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History
History
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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
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
v0.35.24 (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
v0.33.35 (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
v0.33.17 (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