Prevents infantry configuration.
+ Bug 3503836: more button is missign in movement
+ Patch 3503850: fix MekHQ post battle transfer bug
+ Patch 3502322: Princess update - aggression slidebar
+ Bug 3503465: can't fire on bot in scenario
+ Fixed NPE in WeaponHandler.checkLI() caused by firing straight along upper or
lower edge of map.
+ Bug 3507541: possible NPE in Entity#setC3NetId
+ Bug 3506648, Patch 3507890: backhoe not working correctly
+ Patch 3507879: c3/c3i save/load to/from MUL
+ Patch 3506151: Rapid Fire MG Save/load to/from MUL
+ Bug 3472708, Patch 3507908: GR explodes twice
+ Patch 3504048: conditional autoejec
+ Implemented the Variable Range Long and Variable Range Short quirks from Strat
Ops.
+ Fix princess NPE
+ Fix ini NPE
+ Bug 3472686: Saving unit list including retreated units saves from all
+ Bug 3284019: Chippewa W7T missing SRM ammo
+ Bots now save their Ending Forces MUL file automatically into the logs folder
at the end the game just prior to disconnecting themselves.
+ clan CASE/CASE II in arms rules clarification (rear armor of adjacent torso
should get blown)
+ Bug 3510281: CASE & CASE II incorrectly implemented
+ Implemented the Flawed Cooling quirk from Strat Ops.
+ Broke the quirks panel out into a separate class so that it can be referenced
from MekHQ.
+ RFE 3512060: color black out notice red
+ Improve startup time
+ Bug 3512499: Fighter Squadrons cannot spend thrust in vectored movement
+ Bug 3487642: cannot change team or start side of 2nd bot
+ Bug 3463111: Color/Camo Misrepresentation
+ client side of megamek server browser
+ Fixed size of Customize Mech dialog when Quirks are active.
+ Fighter bomb loads saved to and loaded from MUL files
+ added option so that deds can register with the server browser.
To do so, add the following commandline arguments: "-announce http://stormy-
light-2818.herokuapp.com/announce"
+ Bug 3524538: Stratops quirks

v0.35.28 (2012-22-02, 23:07 UTC+1)


+ Added bridgelayer construction data
+ Separated handheld searchlight from mounted searchlight
+ pass frame rather than clientgui to AdvancedSearchDialog so other programs can
use
+ Bug: Princess bot NPE with aeros that fly off the map
+ Bug 3474185: Princess bot NPE with ejected MechWarriors
+ Bug 3474591: NPE in deployment
+ changed external ids to strings to allow for UUIDs, but kept integer get and
set methods for compatability
+ Added prototype JJs
+ support to print LAM sheets in MML
+ Added Booby Trap construction data
+ Ground-Mobile HPGs can be split between torso locations and need 20 heatsinks
on tanks
+ Fixed-Wing support vehicle MP Fix
+ Added refueling drogue construction data
+ Added Bulldozer
+ Added external stores hardpoint
+ Super-Heavy Combat vehicles (dual-turret ones won't work in the mechdisplay)
+ externalID not called as string in server methods
+ Bug 3479750: Jump Booster Bug with Face Change Walk/Run
+ Patch 3476808: damage level flag fix
+ Patch 3470479: Era Report 3062 RATs
+ track breach status in XML input/output plus some helper methods for breaches
+ Bug: Tank BV ignoring defensive movement factor
+ Bug: Engine with rating 310 has wrong weight
+ Bug: immobile hovers should sink over water when immobilized
+ Bug with stealth armor verification
+ Updated for VTOL construction in MML
+ Fixed some DFA displacement bugs
+ Bug 3437303: comm gear working after crit
+ Patch 3483435: Princess flees the board
+ Bug: UnitType#determineUnitTypeCode does not return battle armor correctly
+ Bug: Clan UAC10 cost missing a zero
+ made changes to Entity#destroyLocation and elsewhere to mark equipment as hit
when a location is destroyed normally and missing when a location is blown
off
+ Bug: Princess was having healthy units flee when on their home board edge.
+ Allow field gun infantry to change ammo
+ Modified deployment code so that bot's are less likely to deploy inside heavy
buildings and damage themselves when they try to move.
+ blown off limbs (and heads) recorded differently than location destruction
+ helper methods to distinguish blown off locations from truly destroyed ones
+ a few changes to damage reporting in MechView
+ check for missing pilot in Tank#calculateBV
+ Bug 3486698: NPE with the Princess Bot in MekHQ 1.14
+ Bug: compact heat sink weight wrong
+ Bug: Name field not displaying on the AddBot dialog.
+ Bug: Internal Engine heat sinks were not being added in the case of single
heat sinks.
+ Bug: artillery flak should work against aerospace units, too
+ Added code to have the Princess bot consider jump movement as well as walking
& running.
+ Bug: Occasional 'Entity does not know its possition' error when performing
doTryUnstuck. Modified code so that error no longer locks up Princess.
+ Bug: Random 'Element not in list' error thrown by Princess.
+ Added additional unofficial options to increase potency of standard autocannon
Increase AC Damage and Kinder Rapid Fire.
+ Added an unofficial option to increase IS ER Large Laser and IS ER Large Laser
Prototype long range to 21.
+ Better evasion reporting in tooltip
+ Bug: evade avoids -1 due to being stationary when using evade and not moving
+ Bug: tanks sinking when on bridge

v0.35.27 (2012-01-10, 20:41 UTC+1)


+ Use Marauder 9M image for Marauder 9M2
+ Bug 3446718: Rounding errors in crew quarters calculations
+ Bug 3441029: displaced VTOL falling
+ MagLev engine and Rail movement modes for construction purposes, no game rules
yet
+ Bug: units switching from JJ to IJJ always report as invalid in TestMech
+ Fixed possible NPE in Princess's BotGeometry.CoordFacingCombo.equals()
+ Bug: Calling KickAttackAction.getDamageFor() for infantry could lock up the
game during the physical attack phase
+ Bug: WiGE BV error
+ Bug: Princess shouldn't consider offboard or undeployed units in
Precognition.java
+ implement RandomUnitGenerator and RandomNameGenerator with static references
to avoid memory problems
+ fixed Drone (remote) operating system crits
+ public getFlag method in Engine
+ Patch 3467874: Smoke SRM/LRM
+ Charge and Building displacement bugfixes
+ Bug: Mechs should roll for damage when leaving buildings, too
+ Artillery FLAK elevation error
+ Bug: Excessive AMS ammo shouldn't count for BV
+ missing costs for VoidSig, NullSig, Blue Shield, and Chameleon Polarization
+ Bug: heavy flamer ammo BV should be 2, not 3
+ Bug: RL 15 heat should be 4, not 5
+ per a recent rules question, airboren aeros shouldn't be able to spot for
artillery or indirect LRM, unless they have recon cameras or satellite
imagers
+ Bug: evading should mean the unit is running, even when using less than
run MP
+ Bug: ammo dump not before round X game option was not working in swing UI
+ Bug: possible to dump ammo when carrying BA on back in swing UI
+ Bug 3463526: bot prevents new game starting
+ removed generics for java 6 compatability (at least until OSX releases java 7)
+ Coolant ammo for fluid guns and vehicle flamers
+ Errata: industrial mechs without advanced firing control now get a 0.9 mod on
final BV

v0.35.26 (2011-11-30, 15:35 UTC+1)


+ BV tag added for manual BV for RS creation.
+ Prototype RL launcher ammo names wrong
+ claws +2 to hit should only apply to improvised clubs
+ Added Narc I-OS
+ Fixed I-OS CLSRM2 weight
+ Fixed Extended LRM 5 BV
+ Trailers should count at flank speed 1 for speed factor calculation
+ Added quarters/seating
+ keep track if a BA is an exoskeleton
+ Patch 3421861: princess admits defeat, allow princess to be used in
/replacePlayer command
+ Patch 3422573: Nuke Command help isn't descriptive enough
+ Patch 3424214: Fix for Princess bot aero units causing memory error, allow
the users to give building targets to princess
+ Don't allow backwards walking and evading
+ Aero attack values and ranges for clan RACs
+ added construction data for Centurion Weapon System
+ Bug 3427029: Incorrect damage when hitting self with flail/wrecking ball with
TacOps direct blows enabled
+ Patch 3427471: Fix of Vehicle Names in Xotl RAT Files
+ Patch 3427458: Fix for /replacePlayer -b parameter
+ Bug: don't count HVACs as explosive for BV
+ Nuke terrain mods bug fixing
+ Indirect fire using Narc-compatible ammo can now target units tagged with
either Narc or iNarc homing pods (was Narc-only before)
+ Expended B- and M-pods no longer explode when hit
+ HVAC explosiveness and BV fix
+ Added naval comm-scanner suits construction data
+ Bug: Infantry weight should count for building collapse
+ Bug 3434278: Clan LRM 1 has wrong racksize, making it unable to load ammo
+ Vibroblades with AES should have 1.5 times BV
+ don't account modular armor jump MP reducing for BV Heat Efficiency
+ Insulated laser burnout no longer reported as jammed RAC
+ Bug: TAG should have 5/9/15 range, not 5/10/15
+ Patch 3437807: Damage Level flag
+ Patch 3437506: Princess update
+ Patch 3430252: primitive missiles
+ Patch 3430251: primitive ACs and Lasers
+ made MechSummaryCache#loadMechData a public method so that MHQ can load in new
customs without restarting
+ Bug 3437522: <history> tag not working for warship .blk files
+ Bug: MG Array with no working MGs crashes MM
+ Bug: Artillery smoke should fill adjacent hexes, too
+ Bug: Mounted#canFire returns NPE when crew is null
+ Bug 3441540: Possible fix for NPE in TargetingPhase
+ report critted cockpit for mechview
+ Bug: warship and jumpship codes reversed in UnitType

v0.35.25 (2011-10-09, 15:00 UTC+2)


+ Targetable.isAirborneVTOL() refactored to isAirborneVTOLorWIGE() with
attendant functionality change
+ Flak now works correctly vs. both grounded and airborne WiGEs
+ Non-UTF-8 superscripted 3s replaced by plain ones in C3 remote sensor ammo
names
+ Bug: fully amphibious chassis modification weight was wrong
+ Added construction data for recon camera
+ Patch 3355333: improved princess bot
+ Patch 3353066: Bot - characterization
+ Patch 3350169: replace RAT combo-box with RAT tree
+ unofficial option to reduce the velocity mod for StratOps Advanced
Anti-Aircraft fire
+ Bug 3279878: Grounded dropships and double-blind
+ Bug 3358252: Rollever text is for incorrect game option
+ Bug 3358460: Dropship destroyed by fire
+ re-organized RAT folder structure (Source > Faction > Type > Weight Class)
+ improvements to RandomArmyDialog gui
+ Data 3344270: AFFS FM Updates RATs, thanks Demos75
+ Data 3348898: WoB FM Updates RATs, thanks Demos75
+ Data 3356078: RAT SL FMU, thanks Demos75
+ Data 3346243: ProtoMech RATs FM Updates, thanks Demos75
+ Data 3303093: War of 3039 RATs, thanks hammer-gs!
+ allow player to build army in random army dialog by selectively choosing
rolled units
+ Fixed off-by-one error causing occasional bot lockup during movement
calculations
+ put units in random army dialog into tables
+ Patch 3363837: bot configuration dialog
+ Era Report 3052 RAT (thanks Hammer!)
+ Bug: typo for driver hit in XMLStreamParser
+ check null crew in Infantry#getWalkMP and Infantry#getRunMP
+ BA camo fix
+ Implemented DWPs
+ Entity#canEscape function (for determining potential salvage)
+ Entity#getKillerId function
+ set squad size and number to 1 by default so we never divide by zero
+ Added BA heat sensor
+ Added BA Extended Life Support construction data
+ Added BV errata for drone remote operating system
+ Only multiply individual weapon BV by 0.9 for industrials without advanced
firing control
+ Bug 3387115: prototype RL launcher to hit
+ Bug 3355775: extended LRM 20 range
+ Bug 3371975: fixed wing support craft don't work
+ Bug 3388908: AoW Rifles crash MM when targeting non-units
+ Lots of new or updated unit images
+ Hardened/ferro-lamellor armor TAC handling fixes
+ Tweaks to hardened armor damage handling and report message
+ Added railroad images for maps, fluff only
+ Bug 3309075: Implemented Mech Taser rules
+ Added Electrical Discharge ProtoMech armor
+ Set working directory in startup.sh
+ Fixed NPE in Princess bot firing calculations
+ Added Xotl's 'Mech and Vehicle RATs. Thanks Netzilla and Xotl!
+ Updated contributors.txt
+ Added combat/support vehicle distinction to inferno resolution
+ Hardened armor TAC penalty now applied to inferno hits on vehicles
+ Set default aimed-shot location for vehicles to side facing attacker
+ Targeting computer aimed-shot target selection ported from AWT to Swing
+ Brought mask for aimed shots against large support vehicles more in line with
TW hit location table
+ Cost calculation fix (some misc. equipment was accidentally treated as having
cost 0)
+ Armor cost rounding fixes
+ Quick fix to stop extraneous 'Aimed Shot' dialog copies from popping up (and
rendering older ones unclosable, at least on my machine)
+ Bug 3411025: Swarm missiles continue to function in hostile ECM
+ Implement BA Partial Wing and BA Jet Booster as equipment, not directly as
jump MP in the datafile
+ Start of Glider, Quad and Ultra Heavy ProtoMechs
+ ProtoMech EDP Armor
+ BA mechanical jump booster
+ Tank supercharger handling fix (no more permanent speed boost from one
successful check)
+ Karnov UR should have an infantry bay
+ allow "None" Engine type for trailers
+ Bug 3412585: (Vehicle) Flamers doing more heat than should be allowed
+ Heavy flamer stats updated to TacOps; Clan heavy flamer added
+ TacOps area attack damage vs. reflective/reactive armor
+ Advanced SRM cost fixes
+ Update to Java 1.7 broke TestBot; MoveOption.WeightedComparator found to be
inconsistent with equals and fixed
+ Artillery fire now adjusted on a per-unit basis
+ Patch 3413797: Princess bot uses aero units on ground map sheets
+ Hovercraft/WiGE sinking/crashing fixes (includes Bug 3331318: Immobilized
flying WiGEs stay airborne)
+ OfficialUnitList.txt spacing fix, "Canon Units Only" should now work again
+ Bug 2792542: OOC ASF colliding with itself
+ Bug 3415689: use assault class default image for >100 ton custom mechs
+ Bug 3049241: eternal KO aero pilots
+ Bug: report issue when avoiding aero OOC collissions
+ Don't allow the zero-distance hex to be the closest hex for ground-to-air fire
using advanced AA rules from SO
+ Patch 3417356: Princess bot uses aero units on ground - Faster

v0.35.24 (2011-06-24)
+ Sort RATs alphabetically
+ Bug 3297649: tech level legality bugfix
+ Tank cargo itemslots fixed
+ Clan case should take no tank itemslots
+ check for null crew in Mech#getCost (pilots can be null in MHQ!)
+ check for null crew in MechView call to calculateBattleValue
+ Fixed fragmentation missile damage vs. infantry and flechette ammo damage vs.
BA (both were too high)
+ Gracefully fail if RAT directory is missing
+ Drone Carrier Control System has wrong techlevel
+ New scenarios from Lucho
+ Fixed unit names in old scenarios
+ engine BV modifier errata
+ New camos
+ Primitive ASF construction
+ proper UTF-8 coding for female first names
+ Bay#getCapacity method
+ Bug: pilot externalIds being lost when customizing unit
+ Conventional fighter engine rating and cost fix
+ Bugs 3017177, 3284415, 3308537: MekMortar hex clearing autohits/unit damage
+ MekMortar minimum ranges added as per TacOps
+ Bug: edge not saving and loading to/from mul file
+ More unit images (mainly TRO 3085)
+ Added construction data for drone operating systems
+ Added construction data for C3 Remote Sensor Launcher
+ Added construction data for vehicular mine dispensers
+ Misspelled Name for Clan Drone Operating System
+ Bug: No Name or lookup name or internal name for ISC3RemoteSensorLauncher
+ aero engine hits should affect walkmp in Aero#getWalkMP, not by setting the
original walkmp
+ vee engine hits should affect walkmp in Tank#getWalkMP, not by setting the
original walkmp
+ some further adjustments to aero engine hits
+ vee motive system damage should not reset the original walkmp
+ added motive damage to MUL input/output
+ added vehicle sensor and engine damage to MUL input/output
+ added vehicle stabilizier hits to MUL input/output
+ Tank#clearStabiliserHit() method
+ spelle stabilizer correctly in MUL input/output
+ VTOL rotor hits should affect walkmp in VTOL#getWalkMP, not by setting the
original walkmp
+ improvements to damage reporting in MechView
+ getLocationDamage report for location-specific system damage (for MechView)
+ Added Mining Drill
+ aero critical damage displayed in MechView
+ better tracking of heat sinks on Aeros
+ ModCannyon maps updated to make them more accessible
+ Changed Crit Calculation for Chain Whip.
+ check for null pilot in Entity#hasc3i
+ Clan RAC costs (and RAC/2 range) brought in line with TacOps
+ Bug: AES messing with Mech weight
+ Bug 3321794: Medium chemical laser range too short
+ Chemical laser cost and underwater range fixes
+ Patch 3316539: additional bot that is lots faster, but also less intelligent
+ Patch 3308207: Bot - deployment
+ Patch 3312027: Parameterized Options in Scenarios
+ Patch 3312807: commander property passes to ejected pilot
+ Tank driver and commander hits saved to MUL file

v0.35.23 (2010-05-04, 17:50 UTC+2)


+ Bug: RAT selector not actually changing chosen RAT
+ RFE: Added toString properties to all Transporters for easier file saving.
+ RFE: Updated BLKFile.encode to save source and all transporters.
+ Added all Total Warfare RATs.
+ Bug fixes to TW RATs. Also tweaked Clan BA tables.
+ Fixed unit dates
+ Created Unofficial folder in RAT directory for unofficial RATs.
+ Added FM Crusader Clan RATs, compiled by Nicholas Ristow. Thanks!
+ Errata: Power amplifiers now round to 0.5 tons
+ Bug: VTOL armor display wrong
+ Bug: BA Myomer booster should add damage during swarm and leg attacks and make
stealth and mimetic armor not work
+ Bug 3225559: mech marked as illegal when using mechanical jump boosters
+ Bug: AP crits not working correctly
+ Bug: BA fire resistant armor not working correctly
+ Bug: moving backwards over elevation change under water didn't cause PSR
+ Added Blake Documents RATs, compiled by Magnus Kerensky. Thanks!
+ Bug 3231030: ArrayIndexOutOfBoundsException when attacking BA
+ Added unofficial Map Set "Randon Canyons"
+ 3085 units added (and some images)
+ Bug: Mace damage should round up, not down
+ Bug: plasma weapons and mech flamers should need heat sinks on tanks
+ Added FM Updates CCAF Tables, compiled by Magnus Kerensky.
+ Bug 3262733: Laser AMS should not count for TC weight
+ Added construction data for Vehicular Grenade Launchers
+ Bug 3247919: more than one laser insulator on a unit not linking correctly
+ Bug: Aeros in space in same hex can't attack each other correctly
+ Patch 3270784: Code clarity and readability improvement
+ Patch 3270742: Mtf file reader crit parsing fix
+ Patch 3270731: Minor string comparison issues
+ Patch 3270721: Kick attack log message fix
+ Patch 3276636: several minor bugfixes
+ Bug 3277802: incorrect LRT 15 alias
+ RFE Changed (IOS) to (I-OS) for name.
+ Bug: Heavy Flamer was 1.0 tons now 1.5 Tons
+ Bug: Improved OS should weigh 0.5 less than standard missile, not 0.5 less
than normal OS version
+ Bug: I-OS techlevels wrong
+ Bug 3200745: rotate map not working
+ Bug 3201210: vehicular stealth not working
+ Bug: MRM extreme range should be 16 hexes, not 22
+ Bug 3197630: Vehicle effectiveness
+ Bug: difficult terrain modifier added twice when rolling to avoid pilot damage
after falling
+ Lots of new Aerospace images. Thanks to the MegaMekNet Community!
+ allow for specific gender in generating random names
+ Bug: turn button enabled when jumping with mechanical jump boosters
+ RFE 2270717: map size drop down
+ Bug: TacOps enhanced missile defense applied to non-AMS cluster penalties
+ Bug 3292237: Ammo explosion hits BA first
+ Bug: Remote Dispensers did not have Internal name.
+ Bug: BA and Normal Remote Dispensers had the same lookup names
+ Bug: Equipment in Turrets for Large Support Vehicles loading in Tank Turret
Location
+ Lots of new unofficial maps
(http://www.classicbattletech.com/forums/index.php/topic,520.0.html)
+ separate edge option group to separate edge and triggers from special abilities
+ RFE: Changed Display Name of AutoCannons to AC
+ split sBasic in MechView into sHead and sBasic
+ Infantry cleanup, added Handbook infantry
+ Bug: Infantry sometimes have incorrect run MP
+ Added TRO 3085 infantry
+ New volcano map theme. Text is a bit difficult to read, though
+ Mixed tech tech legality
+ Bug: defensive equipment counted twice for aero BV
+ Bug: torso mounted cockpit armor BV not accounting for armor type modifier

v0.35.22 (2011-03-02, 00:55 UTC+1)


+ Bug 3057659: unit type confusion
+ Bug: LACs missing aero damage values
+ Bug: LAC 10 and 20 should be unofficial
+ Bug: Fixed Wing Support transport bays not working right
+ Bug: Tank engine weight for fusion engines not always correct
+ Bug: Armored motive system BV cost missing
+ Bug: Armor multipliers for Tank BV missing
+ Bug: Vehicle flamer ammo not counting for BV
+ Bug: Chemical laser ammo not counting for BV
+ Added construction data for chaff pods
+ Added drone carrier control system construction data
+ consolidated Server#unloadUnit and Server#unloadUnitFromBay functionality
+ Bug 3153520: Aerodyne dropships won't take off
+ Bug: BA BV not accounting for myomer booster in speed factor calculation
+ Bug: Mech Mortar ammo BV wrong
+ Cargo bay stuff
+ minor unitfile fixes
+ Bug 2727117: TacOps expanded backwards movement bug
+ Bug 3156994: mech selector dialog doesn't show techlevel in table
+ Bug 3153334: deleting entity sometimes crashes server
+ Bug 3106590: freeze with searchlights
+ Bug 3158726: hardened armor
+ Bug 3064603: mechanized BA need chance to escape dying mech
+ Bug 3077974: bot charging with infantry
+ Bug: Tank engine rating should round up to 5
+ Bug 3154627: Protomech Bays not loading
+ Bug 3099186: Reset does not reset planetary conditions
+ Bug 3052521: BA riding on a CLPS mech make it not work, BA riding on a voidsig
mech make it act like a null-sig
+ Bug 3081641: wrecking ball should do 4d6 extra damage to buildings
+ Bug 3081741: wrecking ball critical miss against infantry causes no damage
+ Bug 3015225: AMS vs. single-missile weapons not working
+ Bug 2983525: server starts with invalid map
+ Bug 2982926: unable to load CASE II from HMP
+ Bug 2980124: MFUK RAC/20 should be splitable
+ Bug 2826932: vehicular stealth can't be enabled
+ Bug 2914382: reflective armor rounding incorrectly
+ Bug 2982951, 2993205: lvl3 cockpit not loading correctly from HMP
+ Some XTR and Golden Century units added.
+ Patchwork armor
+ Bug: dropship facings and secondary positions
+ Bug: Clan Arrow IV ammo BV wrong
+ Bug: units with mechanical jump boosters add 0 heat for movement heat for BV
calculations
+ Bug: sometimes returning -1 jump MP
+ Bug: ER PPC with capacitor not explosive
+ Bug: Vibroblade heat not counting for BV
+ Bug: ERLRM's did not have Aero damage
+ Bug: Chaff pod has wrong BV
+ Bug: PPCs with capacitors and AES have wrong BV
+ Bug: reckless movement with ice not having +4 PSR mod
+ Bug: EW equipment ECM range wrong
+ Bug 3182241: BA not shown correctly in "Add a Unit" dialog
+ Bug: Industrial Mechs using supercharger get a -1 on the MASC roll
+ Tank Superchargers
+ XTR Davion, Liao, RS 3039u added
+ Unit name updates, image folder file structure
+ show when a unit is using evading movement in tooltip
+ VTOL Jet Boosters
+ Bug 3177375: Dual turret tank armor type bug
+ Bug 3176934: fire/smoke + changing wind null pointer exceptions
+ Bug 3177368: one-shot ammo counting for tank slots
+ Bug 3177371: jumping tanks
+ use frequency weights when selecting random names (NOTE: this *might* have the
potential to slow down MM, so watch user reports)
+ unofficial option for grounded dropships to use individual weapons
+ Bug: some ground-to-air fire resulting in zero damage
+ player selection drop-down for random name dialog
+ Bug: can't save random skill choices for the bot
+ option for user-created Random Assignment Tables in Random Army Dialog (only
one example RAT so far)
+ reversed order of frequency and name in RATs to be consistent with RUS format
+ added comment lines (starting with "#") to RAT files.
+ better memory management of random unit and random name generators
+ Bug: RATs not loading when unit.cache exists
+ Bug: random unit generator not looking in subdirectories for RATs
+ Added document describing inner workings of *.BLK vehicle files.
+ Updated How_to_use_aerospace_units_on_ground_maps_in_MegaMek.txt

v0.35.21 (2011-01-06, 21:45 UTC+1)


+ Added more LRT/SRT look up names following another LRM/SRM naming convention.
+ Bug 3118639: Unit View rounding infantry armor
+ Bug: Backwards movement onto bridge erroneously acting as backward movement
over elevation change
+ Added construction data for field kitchen, mobile field base, and satellite
imagers
+ Bug: Vibroblades counting twice for BV
+ Bug: Ignore modular armor effects for BV
+ Bug: Stealth armor should count for Tank BV
+ Bug: Hardened armor for Tank BV
+ Bug: Tank minesweeper should count only as defensive BV
+ Bug: BLK techlevel fixes
+ Bug: Aero stealth should add +0.3 to unit type modifier, not 0.2
+ Keep data, log, and mmconf directory outside of the resouce bundle in Mac
package
+ Bug: Fixed Wing support SI calculation
+ Manei Domini TSM Implant
+ Bug 3104045: Piranha Missile
+ Bug 3080525: Infantry Sneak
+ Separate TacOps Sensor game option, so players can use double-blind by LoS
only
+ Bug: TSM run MP not correct
+ Bug: Only autofire searchlight when unit has a searchlight
+ Dropship BV calculation corrections for ammo
+ Bug: Dictator ammo loadout wrong
+ Added construction data for tank command consoles and fixed-wing support vee
(V)STOL chassis modifications
+ Horizontal landing
+ Bug: takeoff buttons missing for grounded aeros
+ Dropship horizontal landing
+ improvements to horizontal landing
+ if all landing hexes are paved/road, assume this is an "airfield"
+ light and heavy woods landing mods should not be cumulative
+ you do not need to spend all velocity before landing
+ Bug: double-blind option names screwed up
+ better scaling of portraits in chat lounge
+ disallow moving in the air and landing in the same turn to avoid serious rules
breakiness (i.e. Dropship insta-Death From Above)
+ Bug: landing terrain mod corrections
+ vertical landing
+ proximity damage for vertical dropship take-off and landing
+ improvements to landing interface
+ new default dropship images
+ Bug: dropships destroyed by proximity damage during own take-off
+ proximity damage in rear arc of aerodyne dropships taking off
+ Bug: grounded aerospace units flank MP not halved
+ Bug: Dropships getting 0-range ECM in atmosphere
+ unofficial game option to allow smoke drift even with no wind (call it a
'breeze')
+ adjustments to landing/takeoff lengths for STOL-equipped aircraft
+ added a check for secondary positions to game#getEntities(Coords c)
+ stacking limits for Large Support Vees
+ grounded dropships act like Large Support Vees for stacking purposes
+ grounded dropships block LoS
+ grounded spheroid dropships are immobile targets
+ grounded dropships are like height 10 buildings for purposes of being jumped
over
+ Bug: spheroid dropships can't take off
+ LoS adjustments for secondary positions of dropships
+ Aft weapons on a grounded spheroid dropship can target zero-range units
+ Bug: infantry can't target stealth units
+ grounded spheroid dropships can target both air and ground targets
+ Bug: grounded dropships doing no damage to airborne units
+ adjust isInArc for target secondary positions
+ Bug: issue with setFluff in BLKFile.java saving to string not location [0]
+ Updated CalculateBV expanded BV info.
+ Bug: superchargee not validating for being in same location as engine crit
+ Tank Sponson Turrets
+ Dune Buggy chassis mod reduces cruise MP by 1
+ Added Tank armored motive systems
+ Bug: TC weight on mixed tech units sometime wrong
+ Removed distinction in handling between 2 dice and 3+ dice rolls in MMRoll
+ added d6(dice, keep) method for rolling nd6 and only keeping a subset
+ Natural Aptitude (Gunnery) special ability
+ Updated name of Armored Chassis to Armored Chassis
+ Bug: TC Crits checked based on Unit's Chassis and not Equipments tech level
+ StratOps Advanced Anti-Aircraft option
+ Bug 3139220: grounded aero init
+ Bug 3139256: fatigue affecting reinforcements
+ Bug 3139217: Random movement on ground maps
+ Bug 3135550: Air-dropped units take falling damage during drop
+ allow players the option to not return when they fly off the map using return
flyover option
+ Bug: spheroid dropships can't fly off the atmosphere/ground map
+ correct reporting of damage to infantry inside buildings
+ added infantry damage class field to WeaponType and corresponding weapons
+ Bug: damage to infantry inside buildings not adjusted for non-infantry damage
to infantry rule
+ TacOps Advanced Determining Critical Hits option
+ Bug: units on grounded spheroid dropships being treated as stranded
+ dropship unloading of ground units (partial)
+ aerospace fighters should unload like tanks
+ Bug: Clan LRT ammo not counting for BV
+ consolidated unloadUnit and unloadUnitFromBay methods in Server
+ infantry can't move after unloading from small craft/dropship
+ dropships can only unload when given a second turn after unloading
+ Don't return processMovement for-loop when dropships unload
+ dialog to allow user to select position for dropship-unloaded units
+ Dropship mounting
+ damage to unsecured units during liftoff
+ Bug: dropship loading limited by doors available
+ Bug: dropships limited to door capacity when loading in lobby
+ Bug: don't allow units to load and unload dropships in the same turn
+ Bug: missing heatsinks and sink_type blocks showing the wrong message
+ Bug: modular armor and no jump jets results in -1 jump movement
+ Bug: Mechdisplay rounding infantry tonnage

v0.35.20 (2010-11-22, 16:21 UTC+1)


+ Dropship BV determined by two arcs adjacent to "front" not opposite arc
+ Fix mech turret facing bug
+ Changed Text on ASFBay.getUnused()
+ Added SetFluff method to BLKFile for Image and History in one central place
+ made transporters case insensitive
+ added NC3
+ Added IS/Clan Mobile HPG
+ Added IS/Clan Ground Mobile HPG
+ Added BC3
+ Added BC3i
+ Added Minesweeper for Tanks (BV and Equipment only no ingame effects).
+ Split minesweeper into Clan and IS
+ Added battlearmor setter and getter for smallcraft
+ Added battlearmor tag for smallcraft and DS
+ Added marines setter and getter for smallcraft
+ Added marines tag for smallcraft and DS
+ Added otherPassenger setter and getter for smallcraft
+ Added otherPassenger for smallcraft and DS
+ Removed requirement for Passenger, battlearmor, marine, and otherpassenger
tags in DS and smallcraft
+ Bug: Movement not completely calculated for Modular armor on Meks
+ New FixedWingSupport Class added
+ Streak LRMs missing aero attack values
+ iHeavy Gauss has wrong long range aero attack value
+ Verifier not checking for duplicate swords/vibroblades
+ Fixed Long Tom Cannon ammo BV
+ Fixed tech levels for BA manipulators
+ Added body location to fixed wing support vees
+ Allow to add transports to fixed wing support vees
+ Infantry don't use Maneuvering Ace
+ Make fixelevation check for building collapse
+ Artillery spotter bugfix
+ Bug 3039852: Model "0"
+ Bug: Artillery reporting bugfix
+ Bug: ELRM ammo has wrong BVs

v0.35.19 (2010-10-13, 16:39 UTC+2)


+ Patch 2948181: Random Skills for Individual Units
+ Bug 2996060: NPE when loading mech with armored lower arm/hand
+ RFE: Added Artemis Torpedos.
+ Bug 2996474: Spheroid Dropships and Stalling
+ Bug 3000967: Dropships vs. Ground Targets
(see http://www.classicbattletech.com/forums/index.php?topic=67070.0)
+ Bug 2996454: Grounded Spheroid DS causes no damage for weaponfire
+ Bug 2892867: Grounded Dropship Out-of-Control
+ Gun Emplacements should not be doomed in vacuum
+ RFE: Off-Road Chassis for Clan and IS
+ RFE: C3 Booster Systems Slave and Master
+ Refactored Compute.getRandomSkills into RandomSkillsGenerator.java in client
+ improvements to constant skill method according to pg. 40 of TW
+ New units added in lobby (including by random army method) assign skills based
on current settings of the random skill generator
+ Added random skill option to context menu of individual units in chat lounge
+ random name generator, see RandomNameGenerator.java for details
+ random skill button in CustomMechDialog rolls skills based on current settings
rather than pulling up RandomSkillsDialog
+ random name button in CustomMechDialog
+ random name menu item in Chat Lounge unit context menu
+ Renamed C3 Boosted Equipment
+ Random Name Dialog
+ New units are assigned pilot random names (can be turned off in
client preferences)
+ hotkeys in Chat Lounge command/control + (v=view unit, c=configure unit,
r=random name, s=random skill)
+ RFE: Added BV modifiers for Tanks with BAR Ratings
+ RFE: Added BV Modifiers for Tanks with Non-Advanced Targeting systems
+ Added Encode Method for VTOL
+ load and unload units in the lobby
+ helper functions for unloading, loading, and deleting units in the lobby
+ units loaded on other units are sorted immediately below their loaded unit
+ indent MekTable in chat lounge for loaded units
+ Bug: units not at the same altitude can't load in chat lounge
+ Start Fighter Squadron Context menuitem
+ disabled Start Fighter Squadron menuitem because of bugs
+ no loading of teammates in chat lounge (yet)
+ Unload All Carried Units context menuitem in Chat Lounge
+ Bug: loaded units not sorting correctly
+ Start Fighter Squadron Context menuitem, second try
+ Forgot label name for random name in Client Settings
+ Added Support tank BV mod
+ Bug: Tank verifier counting power amps twice
+ Bug: Bay Size only accepting Ints
+ Started Global encode Function for BLKFile Class
+ Bug: Aero FlyOver Sprite should remain on board during firing phase
+ Dive bombing aeros should be at range 0 (+ 2 altitude) against units in the
hex of dive bomb, see
http://www.classicbattletech.com/forums/index.php?topic=67365.0
+ Swap pilots menuitem in Chat Lounge unit context menu
+ added BA Flags to weapons and equipment BA can use.
+ WarShip Techlevels fixed
+ Added Elemental (Headhunter) image
+ More Unit Name Fixes to Fit the M.U.L.
+ Bug: MM fails to start if names folder missing
+ multiple unit selection in chat lounge MekTable
+ MekTable KeyAdapter should respond to multiple unit selection
+ Fixed chatbox scroll buttons
+ Added Grenadier image, thanks Adgar76
+ Bug: MASS showing as Offensive BV weapon
+ Allow mousewheel to scroll the chatbox in the boardview
+ Bug: Chainsaw shouldn't need hand actuators to attack
+ Made chatbox in boardview resizable
+ Bug: System Crits not getting 5 bv when armored
+ Bug: Heat for Vibro Blades not being used when Calculating BV
+ Bug 3056079: Artillery cannon ammo not working
+ Revised a bit of readme.txt (German version not updated yet)
+ Heavily revised _ReadMe.txt in the board folder.
+ lots of updated images, some new ones. Thanks go to Diezle
+ Heavily revised readme.txt in data/mechfiles (removed more dated stuff).
+ Heavily revised readme.txt in data/mechfiles/unsupported.
+ Heavily revised MTF_names.txt (equipment.txt is a better doc).
+ Updated bay.getUnusedString() to not show .0 tons/Units
+ keep track of Tank item slots
+ Bug: BA cannot use AutoCannons
+ Bug 3077218: MG Extreme range damage
+ Lots of new or improved images from Mekwars: Legends. Thanks go to Ruff
+ more new images, thanks go to ladob
+ Bug: LRT and SRT's not being allowed to load with Artemis
+ Added new Clan Endo and Endo Composite MiscType
+ Removed unused imports
+ Bug: RL 15 should cause 4 heat, not 5
+ Bug: vibroblade heat not correctly handled for BV
+ Bug: Armored Components not calculating correctly for PPC Cap
+ Bug: Explosive bv not calculating correctly for PPC Cap
+ Unofficial Weapon Tech: Improved Bearhunter AC for BA
+ Added Unofficial Clan Unit: Golem Assault Battlearmor with Improved Bearhunter
+ Bug: BA Flamer available to Mechs
+ Bug: Clan RAC 2 Ammo BV wrong
+ Bug: PPC capacitor shouldn't be explosive the turn it is fired
+ Start of Tank dual turret implementation
+ Show BV calculations for Dropships
+ Removed StringBuffer argument from Mech and Entity getWeaponsAndEquipmentCost
and addCostDetails
Now Uses bvText
+ Bug: HAG report error
+ Bug: dropships should use maximum thrust, not safe thrust for BV calculations
+ Bug 3085415: Dropship errors
+ Bug 2003672: Naval Laser Bay
+ Bug: Clan Arrow IV should have same BV as IS
+ Bug: Clan Mech Mortars should have same BV as IS
+ Added rules for dual turrets, TODO: Add MapSet for armor and IS display
To use them in files, have a 6th armor value for the dual turret in the BLK,
change the <Turret Equipment> section in the file to <Rear Turret Equipment>,
and add a <Front Turret Equipment> section.

v0.35.18 (2010-08-31, 21:32 UTC+2)


+ allow to set deployment time in MUL
+ Bug 3038007: artillery cannon damage
+ new chatbox now keeps text from report chatbox, and vice versa
+ Bug: BA weapons mounted just on trooper 1 should have 360������ firing arc
+ Bug: Not all infantry flamers able to deal heat
+ Patch 3014518: Show reports from top
+ Patch 3014527: "All IS" and "All Clan" techlevels
+ Patch 3029802: Some BA weapons missing cost
+ Bug 3004670: OOC aero units that fly off and return should then be no longer
OOC
+ Bug 3028714: rac against infantry damage wrong
+ Bug 3011684: non-explosive tank weapons explode on weapon destroyed crit
+ Bug 2891636: RAC shouldn't be explosive the turn it jammed
+ Bug 3026402: gun emplacement appear as tanks in unit selector dialog
+ Added option to save units to .mul at any time, thanks Jason Smyrloglou!
+ Bug 3027240: Field Gun Infantry
+ "Aero on ground maps" option defaults as true
+ Bug 3012093: Sub Capital NLs
+ Bug 3030490: Aero on ice
+ Bug 3002063: fieldgunner twisting
+ Bug 3006168: Error Getting Portrait
+ Advanced Search Dialog
+ Removed Harjel flag from Armoring check for Armored components.
+ Added the rest of Vehicle Combat Chassis TO pg. 302/303
+ Bug 2994051: ASF on Ground Mapsheet and Engine Explosions
+ Bug 2996759: tacops energy weapons vs cooling jacket quirk
+ Bug 2831733: TacOps Partial Cover bug
+ Added BV modifiers for Combat Chassis.
+ Bug: shift key in chatterbox working as "up" key
+ Bug: Single shot ultra and RAcs doing not enough damage against infantry
+ Bug: Unjamming RACs not working
+ Bug: mousewheel scrolling in boardview not working
+ Errata: immobile units can be charged/DFAed, even when they have not yet
declared their movement
+ RS 3058Uu units added
+ Bug: Validation against Run MP and Jump MP with Partial Wing and IJJ
+ Data: 3031038 Lots of new unit images (Thanks Rufff13)
+ Bug: chatbox getting old message when switching from map view to report view
+ Bug: Flak ammo halving damage against VTOLs
+ Bug: Flak ammo has wrong techlevel
+ Bug: RAC at 1-shot mode not doing enough damage to infantry
+ Bug: Falling on ice damage
+ Added BA weapon flag for Search light
+ TO change: special thunder munitions receive full ammo bins, not half from
standard ammo
+ Started to make unit names reflect MUL (process will probably take multiple
releases before it is finished)
+ Added "show BV calculation" for Aero units
+ Added stats for BA cutting torch and space operation adaptation
+ Patch: make font and font size for movestep rendering configurable
+ Bug: Coolant Pods not considered ammo and can be armored.
+ Finished Mech turrets. To add a turret to a unit, add a " (T)" to the weapons
in the turret, and have a corresponding "ISShoulderTurret", "ISHeadTurret",
"ISQuadTurret" (or the clan version with "CL") in the appropriate location,
see TO for the complete rules.
To face the turret, in the firing phase, right click the unit, and choose
the "Turret Facing" menu options.
+ Patch 3051109: Infantry range update
+ Bug: Infantry inferno should deal half damage
+ Bug: Ferro-Lamellor armor shouldn't prevent TACs
+ Bug: Mixed Tech base clan units with IS engines didn't load correctly
+ Patch: Added advanced search to random army creator, thanks Jason S!

v0.35.17 (2010-07-20, 23:28 UTC+2)


+ Enable setting infantry armor divisor from .blk file
+ Added liquid storage
+ Added MegaMekLab flags for unit loading
+ Bug 3023810: BA should lose BV when losing troopers
+ Bug 3019719: Artemis IV + Indirect fire shouldn't get +2 on cluster hit table
+ Bug 3022131: Ghost target bug
+ Bug: Jumping onto bridges not always possible
+ Bug 3026769: tech base comparison not working correctly
+ Bug 3026820: infantry David Light Gauss has wrong lookupnames
+ Bug 3026433: Semi-guided NLRMs don't work
+ Bug: Advanced firing control for support tanks not working correctly
+ Added some missing costs
+ Bug 3027038: reinforced structure crit mod
+ Bug: Watchdog ECM has wrong crits
+ Bug 3028005: slow redraw causes chatterbox2 to take a long time to go up and
down
+ Added TO Electronic Warfare Equipment
+ Added hitch
+ Added Collapsible Command Module

v0.35.16 (2010-06-19. 16:28 UTC+2)


+ isometric rendering fixes
+ weapons fire report newline fix
+ unitoverview drawing fix when window wider than board image
+ MASS bv is defensive
+ Round reports now use the System font.
+ Data 2993359: JHS3076 DropShips and WarShips
+ Patch 2995672: Infantry armor from BLK
+ Added Fluff History and File path to MTF and BLK file types.
+ Added Cost data field to BA BLK loader
+ Bug: Artemis V BV for mechs missing
+ Bug: Protomech ACs shouldn't be explosive
+ Bug: Coolant pods not working correctly for BV
+ Bug: Extended and Enhanced LRMs had wrong BV
+ Bug: BA mines and misc equipment not counting for BV
+ Patch 3000277, Bugs 2995326, 2956157, 2956087: Artillery cannons
+ Patch 2995669: more infantry weapons
+ Typo: Misspelled Heavy Battle Claw
+ Bug 3000641: BA UMU not working
+ Patch 3002539: Infantry TW Flamer fix
+ Added Remote Sensor Dispensor Equipment.
+ Added code to use a max of 9 for pilot/gunnery skills.
+ Half ton troop carrying space not working correctly
+ added endo-composite structure
+ Bug: Large Support Vehicles not loading cruiseMP
+ Bug: Allowing for pilots with greater then 9 piloting/gunnery
+ Bug: Chameleon Light Polarization Shield name
+ Bug 3009995: Improved Heavy Small Laser range
+ Bug 3008861: minor fix for aero units mounting artillery
+ Bug 3008960: Engine rating rounding wrong
+ Bug 3005912: advanced units should be able to use experimental/unofficial
ammo when option is set
+ Talon BV/damage fix
+ Bug 3010633: kicks do no damage
+ Bug: Fixed number of crits for Endo-Composite
+ Bug 3009238: dermal armor BA have too many troopers shooting
+ Updated TestMech to check for new illegal equipment combos.
+ Bug: XXL Engine weight sometimes wrong
+ Bug: Mace has wrong weight in verifier
+ Added full-head ejection system (no game rules yet)
+ Added laser insulators
+ Bug: armor weight sometimes not correct, stupid floating point inaccuracy

v0.35.15 (2010-05-02, 21:11 UTC+2)


+ Improve swing board drawing performance by a huge margin

v0.35.14 (2010-04-31, 21:20 UTC+2)


+ Change Clan Prototype weapons tech type and naming convention.
+ Added Ammo to Clan RL ProtoType as well as tohit mod and oneshot flag
+ Bug 2970076: Leg/swarm attacks not working
+ Check for power amplificator weight in the unit verifier for Mechs and Tanks
+ Bug 2970359: Battlearmor Weight
+ Fixed naming issues with Prototype weapons
+ Klondike Mech images added (thanks Ladob)
+ A whole lot of units was missing
+ Fix Grenadier Hunter Killer Narc variant
+ Make sure that mixed-tech units are marked as experimental
+ Changed how the seed is used by the Hex Tileset to improve 'randomness' of
tile images.
+ Atmospheric drops
+ Bug: airborne aeros getting hit by crashing units
+ Bug: dropping units on atmospheric map should exit the game when they land
+ falling damage for infantry and BattleArmor
+ check building collapse on assault drop
+ Bug: bay doors reseting to 1 after first drop
+ Bug: drop is from starting position rather than current step position
+ disable Select All button in choice dialog if more choices are available than
allowed
+ do not auto-select the first choice in choice dialog
+ Bug: some movement buttons are not disabled by
MovementDisplay#disableButtons()
+ combat drop rolls failed by more than 7 mean instant death
+ Bug 2970152: Loading infantry from MUL results in 0 troopers
+ Infantry Squads had wrong images linked
+ dropping units on ground map should be in the ring two hexes away from dropship
+ Bug 2972075: (Aero) S-A Fire range constant error
+ Bug 2878964: active probe errata
+ corrected sub-cap missile data
+ StratOps fatigue points
+ Bug: NPE when DFAin a building
+ Bug 2943975: Client crash when loading savegame with VTOL
+ Patch 2975609: Infantry Weapons Patch
+ Bug: Clan SRM 2 IOS and SRM 2 OS weigh too much
+ Added Isometric Trees and corresponding .tileset.
+ Bug 2964950: Copy and Paste of round report text preserves formatting.
+ Bug: NPE when trying to use a VTOL
+ Improved button layout for deployment and movement (rest coming soon)
+ Updated VSP and MagShot External Names
+ Bug 2980974: weapons report truncated
+ unofficial game option to modify maximum to-hit penalty for Ghost Targets
+ added support vehicle targeting systems
+ Ghost Targets +4 maximum is for PSR modifier not to-hit modifier
+ Bug: VTOLs assault-dropping on deployment
+ Bug: Mechs cannot go hull-down even with option enabled
+ Bug 2984063: Gun Emplacements/ Configuring in the Lobby & Freeze
+ set preferred size for tWeaponScroll in MechDisplay.java
+ Multi-threaded bot code for improved performance.
+ Bug 2988920: ProtoMech AC ammo
+ Bug: Angel ECM has wrong tonnage
+ Bug: Watchdog has wrong tonnage
+ Patch 2985670, 2985669, 2985667: additional infantry weapons
+ Added 10-ton cargo containers
+ Improved keyboard support in MechSelectorDialog: Press Enter to add current
unit, select a unit in the list by just starting to type its name
+ Added Enhanced LRMs
+ Bug: Fuel Tanks not working
+ Prevent Bot from Jumping onto a building where CF < Mass.
+ Bug 2991034: homing Arrow IV TAG crash when no TAG hits
+ Bug: armored components BV not working correctly
+ Added vehicular stealth BV
+ Bug 2975147: Homing artillery crash, thanks for including a patch in the bug
report!
+ Bug 2980855: Coolant pods shouldn't explode from high heat
+ Fixed some movement display button issues
+ Bug: prototype streak SRMs from operation klondike not working correctly
+ Bug: NPE when a dropship flies off the ground map

v0.35.13 (2010-03-13, 02:15 UTC+1)


+ Added scroll bars to Map selection preview.
+ Bug: Clan ER Medium Pulse and Clan ER Large Pulse had wrong BV
+ Bug: Thunderbolt 15 ammo has wrong BV
+ Bug: Fluid gun ammo considered explosive
+ Bug: Reinforced Internal Structure BV modifier missing
+ Bug: PPC capacitor BV not quite correct
+ Bug: M-Pods should subtract defensive BV for being explosive
+ TO Errata: Clan artillery and mech mortar weapons should have same BV as IS
+ Bug: Spike BV wrong
+ Bug 2951922: Map sheet preview image does not update with Arrow keys.
+ Bug: snub-nose PPC with capacitor has wrong BV
+ Bug 2944751: Leg and Swarm attacks bugged
+ Bug: added mech taser non-fusion engine incompatibility to unit verifier
+ Bug: AES occupies 1 crit too much
+ Bug 2935838: Movement Bug 0.35.12-dev
+ Bug: Fixed different images for a tree being used with every repaint of the
boardview.
+ Unofficial Weapon Tech: Wolverine ERPPC
+ Map Selection Tab in Chat Lounge
+ added back player starting position button in the Player setup panel
+ added some missing messages
+ Bug: can't change bot's starting position
+ PlayerSettingDialog (minefields and initiative bonuses)
+ cleaned up ChatLounge code
+ removed CustomInitiativeDialog
+ megamek.icns (data/images/misc)
+ megamek.ico (data/images/misc)
+ added packaging_utils folder and jarbundler.jar for use with bundle.xml
+ packaging.xml
+ launch4j utility
+ some missing files for launch4j
+ minor cosmetic fixes to chat lounge
+ fixed RandomMapDialog
+ Added units from RS 3060 unabridged
+ primary and secondary weapons for conventional infantry
+ replaced infantry data files with new ones using new format
+ Bug: primary and secondary weapon fields in Infantry.java need to be
transient, added restore() method
+ improved MechView for infantry
+ Bug: Awesome AWS-9Q missing
+ Bug: NPE in Infantry.restore()
+ Corrected and re-added Field Guns rules and data
+ Bug: Dig-in does not require a facing per TacOps rules
+ Infantry Squads
+ Added Blue Shield Particle Field Damper
+ Better range and damage reporting for infantry weapons in MechDisplay
+ RFE 2821552: Infantry armor to be shown in MEK Display
+ Field Artillery
+ Bug: Map editor - save as image not working
+ Bug: bot stops when no physical attack possible
+ Bug 2933876: HMV loader doesn't set cruise MP
+ Bug: HarJel shouldn't have BV since TO
+ Advanced Building critical hits (i.e. Gun Emplacements)
+ fixed packaging of mac-bundle on non-OSX
+ Bug 2934959: (hit aimed location) report too early for HAGs
+ HAGs should not able to make aimed shots
+ Added prototype weapons from Historicals: Operation Klondike
+ updated contributors.txt
+ Added new icons
+ added OS X version of launch4j bin files for packaging on OS X
+ legacy look-up names for infantry weapons
+ put infantry weapons in a subfolder
+ Bug 2967104: MFUK Plasma Rifle not working correctly
+ Bug 2960996: fuel cell heat when moving
+������Bug: standing up with ICE or fuel cell engine should not cost heat
+ Bug 2959992: [RANDOM] Map is the same as [SURPRISE] Map
+ Bug 2957367: Ferro-Lamellor armor prevents pilot damage on head hit
+ Bug 2939613: HVACs bugged
+ Bug 2933054: Aimed shots with Rocket Launchers
+ Bug 2932450: DHS and Laser Heat Sinks not loading correctly on mixed tech unit
+ Bug 2923177: Warrior H-7C has wrong image

v0.35.12 (2010-02-14, 00:12 UTC+1)


+ Added View Game Board button to Map Selection Dialog
+ Bug: deployment elevation in depressions sometimes wrong
+ Added legal unit type flags to chemical lasers
+ Unofficial Weapon Tech: Gatling ACs
+ Bug: Battle Armor weight is reported incorrectly.
+ Bug #2912431: Mek Mortars have wrong techbase
+ Bug: Unable to load transports during deployment phase.
+ Bug: HTML tags are displayed in Movement Phase report when unit skids or
sideslips.
+ Bug 2910453: Option -Xmx not recognized in startup.sh
+ Switch Gamelog.txt to Gamelog.html. Format output to HTML.
+ Bug: minimum engine weight for hovers not calculated
+ Bug: Fix BV of Clan Streak LRMs and Clan RACs
+ Bug: Fix explosive DBV reduction of PPC Capacitors
+ Bug 2923916: Vibroclaw physical NPE
+ Added Solaris Factory board with working skywalk
+ Implemented VTOL Mast Mounts
+ Bug: fix chatlounge bug when deleting last unit
+ Bug 2928258: LRM 15 not loading from TDB .xml files
+ Added IOS Weapons.
+ Added extended industrialmech fuel tanks
+ Bug 2930686: Plasma rifle vs. fire-resistant armor
+ Bug 2933643: Charge should do damage first, displace later
+ Aero horizontal liftoff (partial)
+ RFE 2898899: Option for the old, simple Unit Viewer
+ added missing messages for horizontal liftoff
+ Bug: dropships not treated as VSTOL
+ Bug: spheroid dropships can lift off horizontally
+ Bug: level changes not taken into account for a clear liftoff path
+ Dialog pop-up with reason liftoff can't happen
+ Bug: Units lifting off were not marked done for movement
+ Aero vertical liftoff (no proximity damage)
+ Bug: Dropship secondary positions unchanged on liftoff
+ Bug: NPE when an empty tag is left in a BLK FILE
+ Bug: NPE when non-linked PPC Cap is checked for BV
+ Made MechFileParser.postLoadInit Public and static.
+ Bug in Coolant Pod BV calculation
+ Added planetary conditions dialog to scenarios
+ aToW Gunnery Specialization (-1 to specialized type, +1 to all others)
+ renamed pilot advantages to reflect source
+ updated Weapon Specialist to aToW rules
+ updated Melee Specialist to aToW rules
+ updated Maneuvering Ace to aToW rules
+ aToW Jumping Jack SPA
+ Bug: all units get +1 penalty for specialization
+ aToW Sniper SPA
+ aToW Multi-Tasker SPA
+ aToW Oblique Attacker SPA
+ aToW Hot Dog SPA
+ Toughness bonus to consciousness checks (unofficial option)
+ refactored gunnery specialization constants
+ Bug 2879684: Wrong Over Penetration applied
+ Bug 2918499: Sub Caps AAA
+ Bug 2946656: Building CF is reset to default
+ Bug 2881368: Top of the building deployment
+ Bug 2915226: Light Air-to-Air Missiles (LAA) wrong number of Bomb Slots
+ Bug 2868771: Altitude bombing uses secondary target modifier
+ Bug 2864731: Infinate Aero Movement
+ Bug 2859447: Can't fire screen launchers
+ Bug 2879417: HAG Flak mode in space
+ Bug 2936007: 0.35.12-dev 0 Unable to load fighters into squadrons
+ Bug 2918503: Squadron Crits
+ Bug: too many BA can be loaded into transports
+ Added override method for Entity#hasWorkinghasWorkingMisc
+ Bug: mech verifier treated partial wings wrong
+ RPG option for separate artillery skill

v0.35.11 (2009-12-08, 22:44 UTC+1)


+ All Clan Mechs have Clan names again
+ Bug 2884342: Vehicle Fuel Cells were overweight
+ Bug: secondary positions being set for DropShips in space
+ Made auto-slide-down of chatterbox disableable in the advanced client settings
+ Bug: Hovers and Naval units getting deployed underwater
+ Bug: done button missing in the deployminefielddisplay
+ More Battle Force conversion changes
+ Bug 2897781: BA don't show correct number of troopers in MechDisplay
+ Bug 2897769: Mouse wheel zooms map option not working in swing
+ Bug 2886568: IS BA Light MG has wrong extreme range
+ Fix some scrolling issues in Swing BoardView.
Also, re-enable movepath plotting by dragging
+ Bug: NPE when checking for shield.
+ More Changed to BF Conversion
+ Bug 2884446: Vtol deployment Elevation on Water
+ Fix tank cruise MP for tanks with an engine rating that gets bumped up
because otherwise it's below minimum
+ Bug: compact engines are not mech only
+ added better filtering code for Mul save and load dialogs
+ Bug: More NPE when checking for shield.
+ Keep Bots in Client, not ClientGUI, and remove them when they disconnect
+ use double buffering for swing UI (I don't even remember why I disabled it
in the first place)
+ Bug: Jump infantry with ground MP 0 should be able to make a 1 hex move as a
jump, not only as walking
+ Bug: pressing "more" too often in the physicaldisplay made the buttons
disappear
+ Data 2855741: New gun emplacements for MegaMek
+ Revised "How to use aerospace units on ground maps in MegaMek".
+ Bug 2904168: Vibroclaw melee report
+ Moved hopalongairsea.zip from unsupported to
unofficial.zip/vehicles/hopalongairsea
+ Moved Laser HS Night Gyr variants from unsupported to unofficial.zip/_fluff
mechs
+ Unofficial weapon tech: AC/15
+ Updated contributers.txt
+ Unofficial weapon tech: AC/10i
+ Created a section in weapontype.java for unofficial weapons.
+ Fix report indenting in swing
+ Added planted fields and sand to RMG
+ Fix startup.sh line endings

v0.35.10 (2009-11-10, 20:14 UTC+1)


+ Rearranged Components for ease of use in MML
+ Bug: Shields and Spikes count for defensive BV
+ Bug: large shield with all crits destroyed still hindering movement
+ stupid me, fixed the problem where clicking done in the ReportDialog didn't
work with more than one player

v0.35.9 (2009-11-09, 19:32 UTC+1)


+ Bug: Extended LRMs not properly added
+ Bug 2883347: PPC renaming broke some designs
+ Chat lounge facelift, replace Unit and BV lists with tables
+ added default pilot silhuettes (thanks eldragon!)
+ keyListener for tableEntities and assorted functionality
+ Bug: camos not updating properly in tableEntities
+ Bug: teams not updating properly in tableEntities
+ Bug: teams not sorting properly in tableEntities
+ changed playerinfo to table and merged with bv table
+ added title border to player setup
+ changed look of CamoChoiceDialog so players can more easily see camos
+ changed look of PortraitChoiceDialog so players can more easily see portraits
+ Bug 2884273: Adjusted Force Size BV not shown in chatlounge makeover 35.9
+ Colorized round reports
+ Initial implemenation of drawing multi-hex units, still needs work
+ Fix MechTileset
+ Bug: command console cockpit missing second life support slot in head
+ Inital Checkin for Battle Force Conversion for Mechs
+ Bug 2889087: Fa-Shih mines deployment
+ MechSelectorDialog facelift, JList to sortable JTable, built-in filters used
+ MechView in HTML (start)
+ All option in MechSelectorDialog for Unit Type
+ All option in MechSelectorDialog for Weight Class
+ Updated datafiles from RS: 3055U
+ Reports in wrong order when DFA hits
+ Better reporting in chat lounge for C3 networks
+ weapons and ammo in HTML tables in MechView
+ Bug: duplicate entity counter not updating properly
+ removed test portraits
+ re-added game options button
+ Bug: HMV loader not setting internal structure type correctly
+ MechView improvements (font, ammo table, equipment table)
+ separate MechView.java for AWT (plain text) and swing (HTML)
+ More Additions to Battleforce Conversions.
+ Unit fluff images (not included) will appear in MechSelectorDialog and Unit
Quick View
+ MechViewPanel: contains MechView and fluff image
+ BV Calculation Button re-added to MechSelectorDialog
+ Bug 2889626: Pushed off units sometimes still get los checks, and their
position is not null
+ Bug 2881452: 1) blocked AMS can not fire 2) AMS eligibility is now based on
the Missle flag, not on "missile damage"
+ Changed EquipmentType flags to BigInteger
+ BattleArmors now keep track of all their manipulators correctly and have
correct rules levels NOTE: Old BA files will not work anymore
+ Added half ton cargo
+ Weight-class filtering for BAs
+ Bug: HGR PSRs wrong
+ Bug: AES critcount
+ Bug 2862027: Grapplers not being applied to leg attacks.
+ MegaMek.app test (OS X executable)
+ removed MegaMek.app
+ MegaMek.app second attempt
+ removed MegaMek.app (symlinks not working)
+ Bug: unit loading dialog not working
+ Scrolling fixes
+ tooltip for player initiative bonuses
+ fix mechsummarycache
+ fix systemmessages for chatterbox2
+ Bug: TacOps vehicle effectiveness not working correctly
+ Enabled ChatterBox2
+ Minor patch for squished Chat box in report windows. still needs work.
+ More BF conversion code added.
+ IDisplayable drawing improvement
+ Configurable background color, transparancy and font size for ChatterBox2.
+ Bug: chatbox not appearing in chatlounge after /reset
+ Added RS:3075 data files

v0.35.8 (2009-10-18, 22:34 UTC+2)


+ Bug: infantry flamer not causing heat correctly
+ Added optional isometric elevation view to swing BoardView
+ Bug: AMS ammo counting full BV even when BV exceeds AMS BV
+ Added drop shadow effect for VTOL units when using Isometric BoardView.
+ WarShip/DropShip ammo should always round its weight up to the full ton
(new errata)
+ RFE: Changes to the -export command line argument
+ Bug: NPE when DFAing a VTOL off the board
+ Bug: Mek Taser not showing up as a Mek Weapon
+ Added a few Gun Emplacements, thanks Ladob
+ Added Protomech myomer booster
+ Added Siren 4 Protomech
+ Bug: Mek Taser has wrong range
+ Added Protomech myomer booster cost
+ Bug: AC AP ammo still doing crits against partial cover
+ Fix potential report filtering issue
+ Bug 2871000: Chameleon LPS gives wrong mod at medium range when used with
Null-Sig.
+ Bug 2874785: ATMs doing only 1 damage against infantry
+ Bug 2879004: NPE in deploymentdisplay
+ RFE: Changed to Mech#addCostDetail to print out in HTML
+ RFE: Added new Entity#getWeaponsAndEquipmentCost to return StringBuffer with
HTML formatted table of equipment costs
+ Bug: Lift Hoist did not have an internal name set.
+ Bug 2839378: added proper reset to TileSetManager
+ Bug 2857824: Some options descriptions are so long that they run off the
screen.
+ Bug 2797425: Hull Down units can not kick and are treated at -1 height for
punch purposes
+ Bug 2581473: Assault Droppers have a +3 TMM according to StratOps
+ Bug 2843126: Melee attacks should take into account stealth modifiers
+ Bug 2880003: BA Magshot Gauss rifles should have the same flags as non-BA
ones, plus the BA flag
+ Bug 2805862: Added check for coming back in contact with the enemy, also,
movement clipping stops at first illegal move
+ Bug 2838198: BA and Infantry BVs no longer affected by Anti-Mech skill if
anti-mech flag is not set
+ Bug 2881020: NPE when using searchlights
+ RFE: Combine weapon added.
+ Bug: Artillery special graphic shown on location of firing unit, not on target
hex
+ Bug 2881408: Bot trying DFA attacks with infantry units

v0.35.7 (2009-09-19, 01:36 UTC+2)


+ ejected status read to and loaded from MUL
+ externalId for pilots
+ XMLStreamParser produces both an Entities and a Pilots vector (for reading in
ejected pilots)
+ Bug: pilot external id written wrong
+ Bug 2839075: Fly off needs all velocity spent
+ Show directories by default in swing view
+ made scenario camos show up initially
+ Bot caches move option utility calculations, and uses PSR calculations like a
human
+ Bug 2831132: checking air to ground needs defensive programming
+ RFE 2841698: min and max wind strength
+ How to use Aerospace units on ground maps readme added
+ BUG 2840765: Fuel-Cell and Fuel Cell are now interchangeable with regard to
engine types
+ BUG 2792391: Infernos should not be able to ignite non-flammable hexes, per
ruling by Herb
+ Artillery Cannons are Ballstic weapons, they probably don't need a separate
type
+ Bug 2844033: added scrollpane to single choices by removing SingleChoiceDialog
and replacing with JOptionPane
+ Bug 2857005: Narc LRM modifiers are giving out incorrect +2s
+ Bug 2854291: Tank "weapon destroyed" critical hit has no effect
+ Bug 2585799: Pilot damage assigned to vehicle crew
+ Add Walk/Run/Jump MP to exported unit list.
+ Bug: HVAC explosion should be treated like an ammo explosion
+ Bug 2860627: Unit cache doesn't load
+ Pilot portrait image in pilot tab of MechDisplay
+ Bug 2825594: Destroyed gyro now loses hull down and is prevented from going
hull down
+ PortraitChoiceDialog and button in CustomMechDisplay
+ portrait location reads to and writes from MUL
+ Bug: NPE on CustomMechDialog
+ Bug 2868277: Random army generator doesn't load canon units when selected

v0.35.6 (2009-08-17, 15:23 UTC+2)


+ ultra rubble image (thanks sirrob01!)
+ Bug: Mechdisplay not remembering which ammo was selected
+ Bug: dislogded swarming BAs didn't get their turn removed correctly
+ Bug 2827537: edge and center deployment should be allowed even with exclusive
DB deployment
+ Bug: Telemissiles had wrong movementtype
+ Bug: Telemissiles image in swing wrong
+ Bug: chatarea row count setting not working
+ Tank#unlockTurret
+ Tank#resetMovementDamage
+ Tank#hasMovementDamage
+ Bug: deployment in water results in wrong elevation
+ Entity externalId written to and read from MUL file
+ Bug: correctly use setHit and setDestroyed
+ repairable boolean in CriticalSlot and Mounted
+ write out and read in repairable status in MUL file
+ Added Paramedic Equipment construction data
+ Bug 2832645: Forest absorbing swarmed infantry attack
+ Lots of new BA and ASF images (Thanks adgar76)
+ fluff fields for Equipment (tech rating, availability, and introduction/
extinction dates)
+ tech ratings for all autocannons
+ salvage.mul printed to log directory at game end
+ Bug 2836883: To-hit modifier for units on top of the same multi-hex building
+ Bug 2835900: BA w/ Magnetic Clamps should default to mount inside on a Vehicle
w/ transporter
+ Bug 2830760: Large VSP Laser and Aero damage
+ Bug 2792093: ECCM not disrupting Stealth Armor
+ Bug 2792205: LRM Thunder minefiled delivery should get -4 mod for immobile
+ Bug 2837697: Movement vectors not calculated correctly sometimes
+ refactored Aero movepath checks in MovementDisplay#ready into SharedUtility
+ moved Aero stalling checks to Server#processMovement
+ Bug 2837699: (Aero) double move
+ Bug 2837795: (Aero) flying off map at map edge
+ Bug: NPE on stalling out
+ RFE 2837814: Show heading of aero units using advanced movement
+ changed color of hex numbers in space to light grey
+ updated spheroid dropship atmospheric hit locations
(http://www.classicbattletech.com/forums/index.php/topic,54077.0.html)
+ Bug: spheroids only make control rolls for hovering above safe thrust, per the
errata
+ Bug: spheroids in atmosphere shouldn't get -2 to hit for zero velocity
+ all ASF are VSTOL
+ all VSTOL can hover
+ all spheroids are VSTOL
+ Bug: spheroids can't hover
+ Bug: stall check not working
+ RFE 2827549: show Movement Trails from Aeros on the Ground Map (option)
+ Bug: NPE on loading of mechwarrior from MUL
+ Bug: scenario ammo setting not working as documented

v0.35.5 (2009-07-24, 23:16 GMT+2)


+ Bug 2819713: Can't change Camo
+ removed entity#getGame check from EntityListFile#saveTo method
+ revert change to EntityListFile
+ Bug: small craft don't load
+ Bug: Clan Laser AMS has wrong crits/tonnage
+ Bug 2819401: Problems in the lobby (MD options not saving)
+ Bug 2818326: Bombs duplicate on aircraft 0.35.4-dev
+ Bug: North/South flee directions backwards
+ Bug: 2819401: generate map settings was going blank
+ Some new or improved unit images (Thanks devil877 and BH21)
+ Bug 2822406: Weapon panel and firing display were getting unsynced
+ Bug 2819904: Some criticals have no mounts
+ Bug 2818338: Tags not behaving properly when a TAG has missed
+ Save commander status to MUL
+ Bug: added scrollbars to weapon- and slotlist in mechdisplay
+ Ensure that selected weapon is visible in weaponlist in mechdisplay
+ Bug: Indirect Artillery doesn't need visual or sensor range
+ Bug: next unit button not working correctly after a reset
+ Bug 2823891: Firing bug
+ Bug: name list too small
+ Bug: BA AP Gauss Rifle not doing correct damage against Infantry
+ Bug: CASE in ASF prevents explosive equipment BV penalty
+ Bug: For Aeros Ultras should count as 2*heat and RACs at 6*heat for BV
+ Bug: Explosive Weapons not counted for DBV reduction for aeros
+ Lots of Aerospace Fighter files fixed
+ Bug: explosive weapons sometimes counting twice for DBV reduction
+ Bug 2818129: Altitudes not being subtracted in certain attacks 35.4-dev
+ Bug 2822104: VTOLs wont change Elevation
+ Bug: no dead zones in space
+ Bug 2790375: Aerospace Unit damage reduction due to woods high altitude
+ Bug 2826355: no high gravity PSR warning on jumps
+ Simplify/fix swing scrolling, only right-click and drag scrolling plus numpad
and arrow key scrolling possible
+ Added unofficial options to force a PSR when jumping into heavy woods,
and for front-loading initiative and for initiative streak compensation
Thanks Targ!

v0.35.4 (2009-07-09, 19:14 UTC+2)


+ Bug: Scenarios can't start
+ Bug 2814207: NPE in swing ConfirmDialog
+ Bug 2813404: Implemented TacOps artillery scatter errata
+ Bug 2813314: Pulse Laser extreme range
+ Bug 2813374: Ice not working under classic/simplified tileset
+ Aerospace units on ground mapsheets option (only movement, no firing yet)
+ Bug: aero units elevation set incorrectly at deployment
+ Aerospace striking attacks
+ ground to air attacks
+ display altitude for ground-to-air attacks in FiringDisplay
+ Bug: atmospheric checks not happening on ground maps
+ Bug: ground to air attacks apply 2 ranges per altitude
+ Bug: altitude affects range of ground-to-air attacks even when attacked from
the same aero unit
+ improved range reporting for ground to air attacks
+ disabled physical attacks on flying aeros
+ LoS corrected for air-to-ground and ground-to-air attacks
+ mods for AAA missile ground-to-air attacks
+ dissallow certain weapon locations (front for spheroid, aft for aerodyne)
in air to ground attacks
+ Bug: Retractable blade sometimes overweight
+ Lots of Aerospace and Conventional Fighter Updates
+ all ground units must move before aerospace units
+ Bug: some weapons doing zero damage in air-to-ground attacks
+ report effective range in weapons display
+ air-to-air attacks on ground map divide effective distance by 16 hexes
+ no minimum range for air-to-air, air-to-ground, and ground-to-air attacks
+ Bug: -3 to hit for units performing air-to-ground attacks only applies for
attacks from airborne units
+ Bug: aero movement on ground map should be able to split turning cost across
turns
+ aerospace crashes
+ Bug: airborne aero units on ground maps never affect stacking limits
+ deployment starting position held by entity not player (allows for entity
specific deployment zones)
+ unofficial option to allow aeros that fly off the map to return after a
certain number of turns
+ aero maneuvers on ground maps
+ Bug: Aero Bays not loading
+ Bug: air-to-air dead zone not working
+ Bug 2816106: Fly Off of Map NPE in 0.35.4-dev
+ step movement display for aeros now shows hexes remaining to be moved
+ step movement display for aeros now shows turning eligibility
+ only report turn eligibility for aeros
+ report remaining velocity on aero elevation changes
+ improvements to Aero step cost reporting
+ aeros lose altitude from some air-to-ground attacks
+ Bug: NPE on processCrash
+ Dive bombing
+ Bug: each bomb should roll for scatter separately
+ DiveBombAttackHandler changed to BombAttackHandler
+ Bug: Aeros on the ground map being hit by ground artillery
+ start of Artillery FLAK against Aero units
+ Bug 2816516: Dive Bombing subtracts levels all the time 0.35.4-dev
+ Bug: Aeros on ground map checking for passing through buildings
+ Aeros use altitudes not elevations
+ Infantry cannot make ground-to-air attacks
+ Bug 2817241: Dive Bombing Keeps Dropping Bombs after attack 0.35.4-dev
+ isAirborne() checks movement mode not altitude (for future grounded aero
movement)
+ Bug: above/below check for air-to-air attacks using elevation not altitude
+ grounded aero movement and attacks (no landing or liftoff though)
+ aeros that survive crash on ground map are grounded rather than removed
+ Bug: max elevation change for grounded aeros is 1
+ Bug: grounded aeros have the same terrain prohibitions as wheeled tanks
+ Bug: grounded aeros don't add atmospheric operation penalties to PSRs
+ grounded aero stacking limits
+ Bug: Aero airborne/landed status not set correctly before deployment
+ aero heights while grounded
+ Altitude bombing
+ Camo dialog - enter = accept, escape = reject.

v0.35.3 (2009-06-27, 20:37 UTC+2)


+ Changed default UI to swing
+ Patch 2806831: fix typo in MovePath
+ Bug 2808412: Firebee image misnamed
+ Bug: BA microbomb should have range 0
+ Ymir and Von Rohr images added (Thanks st0ny)
+ Bug: BA with vibroclaws not correctly identified as eligible for the physical
attacks phase
+ Bug: Rubble should always cost +1 MP to enter
+ Bug: Fa Shih mines not working correctly
+ Bug: Aeros with MRM 40 not loading
+ REQ: Added keyboard shortcuts of Y and N for the yes/no dialogs
also added space for the common help dialog
+ Bug: buildings with different class being auto-combined in map editor
+ updated map editor readme with TacOps terrain types and levels
+ Bug 2809999: Light and Moderate Gale/Wind
+ Bug 2806950: TacOps Vehicle Arcs + secondary targets
+ Bug: Gun Emplacements can only be single hex
+ TacOps Infantry Armor (damage divisor and encumbering)
+ Bug: infantry to infantry damage should not be divided into 2-point clusters
+ Bug 2811958: Reckless (non-careful) movement producing too many PSRs
+ Space suits, DEST and Sneak suits (infantry armor)
+ localized infantry armor labels
+ infantry BV adjusted for infantry armor
+ added quirks with no game effects for completeness
+ Weapon Quirks
+ Accurate Weapon Quirk
+ Inaccurate Weapon Quirk
+ heat buildup recorded from Mounted#getCurrentHeat rather than
WeaponType#getHeat
+ Improved Cooling Jacket Quirk
+ Poor Cooling Jacket Quirk
+ No Cooling Jacket Quirk
+ save and load weapon quirks from MULs
+ unit restrictions on weapon quirks
+ improved weapon quirk name reporting
+ maximum visual range added to MekDisplay
+ current sensor and ranges added to first tab of MekDisplay
+ unit must have visual or sensor detection to fire per
http://www.classicbattletech.com/forums/index.php/topic,47618.0.html
+ c3 units can fire beyond visual and sensor range if another unit is within
range per http://www.classicbattletech.com/forums/index.php/topic,47618.0.html
+ changed called shots prompt to a "mode-like" button in firing display
+ Bug: NPE in Entity#getSensorDesc for infantry
+ removed sensor labels in MechDisplay when double-blind is not in play
+ Bug 2813002: SVN 6/26/09 Too much heat

v0.35.2 (2009-06-18, 16:00 UTC+2)


+ Separate pilot tab (swing only)
+ pilot nicknames (swing only)
+ pilot tab images
+ nicknames saved to and loaded from MUL file
+ Bug 2800635: BattleMech Talons not working correctly
+ lots of mechfile fixes
+ Bug 2799607: NPE with dead-zone LOS
+ Added tabs to swing CustomMechDialog
+ Quirks tab
+ Hard to Pilot Quirk
+ Easy to Pilot Quirk
+ Narrow/Low Profile Quirk
+ Hyper-Extending Actuator Quirk
+ Atmospheric Flyer Quirk
+ Stable Quirk
+ Improved Targeting Quirk
+ Poor Targeting Quirk
+ Anti-Aircraft Targeting Quirk
+ Combat Computer Quirk
+ Battle Computer Quirk
+ Command Battlemech Quirk
+ Protected Actuators Quirk
+ Exposed Actuators Quirk
+ Extended Torso Twist Quirk
+ No Torso Twist Quirk
+ Atmospheric Flight Instability Quirk
+ Cramped Cockpit Quirk
+ Fragile Fuel Tank Quirk
+ No/Minimal Arms Quirk
+ Improved Life Support Quirk
+ Poor Life Support Quirk
+ Unbalanced Quirk
+ No Ejection System Quirk
+ Difficult Ejection Quirk
+ Bug 2803208: SVN 6/8/09 NPE (Talons and Kicking)
+ added quirk list to swing mech display
+ limited quirks to appropriate unit types
+ Sensor Ghosts Quirk
+ Poor Workmanship Quirk
+ Prototype Quirk
+ Improved Sensors Quirk
+ Multi-Trac Quirk
+ Reinforced Legs Quirk
+ Weak Legs Quirk
+ removed level 3 (MaxTech) targeting systems
+ clear quirks when Quirk game option changed
+ Cowl Quirk
+ quirks save to and load from MULs
+ Fix Aero BV bug
+ Fix bug with unit list export
+ Bug 2804542: SVN 6/10/09 Imaginary Spikes
+ scrollbars to all JLists in swing ChatLounge
+ changed default mech display size
+ changed default ruler display size
+ fixed scroll bars in swing camo dialog
+ Bug: out-of-bounds error in swing camo dialog
+ double-clicking mechs in swing chag lounge opens customize mech dialog
+ replaced text box descriptions for options with tool tips
+ improved quirk and pilot advantage reporting
+ Gun Emplacements now just contain weapon loadouts and turret information. They
must be placed within buildings.
+ movement inside hangars costs no extra MP and does not require PSR
+ deployment into buildings brings up dialog asking for floor of deployment
+ draw elevation on entity sprite for all non-zero elevations
+ Gun Emplacement building class
+ Bug: reporting error in gun emplacement displayable name
+ added entries to tilesets for building classes and armor (but no special
images yet)
+ added option to calulate BattleArmor suit BV
+ Optionally ignore ammo in cost calculation
+ Bug: 3d interface not working
+ Bug: Protomech cost not including heatsinks
+ Bug: Protomech cost not including weapons and misc equipment
+ Bug 2805632: Infantry digging in in terrain where they shouldn't be able to
+ Bug 2789057: Map Preview not working in Swing
+ Bug 2806773: Fire phase "Array Out Of Bounds"
+ Bug 1967859: random army creator not working correctly with tanks
+ Bug 2805244: BA Vibro claws
+ Preferrably do not displace into friendly units when displacement should
be chosen by controller of displaced unit
+ REQ: Bot should not fire on friends when friendly fire is turned on.
+ Show fled BV in victory report

v0.35.1 (209-06-03, 15:48 UTC+2)


+ Bug: aero BV explosive munition subtracting not working correctly
+ Updated mechfiles
+ Added image for Zeus X (thanks DarkISI)
+ Bug: Artemis V and Ferro Lamellor not working
+ Updated vehicle files
+ Added scrolling to swing quick view
+ Updated conventional fighter files
+ Added Dumper, Sprayer, Cargo for MML
+ Bug 2790142: Talon weight
+ Bug: Talons BV should be the extra damage they do in a kick attack
+ re-implemented escape and ctrl-enter for swing gui
+ Prevent ConcurrentModificationExceptions in the server networking
+ Updated vehicles.zip
+ Images for TRO3075 units
+ Added Nail/Rivet Gun
+ ECM should cancel Ghost Targets not ECCM
+ Added Uziel Jacob and Uziel Jacob II
+ Added Unit Weapon Type Flags to Fluid Guns.
+ TacOps Dead Zone Rule
+ Bug: Hull Down option disabling falling (expanded) option in Swing GUI, when
it should be the reverse
+ changed reporting of dead zones
+ Bug: Chameleon Light Polarization Shield not working
+ TacOps Sprinting Movement Mode
+ Added game option to log d6s
+ TacOps Leaping
+ Hangar and Fortress building classes
+ TacOps building armor
+ Bug: null building armor
+ Bug 2797113: dead zone rule preventing targeting of buildings
+ Bug 2796980: Sprinting and Weapons Fire
+ Bug 2798057: SVN 5/28/09 crashes when bot tries to fire
+ Bug 2797719: Planetary conditions resetting
+ TacOps Called Shots
+ Bug: TacOps Called Shots option name missing
+ Bug: Dead zones too short by one hex
+ Bug: TacOps Called Shots option name still missing
+ Changed Name display convention for LRM/MML/MRM ammo
+ Bug 2617838: Careful Stand Broken 0.33.41-Dev
+ Bug: Jump Infantry ground mp not reduced by Light Gale

v0.35.0 (2009-05-09, 18:02 UTC+2)


+ Patch 2604166: Battlemech Partial Wing
+ Patch 2590162: Ferro-Lamellar and Artemis V
+ Patch 2782015, Bug 2777743: Enhanced ER PPC BV
+ Patch 2781982: Added Engine Base Costs
+ Added new Flag field;
+ Added Override method of hasFlag(long) hasFlag(long,int);
+ Added Override method of getFlags() getFlags(int);
+ Moved all Unit equipment flags to flags1 field for MiscType;
+ Moved all Unit Weapon flags to flag1 field for WeaponType;
+ Bug: mouseclicks in boardview register at wrong location
+ Bug: Ostwar 3M has wrong techlevel
+ Bug 2555773, Patch 2782679: Narc pods working for non-narc ammo
+ Patch 2782596: Infantry weapon cost missing
+ Bug 2780871: Kobold BA missing and wrong variants
+ Bug: HAG costs incorrect
+ Bug: Void sig not correctly counted for BV purposes
+ Bug: Mech taser counting for -15 per crit for defensive BV, instead of -1
+ Updated Weapon and Equipment Flags for Specific units.
+ Bug: mouse clicks register at wrong location in BoardView
+ Added zooming to swing UI
+ Bug: homing artillery hit side resolving from TAG location
+ Bug: prevent NPE in FiringDisplay
+ Bug 2786447: B-Pod bug
+ Bug 2785522: minor typo and small bug
+ Bug: LRM-delivered minefields should always have strength equal to the rack-
size of the launcher
+ Bug: Torpedoes should not be available to MMLs
+ Bug 2787549: pilot damage avoidance rolls wrong
+ Added Artillery Cannons (construction data only)
+ Bug: AMS and MGAs have missing flags for MML use
+ Bug 278587: Aft Weapons Bay Bug
+ Bug 2784920, Patch 2786448: firing leg-mounted weapons when hull down
+ Bug: camo choice not working correctly in swing for no camo
+ Bug: board selection dialog in swing not reacting to double click on board

v0.34.0 STABLE (2008-04-27, 21:46 UTC+2)


+ Bug: make camo choice dialog correct size
+ Mechfiles update
+ Bug: VTOLs above smoke acting as if in smoke
+ Bug: Hovers falling into water when breaking ice
+ Bug: one-shot ammo counting as explosive for Aero BV
+ Bug 2774986: Hovercraft Not Sinking on Water
+ Bug 2777807: AMS and Swarm Missiles
+ Added BA Flag to more BA only equipment
+ Added Flags to delininate weapons and equipment for unit types

v0.33.45 (0.34.0 Release Candidate 2) (2008-04-16, 14:34 UTC+2)


+ Bug: AMS and BAP should count for offensive Aero BV
+ Bug: BA improved sensors counting as light active probes for BV purposes
+ Bug: BA BV calculation not disregarding "burden" by non-fired missiles for
speedfactor calculation
+ Bug: Clan Medium B������r BA should not have heavy battle claws (magnetic)
+ Bug: Clan SRM 5 BV wrong
+ Bug: Djinn and Djinn (Stealth) BA should not have heavy battle claws
(magnetic)
+ Bug: Rogue Bear BA should not be able to make leg or swarm attacks
+ Bug: Fa Shih should have 2 mines for each trooper, at 4 BV each
+ Bug: BA micro bombs should have BV 11
+ Bug: Report with missing subject
+ Bug: edge not always working correctly for quad mechs
+ Bug: direct fire artillery should only scatter for a distance of 1d6
+ Bug: Building destruction does not affect units in parts of the building that
are destroyed due to more than half the building hexes being destroyed
+ Bug: ProtoMechs should not be able to fire MGA into non-front arcs
+ Bug: ProtoMechs should not be able to jump into any elevation of a building
hex, only onto the top of it
+ Bug: Fah Shih mine-laying not working correctly, mines now correctly get
placed during movement. TODO: adjust it so that mines can only be placed at
the start or end of movement (only jumping/VTOL movement for BA)
+ Bug: magnetic clamps allowing 2 BA units to ride on omni tanks
+ Bug: BA Taser interference not working correctly
+ Bug: Aft mounted weapons not correctly identified as being rear mounted for
Aero BV calculations
+ Bug: Implemented errata for QuadMech advanced hit location table
+ Bug 2755192: NPE when resolving FASCAM artillery delivery
+ Patch 2754033: Switch statements fall through
+ Patch 2754024: Error messages for invalid board size
+ added the ability to load the source tag for all BLK file loaders
+ Bug: buildings should not be damaged when exiting
+ Bug: buildings should immediately collapse when CF gets lowered to 0 due to
units moving into buildings
+ Bug: Endo steel crits on listed as Tech All
+ Bug 2765038: alertdialogs can possibly be larger than the screen

v0.33.44 (0.34.0 Release Candidate 1) (2009-04-07, 03:43 UTC+2)


+ RFE: Add tonnage to -export command
+ Added F_BA_WEAPON flag to Clan BA weapons
+ revert change to require java6, for windows 98 users
+ Bug: Magma crust not destroyable
+ Bug 2728335: communication gear
+ Bug 1884498: damage during BA swarm attack not quite correct
+ Bug 2713471: erronoues text
+ Bug: Firebee has missing MML ammo
+ Non-monospace font in swing unit loading failure dialog
+ Bug 2183009: VTOL Skid problem forces use of /skip
+ Bug: BV rounding for small cockpits wrong
+ Bug: Aero small cockpit BV calculation not quite right
+ Bug: Not all BAPs counting for BA BV
+ Bug: Protomech ammo not calculating correct BV
+ Bug: Aero BV not working correctly for heat efficient fighters
+ Bug: Armor appears twice in MechView for Aeros
+ Bug 1988508: Large Support Tank Vee Armor Display Distorted

v0.33.43 (2009-03-31, 20:31 GMT+2)


+ Updated Lancelot 25-01X
+ Bug: WiGE not loading if movement type was WiGE instead of WIGE
+ RFE: added public methods for BattleArmor Stealth Armor
+ Bug: checking for ice breaking when moving across elevation 0 bridge
+ Bug 1944660: Attacks on surface naval vessels don't follow TW rules
+ Bug: fix error with LOS between 2 units not always being identical
Also, when LOS is going exactly between 2 hexes, and both provide same
cover, the side gets chosen that gives the "better" hitting arc for the
targeted unit
+ Bug 1908901: unit in climb mode can enter bridge from the side
+ Bug 1840605: mech falling into waterhex that has bridge wrong
+ Bug: server crash when charging a unit off the map
+ RFE: Added Movment Mod variabels for SimpleCamo and and Mimetic Armor for
MegaMekLab
+ Bug: Clan and IS Superchargers had the same internal name
+ RFE: Added a way to force the bot to individual init. (a random unit is forced
to move each time the bot starts.) The option is set in bot.properties.
+ Bug 2526357: Swing button display was not updating properly
+ Bug 1880517: Entity.getArmor needed defensive programming
+ Bug 1774438: Bot inappropriately charges
+ Bug 2719742: Protos not moving
+ Updated Mechfiles

v0.33.42 (2009-03-10, 19:52 UTC+1)


+ Updated RSPPU mechfiles because of pending errata
Thanks darkisi!
+ Bug 2653414: ClassCastException in Compute#getSwarmMekBaseToHit
+ Bug 2617908: MegaMek runs out of Memory after Nuke Attack
Increased default memory to 256MB
+ Bug 2617215: Buggy savegame dialogue
+ Bug 1734691: LOS walking "both sides of the fence"
+ Bug 2652670: Bridges and frozen water
+ Bug 2603366: Kicking with hull breached leg
+ Bug 1990407: Assorted BA errors
+ Bug 2319736: BA initiative done after swarmed target ejects
+ Bug: Armored Component DBV calculated incorrectly
+ Bug: Industrial ICE engine unstalling not working correctly
+ Implementing Industrial check for critical damage after falling or being hit
by a physical attack
+ Engine explosions shouldn't cause fires
+ Bug: Stalled engine in an industrial not causing all shutdown problems
+ Bug: Armored Components not calculated correctly for PPC Caps
+ Bug 1681510: Mech in depth 1 water takes damage to legs from swarmmissiles
+ Bug 1827095: performance issue in loading large maps
+ Bug: More Armored Components BV Calculations.
+ Bug 2620865: Bridge collapses, one unit falls other does not
+ Bug 2672469: Direct-fire artillery is +4 to-hit, not +5 (TacOps, pg. 185)
+ Bug: When moving out of a building collapses that buildinghex, the unit
causing the collapse should not be hit by debris, because it just left that
hex
+ Bug: Armored Components BV Calculations changing again.
+ Bug 2673107: double blind and offboard artillery result in crash
+ Bug 2685499: some 3025 units are erroneously marked as TW units

v0.33.41 (2009-02-25, UTC+1)


+ Bug: prevent NPE when c3/c3i team mate is not yet deployed
+ Minor fix in BV calculations
+ Bug 2499328: german AMS report string needs to be updated
+ Bug 1986904: Bot Freezes When Fighting Large Tank Support Vehicle
+ Bug 1878789: Game over before it even Begins
+ RFE: Armored Components
+ Bug 1642025: VTOL Sideslip and Crash Bug
+ Blowing sand visual range limit
+ Updated Mechfiles from RS PPU
+ Warhawk C should have right arm lower arm actuator
+ Bug 2591332: Force Modifier BV Broken
+ Grappler/Electromagnet Manei Domini Option
+ PL-MASC Manei Domini Option
+ Cybernetic Eye/Ear (including MM) Manei Domini Option
+ Comm Implant (including boosted) Manei Domini Option
+ Dermal Armor Manei Domini Option
+ Bug: Blowing sand visual ranges too short
+ Added F_BA_EQUIPMENT flag to MiscType.java
+ Bug 2564316: client not starting with Java6U12
+ Separated visual and sensor checks in Compute.java
+ Bug: Visibility (for double-blind) is not updated at the beginning of the turn
+ RFE: Added Fluff Source for MTF files
+ Bug 2596796: MTF parser sensitive to crit arrangement (DHS issue?)
+ Bug: lookupnames for PPC capacitors missing
+ Bug: armored components screw up loading of multi-crit items>
+ Bug 2594423: Compact Gyro Weighs Too Much
+ Bug: NPE in Mech#getMtf if source is null
+ Reworked public gyro/engine creation API
+ Added missing internal name for PPC capacitors
+ initalized Source as empty string
+ Bug: escape does not always clear movement plot in MovementDisplay
+ Bug: Direct-fire artillery is +4 to-hit, not +5 (TacOps, pg. 185)
+ Bug: ProtoMechs not causing 1 CF damage to buildings when entering.
+ Bug 2414528: BA jumping into a building should need PSR to avoid damage
+ Updated Armored Crits code
+ Updated Artillery BV values to BV 2.0
+ BV halving for rear mounted weapons not working correctly
+ Bug: B-Pods have wrong BV and count for explosiveness
+ Read all engine codes correctly from BLK files

v0.33.40 (2009-02-08, 2:27 UTC+1)


+ Reorganized game options so that unofficial options are integrated into the
appropriate tabs
+ revert Bug 2538487: Firing with a prone quad, was not actually a bug
+ RFE: Added new internal names for Improved Heavy Medium and Improved Heavy
Small Lasers
+ Bug: /localload not working correctly
+ Correctly set armor tech level
+ Fix armor weight calculation to work correctly with armor tech level
+ Added construction data for spot welder, tracks, salvage arm
+ Gyro weight rounding wrong
+ Added searchlights as a construction option+
+ Bug: Enviromental Sealing rounding when getting weight
+ Added ProtoMech AC 2,4,8
+ Added Mek Taser, Not fully Tested.
+ Bug: NPE when calculating BV for HarJel when mounted has Location None
+ RFE: Added the ability to save and load base chassis heat sinks for omnis
+ Bug: Industrial Mechs without advanced targeting system should get 0.9 mod
to offensive BV
+ Typo: Chassie changed to Chassis
+ Added getFirstEmptyCrit method
+ Bug: Not saving mixed Chassis types
+ Added MASS
+ Bug 2561154: Leg Destroyed - Avoiding Damage
+ Bug 2549302: Warrior C VTOL has no SRM-4 ammo
+ Bug 2495763: tanks falling due to sideslips should not take pilot damage
+ RFE: Added Rock Cutter
+ Bug: Mace showing as Experimental instead of Advanced.
v0.33.39 (2009-01-28, UTC+1)
+ Don't crash the server when trying to add newlines to empty Vector of Reports
+ Destruction of carried infantry when carrier dies according to TW rules
+ Industrial TSM
+ Industrial Mech Environmental Sealing
+ Fix some mechfiles ammo
+ Vehicles can evade
+ ICE Industrial Mech engine stalling
+ Industrial structure weight
+ Fission and Fuel Cell engine weight
+ Starting with Primitive Mechs
+ some javadoc updates
+ Bug 2516778: Bot freeze with BA
+ Bug 2517288: Infernos hit with NARC-Bonus
+ Bug 2155831: GameOptionsDialog doesn't resize nicely
+ Changed font in report display, GameOptionsDialog text area and in chatbox to
non-monospace
+ Fix ConcurrentModificationException on Server closing
+ Bug: Mech Magshot Gauss had wrong tech level
+ Removed Mech Clan Magshot Gauss, it does not exist
+ Primitive BattleMech construction
+ Added Dervish DV-1S from Jihad Secrets: Blake Documents
+ Added Fluid Guns. Only construction data, no rules
+ fixed verifier tonnage rounding
+ fixed Zeus 9WD Stacy tech level
+ Fixed primitive and industrial cockpit strings
+ Fix some industrial engine stuff
+ Fix environmental sealing flags for MMLab
+ Fix primitive Mech engine ratings
+ industrial mech cockpit equipment restrictions should also apply to primitive
industrial cockpits
+ Fix a few 3075 mechfiles
+ Rename "allow level 3 ammunition" game option to "allow advanced ammunition"
+ Bug 2517886: TacOps PSR weightclass mod not stacking correctly
+ Default players to a team, instead of "No Team"
+ Laser AMS should have BV of 45, not 105
+ RFE: Check for defaulthexset if selected hexset does not exist
+ RFE: Create defaulthexset if it does not exist and is needed
+ Bug: Not able to Load more then 1 mul at a time using MegaMekLab
+ Bug: Clan RAC/2 and RAC/5 had wrong crits/tonnage
+ RFE: Command line to print out equipment stats
+ RFE: setTonnage Method created for MMLab
+ Bug 2538487: Firing with a prone quad
+ Bug 2531526: Hull breached ammunition in vacuum

v0.33.38 (2009-01-15, 19:51 UTC+1)


+ New public method to compact engines and compact gyros
+ changed Mech.addXLGyro to make gyro contigious in the CT
+ Added Ballistic flag to B-Pods
+ Mech.CalculateBattleValue now creates a StringBuilder with the
Steps printed out for easier debugging
+ Added ER Flamers
+ Fix Shedu MG
+ Improve BV calculation printout
+ Fixed External name on TAG and A-Pod
+ Bug: direct fire artillery should be at +4, not +5
+ Bug 2457669: (AERO) Ammo fighter squadron weapons getting NPE
+ Bug 2459131: (AERO) ECM too high when LoS splits hexes
+ Bug: Offboard distancesetting not working
+ Bug: Void sig BV problem
+ Added Show BV calculation button to swing MechSelectorDialog
+ Bug: non-body-mounted weapons instead of body-mounted weapons couldn't hit
during swarm attack
+ Bug: To-hit description in swing mechdisplay has no linebreaks
+ Bug: Rear facing weapons not printing '(R)' in getMTF() method.
+ Removed IS from External name of LMGA HMGA and MGA
+ Updated mechfiles, thanks St0ny
+ Some work for Idustrial Mechs
+ Bug: MASC should be critable
+ Added Industrial Mech armor
+ Bug: Fix building hex collapse crash
+ Bug: with people placing , in the fuel strings like 18,000
+ Made Look for equipment names case insensitive.
+ Ejection seats for industrial mechs
+ Industrial Mechs with ICE engine don't generate heat for walking/running
+ Industrial Mech Sensors are knocked out after 1 hit
+ -1 to-hit for anti-mech attacks against industrials
+ Flag illegal tech combinations on industrial mechs as illegal
+ Update armor and IS costs
+ Added Industrial Mech Cockpit (that has no advanced firing control)
+ BV errata on TSM and MASC speed factors
+ Bug: Speed Factor rounding too soon when calculating BV
+ RFE: GameListeners are no longer saved to the save game files
+ Bug: Apollo has not loading LRM 15 ammo
+ Bug: sorting of weapons wrong in BV calculation when BV difference is < 1
+ Bug: BAR armor not working quite right
+ Bug: non-mechs can't shoot
+ IndustrialMechs get +2 on the determining critical hits roll and 4 crits on a
result of 14
+ MOUNTWIDTHMIN and MOUNTWIDTHMAX not correctly loading from XML files
+ RFE: Defensive Equipment BV printed out in list for BV Calculations
+ Removed Clan and IS enumeration from MiscType names.
+ Bug 2505813: Nemesis iNarc causing NPE
+ Bug 2506959: Class cast exception in TestMech.correctCriticals()

v0.33.37 (2008-12-19, 19:45 UTC)


+ Updated canon unit list
+ Bug: Thunderbolts in minimum range should do half damage, round down
+ Bug: physical attacks vs. flying VTOLs not possible at correct elevations
+ Bug 2129039: Skid distance and PSR calculated wrong
+ Bug: Fix MVSPL range correctly
+ Bug: MASC set as Splitable
+ Bug: Auto Cannon Internal names missing
+ Bug: Small Cockpit crits placed wrong
+ Changed External Name for Rocket Launcher from RL to Rocket Launcher
+ StratOps Tactical Fuel Efficiency
+ StratOps Advanced Heat
+ StratOps Variable Damage Thresholds
+ StratOps Advanced Atmospheric Control Rolls
+ StratOps AAA Capital Laser Mode
+ StratOps Bracketing Fire Mode
+ StratOps Over-Penetrating Weapons Fire Mode
+ Standard to capital damage modified to follow example on pg. 33
+ StratOps Fighter Squadrons
+ StratOps Large Craft and Sensor Shadows
+ StratOps ECM
+ StratOps Harjel
+ simplified fighter launching (fighters above safe rate are distributed evenly
among doors)
+ Jumpship and Space Station Movement
+ Jumpship/Warship/Space Station Hit Locations
+ Bug: Mule Kicks should be impossible with front leg destroyed or hip-critted
+ Bug 2429049: Quad Mech with 2 destroyed legs
+ Bug 2128991: UnitOverview in swing UI bugged
+ Bug 2165007: infinite loop in swing mekdisplay
+ Bug 2201700: swing map editor does not work
+ Bug 2095864: Indirectly Fired LRM's hitting Partial Cover
+ Bug 1725442: damage to mechanized infantry
+ Bug: collapsing buildings causing too much damage to BA and mechanized
infantry
+ bomb loading
+ StratOps Space Bombing
+ TacOps AAA Missile Bomb Munitions
+ TacOps AS Missile Bomb Munitions
+ TacOps LAA Missile Bomb Munitions
+ fixed space bombing bomb expenditure
+ Bug: Aeros can't fire at targets in the same hex
+ Fixed Black Lion warship ammo
+ Bug: Improved Heavy Small Laser to set to Experimental
+ Bug: Quad mtfs not being parsed correctly if saved with MM SaveMek method.
+ Bug: Bomb Arrow IV replacing IS Arrow IV
+ No Arrow IV bomb weapons
+ Bug: protomechs not correctly loading ammo into weapons
+ Patch 2246602: More Weapons for CustomBattleArmor Dialog
+ Bug: Coolant pods being checked for incorrectly in BV Calculations
+ Changed BV Calcuations String to HTML Format

v0.33.36 (2008-12-10, 19:00 UTC)


+ Bug in Mech BV calculation fixed
+ Bug: Infantry flamers cause too much heat
+ include equipment.txt in release built via ant
+ added /load command to load a game from the savegames directory
+ added safety check for filename in load command
+ added a /localload command to load a game from the client's savegames
directory
+ game option to disable local saves when double blind is in use
+ added /listSave command to list all *.sav files in the savegames directory
+ updated command line help
+ added serialization to Aero sub-classes
+ Added missing Achileus (Flamer)
+ Bugs: wrong to-hit for club attacks with claws
+ Bug 2332664: engine hits counted twice for engine explosion when location
destroyed and engince crits in that location critted in same phase
+ Bug: vehicle advanced front firing arc using turret arc
+ combined duplicate methods Mounted.howManyShots and Mounted.getCurrentShots
+ Bug: Do displacement due to charges/DFAs before dealing damage
+ Simplify MekMortarHandler
+ Finished BA BV.
+ Bug: IS BA with body-mounted missile launchers can't jump until the missile
launchers are jettisoned.
+ NOTE: To specify that a weapon is body mounted on a BA, add a ":Body" at the
end of the equipment line in the BLK file. This is important for the jumping
with missiles on the body, and for swarm attacks
+ Bug: Body-mounted weapons usable in swarm attack
+ Show burdened status of BA in mechview and mechdisplay
+ AP infantry weapons shouldn't count for BA BV
+ Bug: Small Cockpit BV
+ Updated Ammo Short Names for MML and LB-X
+ Implemented BA Taser Rifles
+ Moved all Capacitors to one MiscType
+ Updated BV for PPC Capacitors
+ Bug: PPC Caps not loading correctly
+ Bug: target movement mod of 1 for jumping 0 hexes in BV calculations
+ isMilitary method
+ Bug 2206429: (AERO) Fighters can do maneuvers in space
+ Bug 2385422: (AERO) Small Craft freeze game
+ Small Aerospace Cockpits
+ Bug 2205615: (AERO) Heat by bay losing attacks
+ Bug 2205567: (AERO) loaded fighters survive carrier destruction
+ Bug 2205569: (AERO) icon for loaded fighters on fleeing carriers show
+ Added Errata change to BV for Torso Mounted Cockpits.
http://www.classicbattletech.com/forums/index.php/topic,44161.0.html
+ Added TacOps BV Armor modifiers
+ Bug: Armor Def BV value not being calculated correctly for Torso Mounted
cockpit Units.
+ Removed unused Imports
+ Added F_BA_WEAPON flag for informational purposes.
+ Bug: Shields not loading correctly for MegaMekLab
+ methods for including some end of turn modes and instant switch modes on the
same equipment
+ Fixed reporting for mode switching
+ Fix 3058U IS Mechfiles that mount lvl 1 ACs
+ Bug: crash when buildings collapse
+ Bug 2398701: Wrong VSPL ranges
+ Bug 2369839: TownSize wrong in generated maps
+ Bug 2310983: Laser AMS using wrong heat
+ Bug 2270412: Flak Ammo don't get -2 Bonus against VTOL
+ Bug 2238975: Trip Attack available when units at different elevations

v0.33.35 (2008-11-16)
+ Santa Anna ship-to-ship missiles
+ Fixed: White Shark/Santa Anna appropriate weapon handler
+ Bug 2204575: Can't go from prone to hull down
+ Bug: Capital Missile Bays reported as AR10 Bays
+ Fixed: Tele-Missile NPE Error
+ Rules change: BA micro bombs use only anti-mech skill for to-hit
+ Fixed LRM scatter
+ Fixed some swing display issues for Aeros
+ Data 2154265 and Data 2161694 - fixes Bug 2033354, Bug 2024271, Bug 2126353
+ Bug 2206470: Light and heavy snow not showing
+ Tooltip now shows all terrains present in a hex, except for fluff
+ No snowfall on magma hexes
+ Fixed rubble levels
+ give wall rubble (level 5) "light rubble" hex image
+ changed rough_1.png to the hex image for ultra rough
+ Bug 2205548: More Hull Down Issues
+ added Fulcrum image (thanks evilimperial)
+ added hex images for light and heavy jungle (taken from the coast line theme -
thanks Battledroid)
+ added hex image for ultra heavy woods
+ added hex image for ultra heavy jungle
+ added colors to minimap and map preview for ultra heavy woods/jungle, planted
fields, and heavy industrial zone
+ reorganized the ordering of terrain types for the tooltips, including more
comments
+ corrected terrain factor sizes for TacOps (pg. 64)
+ added hex image for planted fields
+ Added shortName field to AmmoType
+ added getShortName() to AmmoType
+ stealth armor not using correct armor name
+ Bug: Laser Heat sinks not being saved with getMtf()
+ Bug: Omnimech not being saved with getMtf()
+ Sub-Capital Weapons
+ Bug 2204611: (AERO) Capital Missile Mods Wrong
+ RFE: Still show player DB messages for their unit after the pilot lost LOS of
the attacker.
+ Added extra building roof images
+ Bug: LACs having Rapid fire mode when game option is not set
+ Bug: BA have higher run MP than they should
+ Bug: 3D boardview not working
+ Assign more memory to javac when building MM via ant, to prevent OutOfMemory
errors
+ Modular armor BV
+ TacOps Retractable Blades
+ added image and height display for Heavy Industrial Zone
+ AES BV
+ UMU BV
+ CASE II BV
+ Cooland pods BV
+ Changed Loc0st string to make users report server crashes correctly
+ Bug: Clan Wrecking Ball listed as IS TW Non Box
+ Fix wrong use of getOriginalJumpMP()
+ Added Cost and BV to the -validation command
+ Added BA Vibroclaws and their physical attack (accessible via right-click menu
in physical attack phase
+ Updated ASF, Conventional Fighter, and Small Craft BV to TM Errata 1.0
+ BA BV, not yet done
+ Added Canon Column to -export printout
+ Removed Unused Imports
+ Bug: Reflective and Reactive armor not calculating the correct amount of crits
+ Bug 2146268: artillery does not fire when torsotwisting
+ Magscan and Active Probe sensors are not blocked by hills (see
http://www.classicbattletech.com/forums/index.php/topic,43036.0.html)
+ Updated Dropship BV to TM Errata 1.0
+ Added Mounted object to CriticalSlot
+ Added get/set methods for Mounted in CriticalSlot
+ Bug 2258241: Simultaneous fire with Protos caused server crash
+ Bug 2272739: A-pod doing no damage
+ Bug: extra BV from C3 should be based off base BV; ignoring pilot/gunnery of
units in force
+ Bug: Leg attack possible against mech doing a DFA
+ Bug: Supercharger should be available to clan units

v0.33.34 (2008-10-28, 02:30 UTC)


+ Added Hephaestus image
+ Fixed lots of munition techlevel
+ Bug: Mech with left arm and a leg destroyed couldn't get back up
+ Options to play attack phases in parallel to speed up large games
Attack arrows aren't shown to your opponent to avoid disadvantage in
declaring first
+ Initiative related options including the above given their own tab, since
there are a lot of them
+ Updated some 3050U mechfiles' rules levels
+ Context Menu for Swing
+ Bug 2128994: Artifacts on Swing when scrolling
+ Bug 2151853: Off Board Artillery and reinforcements get NPEs when checking for
buildings
+ Bug 1662069: Bot using MASC too much, especially if it's under threat.
+ Bug 1662074: Bot takes PSRs too often
+ Bug 1967269: Negative damage on accidental charges
+ Bug: non-mech units falling when in collapsing building
+ Commander Initiative
+ IR scanners only detect units with heat on their heat track
+ Bug: game-option dependent modes not appearing on units after loading a
savegame
+ old code for BAP detection within a certain range deleted
+ Bug: BAP not detecting through buildings
+ Bug: overheating adjustments to night modifiers
+ Bug: VTOL units have seismic sensors
+ Sensors only detect a single range bracket
+ Added game option to make sensor ranges inclusive (i.e. medium range includes
medium and short)
+ Bug: MRM 20 OS showing rack size 40
+ Void-Signature System (including sensor modifiers)
+ Bug: initiative bonuses not clearing in InitiativeRoll
+ RFE: Do not update Planetary Conditions/Game Options/Map settings after the
game has started
+ Bug: Null-Sig/Void-Sig fixes
+ Bug: only link stealth/Null-sig to ECM on Meks
+ Bug 2176127: Swarm missiles being weird.
+ TacOps Pilot Fatigue Option
+ Chameleon Light Polarization Field
+ Adjust visual range for visual camo (including null sig)
+ Check chameleon/void-sig/null-sig/stealth armor and other equipment
restrictions for illegal units
+ Bug: MASC and supercharger on one mech not working correctly
+ Minefield damage delivered in 5-pt clusters
+ Bug 2083962: move mod for walking backwards
+ In right-click popup target menu, show target entity even if it's the only one
+ Bug: Fixed a few oddities in the swing add unit dialog
+ Bug: fix ATM ammo switching not working correctly
+ Bug: Attacks listed twice in attack-arrow tooltips before finishing firing
declaration of a unit
+ Bug 2043390: Large Units and Multiple Target Mods
+ Bug: Swing tooltip not multiline like the AWT one
+ Bug: jumping onto ice
+ RFE: Added overload to Mech.addEngineSinks() to allow for the loading of Laser
and Compact Heat Sinks
+ Bug: infantry/Battle Armor should not check for breaking ice
+ Bug 1971380: first step does not break ice from below
+ Bug: non-careful movement shouldn't affect movement below ice
+ Inferno fire corrections
+ Bug: inferno fire not melting ice and snow
+ Added GBC class, a helper class to set up GridBagConstraints
+ Reworked CustomMechDialog to use GBC
+ Bug 2000045: Celestial OmniMechs not Omnis
+ Blowing sand planetary condition
+ BUG 2167295: MegaMek Lock-Up w/ new init rules 33.44-dev
+ RFE (mekwars.org forum suggestion): typing /defeat before /victory now informs
other players that you wish to surrender. Bot accepts surrenders but will
still play the rest of the turn normally.
+ updated equipment.txt with new tech levels
+ Bug: AMS did not have a Ballistic flag
+ Bug: Infantry should have identical walk and run MP
+ Bug: 0 MP infantry units should be able to shoot or move
+ Bug 2171505: C3i not granting bonus
+ Enhancements to swing GUI to make it look more system-specific (especially for
Macs)

v0.33.33 (2008-10-07, 20:33 GMT+1)


+ Bug: Clan IJJ's being treated like IJJ's
+ Bug: Cluster artillery doing reduced damage against units in woods.
+ Bug: Mine Field Delievery Menu option not showing up for MML launchers
+ Bug: SmokeCloud not Seralizable.
+ Created Mounted.isInoperable(). Checks for Missing Destroyed and Breached
flags
+ Enforce "no attack on friendly units" rule only when friendly fire is disabled
+ Bug: leg attacks not working
+ Bad Placements of isShutdown();
+ Bug: BV heat efficiency not taking XXL engine movement heat into account
+ Bug: Fuel tanks not correctly initialized
+ Bug: Some BV Skill modifiers were wrong (see Welshman's table at
http://www.classicbattletech.com/forums/index.php?
action=dlattach;topic=38208.0;attach=34721
+ Bug 2076194: Hulldowned mech lost leg and still Hull Down
+ Changed Tech level handling:
We now have introductory box set, TW, advanced, experimental and unofficial
techlevels. (advanced and experimental being Tactical Operations stuff and
other current rules, unofficial being all old rules (THB) and MFUK and house
rule equipment.
In MTF files, techlevel 3 now corresponds to advanced, 4 corresponds to
experimental, and 5 to unofficial.
+ Implemented Communications Gear, including ECCM, Ghost Target and Initiative
bonus functions
+ Bug: Fixed physical weapon attacks to hit mods
+ Bug: getting up from hull down not working correctly
+ Bug: experimental/unofficial ammo not being allowed when appropriate game
option is set
+ Bug: go prone and go hulldown and climb mode movement sprites not displayed
immediately
+ Bug: Swing UI target menu not working correctly
+ Bug: problem with collapsing multi-hex buildings
+ Bug 2124361: accidental charges not working
+ Bug: swarm missiles not hitting friendly units
+ Bug: multiple leg destroyed PSRs for a quad that loses first a front leg and
then the torso it was attached to
+ Bug: DFAs and charges not working
+ Bug: Pulse lasers not adjusted for glazed armor
+ Bug: Homing artillery ammo not giving extra BV when TAG present
+ Bug: Disabled AMS still shoots
+ Bug: some BA ammo had wrong tech level
+ Bug: BA ammo choice not showing correctly in Mech Display
+ Bug: Artillery scatter not using updated rules from TO
Removed unofficial error_margin_scatter, as current artillery scatter rules
depend on margin of success.
Used these scatter rules also for LRM scatterable stuff, although TO does
not specify scatter rules for this.
+ Bug: ProtoMechs should not be able to skid
+ Bug 2085049: movement types not localised
Note german text is machine translated, please correct if you are a native
speaker
+ Bug 2098953: Thorn 1S and Hornet 154 have 9 HS
+ Updated german translation of movement types
+ Updated BLK loaders with new techlevels:
IS Level 1: box set stuff
IS Level 2: TW stuff
IS Level 3: TO advanced stuff
IS Level 4: TO experimental stuff
IS Level 5: unofficial or outdated equipment (e.g. MFUK or THB stuff
same for Clan Units
for mixed tech units, use these types:
Mixed (IS Chassis): mixed tech with TO advanced equipment
Mixed (IS Chassis) Experimental: mixed tech with TO experimental equipment
Mixed (IS Chassis) Unofficial: mixed tech with unofficial equipment
Mixed (Clan Chassis) etc for clan base chassis
+ Bug 2095170: ATM Standard Ammo
+ Bug: MASC weight calculation wrong
+ Bug: Server crash when building crashes because of unit standing on it
+ Bug: Only one leg attack per turn possible
+ Bug: Swarm/Swarm-I target choosing now updated to TO rules
+ Bug: Artillery scatter not correct
+ Bug 2080245: C3i DB bug
+ Bug: /reset not clearing pending attacks
+ RFE: Set Max wind Strength for Planetary Conditions.
+ Bug: fix initiative reporting error
+ Added Stinger wreck image
+ Added new field gunner pics
Thanks Nyrond!
+ Data 2113388: Whirlwind LPL
+ Data 2113425: Revised WS gifs and mechset based on errors
+ Data 2127520: Some missing unit GIFs
+ Added Pariah unit files
+ Bug: Infantry with 0 walk MP but some run MP can't move (this can happen with
TacOps weather conditions
+ Added image for Manteuffel tank

v0.33.32 (2009-09-15, 21:21 GMT+1)


+ Remove unused image files
+ Bug 2111184: 0.30.31 Bot Won't Move/Deploy
+ Bug: Issue with null buildings in losEffects

v0.33.31 (2009-09-14, 19:30 GMT+1)


+ Bug: Improved Heavy Large Laser had the wrong crit/Tonnage
+ Bug: Rapidfire AC possible when option is not set
+ Bug 2098132: Stackpole rolls for vehicle engine crits
+ Bug 2098980: Standing up with missing leg not working
+ Bug 2096126: swarming infantry shouldn't get a movement turn
+ Bug 2095661: Artillery Damage
+ Bug 2087303: RACs at Extreme Range
+ New Context menu for AWT.
+ Bug: Punch and Push logic reversed in Context menu
+ Logic change to how Direct Blow damage is calculated.
+ Bug: smoke not removed when server is reset
+ Bug: Terrain Modifier added Twice for Pilot damage roll when unit falls
+ Bug 2103038: ECM should still work if the pilot is unconscious
+ Bug 2103147: Artillery Direct Fire Minimum range
+ Bug 2020986: BA Leg Attack Bug
+ Bug: Could not Target Buildings with Context Menu
+ Bug 2104615: Airborne Direct Fire artillery
+ Bug: leg-mounted B-Pods not being able to fired as a normal weapon against
Infantry in the same hex.
+ Bug 2104831: AMS and Streak SRMs
+ Bug 2001981: Missed shots on units inside Buildings (per TW Rules)
+ Bug: PPC damage getting halved twice when attacking reflective armor
+ Data 2030944: TRO3075 Vehicles
+ Data 2029934: 3039 ASF Revised
+ Data 2012074: 3075 Pentagons
+ Data 2072689: Aegis TH Error
+ Data 2066654: Conqueror error
+ Data 2027479: Missing Units
+ Bug 1997361, Data 2012085: Excalibur PWS
+ Data 2024274: More WS Icons
+ Data 1988368: new SHD-5D Sprite
+ Bug: a friendly unit can never be the target of a direct attack.
+ Bug: missing to-hit modifiers when in-building-combat happens
+ Bug 1966594: Unit Damage inside Buildings (TW rules)
+ Bug: Artillery flight time was not being adjusted for gravity
+ Data 2106809: Danais + Trojan dropships
+ Data 2108434: localclient_wreckset

v0.33.30 (2008-09-01, 09:40 GMT-8)


+ Bug: Talons not added to equipment list.
+ Bug: Wrong messages.properties file
+ Bug: AES not loading if Unit has SuperCharger
+ BV for Torso Cockpits
+ Bug 2043681: right-click menu not working
+ Bug: Thunderbolt missiles not doing correct damage with direct blow
+ Bug: Ammunition Explosion damaging adjacent units when exploding unit has CASE
in affected location.
+ Bug 2043680: Woods Absorbing Damage
+ Bug: Badly named Weapons in some Aeros
+ Bug: PPC's not working with dial down rule
+ Bug: ECM ghosts not working correctly.
+ Added new messages and a Try/Catch to receiveEntityModeChange
+ Bug 2045753: Improved Heavy Laser Nomenclature
+ Bug: Units not falling down when failing PSR's
+ Bug: Hull Down units having to make PSR's when taking damage
+ Changed Code to log errors from receiveEntityModeChange.
+ Bug: Ejection Failure roll not calculating damage correctly
+ Bug: PPC Inhibitors not showing if Dial Down Damage rule used
+ added text "Hull Down" when unit is Hull Down on map
+ Bug: Heat Seeking Missiles not getting correct Bonus vs TSM active units
+ Bug: able to trip units that are not at the same elevation
+ Coolant Pods are now effected by Heat Sink Coolant Failure Mods
+ Bug: Careful stand not causing Movement Modifier when attacking.
+ Re-organized unit files
+ Bug 2048658: 3 Engine Crits
+ Bug 2049743: Several bugs
+ Bug Night Movement PSR not shown when reckless movement is used
+ Bug: F1-F3 Tornado's showing as F4 rules.
+ Bug: Ammo Explosion not hurting nearby units.
+ Bug: Direct Blow increasing cluster weapons damage instead of just hits on the
CHT
+ Bug 2055501: Errors/Typos in Game Options
+ Bug: Streak weapons doing double damage with Direct Blow
+ Bug: Modes not loading correctly for MekWars
+ Bug 2051697: "permanent" hull down
+ Bug: Dial down Heat/Damage now display correctly on MekDisplay
+ Changed to how game options are loaded in Entity.
+ Bug: Tool tips not centering on Mouse Point
+ Bug: Ammo explosion rule causing NPE
+ Bug: Visual Range not calculated correctly in Planetary Conditions.
+ Bug 2062129: skips fire phase when /victory declared and no /defeat done
+ Bug: Streak LRMs not loading ammo correctly
+ Bug: Streak LRM's using wrong Weapon Handler
+ Bug: Direct Blows causing Crit rolls greater then 12
+ Implemented multi-hex buildings
+ Bug: Mechs carrying BAs on their backs shouldn't be able to dump ammunition
+ Bug: rapidfire MGs against conventional infantry should do normal damage
+ Bug: fix 3d view.
+ Bug 2022141: "Firedrake" Assault Needler
+ Added BPod Code.
+ Bug: AP ammo and TC Ammo not doing full damage to Hardened Armor
+ Bug: LK Munition and HE Munition using the same flag
+ Bug: Update entities for changed game options
+ curMode() now returns EquipmentMode.getMode("None") instead of NULL
+ Bug: PPC Caps all have same external name screwing up MekWars.
+ Bug 2069823: ATM Ammo Issues
+ Bug: Hull Down calculating MP cost incorrectly
+ Bug: Quad Left and Right Side table doing all Rear shots
+ Bug: HeatSeeking, Follow the Leader, and Tandem Charge ammo should only have
half the number of rounds per ton
+ Bug 2080056: Direct Blows (two bugs)
+ Bug: Glancing Blows and Direct Blows not effect special crit rolls for TC and
AP ammo
+ Bug 2071836: Sylphs able to Leg-Attack while hovering
+ Bug 2081205: Host Crashes when Fuel Tanks are shot
+ Bug: Crit rolls over 12 not getting calculated for Meks
+ Bug 2084738: RACs Unaffected By TacOps Cluster Hit Penalties
+ Bug 2084823: AP Gauss Rifles should explode
+ Patch 2060776: Enhanced ER PPC

v0.33.29 (2008-08-08, 16:54 GMT+2)


+ Bug: restore Java 1.5 compatibility
+ Added new 3d libs to build.bat
+ Added 3d libs to manifest.txt
+ Added boardview3d folder to build.bat
+ Added Tabs to Game Options Dialog in both Swing and AWT
+ Bug 2000044: Velocity in Space
+ Bug 2001104: Screen launcher damage scale
+ Added 3d start batch file for dos users
+ Avatar Prime had Rifleman image
+ Bug 2008251: BA secondary targets
+ Warship icons for Aegis, Avatar, Farragut, Fredrasa, Kimagure, Lola (I-III),
Luxor, Monsoon, Riga, Sovetskii Soyuz, and Whirlwind
+ Corrected pilot skill BV multiplier
+ Bug: Cntl+Click ruler not working
+ Fix Swing UI
+ Bug: Rotary ACs not classified as ballistic
+ Bug: Null building being passed for a damage check to infantry in a building
+ Updated Mech BV calculation to upcoming TM errata
+ Bug: Heavy Duty Gyro causing +2 PSR on first critical hit instead of +1
+ Oodles of TacOps features:
Standing Still (Expanded)
Evading
Hull Down
Backward Movement
PSRs: Taking damage
PSRs: Taking damage (Weightclass mods)
PSRs: Leg damage
Vehicles: Movement: Lance Movement
PSR: Falling (Expanded)
PSRs: Attempting to Stand
PSRs: Careful Stand
Jungle (needs art for hexes)
Heavy Industrial Zones, need art for hexes; explosion due to less than all
missiles hitting unimplemented
Planted Fields (needs art for hexes)
Rough (Ultra)
Rubble (Ultra) (needs art for hexes)
Sand
Woods (Ultra-Heavy) (needs art for hexes)
Fire
Rapids (water flow not implemented)
Swamp (need an image for quicksand (level 2 and 3 swamp). Until I get a
rules clarification, being sunk up to your legs does not prevent leg
hits or leg weapons from firing)
Torrent (water flow not implemented)
Atmospheric Pressure (Density) (waiting on rules clarification regarding
aero movement in trace atmosphere; no changes to WiGE take-off
Electromagnetic Interference (EMI)
Fog
Hail
Light
Rain
Snow
Wind
Extreme Temperature
Bog Down Rules (Protomechs need to be allowed PSRs (here and elsewhere)
Careful Movement
Line of Sight
Glancing Blow
Direct Blow
Altered Energy Weapon Damage
Cluster Hit Penalties
Woods Cover
Extreme Range
Firing When Down
Partial Cover
Weight Class Physical Attack Modifier
Jump Jet Attack
Grappling
Charging
Trip Attack
ECCM
Autocannons: Rapid Fire Mode
Ghost Targets
Machine Guns: Rapid Fire Mode
Energy Weapons
Gauss Weapons
PPC Inhibitor
Extended Heat Scale (Assumes that quads get -2 on the roll)
Heat Sink Failure
Vehicle Firing Arcs
Vehicle Effectiveness
Digging In
Battle Armor Infantry
Battlefield Wreckage
Skin of teeth ejection
Minefields (The following related advanced technologies are unimplemented/
unchanged in this commit: (1) minesweepers, (2) minesweeping specialist
infantry, (3) mine dispensers, (4) EMP mines. The LOS rules on whether
weapon-delivered mines are seen by opponent are implemented, but are
only marginally useful because both the attack arrow and weapons report
tell the opponent what they need to know. )
Double-Blind Rules
BAP
Angel ECM
Actuator Enhancement System
Modular Armor
Chain Whip
Spikes
Talons
Improved Heavy Gauss Rifle
Silver Bullet Gauss Rifle
Binary Laser
Bombast Laser
Chemical Lasers
Variable Speed Pulse Lasers
Improved Heavy Lasers
Mech Mortar
Flak Autocannon Ammo
Inferno-IV Missiles
Thunder/FASCAM Ammo
Active Mines
Inferno Mines
Standard Mines
Vibrabomb Mines
Heat Seeking Missiles
Tandem Charge Missiles
Thunder LRM
MRM Apollo FCS
Advanced Hit Locations
Engine Explosions
Artillery (no counter battery fire, no laser-inhibiting ammo)

v0.33.28 (2008-06-17, 18:19 GMT+2)


+ Aeros can go up and down in atmosphere
+ Aero velocity halved every round in atmosphere
+ fixed misspelling of "chassis" for leviathan in mechset.txt
+ Aeros gain velocity when going down two or more elevations
+ Altitude effects on firing for low-atmosphere map
+ control rolls for damage in atmosphere
+ Bug 199123: all weapon bays limited to short range
+ minimum straight movement in atmosphere carried over from last turn
+ limit velocity in atmosphere to twice safe thrust
+ get proper bonus on control rolls for descending more than two altitudes
+ Fix lots of warnings and indent and imports
+ Bug 1991256: can't change map dimensions
+ Hovering for spheroid craft in atmosphere
+ Spheroids don't gain velocity when descending more than two altitudes
+ Customizing velocity has no effect on spheroids in atmosphere
+ Elevation is set to 10 by default for Aeros and restrictions placed on
deployment based on elevation
+ Disabled turning for spheroids in atmosphere
+ no facing for spheroids in atmosphere
+ spheroid moves in atmosphere don't decrement velocity left
+ changed spheroid firing arcs and to-hit angles in atmosphere
+ fixed crash reporting during control rolls
+ Conventional fighter unit type
+ Fixed loading conventional fighters into Create Squadron dialog
+ Bug 1993188: Tele-Op Missiles always face "north"
+ Heat works differently for conventional fighters
+ Conventional fighter data
+ Fighter squadrons disallowed in atmosphere
+ Changed the way velocity is reported in movement costs
+ added VSTOL capabilities
+ Fixed: velocity increase due to altitude fall does not increase thrust nor
prevent acc/dec next turn
+ more improvements to movement step display for Aero
+ Fixed: Aero elevation changing over water
+ Fixed: acc/dec next disabling acc/dec buttons in all future rounds
+ air-breather fuel efficiency option
+ Aero special maneuvers in atmosphere
+ damage to Aero if launched in atmosphere at velocity > 2
+ Optional 3D interface, thanks to J������rg Walter
To use this, Java 3d needs to be installed on your machine
(https://java3d.dev.java.net/binary-builds.html) Then, run MegaMek with the
commandline parameter
-Dmegamek.client.ui.AWT.boardView=megamek.client.ui.AWT.boardview3d.BoardView3D
Also, the memory allocated to MegaMek should be increased by using the command
line parameter -Xmx256M, as soon as you want to play on somewhat larger maps.

v0.33.27 (2008-06-10, 23:50 GMT+2)


+ Bug: ISSRM3 not getting created
+ Bug 1973561: OSR-5W gyro doesn't match listed type
+ Bug: Ultra and Rotary ACs not doing enough damage when firing more than 1
shot and targeting Infantry
+ space movement (including vectored movement) for Aeros
+ attack value damage for Aero units (including weapon bays)
+ added bundle.xml, containing a single target to create a MacOS X Application
Bundle. Needs JavaApplicationStub at the default location and jarbundler
(from jarbundler.sourceforge.net), and works under MacOS X only
+ fixed indent (4 spaces instead of tabs) and added some javadoc comments
+ Aero structural integrity damage
+ capital-scale damage
+ Aero critical hit effects
+ resolution of standard-scale damage to capital-scale entities
+ fixed range of laser bay
+ fighter squadron damage resolution
+ Aero specific to-hit bonuses and penalties
+ fixed misspelling of Xerxes in mechset.txt
+ heat by arc for large craft
+ save and load Aero entities using MUL files
+ restricted bay weapon ammo to ammo in bay
+ to-hit bonuses for specific weapons in bay
+ rapid fire weapon handling for Aeros
+ changed display of heat in Mech Display to account for rapid-firing weapon
modes
+ Bug: Infantry flamers not dealing correct amount of heat to target.
+ Fixed lots of warnings.
+ Bug: displacement off buildings due to DFA did not make target fall correctly
+ Weapon handling for screen launchers
+ Weapon handling for tele-operated missiles
+ TRO 3075 BA
+ Bug 1984925: Nuke Exception 0.33.27-Dev
+ FIXED: name of Killer Whale-T
+ Data 1981770: ASF
+ Data 1981757: Warships
+ Data 1981764: Jumpships
+ Fixed: tele-missile weapon launchers not being created
+ Data 1981763: Dropships
+ improved icons for Cheetah and Seydlitz
+ Data 1977277: New Inner Sphere Warship Icons
+ RAC and UAC jamming in weapon bays and unjamming for Aeros
+ disable mode switching of rapid-fire weapons for Aeros in Mech Display
+ disable most custom munitions for Aeros
+ disallow firing of weapon bays whose weapons are completely out of ammo
+ default icon for aerodyne dropships
+ Aerospace subphases for movement
+ added Small Craft and Space Stations
+ changed Fighter files to account for Artemis-IV capable ammo
+ Fixed munition reading problem in bay weapon ammo
+ changed Dropship files to account for Artemis-IV capable ammo
+ changed Jumpship and Warship files to account for Artemis-IV capable ammo
+ fixed angle of attack modifiers for regular aero movement

v0.33.26 (2008-05-28, 23:23 GMT+2)


+ Bug 1966400: Vehicle CASE/CASE II not working if attack destroys location
+ RFE 1941889: (i)Narc hit locations
+ Correct missile ammo for artemis 3058U tanks
+ Bug: BV calculation on heat efficient mechs did not factor in Artemis IV
+ Bug 1966507: Support vehicle BAR not used in game
+ Synchronized Swing and AWT as of 5/21/2008 (water/ice landing in bridge
hexes and large support vehicles)
+ Patch 1967302: Lower Atmosphere, Space Maps (MA integration)
+ Bug 1967351: MGA damage scatters
+ Bug 1966554: SN PPC doesn't need field inhibitors
+ Bug 1966560: Vehicle-mounted PPC capacitors not counted for heat sinks
+ Bug 1966712: crash w/ sending artydisplaypacket and player disconnected
+ Bug 1970865: Broken pipe error
+ Bug 1951561: stunned crew making actions they shouldn't be able to
+ Re-added commandline nukes
+ Bug: Falling on ice makes unit end up underwater
+ Patch 1971927: MegaAero Integration: Aero Entities and Displays
+ Bug 1975641: Hot-loading Thunderbolts vs. last shot in ammo bin

v0.33.25 (2008-05-18, 14:42 GMT+2)


+ Bug 1961220: MG array damage vs. infantry too low
+ Bug 1961295: RACs and UACs should still fire for the turn that they jam
+ Bug 1947072: Direct-fire artillery timing
+ Bug 1638857: displacement into building results in no damage
+ Bug 1890857: Off-Board Artillery Not Working for gunnery emplacement that
need to turret twist to shoot their target with arty
+ Bug: PSRs needed for movement show wrong to-hit for skid PSRs
+ Bug 1962319: Clan LRT 16 shares internal name with LRT 15
+ Bug 1952416: 'Hunckback' typo
+ RFE 1961430: Artemis/Narc-equipped units lacking compatible ammo
+ Bug 1961368: PPC capacitor has no effect when firing
+ Start of Support Vehicle implementation
+ Bug: Don't halve missile damage twice for reactive armor
+ Bug 1963064: Aimed shots at immobile vehicles not implemented
+ Bug 1961423: CN9-YLW2 image reference broken
+ Bug: Report MaxTech weight class modifier for kick/push PSRs in phasereport
+ Bug 1949414: Noncritical rotor hits cause critical damage
+ Bug: When falling onto ice, fall elevation was calculated wrong
+ Bug 1961233: PSR for pilot damage counts gyro hits multiple times
+ Bug 1944667: Bad defaults when configuring some missile types
+ Data 1947198: 3058U IS meks and vees
+ Bug 1963577: Reactive armor reporting error
+ Bug: Energy weapons should not be able to hit in blowing sand weather.
+ Bug 1947673: Jumping onto bridges causes PSR
+ More work on Support Vehicles
+ Bug 1891505: Falling Damage Calculated Incorrectly
+ Bug 1963924: WiGE lands mid-turn on sideslip
+ Bug: ATM 9 should cause 6 heat
+ Bug 1966165: Fragmentation missiles do too much (!) damage to infantry
+ Bug 1966086: No critical hits on just-destroyed locations
+ Bug 1965864: Supercharger weight not accounted for in verifier
+ Bug 1966400: Vehicle CASE/CASE II not working if attack destroys location

v0.33.24 (2008-05-09, 22:36 GMT+2)


+ TW changed avoid-damage-from-autofall mods to +5 for leg destroyed and +6 for
gyro destroyed
+ TW change: the +1 modifier per level fallen for avoiding Mechwarrior Damage
during a fall is per level above one, not every level.
+ Bug 1955526: Glancing Blow Rounding Inconsistency
+ Attempt to fix some artilery bugs, and some inferno srm bugs.
+ Handle an exeption for missing files while drawing hexes.
+ Bug 1959257: IS light MG 'out of range' at long range
+ Bug: double PSRs when entering a minefield triggers a PSR
+ Initial WiGE implementation.
+ Added Hiryo WiGEs from Jihad Hotspots: 3072
+ Bug: WiGE costs for moving up/down hills wrong
+ Bug: WiGEs should be able to go down as many levels as they want
+ Bug 1959563: 'Mechs misreported as unsalvageable
+ Bug 1960001: Vulcan VT-6C - no Light Machine Gun Ammo
+ WiGEs can spend 2 MPs to stay at current flight level when moving over a down-
wards level change
WIGEs need to start their movement with a "Go Up" step to start, this costs
5 MPs. To use the "spend 2 MP to keep altitude when going over a cliff"
rule, climb mode needs to be activated and be in the "keep elev" setting.
In the hex before you again reach terrainof the original height and/or if
you don't want to spend the extra 2 MPs per hex moved to keep the elevation
anymore, click "climb mode" again to use the normal movement rules for
elevation and spend only 1 MP per hex moved.
+ Bug: Shut down server correctly when savegame loading fails.
+ Bug: WiGEs should crash when reduced to 0 MP while flying
+ Bug 1960932: Incorrect PSR for pilot damage when being pushed down a chasm

v0.33.23 (2008-04-30, 17:30 GMT+2)


+ Bug 1947060: Leftover vehicle damage bugs
+ Bug 1947285: Aimed shot hit location oddities
+ Bug 1948927: Confusing report on Narc vs. Stealth
+ Bug 1947634: VTOLs at level 2 can pass through light woods
+ Bug 1947204: Hot-loading Thunderbolts no longer works
+ Bug 1947075: Sloth BA missing second laser
+ Bug 1935565: Death From Above with target in water automatically fails
+ Bug 1949088: Rocket Launcher 15 and 20 have wrong ranges
+ Bug 1949195: Damage vented by vehicle CASE shouldn't cause critical hits
+ Bug: Mechanized infantry should need 2 MP to enter buildings
+ Bug 1949421: Ammunition hits should destroy vehicle Gauss ammo
+ Bug 1949684: Fa Shih BA shouldn't ride non-Omni VTOLs
+ Bug 1949602: A couple more duplicate vehicle crits
+ Bug 1949558: Mechanized infantry should follow terrain restrictions
+ Bug 1949453: Inferno damage vs. infantry too low
+ Bug 1950404: Vehicles destroyed by ammo explosion listed as salvageable
+ On weapon destroyed Tank crit, improve auto-choosing of weapon that's
destroyed. When the attacker should choose, the highest BV weapon is chosen,
when defender should choose, the lowest BV weapons is chosen.
+ Bug 1951149: melting ice -> units don't fall from ice to bottom of water
+ Bug: Fix NPE in WeaponAttackAction#toHit when targeting an ice/water hex for
clearing
+ Bug 1951620: Vehicle CASE blows off wrong armor on turret hits
+ Bug 1951811: PSRs due to damage not reported
+ Fix a whole lot of missing reports
+ Bug: Swarm missiles could cause a ClassCastException when firing the last shot
of ammo in a ton.
+ Bug: Fix double blind report error
+ Bug: Fix report error when targeting a building with infernos
+ Bug: correctly report remaining ammo in end-of-game unit status report
+ Bug: Rapidfire AC doesn't generate heat

v0.33.22 (2008-04-19, 23:30 GMT+2)


+ Better text for artillery adjust/autohit hex tooltip
+ Bug 1931634: Vehicle CASE has no effect
+ Bug: Fix Kobold single trooper weapons for real
+ Bug 1932743: Single trooper BA weapons unnecessary complicated
+ Bug 1934051: AMS working on shutdown units
+ Bug: Tank crit "commander hit" should also cause effects of crew stunned
+ Bug 1936068: Buildings Damage Errors
+ Patch 1936898, Bug 1934990: Errors when loading HMV submarines
+ Converted Phases to an enum type.
+ Display artilery hits and targets for the turn after the effect.
+ Possibly fixed the first turn bug in mekwars.
+ Bug: createSpecialHexDisplayPacket trying to use a push() method
+ Bug 1941348: Targeting computers still follow BMR rules
+ Bug 1941890: Infernos used up at double rate
+ Bug 1940670: Screwy vehicle criticals
+ Bug 1941589: MML Ammo gets no Narc bonus
+ Bug: Sylphs starting movement over water must incorrectly first move up to
continue moving
+ Always search for boards in subdirectories, too
+ Bug with Artillery building damage report fixed
+ Added default image for submarines
+ Added image for Neptune Submarine
+ Bug 1944653: OmniVehicles missing battle armor handholds
+ Bug 1944670: Hot-loaded Thunderbolts do only half damage at minimum range
+ Bug 1944667: Thunderbolt ammo wrong
+ Bug 1944653: Set OmniTanks and OmniVTOLs to actually be Omnis when loading
from BLK.
+ Bug 1946544: Too many driving skill penalties from mobility hits
+ Bug 1945587: Physical weapons do full damage vs. infantry
+ Bug 1946560: 'Stop Swarm Attack' not working
+ Bug 1946565: Swarming conventional infantry shouldn't get TACs

v0.33.21 (2008-04-01, 00:47 GMT+2)


+ Bug 1718067: Physical attack against VTOL does not destroy rotor
+ Fix elevation checks for physical attacks against flying VTOLs
+ Bug 1748780: Glancing hit crit penalty not applied with transfered damage
+ Bug: don't grant +1 mp for tanks when skidding onto a road, and we didn't
start movement on pavement
+ Don't show "+" indicatin extra MPs for tanks when they don't actually get them
+ Bug 1784026: ECM,ECCM and C3 issues
+ Bug 1584013: Reworked how ECM/ECCM/Angel ECM calculations work
+ Added IS Medium Laser cost
+ Bug 1817504, 1785731: PSRs wrong when moving under bridges.
+ Bug: Fix bridge on battleforce2 map
+ Bug: Hovers falling into water when breaking through ice
+ Bug 1908899: bug with climb mode and bridges in turn of mode change
+ Bug: multiple ammo weapons of the same type firing even when only one shot of
ammo left
+ Bug 1915252: Kobold BA has weapon on whole squad instead of on single trooper
+ Bug: prevent division by zero in BV destroyed victory checking
+ Bug: Streak misses possibly ignite woods
+ Bug: Punch at flying VTOLs possible if level difference is 3
+ Moved submarine unit files from unsupported directory, they should work
correctly
+ Show submarine depth next to unit name, like flight level for VTOLs
+ MASC weight and crits are rounded up to the ton or crit with TM
+ Bug 1897182: swing UI missing selected hex/unit cursors
+ RFE: added Light/Medium/Heavy Rifles for IS Mechs/Tanks/Aeros

v0.33.20 (2008-03-04, 12:32 GMT+1)


+ Bug: Victory NPE in Scenario games
+ Bug: transported entities don't unload correctly when transporter dies
+ Don't calculate ECCM stuff when game option is not set
+ Bug 1902346: Clan LRM 16 has same internal name as Clan LRM 15
+ Bug: glancing blows often not reducing damage by half
+ Bug: torpedoes not loading correctly from HMP/HMV
+ More fixes to calculate BV of damaged units correctly
+ Bug: split weapons able to fire if arm destroyed and weapon split across arm
and torso
+ Bug: Fix artillery reports
+ Bug: Torpedoes not working
+ Bug: Enemy commander destroyed now actually means all enemy commanders
destroyed, instead of "last commander standing"
+ Bug: victory triggering in single-player game even when check for victory game
option is disabled
+ Bug 1880496: NARC-asissted indirect fire taking spotter firing penalty
+ Bug: Narc/INarc Pods not removed on location destruction
+ Bug 1903999: Bot attempting Charge/DFA when not possible
+ Bug: Edge (Deep) deployment zone not working
+ Bug 1878787: Reflective Armor still not perfect
+ Fix special armor reports
+ Bug 1809070: ECM not breaking std C3 links
+ Bug 1806961: C3i and ECM handling
+ Fix C3/C3i link drawing

v0.33.19 (2008-02-26, 2:13 GMT+1)


+ Patch 1865696: Weather effects
+ Patch 1890761: RPG Skills
+ Bug 1890785: Fragmentation LRMs/SRMs not working right
+ Bug 1890845: some Protomech LRMs missing
+ Show swamp in tooltip
+ Bug: Fix NPE with swarm missiles
+ Bug: Fix NPE in BoardView
+ Bug: Fix victory checking
+ Bug: Fix SingleChoiceDialogs in Swing UI
+ Bug: Fix flamer damage against infantry
+ Bug 1897329: maps from subdirectories cannot be found
+ Bug: Prevent NPE when gameoptions.xml is corrupted
+ Fix Frag missiles for real
+ Bug: minor bug with VTOL BVs.
+ Calculate ingame BV based on current MP, not factored for gravity
+ Bug: Rapid Fire MG against conventional infantry used too much eat and ammo
+ Bug: Flechette ammo doing half damage when clearing
+ Bug: Fix swing ammo choice in mechdisplay
+ Bug: Frag ammo not doing damage to woods
+ Bug: when using assault drop and deploying last assault-drop-capable unit
using assault drop, further non-assault-drop-capable units couldn't deploy
+ Bug: flechette ammo AC shots got their damage halved twice agains hardened
units
+ Some code simplification in weapons firing code
+ Fixed a bug in MechSummaryCache for saving unit file name Used by MekWars
+ Bug: pilot damage from heat not applied correctly, and not reported correctly
when MaxTech heat is used.
+ Bug: Fixed a few report errors.

v0.33.18 (2008-02-14, 23:31 GMT+1)


+ Bug: Flechette and Frag ammo not doing full damage to Infantry
+ RFE: Force Victory skips all units in every phase to end game.
+ Bug: BattleArmor being effected like Infantry against Frag and Flechette
+ RFE: Moved Force Victory option to top of the victory group
+ Plasma Rifle and Plasma Cannon also deal half damage to pain shunt infantry
+ RFE: MechSummary now saves and retrives entity files based on file name as
well as just entity mode+chassie
+ Bug: multiple weapons of same type using up one of several ammo bins sometimes
didn't work correctly
+ Removed duplicate weapons for Protos
+ Remove StackPole Removal Code. Was no longer needed
+ Fixed javaDoc for Server.destroyEntity();
+ Patch 1889352: Scenario Updates
+ Patch 1889029: Save MD abilities to XML
+ Bug: Artillery damage to BA
+ Fix FLAK artillery against VTOLs
+ Patch 1889327: Random skill generation
+ Patch 1889714: initiative bonuses
+ Bug 1889760: SRM damage vs adjacent building
+ Changed MechSummaryCache to save sourceFile.getFileName() as the m_fileNameMap
key
+ Bug: fix report order when igniting hexes
+ Bug: Maps no workie cannot be loaded
+ Bug 1881340: NPE when checking for Victory after loading a savegame
+ Bug: Infantry Laser (ie. Energy Rifle Infantry) should have 2/4/6 range

v0.33.17 (2008-02-01)
+ Bug: Flamers causing 3 heat instead of 2
+ Bug: Swarm LRMs causing ammo-use and heat for each target they hit
+ Cleaned up warnings in Mech.java and MechSummaryCache.java
+ Bug 1878681: All missiles showing "ECM Prevents Bonus"
+ Fix PSR reason when skidding on ice that also has pavement (ice is above the
road)
+ Bug 1879828: RAC firing to many shots
+ Updated HACKING file
+ Bug 1880143: swarming infantry can damage themselves
+ Merged refactor server branch: Refactored Victory Conditions, easy to
implement new ones. Should work just the same
+ Bug: Field gun infantry BV way too high
+ Bug 1878790: Fuel Tanks locking Server
+ Bug: RACs and Ultras not jamming correctly in 2-shot/Ultra mode
+ Bug: DFM LRM/SRM/MML ammo not working correctly
+ Bug: Follow the Leader LRM/MML not working correctly
+ Bug: Tandem Charge SRM/MML not working correctly
+ fixed some warnings
+ Bug: All !Draw Victores showing as Draws.
+ added Tooltips back to Swing gui
+ Bug: HGR PSRs not working
+ Added Starterbook Sword and Dragon units with prototype equipment
+ Bug: damage during swarm attack should be applied as one lump
NOTE: this is not working completely correct, right now it's one lump and one
location per weapon the attacking BA squad is carrying, not one lump of
damage overall
+ Bug: clearing woods should always do full damage
+ Bug: do damage to woods from artillery shots
+ Patch 1883999: Manei Domini VDNI, BVDNI, and Pain Shunt
+ Patch 1875860, Bug 1776718: Double Entries in the Mek selection search
+ Data 1879903: New Artillery Gifs and a Resized Mechwarrior Gif
+ Bug 1882694: Map rotation error
+ Bug: movement along road not checking destination hex for road, too
+ Physical Attacks against Infantry should do only 1/10 damage
+ Bug: Draw occurring on Team Game Victories

v0.33.16 (2008-01-19, 18:45 GMT+1)


+ Patch 1869642: Clan Streak6 Heat Fix and Recoilless Rifle Name Change
+ Fixed Server.writeInitiativeReport(boolean) for DB. Will show all players
rolls without Individual Initiative on but not player unit turns. With
Individual Initiative on only the Inititative of units that are visible
to the player will be showing.
+ Added missing IS BA Magshot Gauss Rifle
+ Fix MaxTech Rapidfire AC option. Note: With submunitions, the special effect
currently does not work when using rapidfire.
+ Bug 1869698: Custom BA editor no longer functional
+ Bug 1653277: Proto movement in cities
+ Bug 1749177: Can't kick adjacent infantry
+ Bug 1745274: allow all weapons to be fired at clear hexes to raise heat
+ Bug: Infantry Rifle long range wrong
+ Bug: Fix Narc/iNarc report bug
+ Bug: External heat for plasma weapons and flamers not capped at +15
+ Bug: Fix leg attacks
+ Have less verbose megameklog when catching IOExceptions in AbstractConnection
#update()
+ Fix rounding issues with anti-infantry damage
+ Added isAntiMek() to Infantry class.
+ Bug: MG infantry should do d6 extra damage to conventional infantry
+ Bug 1870439: Broken BA weapons
+ Allow right-click-drag scroll also in offboard firing phase if option is set
+ RFE 1742627: pop up message when firing will change previous to-hits
+ Bug 1685545: BA Mine Launcher doesn't work
+ RFE : MTF files are loaded more dynamically
+ Bug: Allow for tank weapon malfunctions and turret jams to be fixed.
+ RFE : MTF files loaded at 95% dynamically
+ Bug: Not removing unjammed weapon from jammed weapons list.
+ Do weapon malfunction repair and turret unjam in the server
+ Bug: Fix Heavy MG range
+ Bug: units in ground zero of a Davy-Crockett M attack not destroyed
+ Bug: Fix some AMS issues
+ Bug 1741939: HMP problems with laser AMS
+ Bug: Infantry LRM has wrong range
+ Bug: Fix MGA issues
+ Remove old MaxTech infantry damage option
+ Bug 1870305: Guided Arrow IV not working.
+ Bug: Report error with artillery when attacking unit dead or fled when arty
lands
+ Bug: Taggers not allowed to shoot when no arty units left in game, but an
homing arty attack in the air

v0.33.15 (2008-01-11, 20:35 GMT+1)


+ Swing GUI: elevation/depths listing added back,
made combobox initial state in some dialogs make more sense.
+ Swing GUI: center on hex works correctly now, also, drag-scroll works again.
+ Bug: damage to woods using old clear terrain code by subtracting damage from
14
then subtracting that number from the current terrains CF
+ Bug: Flechette ammo not doing double damage to woods
+ Bug: Fragmentation ammo not doing double damage to woods
+ Bug: Missiles not hitting for full damage against woods
+ Bug 1859840: Leg damage in Partial Cover
+ Bug: Last Entity Targeted was not being saved
+ Bug 1862748: 0.33.14 dev incorrect handling of cluster weapons
+ Bug: LAC not using AC special Munitions.
+ Bug: Infantry flamers can't cause heat and have wrong range
+ Bug: Missing BA MGs
+ Bug: Under a variety of circumstances savegames would stop working
+ Bug 1853753: Reflective armor not working
+ Bug 1866014: Arrow IV firing double Shots
+ Bug: Fix clearing woods
+ Data 1865963: Updated BA Files
+ Data 1843823: White Flame sprite
+ Data 1845005: Solaris Map Update, corrected Boreal Reach map and Colosseum in
chaos mode
+ Data 1831037: Vehicles from 3050 Upgrades
+ Bug: Artillery only doing splash damage
+ Bug 1858586: AP Gauss Rifle doesn't read ammo 0.33.14 dev
+ Bug 1857824: double blind weapons fire results don't show in turn report
+ provisional infantry BV 2.0

v0.33.14 (2007-12-28, 21:05 GMT+1)


+ Malak Dominus fixed
+ Bug 1851887: NPE with bot and PPC weapons that can't have a capacitor
+ Partial fix for Bug 1852029: client crash when deploying c3i units
now only happens when c3i units are actually on a network
+ Bug 1852058: flags in weapontype don't work correctly
+ Bug 1853433: energy weapons glancing blow causes no damage
+ Bug 1853428: adding a bot takes very long
+ updated ai-readme.txt
+ Fix AMS
+ only allow 5 arty-autohit-hexes
+ fixed the phase tabs on the Swing gui
+ "Driver Injured" does not work properly
+ Refactored the Server.damageEntity function for readability.
+ Fix bug with C3 lines. TODO: some lines are not correctly removed
+ Fix Plasma Rifle and Plasma Cannon
+ Fix Clan Narc Techlevel
+ Fixes and improvements to some client commands.

v0.33.13 (2007-12-13, 21:34 GMT+1)


+ Fix lock when sending large packets
+ Patch 1830744: doubleblind improvement
+ Don't center on artillery unit's location in artillery firing phase when that
unit is offboard
+ Reverted all network changes for now, until we have stabilised them
+ Infantry shouldn't sideslip
+ Bug 1839351: No vertical scroll on initial help screen
+ Show when ammo is dumping in system view.
+ Bug 1841267: Consciousness rolls should be made immediately, not at end of
phase.
+ added Mounted.getBaseDamageAbsorptionRate() for MW Use
+ added Mounted.getBaseDamageCapacity for MW use
+ fixed initial board paint problem (partly related to network fix) and put
back LOS Ruler and keyboard scroll
+ Fix infinite loop with c3 line drawing.
TODO: when the c3 master moves first, lines are not updated correctly
+ Add unofficial gameoption to specify from which round onwards ammodumping is
allowed
+ merged weapons refactoring branch
NOTE: This necessitated the removal of command-line nukes
NOTE: there might be some bugs lurking in weapons firing code, report them as
you find them
NOTE: They'll now be a whole lot easier to fix.
+ Bug 1811135: iNarc homing pods not allowing indirect LRM fire.
+ Bug: indirect fire using narc homing pod was getting +2 on the cluster table
+ Bug 1747264: AMS engaging Swarm missiles (fixed with weapons refactor)
+ Bug 1690655: BA Flamers should be able to cause heat
+ Bug 1630629: Conventional SRM Infantry number of Inferno missiles (fixed with
weapons refactor)
+ Improved LOS-Tool. If both hexes contain a unit, the respective unit's
current height will be used for the calculation
+ Bug: mechs always had elevation 1 when in a hex with a building
+ Bug 1775622: Hovers sink in broken ice hex

v0.33.12 (2007-11-09, GMT 22:21 GMT+2)


+ Corrected names of the Celestials
+ Tanks movement not getting adjusted for carried cargo
when not in extreme gravity
+ Patch 1830140: AWT/swing redrawworker improvement
+ Bug 1831073: B-Pods should explode upon crit
+ Major change to Swing GUI. Four major issues remain:
a) the initial board paint won't display until a redraw is forced.
b) keyboard scroll and right click scroll have been disabled.
c) zooming does not work.
d) LOS Ruler has been disabled.
+ Synchronized AWT and Swing GUIs to current date (11/15/07)

v0.33.11 (2007-11-09, 15:26 GMT+2)


+ Bug 1748167: Spot-and-fire penalty being applied to TAG/Semi-Guided
+ Updated equipment.txt
+ Automatically generate equipment.txt whenever ant is used to compile MM.
+ Fixed NPE in Minimap when using the board editor
+ Bug 1817499: Falling on bridges not working right
+ Bug: Deploying on bridges now gives correct elevation
+ Bug: 1746114: 'Free' standard flamers on vehicles?
+ Bug 1806296: Vehicle critical hits problem
+ Bug 1806550: A-Pods can fire multiple times
+ Data 1787475: Tallassia Mapset with original Mapnames
+ Data 1801670: 3050U IS Mechfiles
+ Data 1794069: Missing Mechfiles
+ Data 1789446: Celestial Invictus Omnis
+ Bug 1714093: NPE in BrushOffAttackAction in certain situations, removed most
Vectors from BoardView1
+ Bug 1678555: Illegal Number Format when an anticipated Game option input is
empty, defaults to 0 now
+ Added the Celestial Dominus variants and some pics for them
+ Bug 1824240: Pilot has been picked up with 2 different units
+ Minor refactoring, yay Javadoc!
+ Fix BV bug for Mechs, explose equipment did not subtract correctly in most
cases
+ Bug 1600957: Selected boards could be null (our placeholder for "surprise")
which caused an NPE in some cases
+ Sometimes our target loses it's position, causing the display thread to throw
an NPE
+ Bug 1587654: NPE resolving nuclear effects on offboard units
+ Patch 1827968: swing minimap and network improvements
+ More Celestial images
+ Updated build.xml to allow automatically built client releases

v0.33.10 (2007-10-28, 16:13 GMT+1)


+ Implemented Retractable Blades. TODO: make them actually retractable (should
be able to retract or extend at end of movement, no pushing/punching or
carrying stuff when extended, no physical attack when retracted.
+ Mechs with extended retractable blades can't push or punch (no way to retract
the blade currently)
+ Bug 1787586: Plasma rifles not causing damage (0.33.9)
+ Bug: Abandon Crew Message being reported on Tanks with dead crews.
+ Bug: Inferno Infantry hitting with twice the number of missles they should be.
+ Retractable Blade now fully Extend and Retract.
+ Bug: Retractable Blade was not getting full -2 bth mod.
+ Bug 1753636: CASE II still somewhat buggy
+ Minimap not correctly initialized with Java 1.6
+ RFE 1767865: Mapselection from folder tree - for real
+ Added Tech level to ISAPPOD and CLAPPOD MiscType Object's
+ Added Clan BPOD MiscType object.
+ CASEII and Magshot not being calculated with BV 2.0
+ Bug: Clear Hexes from heavy to light would reset TF
+ Enhancement Request from Mekwars forum: Draw markers on minimap for pre-
designated artillery auto-hit hexes.
+ Patch 1714216: BV checking command
+ Patch 1694672: Board/map size configuration
+ Patch 1804518, Bug 1788089, Bug 1813331: Heat and min range incorrect for HAG
30 and 40
+ Bug 1801922: Cannot charge after starting Movement Phase prone
+ Bug: Quad mule kick should only be allowed to the rear arc, not the side arcs
+ Bug 1806055: C3 Master and Advanced Search
+ Bug: After reset, starting position got set to any, but UI still showed old
starting position
+ Bug: when changing a game option that possibly changed BV (like force-size
mod), BV displayed in the chatlounge didn't change
+ Skidding Bug: Hex just entered counted for distance.
+ Bug 1751666: Made the option apply only to 'Mechs as per suggestion of
initial submitter.
+ Enhancement: Show both base BV as well as BV modified by force modifier for
each player.

v0.33.9 (2007-09-02, 17:47 GMT+2)


+ NPE in SearchlightAttackAction.java
+ Changed Font.SANS_SERIF to "Sans Serif" in ChatLounge.java
+ Syncrhonized Swing and AWT side. Swing BoardView1 still needs work.
+ Bug 1753425: Correct cost of MRM40(OS)
+ Patch 1758243, Bug 1734691: LOS walking "both sides of the fence"
+ Added new piloting skill multiplier which will be featured in an upcoming
errata, derived from BV2 version of HMP
+ Bug 1758296: Cost of Special Ammo Types
+ Allow piloting and gunnery skills of up to 8
+ Corrected Locust IIC 6 file to make MGAs work
+ TM rule change: FF armor points now round down
This makes lots of existing mechs illegal, because they have one point of
armor too much. We need to recheck our units against TRO3050U (or better,
the forthcoming RS:3050U).
+ Allow sorting the MechSelectorDialog by Level
+ Bug MtfFile.java was case specific for Split and R weapons.
+ Prevent NPE when spotting and no target selected
+ Bug 1762455: Unable to fire if previous mek uses SL
+ Bug 1757632: Plasma Cannon Damage for clearing incorrect
+ Bug 1756810: Plasma Rifle damage incorrect
+ Bug Clan MGA's had the wrong racksize. Ammo would not load.
+ Bug NPE when calculating Tank BV on the fly in games for excessive ammo
+ reverted common.actions.PushAttackAction.java back as it was throwing
exceptions and not checking if te was null instead of returning
ToHitData.IMPOSSIBLE. This caused a players to be disconnected Meks
where near buildings.
+ Jump Boosters causing an invalid unit erorr when Jump was greater then run
+ Bug: Plasma Cannons not delievering heat on a glancing blow.
+ Backed out patch 1758243, caused lots of LOS bugs.
+ Added several new server commands, most are intended to enable megamek to be
useable by visually impaired people, but some of them (ruler forinstance)
should be useful to normal users too.
+ ejected MechWarriors don't need to make consciousness rolls now
+ Bug 1771542: MASC bug
+ Fixed a null pointer server crash releated to the camo image in swing. Note
that the camo image is still behaving very odd.
+ Begun making client commands in the swing GUI. Client commands start with a #
+ Help command for client commands added.
+ More client commands and slight improvements to chatting using the swing GUI.
+ Added the replacePlayer command as both a server and as a client command.
+ Bug: Plasma weapons causing NPE when targetting Woods/Buildings.
+ Bug 1777145: Option bridgeCF changes all CFs on map
+ Bug 1755219: PPC capacitors now load from HMP/HMV files
+ Bug 1748916: stabiliser crits now skipped if location has no weapons
+ Fix VTOL armor display
+ New victory condition "commander killed", where a force can win by defeating
all enemy command units. Command units are configured by customising in
the lobby or in the scenario file (see example.mms).
+ Added unofficial option to allow Tanks to use level 3 targeting systems, too
+ Bug: unload stranded units turn was being skipped, so infantry couldn't get
out of immobilie APC
+ Set starting position to Any after /reset
+ Infantry entering boggy terrain now handled correctly
+ Bug: ISLMGA had extreme range set to 4 instead of 8
+ Bug: BattleArmor was ignoring stealth armor

v0.33.8 (2007-07-16, 21:00 GMT +2)


+ Bug 1726461: Indirect Fire +1 for spotter missing
+ Bug 1726513: Spotting for multiple Units
+ Bug: NPE error caused with units loading Semi-Guide for MekWars Servers
+ Bug 1727343: Multiple Targets for BattleArmor
+ Bug 1726672: AP Gauss is clan, but it's ammo is IS
+ Bug 1727244: Lobby Battle Value != In-Game Battle Value
+ RFE 1726259: Option disable force size BV multiplier
+ Cleaned up batchall.de.zip: removed no longer needed units
+ MG arrays now work, LCT-5T mechfile updated
+ Added TeamCommand allowing players on the same team to speak to each other in
game
+ Bug: Visibility limiting BAP range.
+ changed TeamCommand command from /team to /t make it easier to type.
+ Made Server.sendChat method public so TeamCommand could access it.
+ Started adding code for PPC Capacitors.
+ Added PPC Capacitor.
+ Bug: PPC not exploding when critted and Capacitor is charged.
+ Added Reactive Armor
+ Added Reflective Armor
+ Added CASE II
+ Bug 1745050: Water partial cover vs. physical attacks, should be +1, not +3
+ Bug 1742624: NPE when calculating BV of Plasma Rifle Ammo carrying units
+ Bug 1736000: Bugs with the Plasma Rifle
+ slight (very slight) improvement in bot speed, cleaned up some code in the
ui while looking at ways to finish the swing conversion
+ Added validate command line option to validate files in data/mechfiles quickly
+ Bug: Unit could enter walls that where taller then them as if they where
buildings.
+ Improved breach reporting
+ Fix ammo BV for protos, dbv multiplyer now correct for super fast units
+ Bug: if missing entry in mechset.txt or wreckset.txt map does not load. Will
now default to light mech image and print an error message to STDERR
+ Bug: Silver Bullet Gauss says Missiles instead of projectiles in firing phase
+ added more fixes to db messages
+ Code cleanup (more javadoc, more generics, few small bug fixes, etc)
+ Partially working AirMechs.
+ Bug: Fuel tank explosion causing NPE
+ RFE: Skip all MG's when linked to an MGA
+ Bug: NPE when getting proto BV.
+ Bug: doExplosion() could have a 0 length myDamages array.
+ RFE: do not rotate rectangular Maps.
+ Bug 1747502: NPE: Mek designed with TAG/C3M and semi-guided missiles
+ Bug 1732189: Fixed two read errors committed into HMVFile during unused
variable cleanup.
+ Different speed factor calculation, depending on speed, as per the rules
question forum

v0.33.6 (2007-05-26, 20:00 GMT +2)


+ added some javadoc documentation. This is a work in progress.
+ Made pilot BV fetchable as a static function in case someone wants to
implement requrest #1636523
+ Fixed a null pointer exception.
+ Bug 1706265 fixed
+ Added House rule MW pilots cannot spot.
+ RFE 1701138: Spotting and firing
+ Bug: NPE in multi player game where a player ejects and disconnects.
+ Found the Real cause of above bug. Caused when adding new Removal Cause.
+ Fixed it this time for sure!
+ Bug: Meks could skid into wall hexes.
+ Bug: Meks that fell while on a wall fell to the bottom of the wall hex
+ Correct weight on Clan Machine Gun Array
+ Added the rest of the RS:PPU 'Mechs.
+ Corrected tech on CLIJJ
+ Patch #1705501: Bot ammo/color can be changed in chat lounge.
+ Bug 1706879: Megamek thread problems when changing teams
+ Added save-to-XML functionality to weapons.
+ Per rules clarification/change, HAGs cannot make targetted shots with a TC.
+ Patch #1707730: ER Pulse BV Correction
+ Bug: Victory conditions used the first player in the winners Map as the
winner even if they didn't accomplish all the objectives. This only occurs
in games with more then one victory condition.
+ Bug: MML torpedos did not work under water.
+ Bug: C3 and C3i where able to use level 3 targeting systems
+ Begingins of a LAM implementation.
+ Significant reduction in compiler warnings through refactoring.
+ Removed some unused functions
+ Data 1713994: Mechs from Starterbook: Sword and Dragon
+ Data 1577478: Solaris VII Mechs from 3055U, still missing:
Copperhead (reflective armour not supported)
Flashfire (reflective armour not supported)
Longshot (reactive armour not supported)
Silver Fox (reflective armour not supported)
Aquagladius (Battlemech Taser not supported)
Spatha (reflective armour and PPC Capacitor not supported)
Sasquatch (large engines not supported)
+ Data 1667079: Fury, Lightning, Puma, Zephyr, Kanga, Burke and Chaparral tank
images
+ Data 1579068: some new Mek Images
+ Data 1577478: Most 3055U L3 Solaris Mechfiles
+ Added Generic <Entity> to Entity.getKills(), was causing Warnings in MW
+ Fixed various ammo and weapon BVs per the table in TechManual
+ Bug: No PSR roll when Jumping in Low Gravity.
+ Bug 1725205: Damage applied to wrong facing on failed entry into buildin

v0.33.5 (2007-04-14, 19:12 GMT+1)


+ Fixed Pouncer Prime name in MTF
+ Added IS MGA
+ Added 4 Battle Corps Mechs
+ Added unit list export command
+ Added Preta Dominus
+ Bug 1686313: HAG/40 now splittable
+ Added Marauder IIC 4
+ Juggernaut image misnamed.
+ Fix BV 2.0 bug where one-shot weapons counted for their BV plus a full ton
of the respective none-one-shot weapon's ammo.
+ Added BV Force size modifier for BV shown in the chatlounge.
For games with more than 2 players, all units that are not in your team are
counted as the opposing force.
+ Bug 1695464: C3 Master not in equipment list of advanced search.
+ Bug: rear punches to quad mechs now do hit rear locations instead of front
locations.
+ Added a couple more RS:PPU 'Mechs
+ Corrected RS:PPU 'Mechs to be level 2 rather than 3
+ Added House rule that Mechwarriors on the field only have 1 hex vis in double
blind games
+ Corrected internal structure points for meks<=20t (they missed 1 point in the
legs)
+ Reverted last change, developer was half-blind :|
+ Added Building type Wall(5) Units can stand on but not enter.
+ Fix C3 extra BV error.
+ Added IEntityRemoveCondition REMOVE_STACKPOLE for units that where completely
destroyed. This is used by MekWars.
+ Bug: Hexes with collapsed walls not reverting to rubble.
+ Added MaxTech Walk Backwards rule option
v0.33.4 (2007-03-24, 23:00 GMT+1)
+ Bug: tool tips not displaying in ice hexes
+ Bug 1624745: Vehicle crew created when Battle Armor destroyed
+ Bug 1627200: Div by Zero Exception in Random Unit Generator
+ Bug 1631584: Bug in TSM
+ Bug 1211496: possible to have 2 mechs in same hex with swamps
+ Bug 1453975: stuck-in-swamp mech that gets displaced can't get unstuck
+ Bug 1609577: Problems after fall from a lvl 2 collapsing bridge
+ Bug 1631584: Bug in TSM
+ Bug 1635383: Pilot takes 2 damage from Tandem Charge missiles
+ Bug: Tanks shouldn't be able to spot when stunned.
+ Bug: Victory conditions now explicitly ignore observers
and fixed victory report error in double blind.
+ Moved BoardView1 back to AWT so that at least it works...
+ Tank critical hits - ammo explosion damage wrong
+ Tank critical hits - cargo damage applied to tank
+ MtfConvert now also converts tanks to .blk format
+ Bug: Fuel tank elevation display was wrong
+ Added a crappy image for singlehex fuel tanks to make them look different to
buildings
+ Bug 1609741: Done Button Locks up when player connects and reconnects -- Again.
+ RFE: House rule added to allow players to set how much CF damage each burning
hex takes each turn.
+ Hatchets and swords can now be aimed at punch or kick table for +4 to hit
(sword-like and hatchet-like S7 map pack weapons are included)
+ Bug: NPE when using aimed shots for swords and hatchet weapons.
(Now checks to make sure ce() and target are !Null before continuing
+ BV 2.0 for Mechs and Tanks and Protomechs
+ Update to BV 2.0 rules Rounding Jump MP/2 in Speed Factor Formula
+ Bug: NPE when calculating BV for excessive ammo on Coolant pods.

v0.33.3 (2007-01-03, 14:20 GMT+1)


+ Bug 1582609: Cannot load MUL that includes the TMP-3M2 "Storm Tempest"
+ RFE 1582909: "Under the effect of ECM (Stealth On)"
+ Updated rules for skids and sideslips
+ Bug 1598114: changed improved jumpjets to level 2
+ Bug 1598576: fragmentation/flechette ammo now does x2 damage to woods
+ Bug 1598976: 'Mech with Torso-Mounted Cockpit destroyed by head blown off
critical.
+ Bug: fireproof armour not preventing inferno explosion
+ Bug 1591093: no units to move error when swarming infantry knocked off in
accidental fall
+ Bug 1596917: CF of bridges fixed at 40. Doesn't work for scenarios yet.
+ Skidding Modifier Table expanded to speeds of up to 25 hexes in a turn
+ Building Movement Modifier Table expanded up to speeds of 25 hexes in a turn
+ Protomech physical attack renamed to Protomech frenzy attack (TW name)
+ Protomech inferno effects (from TW errata)
+ Bug 1598753 Swarm-attack damage hits swarming infantry
+ Body-mounted C3 Masters in Tanks should fire their TAG into the front arc,
per the Ask the PM Forum.
+ Bug 954406: Charge declaration and stacking
+ Bug: VTOL should crash when sideslipping into woods at elevation 1
+ Optional house rule for pilot survival in extreme temperatures
+ TW rules change: A ?Mech missing both arms and one leg may no longer attempt
to stand
+ RFE 1606530: Current total BV's (& starting BV's)
+ Bug 1608682: heavy ppc inhibitor not working right
+ Maxtech clan physicals penalty (pilot option)
+ Patch 1607480: Rules Change for Shields & bug fix for Vibros
+ Patch 1607164: Bug Fix for IS Improved JJs
+ Patch 1606263: Name Patch for new PPC Types
+ Patch 1592376: Bug FIx for Follow The Leader
+ Bug 1609741: Done Button Locks up when player connects and reconnects
+ Remove unnecessary casts and elses.
+ split battle armor and conventional infantry in the unit selector
+ 1st revision of random army creator (not UI integrated yet)
+ Bug 1610484: Dangling 'if' in Server.artilleryDamageHex
+ RFE 1603578: Random army generator
+ Bug 1612873: MML5 heat incorrect
+ Bug: Fixed missing random army dialog property
+ Bug: Added check to make sure allowed BV variance (random army generation) is
always positive
+ Bug: Turret blown off critical hit now destroys the tank immediately
+ Crew stunned status shown on the minimap
+ Bug: Weapon destroyed critical hit now explodes weapons eg gauss
+ Bug: Don't crash when no .board file is available and "Random Map" is selected.
+ Remove unnecessary casts.
+ One shot ammo with 0 shots left no longer illegal in verifier
+ Bug: Megamek required "Helvetica" font
+ Bug: NPE in stop swarm attack if the swarmed unit was destroyed earlier in the
phase
+ Bug 1613504: Unloading BA from prone mech didn't work
+ Bug 1610653: Flying BA can be thrashed
+ Bug 1598816: Description of Game Option "Friendly Fire"
+ Bug 1623985: Swarm LRM attacks source
+ Bug: Tank BV calculation was missing misc. offensive equipment.
+ TW Rules change: AMS now works only against attacks that come from the firing
arc the AMS is covering

v0.33.2 (2006-11-12 21:32 GMT+9)


+ Cleanup of type safety in bot code
+ Patch 1587555: Bug Fix for Heat Seeking and ThunderBolts
+ Added a number more RS:PPU Mechs
+ Added non-functional placeholder for B-Pods (so that the BLR-10S loads)
+ Bug: bot died when only unarmed targets available
+ Bug: occasional exceptions observing bot v bot games
+ Bug: missing misc equipment in equipment.txt
+ cleared a lot of warnings
+ Design year option in the add unit advanced search.
+ RAC can still hit when they jam (TW change)
+ Tank carcasses (after crew killed crit, tank remains on field)
+ Added alternate ammo names for plasma ammos
+ Refactor destroyLocation out of Server, into Entity
+ Corrected 2 RS:PPU Mechs
+ Added 4 RS:PPU Mechs
+ Woods burn down house rule now damages woods 5 points per turn instead of
clearing on 11+
+ Bug 1588924: Cannot Open Custom BA Panel with Java 1.4
+ Display "CREW DEAD" on carcasses
+ Don't count C3 Masters as TAG for "no more than 1 TAG per Mech" purposes.
+ Bug 1589699: infantry with jumping MP can now be unloaded from a VTOL in
flight
+ Anti-Mech skill of 8 (for an untrained unit) can now be set when customising a
unit.
+ Client option to use the average skills table when adding units.
Default is on. Note infantry are assumed to be anti-mech trained.
+ Mechs can now move through enemy infantry
+ Bug 1589704: AMS still fires on missile attacks that miss
+ AMS are no longer allowed to be switched off.
+ Data 1589921: added some more RS:PPU mechs
+ Changed a couple of RS:PPU 'Mechs to level 2
+ Changed light & heavy FF from level 3 to level 2
+ Bug #1585497: Check for partial cover when hitting with infernos
+ Bug 1593129: Clan BA blocking CT weapons
+ Bug: wrong attack arrows removed by ESC key
+ Changed some FileDialog instances to use OS independent paths

v0.33.1 (2006-10-31 22:40 GMT+9)


+ Fix filename case for IS Omni images, so they show up on filename case-
sensitive OS.
+ Bug 1577506: BA SRM2 launchers don't show any ammo in game
+ Bug: multiple copies of same ammo in the customise dialog
+ Bug: .BLK format omni vehicles weren't omni. (now include <omni></omni>)
+ Default images for mechanized platoons - thanks to Carpe Mortis
+ Bug: AMS was engaging HAG fire
+ Snub nose PPC range, heat and damage degradation set to TW values
+ IS light and heavy machine guns
+ Bug: unit shown "destroyed by pilot error" if the unit that destroyed it was
itself destroyed
+ Bug 1577419: MMLs Cannot Load Torpedoes 0.33.0
+ Bug 1577026: Nuclear Explosion Stops MegaMek 0.33.0
+ Bug 1577420: ELRMs Cannot be loaded from TDB
+ Rules changes for Narc
+ Bug: Tanks with no turret could take turret hits and die on a 12
+ Plasma weapons
+ Pulse lasers can't be aimed with TC
+ Bug: RMG rivers are at level -3
+ BA IS ER medium laser and improved sensors
+ Data 1581617: New and Corrected BA
+ Bug: NPE with infantry LRM
+ Non infantry vs infantry damage
+ Corrected some conventional infantry unit files.
+ Bug: tank verifier didn't understand level 3 armour
+ Change TC aimed shot check to check for F_PULSE flag.
+ Don't explode non-explosive ammo when a tank gets a Ammo Explosion crit.
+ Bug 1581512: LAC/2 and LAC/5 won't load from TDB Files
+ Light AC changed from level 3 to level 2
+ Bug: swarming mek could hit itself by "getting in the way" of damage
+ Bug: ammo explosion from heat could select an empty bin
+ Bug 1584814: check game option for fire is enabled before creating fires.
+ AP gauss
+ Changed new PPCs from level 3 to level 2
+ Fix break in fire processor
+ RFE 1585612: Add info on why a mech is invalid
+ RFE 1585610: Mark mechs with multiple TAG units as invalid
+ Bug: mule kicks used front leg criticals to detemine damage instead of rear
+ Patch 1556051:
+ Silver bullet gauss rifle (aka IS HAG/15) from unbound
+ Dead fire missiles from THB
+ Heat seeking missiles from maxtech
+ Tandem charge SRMs from THB
+ Follow the Leader LRMs from THB
+ Update build.xml to work with retroweaver 1.2.5, updated retroweaver rt lib
to 1.2.5
+ cleaned some unused variable warnings
+ BattleArmor can now be saved to BLK file.
+ Custom BA dialog has a new save button.
+ rule change: TAG is no longer exclusive with weapon fire
+ rule change: Semi-guided can be fired as standard at a non tagged target
+ rule change: infantry have no movment modifier when spotting
+ build.xml updated with svn targets
+ fix to sylph upgrade BV and fenrir ERML model name

v0.33.0 (2006-10-13 22:39 GMT+9)


+ Corrected names of snub-nose, light, and heavy PPCs.
+ Added PXH-7K and MAD-4K (RS:PPU)
+ Clearing woods changed to TW rules
+ Anti mech attacks partially updated for TW rules (swarm pulls in too many rules)
+ Tank and quad hit location tables partially updated for TW rules
+ Infantry anti-mech skill is customisable
+ Update the motive system damage table, and make vehicles use it
+ Bug: NPE firing infantry rifle
+ Implemented infantry weapon changes from TW
+ New <troopers> tag in infantry BLK files
+ Updated infantry unit files to have the correct number of troopers
+ Foot infantry now restricted from firing on the move except with rifles
+ Created unit files for mechanized infantry, they load but don't work correctly
yet
+ Infantry flamers can now inflict heat (TW rule change)
+ Non mechanized infantry pay 1 less MP to enter woods
+ Support for 6 man BA squads
+ Blakist versions of Achileus, Longinus and Purifier
+ ComStar version of the IS standard
+ Updated German translations.
+ Combat vehicle critical hit table (no chance for unjam yet)
+ VTOL critical hit table
+ removed maxtech mechanised BA option, as its now integrated to core rules
+ implemented instant death roll for mechanized BA on a dying transport
+ implemented avoid damage roll for mechanized BA when their transport is shot
+ mechanised hover infantry and UMU infantry can cross water (removed the undine
hardcode)
+ MP reduction for carrying Fa Shih on a non-omni
+ Omnivehicles can carry BA
+ removed maxtech physical BTH, as its integrated into core rules
+ removed quad punch/kick tables - great minds think alike :)
+ fire and minefields now default to off as they are now advanced rules.
+ removed maxtech target movement modifiers, as its integrated to core rules.
+ new target movement modifiers for 18-24 and 25+ hexes
+ removed maxtech mulekick option, as its now a standard rule
+ made TW partial cover rules standard. Maxtech option is retained
for 75% and 25% and vertical cover.
+ rules changes for mimetic and basic camo
+ infantry ignore stealth modifiers except camo/mimetic
+ rules changes for AMS
+ rules changes for inferno
+ rationalised BA ammo and weapon types
+ new unit files for most BA carrying SRM launchers
+ rules change for advanced SRM
+ custom BA can use the disposable missile pack of the longinus
by specifying the "BA Disposable SRM 2 Ammo".
+ new document: equipment.txt which is an auto generated
equipment database. Use -eqdb <filename> to update.
This database gives you all the equipment names for use in
text based unit files (mtf, blk).
You can import into your favourite spreadsheet or DB as a comma separated
value file.
+ BA can customise ammo loadouts by TW rules. Inferno SRM are working,
but torpedo and multipurpose missiles are not yet.
+ rules change for leg attack and popup mine (4 damage always inflicted as well
as TAC roll)
+ Infantry UMU movement
+ BA multi-purpose missile
+ Clan Undine
+ IS Submersible infantry (laser) [maxtech rules]
+ Bug: multiple crash problem for VTOL engine critical hit
+ extended protomek initiative rules to cover all phases
(TW style) instead of just fire phase (BMR style). If you *don't*
want protomechs to move as points, use protos move multi with 1/mech
or individual initiative.
+ Mechs standing in water no longer suffer weapon fire penalties
+ Added water ranges for BA weapons
+ RAC can now fire any number from 1-6 shots
+ Rapid fire weapons are no longer allowed to use TC to aim shots
+ sylph no longer suffer a +3 to hit penalty when they move
+ +1 to hit penalty for skidding (stacks with +2 for running to make +3 total)
+ A-Pods now do a minimum of 1 point of damage on discharge
+ vehicles dumping ammo can suffer ammo explosion if hit on rear armour
+ units going underwater while dumping ammo suffer automatic breaching
+ Bug: crew stunned criticals weren't having an effect
+ Bug: weapon destroyed/jammed criticals could hit weapon in different location
+ Swarmed vehicles can now shake off the swarmers
+ HAG/20, HAG/30, HAG/40 using reverse engineered stats - bv and cost are wrong
+ Bug: flak bonus not applied for vtol at elevation 1 over height 2 terrain
+ Converted thunder-inferno minefields to deliver new style inferno hits
+ MML3/5/7/9 (using reverse engineered stats - bv and cost are wrong)
+ Summoner Coelocanth / Drillson (MML) in unofficial.zip to demo the new tech
+ Bug 1575587: Shield Absorbs Low Gravity IS Damage
+ Some 3058U clan BA
+ Rules changes for MASC failure

v0.32.0 STABLE RELEASE (2006-10-04, 18:55 GMT+2)


+ no changes since RC1

v0.31.15, 0.32.0 Release Candidate 1 (2006-09-27, 22:55 GMT+2)


+ Bug 1293410: Minimap can become too big
+ Bug 1556062: Units can fall to MIN_INT elevation.
+ Bug 1556279: tanks can't set modes on all mode-switchable equipment
(log edited to reflect reality, above 3 weren't included in 0.31.14)
+ Bug 1556826: Vehicle loses charge on falling 'mech.
+ Bug 1557074: jungle appears as clear hexes in atmospheric and simplified
tilesets.
+ Bug 1557077: Changed MASC to not raise the to-hit too high if MASC isn't used.
+ Bug 1556870: Changed method of elevation calculation for DFAs.
+ Bug: night battle modifier added twice for anti-mech attacks
+ Bug 1557275: Bogging down (mud)
+ Bug 1294302 / 1294309: any weapon with a "indirect" mode can now fire
using LRM indirect fire rules.
+ Bug: Dual saw was not working correctly.
+ Bug 1555000: Buildings now collapse immediately after area-effect explosions.
+ Cleaned up a couple of no-subject non-public report errors.
+ Better error handling for map size errors in scenario files
+ Corrections to weapon stats for light/heavy/snub nose PPC
+ Update BMRr features list
+ add MaxTech features list
+ Bug 1562560: LAC's with special ammo cost the same as standard ammo
+ Bug 1562913: wrong elevation after walking into depth 2 water on level 1
+ Data 1554992: IS Omni images
+ Bug 1563886: NPE in engine explosion with loaded BA
+ Patch 1563222: Maxtech Rapidfire AC's

v0.31.14 (2006-09-11, 19:00 GMT+2)


+ Bug: assertion failure when observing double blind games
+ Bug 1306432 / 1456639: roads/buildings don't connect automatically
+ Bug: Davy Crocketts now correctly listed as level 3 for Clan A-IVs.
+ In map editor, shift + click adds terrain to the hex
left click alone sets terrain without changing elevation
+ Some cleanup of hex fitness code in BotClient.
+ Patch 1552344: Shield Fix Patch.
+ Added board preview to Swing UI.
+ Bug 1430249: infantry take double damage from minefield in woods, when moving
from clear terrain into woods
+ Bug 1365757: Golem BA : ACs fires wrong
(note this fix includes an updated golem.blk unit file)
+ Show in victory report who killed each dead unit
+ RFE 1550948: Option to have falls end movement
+ Patch 1553164: MPOD Bug Fix
+ Bug 1552980: Problem with nukes and infantry carriers
+ Bug 1433534: Units always enter buildings on ground level
+ infantry/BA can now jump into buildings per BMR clarification/TW book
(first jump into the hex, then use the up/down controls to select floor)
+ Jumping out of a building now requires a PSR to avoid damage as it should
+ Updated the readme to explain how to move in cities, mention GCJ and move
MS java to unsupported/won't work.
+ Hilight deployment zone during artillery-autohithex-selection.
+ Bug 1468767: No displacement after Accidential DFA
+ Some infrastructure towards hidden units. No way to hide or unhide units yet.
+ Bug 1553806: change MM to match common sense (prone/immobile mods from
secondary target)
+ Bug: Nukes should cause a piloting check at +6 for units in the blast.
+ Patch 1555131: Maxtech LRM HotLoading
+ Bug hotloading didn't work properly if other maxtech missile options disabled
+ Mech display now shows no minimum range for hotloaded ammo
+ Mech display now updates the "is hotloaded" label when changing ammo
+ made cluster hits table static member
+ Bug 1435078: Purifier (Narc) should be able to fire missiles individually
+ Bug: mechs could fall through bridges in some circumstances
+ Implemented a connection watchdog on the server to handle pending connections
that don't do anything. After 1 second, the server greeting packet is resent
every 500ms. After 10 retries if the client still hasn't responded they are
dropped.
+ Bug 1297233: C3 master should be able to act as slave
+ Bug 1555770: Spotlight Activation
+ Bug 1556279: Tanks can't switch ECM to ECCM.
(log edited to reflect reality, 3 bugs moved to 0.31.15)

v0.31.13 (2006-09-04, 22:08 GMT+2)


+ Bug 1471321: when removing units in deployment, nonskippable turns happen
+ Bug 1508964: Critical Hits Not Reporting in entitystatus.txt
+ Added data files from MercSupplement: Updates and Jihad Hotspots: 3070
+ Some bot debug information which is only interesting for a developer working
on bot strategy is disabled by default, it can be enabled by adding
"Debug=true" line to mmconf/bot.properties. This substantially reduces the
size of MoveOption so the bot memory leak is manageable. (379 rounds for bot
vs bot lance size game)
+ Bug 1550129: can now charge unit standing on bridge again
+ Bug 1550208: mad dog B has wrong ammo
+ Bug: Clan half-ton MG ammo had BV 1 instead of 0.5.
+ Bug: NPE in cache loader when starting scenario
+ Initial implementation of nukes.
+ Partial implementation of ProtoMech cost calculations.
+ A couple of other minor bug-fixes that I can't remember offhand.
+ Bug 1550556: initial BV wasn't calculated for scenarios
+ Bug 1519330: Getting up and running in water now not allowed
unless you fell in starting hex, which is allowed.
+ Bug 1326043: No movement modifier for VTOLs after sideslip
+ bug 1551047: Incorrect JJs on Pouncer Prime
+ Corrected multiple filtering errors in nuclear explosions.
+ Corrected wrong report number in nuclear explosions.
+ Improved report formatting for nuclear explosions.
+ "/nuke" chat command now functions to allow nukes of all types.
+ Corrected /nuke to accept coordinates rather than hex index numbers.
+ Changed Hex.removeAllTerrains to set new elevation at the bottom of Water, if
present.
+ Corrected missing files (NukeAttackAction and NukeCommand).
+ Changed default color of building-height text to blue, and made it
configurable. See advanced Client Setting, BuildingTextColor.
+ Data 1545661: updated RS 3055U Mek MTFs
+ initial implementation of Board preview in the BoardSelectionDialog, not
yet working
+ remove unnecessary casts and imports
+ Units that are the attacker in a charge sometimes got their damage applied to
the wrong table.
+ Improve board preview
+ Make "remove unit" command work better.
+ More improvement for the board preview.
Someone please make the MouseListener in MapPreview and the WindowListener
for mapPreviewW in BoardSelectionDialog work, I can't figure out why they
don't work :(
+ Bug: selected hex cursor wasn't rescaling when zoom level changed
+ Bug 1478186: Battlefield Screen could be placed offscreen

v0.31.12 (2006-09-31, 21:04 GMT+2)


+ Bug 1542764: Clans allowed incorrect ammo types
+ Bug 1371053: Fixed handling of pilot modifiers for BV.
+ Bug: fixed spikes break rolls
+ Bug 1424574: GE's not saved as MUL's properly
+ Added wood hex images as default for jungles (better than nothing!)
+ Added woods and jungle to tool-tip to help avoid confusion in multiple cases
+ Bug 1546852: Unit verifier now checks jump MP
+ Generalized engine explosions to area-effect explosions
+ Initial implementation of explosive fuel tanks (similar to buildings)
+ Added four unofficial maps to showcase alternate terrains
+ Added missing message to German report string files (in English, sadly)
+ Bug 1422110: Frags no longer damage buildings.
+ Cleanup of warnings in gui
+ Bug 1528962: large memory leak when changing zoom levels
+ Bug 1526913: ECM bubble redraw issue
+ Discard unit cache and canon units list when game is started, to free memory
+ Explosions now correctly damage buildings.
+ In double blind, observers can now see units that are
visible to at least one enemy, without doing /seeall
+ In double blind, /seeall sends you the entity list immediately,
so you can see units on the board without waiting for them to move
+ Added artemis capable ammo to MTFs with artemis IV
+ Bug: fixed exception when calculating BV of absurdly fast vehicles
+ Bug 1424570: light AC treated as AC everywhere special ammos are checked
+ Bug 1461254: Push against Push
+ Removed JRE1.5 APIs
+ Added missing german translations.
+ Fixed wrong Exception-catch
+ Removed oodles of unnecessary casts and 'else's.
+ Patch 1534314: Solaris 7 MPod Weapons
+ Data 1545661: 3055U Mek MTFs
+ Added updated retroweaver-rt.jar, so clients work again with Java 1.4
+ Bug 1464952/1298206: purifier's mimetic armour now cancels +1 for jump
Note this is changed in TW so mimetic doesn't cancel anything so I've
documented that and added a FIXME for when we change ruleset
+ Changed "host game" startup so that game options are loaded by the Server
instead of the MegamekGUI, to address a rare lockup caused by game options
being sent before the player name. (unfortunately unlikely to be the same
as 1546375, although the symptom was the same the log is different).
+ errors setting up games are now alerted to the user (or logged for
dedicated server). As a consequence, Server's constructor now throws
IOException. No impact on mekwars as far as I can see. Previously we
we threw NullPointerException.
+ /reset command now removes ghosts
+ Disable autoeject when loading a mech with CASE.
+ Added "Instant Fame" Northwind Highlanders Scenario by Slade
+ Scenarios can specify their own gameoptions.xml file (see Example.mms and the
readme)
+ enabling individual initiative disables infantry/protomech initiative rules
because they are incompatible.

v0.31.11 (2006-08-11, 3:33 GMT-8)


+ Corrected map size label message reference.
+ Excluded SVN files from data load to avoid larger numbers of errors.
+ Corrected capitalization of MaxTech in several places.
+ Bug 1539802: Fixed it so it loads FF and ES for TDB mixed-tech units.
+ Bug 1540146: Engine explosions not checked for doomed mechs
+ Added optional turn limit.
+ Bug 1433393: Gray Death now correctly loaded as level 3.
+ Battle Armor BLK loader now more correctly loads levels.
+ Bug 1433405: Nighthawks moved to CE infantry zip file.
+ Make the unit loader ignore _svn directories.
+ Bug: Fixed HMVFile so it now detects zero-armor turrets.
+ Bug 1282055: No more jumping torpedos.
+ Bug: Long Range Torpedos now hit in clusters of 5.
+ Bug: Fixed a number of BV Calc errors for vehicles.
+ Corrected both Sea Skimmer version Speeds.
+ Corrected Mantis VTOL Unit File.
+ Corrected Cavalry VTOL (Infantry variant) unit file.
+ Corrected Sprint VTOL (Troop Transport variant) unit file.
+ Corrected Warrior 8-7C VTOL unit file.
+ Corrected loading error for zero-equipment BLK vehicles.
+ Corrected BV Calc for Clan Active Probes on VTOLs.
+ Bug: melee specialist reduces attacker movement mod not targets
+ Added TW_BMR_Differences.txt
+ Bug 1412726: Corrected behavior of light engines, CASE and ammo for BV.

v0.31.10 (2006-08-11, 17:00 GMT+2)


+ Fixed a few spelling errors in a Server.java comment
+ Bug 1524826: No heat while jumping
+ Bug 1418618: heat ammoeplosion autoejection crash
+ Client setting to enable mouse wheel zoom.
Default is off, because of bug 1528962 and conflict with ruler
+ Bug: JJ attack possible without JJ for 0 damage
+ Bug 1449364: Delayed Deployment causes skipping of other phases.
+ Bug: Delayed deployment says "after" but deploys "before" the round.
+ Bug 1530481: Flail dealing wrong damage
+ RFE: attack arrow transparency
(you can set 0-clear - 128-default - 255-solid in advanced options)
+ AlerDialog -> JOptionPane.showMessageDialog
+ swapped one JScrollBar to the more appropriate JSlider, made sure all
TextArea are opaque and editable as appropriate.
+ Solaris 7 spikes.
+ Bug 1275427: missing line break when pilot bakes to death
+ Bug: lots of Weapons erroneously counted as HarJel.
+ Bug 1451767: building damage report missing linebreak
+ Bug 1535114: Loads weapons wrong in some cases with spaces in crit list.
+ Bug 1537164: Fixed multiple Charge NPEs against building.
+ Bug 1495133: 'Mechs now height 0 if in the same hex as a building.
+ Bug 1474146: C3i 'Mechs now correctly interact with ECM.

v0.31.9 (2006-07-15, 17:15 GMT+2)


+ Bug 1497813: NPE on player reconnect
+ Bug 1496668: Plasma Rifle Subtracts heat instead of dealing heat.
+ Bug 1487415: A Bug With Water/Buildings/Skidding
+ Bug 1483413: Stealth armor bug
+ Bug 1475493: I Narc ECM not working
+ Bug 1471684: reporting errors when brushing off
+ Bug 1451176: Streak LRMs cause NullPointerException
+ Bug 1446033: Maxtech damage PSR not showing the weight class modifier
+ Migrated List -> JList, Scrollbar -> JScrollBar, ScrollPane -> JSCrollPane
BoardView1 scrolling is screwed up, still need to fix, removed useless
BoardComponent
+ Migrated Menu/MenuItem/Menubar, Tooltip, PopupMenu
+ Bug 1502289: prone mechs can charge
+ Bug 1448481: Units on bridge over lava still suffer damage 0.31.6
+ Bug 1433738: unable to load same team units
+ Bug 1438656: MM Reports victory before last end phase
+ Bug 1431994: Firedrake needler doesn't damage infantry
+ Modified the static maps which have bridges to use actual bridges.
+ Don't count destroyed weapons for heat curve in Mech BV calculation
+ Bug 1505555: Unable to standup and turn
+ Hopalong's weapon patches
+ Patch 1464393: Torpedo AddLookUpName Additions (from battlemaster)
+ Patch 1488173: Bot AI fix: secondary targets (from dgorsman)
+ patch 1496212: Bot AI upgrade: CEntity.java (from dgorsman)
+ Fixed minor bugs (adding Bots) in the swing version of the ChatLounge
+ Patch 1277708: Draw optimization
+ Fixed layout in the swing version of the StartingPositionDialog
+ Fixed minor porting bug in the swing version of the ChatLounge
+ Bug 1510342: Improved JJ MP Calculated Wrong
+ Taught the bot how to play under individual initiative
+ MechDisplayEvent.getWeaponId() returned entityId
+ Show execution of charge/dfa on unit tooltip
+ Victory condition game options (% enemy BV destroyed and BV ratio)
+ RFE: maxtech infantry damage
+ Bug 1515671: /victory and /defeat does not end game
+ Show Charges and DFAs in the firing phase.
+ Bug 1517652: don't NPE with delayed deployment.
+ Warhawk C corrected (removed lower arm actuator)
+ Bug 1519734: Ejected VTOLs Listed as Salvage
+ Bug: VTOL explosion not starting fires in open hexes correctly
+ Bug 1375466: VTOL Crash Errors.
+ Bug 1519666: Facing ignored in Scenario
+ Bug: Wrong information on failed PSR after thrashing attack
+ Bug: With MT Heat Rules, sometimes there were no critical hits due to heat
even when there should have been one
+ Bug 1520633: HeatSink Cutoff Not working
+ Bug 1452190: HMVee files missing equipment with MM
+ Bug 1515056: FF Prototype Armor has incorrect weight
+ Bug 1297802: Movement after skid
+ Bug 1521855: swarm LRM can hit with too many missiles
+ Bug 1521802: Swarm LRM can't jump to out of range targets
+ Bug 1522579: prone mechs can't turn
+ Bug 1304304: mapchoice dialog regression wrt selecting boards
+ Bug 1457544: LOS issues with indirect fire and clearing woods

v0.31.8 (2006-05-28, 16:58 GMT)


+ Bug 1467018: c3i can crash the map on deployment
+ Bug 1468738: Accidential DFA on tanks MISSES
+ Bug 1470202: Cannot kick buildings
+ Make tab names in the chatlounge clearer.
+ Make main menu button names more newbie-friendly
+ Bug 1469940: Split critical locations showing wrong firing location
+ RFE 1463286: Clan physical attacks -- allow brushing off.
+ Bug 1459060: removed iterator modification
+ migrated various AWT fixes from last month to Swing fixes
+ JDialog, JFrame, JTextArea moved swingized
+ Bug: 3 Sensorhits on a torsomounted cockpit forbid all attacks
+ Bug: ClassCastException attacking with tanks
+ Engineer platoons' fire extinguisher ability
+ Coolant System (fire extinguish / cool mode for veh. flamers)
+ JWindow swingized, JWindow/JFrame .add() and .setLayout() need to be converted
to .getContentPane().blah, migrated coolant system fix to swing.
+ Heavy infantry
+ FileChooser migrated, Choice, ScrollPane and others in the process
+ MaxTech new physical attacks: Jump Jet attack and Trip
+ MaxTech new physical attack : grapple
+ Remember last entity target in firing phase
+ RFE 1468188: skip offboard phase (TAG) unless at least one unit
carries semiguided LRM or homing artillery ammunition
+ Bug 1478478: artillery shooting at previously hit hex can't target hex
+ Patch 1478781: Various Bot patches
+ Patch 1478358: Start/finish BV for victory report
+ Bug 1486403: grapple class cast exception
+ Fixed NPE in processMouseMotionEvent in the swing version of the PicMap.java
+ Migrated Choice -> JComboBox, deleted Prompt (replaced with JOptionPane)
+ Bug: BA armor not loading
+ HMP loader auto split ammo type for LBX and ATM
+ HMP loader a couple of missing mixed tech weapon entries
+ Units that did not leave their hex can now be loaded, solving the
problem of loading units under non standard initiative schemes in
a way consistent with the BMR.
+ Bug 1478482: /localsave does not save in savegame dir
+ Fixed minor Choice -> JComboBox migration bug
+ mountains RMG option
+ Bug proto-physical attack didnt consider terrain height
+ Town RMG option - MapSettings interface compat break.
+ Bug: load and save map settings ignoring directory selection
+ Bug: invert negative terrain option in dialog ignored
+ Bug: mountain width checked when no mountains
+ Lots of JDialogs were not using getContentPane().add and .setLayout()
+ Refactor: Cleared off multiple UI classes in the same file by inner classing
panels and externalising dialogs
+ Typo in above refactor...
+ Don't refer to megamek.log in report error, but to megameklog.txt
+ Patch 1495220: mountain lakes

v0.31.7 (2006-04-13, 13:30 GMT)


+ RFE 1443896: Roll command - show what dice were rolled.
+ RFE 1443180: show target arc when firing weapons
+ Bug: Active Shields prevent AMS from shooting.
+ Bug 1448489: Torso Cockpits Do Not Load Right from XML Files 0.31.6
+ Patch 1447682: More AI Refactor/Optimization
+ allow trailing spaces in MTF critical slots.
+ Bug: Targeting misspelled as Targetting.
+ Patch 1450943: Minor Bot patch: PBIs
+ Patch 1450899: Buzzsaw from Unbound
+ Patch 1452628: UMUs and Large shields.
+ Patch 1452629: Harded Armor and Lance Fix.
+ Bug 1450981: mek making PSR when standing still
+ Bug 1448611: NoSuchMethodError with java 1.4
+ Patch 1452887: Entity Vectors to ArrayLists
+ Bug: Shield damage capacity was calculated wrong for passive shields
+ RFE 1458778: Negative terrain inversion option for RMG
+ Track which board-direction a unit retreated to, for MekWars tracking.
+ RFE 1458261: show building height in the hex
+ Bug: Building targets 1 level taller than they should be
+ Bug: PSR made for stepping off building as 1st step
+ Rules change for BA, now troopers already killed in the same
phase can't absorb hits.
+ Dig in ability for infantry (declare in move phase)
+ Fortify ability for engineers, with vibroshovels (declare move phase)
+ Order of buttons in move phase depends on unit type,
e.g. VTOL see the go up/down buttons on the 1st page
+ Bug: EC(C)M was working when pilot is unconscious.
+ In RMG, invert negative terrain before placing lakes etc.
+ Bug: getting stuck in a swamp was not checking for road movement.
+ Patch 1459736: Initial Swing update.

v0.31.6 (2006-03-12, 16:48 GMT)


+ Bug 1427812: Thundergod mislabeled as Cerberus
+ Bug with movement initiative report when non-canon deployment and movement
initiative options set.
+ Bug 1432484: TAC on RA of armless mech caused exception
+ Bug 1352552: Terrain Messages while Jumping
+ Bug 1410887: Anti-mech and inferno infantry should be canon
+ Bug 1434301: Split weapons not loading correctly from XML files.
+ Bug 1376291: weapons can target clear hexes
+ RFE 1434128: Override default hex tile setting (select "simplified" tileset)
+ Bug 1436078: Tactical genius + individual init
+ Bug 1433947: artillery is hitting vtols in flight
+ Bug 1424103: artillery doesn't specify hit table
+ Bug 1424101: missed homing arrow shots should do damage
+ Bug 1424098: buildings absorb artillery damage incorrectly
+ Bug 1420967: artillery splash damage uses wrong hit table
+ Clicking a hex during targetting phase now targets the hex for artillery
+ Removed target hex (fascam, inferno IV, vibrabomb-IV) types, use artillery
target
+ Implemented maxtech artillery rules, and cluster/flechette ammunition.
+ Game option: "maxtech artillery", uses the improved flight times and damage.
+ Smoke artillery partially implemented, works with level 3 smoke only.
+ Patch 1436340: Refactored TestBot a little bit and fixed a bug.
+ Patch 1439854: MapPack Solaris VII Shields
+ Patch 1438465: ECCM Patch
+ Bug 1438580: Tanks on bridges drown at end of physical phase
+ Bug 1436167: Unloading Battle Armour on top of buildings with VTOLs
+ Bug 1288101: VTOLs crash multiple times when movement system destroyed
+ artillery flak use artillery damage functions
+ Patch 1440745: S7 Claws
+ BattleMech HarJel system, from MapPack Solaris VII
+ Patch 1442366: Edge Bug fixed.
+ Bug: claws ClassCastException for non mechs
+ Bug: bot infinite loop deciding if push damage can break armour (100% cpu
lockup)
+ more logging for bot
+ Bug 1443288: lock up when targeting buildings
+ don't report HarJel when no breach roll would be made.
+ change EquipmentType flags to long, we ran out of flags for MiscType.
+ Set gridx and gridy in WeaponPanel (in MechDisplay.java) to prevent
layout problems using GNU Classpath.
+ Patch 1444346: S7 UMU Equipment
+ S7 shield patch was missing changes to one file.
+ Patch 1445349: S7 Flail
+ Patch 1445360: S7 Wrecking Ball
+ Patch 1446780: S7 Vibroblades
+ Patch 1446679: S7 Lance
+ Patch 1447385: Heavy Duty Gyro
+ Patch 1436052: unofficial Super-Heavy 'Mech IS Values

v0.31.5 (2006-02-14, 14:19 GMT)


+ Bug: more problems with HMV and ammo, typo in HMPFile for ISLaserAMS
+ Added some missing level 3 equipment to HMVFile from HMPFile data
+ HMVFile now reports failed equipment
+ Fix some bugs in getMtf functionality.
+ Bug 1295062: Heavy Gauss PSR slightly off
+ Patch 1376607: Full Double Blind Message Filtering
Note: use Server#addReport() to add Reports instead of
vPhaseReport.addElement() from now on.
+ Bug 1417988: full double blind causes NPE starting game
+ Bug 1410795: Unit on top of a building receive protection
+ Bug 1413027: PSR should not be required for turning in a building hex
+ Bug: VTOL undamaged by sideslip into building
+ Bug: Offboard artillery revealing enemy in double blind
+ Bug 1409596: Engine explosion damage counts multiple times for 20+ damage PSR
+ Bug 1419144: BoardView1 deadlock
+ Bug 1415093: Hardened armor not loading correctly.
+ Bug 1412726: Some clan mechs have wrong BV
+ Bug: Hardened armor weight incorrect. Also fixed GTR-1 data file.
+ Bug 1420971 artillery home edge chooses "north" for SE and SW starts.
+ Armless mechs
+ Bug: Infantry in level 0 of building on level 1 terrain didnt take damage
+ HMV loader support for arbritrary sized infantry bays (rounded down to 1 ton)
+ Prevent (&log) server from sending null entity packets to the client.
+ Hopalong's weapons patch (except phoenix, hawk and streak mrm missiles)
+ Bug 1421043: MASC psr roll not in phase report
+ BAP subtracts 1 from wood BTH mod, when MaxTech option is enabled
+ Bug 1424137: class cast exception targetting woods with IDF
+ Bug 1424104: Some ammo types missing hyphens
+ Bug: Splittable Weapons act as if they were split when loaded from HMP.
+ Bug 1363690: Weapons w/ split location should be affected by actuator hit
+ Bug: It was possible to fire with a torso/arm split weapon when prone and
firing from the other arm already.
+ Patch 1400294: Edge
+ Magshot Gauss Rifle for Mechs from MapPack Solaris VII
+ Bug 1424106: "All" unit type filter causes error
+ Bug 1420876: rapidfire MG can fire when ammo is used up
+ Bug 1424586: GE's need a proper BV
+ Bug 1424570: Light AC's need special munitions
+ Bug 1413335: physical attack vs building
+ Bug 1414795: remove underweight duplicate of Mantis VTOL
+ Protect MaxTech BAP rules by game option.
+ Bug 1415157: doubleblind not working correctly on disconnect
+ Bug 1297704: LOS tool not working correctly
+ Bug: HMP Mechs with split weapons did not load correctly.
+ Show ECM bubbles on map
+ Bug 1427812: Thundergod mislabeled as Cerberus
+ Bug 1427926: Stealth BA can be secondary targets.
+ Bug 1428707: turn lost when loading infantry with inf_move_multi
+ Individual initiative game option *not compatible with other
initiative options*
+ Patch 1428586: GetAllEntites function in Game for MekWars cooperation.
+ Bug: Splitable weapons that are not split loaded multiple times in MTF files
+ Bug: Compact heatsinks not loaded from HMP files.
+ Bug: 1428707 should be for movement phase only
+ Bug 1429290, Patch 1429092: Mechs with split weapons are "illegal units"
+ Bug 1429416: Unable to target units after null pointer exception
+ Patch 1430986: BAP woods modifer bug fix Fix Patch.

v0.31.4 (2006-01-27, 22:10 GMT)


+ Bug 1385381: incorrect code in MapSettings.java
+ Bug 1385829: Firing Phase player disconnected from server
+ Implemented bridges.
+ Bug bridge/affa collapse problem
+ Bug tanks reluctant to use bridges
+ Bug collapsing structure left non mechs hanging in the air
+ Bug falling into water now destroys most non mechs. (collapse)
+ Updated BMRr_Features_List.txt wrt bridges and gun emplacements
+ Various bridge related fixes
+ Bug naval units were able to cross land by moving along roads.
+ Implemented torso-mounted cockpits for HMP files.
+ Corrected Torso-mounted cockpit loading from MTF files.
+ Added Great Turtle GTF-1 (3055U) to mechs.zip.
+ Fixed several torso-mounted cockpit and hardened armor bugs.
+ Bug 1388465: blk lvl 1 mechs load without engines.
+ Bug 1374005: mech with small cockpit has error if sensors crit is moved.
+ Continue system criticals refactoring (gyro, cockpit).
+ Clarified "default autoeject off" client setting.
+ Patch 1376849: Bot equipment usage: RAC unjam, part 2.
+ Patch 1380002: Smaller NPE error message for MechFileParser.java.
+ Patch 1391035, RFE 1169259: Auto "abandon"
+ Bug 1395708: MM locks up when using the Prototype weapons
+ Expand log file date/time stamping to also affect entitystatus.txt.
+ Better level 3 internal structure/armor parsing support.
+ Bug 1398100:BV doesn't account for reinforced/composite IS or hardened armor.
+ Bug 1398101: Cost wrong for most meks.
+ Bug 1275383: searchlight destruction line break missing
+ Bug 1398266: Offboard artillery error
+ More cost bugs fixed.
+ Bug 1396149: VTOLs with maneuvering ace make all lateral moves for 2 mp
+ Bug 1399841: NPE when autoejecting a dead pilot
+ Improved display of bridges on minimap
+ Bug 1405463: mechanical jump boosters should not allow facing change
+ Bug 1400099: Breaking Ice while walking backwards causes a problem
+ Changed DENSITY to CITYDENSITY in xml terrain for mekwars compatibility.
+ Bug 1406703: Clientsettings window doesn't show up.
+ Bug 1389742: Destroyed Heatsinks still working
+ Bug 1291856: mech display and minimap windows can be placed offscreen
+ Bug 1306264: improved jump jets dont load from HMP files
+ HMV loader support for fluff text
+ Bug HMV loader had wrong name for vehicle flamer so it didnt load
+ Bug LRM infantry have 3MP according to MaxTech but unitfile had 2MP
+ Bug 1410113: CT cockpit mechs are still destroyed when head is destroyed
+ Stop drawing white facing arrows for infantry.
+ Bug IS Vehicle flamer ammo didnt load from HMP files
+ Bug: Supercharger weight was rounded incorrectly.
+ Mech objects can now be output as mtf files.

v0.31.3 (2005-12-20, 16:30 GMT)


+ Bug 1357018: Added trim() to port string for parsing port number.
+ Bug 1328640: Damage from engine explosions now can cause PSRs.
+ Bug 1362909: jumping over/into water impossible
+ Bug 1326177: Leg Breached during DFA
+ Patch 1364222: Bot uses /defeat when humans use /victory
+ Patch 1364223: Chatty Bot
+ set the exits when placing a building using BuildingTemplate, hopefully
should stop adjacent single hex buildings displaying as multi-hex but
following the rules for single hex (2 PSRs for moving)
+ Cliffs option in the RMG - looks for runs of hexes with higher terrain on
one side and lower terrain on the other, and moves it up or down to create
a cliff a mech can hide behind. 0-100 setting, being % chance to convert
each suitable run that is found.
+ Bug 1365754: HMV: Mixed Tech vehicles failed to load, 2nd
+ Added optional MapHeight and MapWidth parameters to Scenario files.
+ HMP loader now understands all standard criticals, thank you jabberwockyphl
for the info.
+ Bug HMP loader regression with bloodhound active probe
+ Bug GameOptionsDialog can't save when used from mekwars
+ Torren's city builder (in progress)
+ Some work on city generator
+ Refined advanced mek search
+ City builder: improve HUB algorithm to work better on large
maps (e.g. 32x34, =4 mapsheets)
+ City builder: don't build over water, swamps or on mountain
tops (just looks nicer)
+ City builder: put roads in (HUB type only so far)
+ City builder: build "bridges" in straight lines where a road crosses water
+ City builder: density parameter (1-100) controls number of empty lots
and multihex buildings
+ Bug: Semi-gui

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