Releases: MegaMek/mekhq
Releases · MegaMek/mekhq
v0.47.4 Development Snapshot
- PR #1440: Implement "Rugged" quirk (2x or 3x between maintenance rolls)
- Issue #1447: Bug: Don't infinite loop in acquisition logic
- Issue #1413 #1415: Hangar report displays units in alphabetical order and reflects mothball status
- PR #1449 #1452: Fixes for multiple unit transport assignment issues; sorting of unit assignment destinations by unit bay type
- Issue #1454: Adding scrollbar to NewContractDialog
- PR #1463: Modifying the PersonViewPanel to properly display Due Date and Age
- Issue #925: Fixing Zombie Time in Service
- Issue #1455: Possible fix for failure to generate units from RAT files due to said RAT files not loading fast enough
- PR #1467: Made the Standard Value for Double Enemy Vehicles False
- Issue #280: Adding Portrait folder documentation
v0.47.3 Development Snapshot
- Issue #1344: Ensure techs show the right skill for Protomechs
- PR #1348: Enable scenario modifiers to add objectives to scenarios generated from templates
- Issue #1349: Problem with replacing Protomech limbs lost in combat
- PR #1352: Feature: Add origin planet to Personnel
- PR #1355: General support vehicle crew (fixes deployment bug)
- Issue #1354: Feature: adds +/-100M button to New Loan dialog
- PR #1289, #1359: Feature: adds GM Jumpship Recharge on Interstellar Map context menu
- PR #1360: Fix several issues with adding/removing techs from a force
- PR #1362: Random personnel background generation (enabled via Campaign Options)
- Issue #1306: Commander skill level bonuses are now applied in rating calculations
- Issue #1370: Unit Rating FM:M(r): 0 dividends now produce 100% fulfilled need instead of 0% fulfilled need
- Issue #1374: Unit Rating: Small Craft Bay can now store Fighters
- PR #1379: Feature: Adds hyperlink from origin system on personnel panel to the map panel
- PR #1382: Speed up Advance Day using profiling data
- PR #1387: Include Super Heavy Vehicle Bays in Unit Rating/Reputation
- Issue #1390: Bug: fix XML parsing failure when putting customs in CPNX that have ampersands (etc)
- Issue #1284: Can't get contracts from Comstar's capital planet
- Issue #1384: PIR and REB AtB Contracts can not be generated
- PR #1371: Ability to load units into dropships/warships for automatic deployment to megamek scenarios; Naval C3 network configuration in MekHQ
- Issue #1363: Feature: in Hangar's Assign Tech menu, group by skill level
- PR #1403: Bug: TO&E menu may crash if no units in force (and general cleanup)
- Issue #1263: Fixing Marriages Without Surnames
- Issue #1405: Feature: Display Mother and Father for Children in the Force
- Issue #1406: Feature: Add hyperlinks to family members
- PR #1410: Add the unit ID to the log when unable to parse a unit
- Issue #1262: Feature: Identify on the interstellar view planets that are eligible for additional contracts
- Issue #219: Bug: Overview/Hangar Breakdown does not include support vehicles in count
- PR #1380: Data: House Arano sourcebook planet ownership data added
- PR #1422: Minor performance improvement for contract market
- Issue #1366: Bug: Fix empty procurement list on campaign load
- Issue #1345: Bug: Fix unlimited acquisitions when daily limits in place
- PR #1419: Improve performance of purchasing parts and fix refit bug where armor or ammo may not be used for a refit
- PR #1424: Resolve errors found by SpotBugs
- Issue #1427: Fix bug where GM Add'ing ammo with 0 shots did not add new ammo
- PR #1430: Initialize bay space on Campaign load before setting Used Capacity
- PR #1435: Improved fault tolerance for campaigns with large craft that have gone sour due to bad refits
- PR #1437: Personnel View: Mother will no longer break if a person only has a father
- Issue #1433: Enabling RandomizePortraits for personnel with pre-existing portraits
- PR #1438: Adding Scrollbar to Personnel Settings under Campaign Options for small screens
v0.46.1 Stable
- PR #1259: Fix map size display for AtB scenarios in the briefing tab (cosmetic issue only)
- Issue #1257: Don't double up salaries when charging for peacetime costs
- PR #1268: Fix money formatting in prisoner ransom messages
- Issue #1275: Fix zero sized dialogs (Edit Biography, etc)
- Issue #1273: Updated edge cost for AtB to match current rules
- PR #1288: Allow the large craft ammo swap dialog to switch AR10, missile and artillery munitions properly
- PR #1292: Fix erroneously high unit values
- PR #1305: Mac OSX key bindings on non-standard look and feel
- PR #1317: fix NPE that halts new day processing while applying training XP
- Issue #1308: Fix NPE when the campaign folder is not present
- Issue #1374: Unit Rating: Small Craft Bay can now store Fighters
- Issue #1390: Bug: fix XML parsing failure when putting customs in CPNX that have ampersands (etc)
- Issue #1284: Can't get contracts from Comstar's capital planet
- Issue #1384: PIR and REB AtB Contracts can not be generated
v0.47.2 Development Snapshot
- PR #1325: Customize protomechs and advanced aero in MekLab
- PR #1326: Fix another potential error preventing day advancement when giving training XP
- Issue #1327, 1329: Fixed multiple issues relating to scenario resolution introduced in 47.1
- Issue #1333: Simca Ambulance possibly causing campaign to not load
- Issue #1337: Offboard artillery - designate hex phase skipped when artillery comes from mekhq
- Issue #1330: Fix NPE when PersonViewPanel has a pregnant individual
- Issue #1316: Resolve money parsing exception in Retirement Defection Tracker
v0.47.1 Development Snapshot
- PR #1259: Fix map size display for AtB scenarios in the briefing tab (cosmetic issue only)
- Data - Updating the AtB Starter Guide to v3, thanks CampaignAnon
- Issue #1257: Don't double up salaries when charging for peacetime costs
- PR #1268: Fix money formatting in prisoner ransom messages
- Issue #1274: Fix About window closing immediately
- Issue #1275: Fix zero sized dialogs (Edit Biography, etc)
- Issue #1273: Updated edge cost for AtB to match current rules
- PR #1288: Allow the large craft ammo swap dialog to switch AR10, missile and artillery munitions properly
- PR #1282: Fix erroneously high unit values
- PR #1294: Improve ammo swaps and refits of Large Craft ammo bins
- PR #1298: Restructuring of person view panel, double scroll issue, and other scrolling issues
- PR #1300: Markdown for descriptions
- PR #1280: planetary system refactor
- PR #1305: Mac OSX key bindings on non-standard look and feel
- PR #1304: Markdown Editor
- PR #1303: Various GUI fixes
- Issue #1290: Fixes for issues with campaign subset export.
- PR #1309: Planetary System Map
- PR #1314: a few map fixes
- PR #1286,1307: Scenario Objectives - explicit objective management system for legacy AtB scenarios;
Ability to define objectives for scenario templates. - PR #1317: fix NPE that halts new day processing while applying training XP
- PR #1318: player units given to other players now properly return to the campaign during scenario resolution.
- Issue #1308: Fix NPE when the campaign folder is not present
- PR #1315: Rescalable images for unit view panel when fluff image exists
- PR #1320: Customize support vehicles in the MekLab.
- PR #1321: For scenarios generated from templates, the ability to explicitly assign forces/units to different player force templates.
- PR #1324: corrected icon map
v0.47.0 Development Snapshot
- Issue #1171: Adds autosave feature (daily or weekly, and/or before missions).
- PR #1215: Minor updates to AtB:
- opfor infantry transports now come loaded with infantry (if you have infantry turned on)
- opfor infantry may now be field gunners
- opfor aircraft may have bombs
- allied dropships may now be non-Leopards
- VTOLs are always on as the bot can handle them fairly well
- PR #1210: Adds all remaining unimplemented Large Craft parts - CIC, Grav Decks, K-F Drive, K-F Boom and the like
- PR #1227: Dropships can now load alternate munitions into artillery base if the game is configured for it
- PR #1226: [Feature] Campaign Subset Export: export a subset of your current campaign into another, either new or existing, campaign file. Overwrites units and personnel with the same guid. Option to remove exported personnel from source campaign. Obviously make backups before using on an existing campaign.
v0.46.0 Stable
- Issue 1249: Tech Names Missing in Event Log
v0.46.0 Release Candidate 2
- Issue #1075: Fix 'Mech location repair and salvage times to match StratOps
- Issue #1224: Scenario templates no longer fail to generate forces when the 'use vehicles' AtB setting is turned off
- Issue #1238: Fix bug where self crewed units could not be activated after being mothballed
- PR #1239: Add GM Mothball/Activate to unit menu in hangar
- Issue #1240: Cannot Salvage at 100%
v0.46.0 Release Candidate 1
- PR #1163: Fix vast overvaluing of opfor BV in the briefing tab
- Issue #1161: don't cast non-Infantry to Infantry during peacetime cost calculations
- Issue #70: BA no longer has a 100% salvage chance
- Issue #1165: Player no longer gets dinged contract score for not having forces deployed immediately upon AtB contract start
- Issue #1170: Fixed issue introduced in 45.4 where player couldn't hire personnel from personnel market with mechs
- Issue #1164, #1174: Fix various issues involving money, in add/edit transaction, add/edit loot.
- Issue #1182: Fixes a NPE because some money amounts are not always initialized in all contracts.
- Issue #1128: Player can now view stats for enemy personnel when resolving a scenario.
- Issue #1197: Fix bug where personnel could not be assigned to Battle Armor after repair.
- Issue #1185: Player can acquire ammo bins via parts acquisition dialog.
- Issue #1205: Improve purchase parts dialog performance when sorting.
- PR #1217: Fix error preventing scenario resolution involving KIA personnel
- PR #1216: Track part ID moves during campaign loads that may affect refits (may fix some outstanding refit bugs)
- Issue #1110: Badger / Bandit vehicles can't be customized prior to 3047
- Issue #1230: Tripod mech breaking campaign save
v0.45.4 Development Snapshot
- PR #1067: Switch to Joda Money library internally for financial math
- Issue #1057: Don't allow Rotor damage to go negative or use negative damages
- Issue #1085: Find different replacement part if original missing or has a new ID
- Issue #1076: Address bug in Personnel Market where GM Add still costs money and add GM Hire Full Complement
- PR #1084: Save user preferences for UI settings such as window sizes and positions, et al
- Issue #1082: Fix issue preventing creation of new AtB contract
- Issue #1086: Fix issue introduced in 45.3 preventing "special" AtB scenarios from starting
- Issue #1106: Fix issue introduced in 45.3 preventing AtB scenarios containing aircraft from starting under some conditions
- Issue #112: Adds mission log and counter for personnel
- Issue #1115: Fix stack overflow in BattleArmorSuit::getTonnage
- Issue #1116: [Feature] Show people's Bloodnames in "Fluff" filter on personnel tab
- Issue #1125, #1127: Fix issues with loading units containing damaged AMS and MASC systems.
- Issue #1109: Fix issue where damaged equipment can be restored with a reload
- Issue #713: Fix incorrect reporting of training munitions/fuel costs, minor performance improvement on monthly rollover
- PR #1136: Don't expand/contract tab panels on right double click (Mac OS X improvement)
- PR #1143: In Repair tab -> Acquisitions, user can once again click 'Order One' more than once
- Adding CampaignAnon AtB Instruction guide (very good for new players) - See AtB Stuff folder in Docs.
- Issue #1144: fix bug where bondsmen could not be recruited
- Issue #1148: fix bug where loan could not be paid off
- Issue #1150: fix bug introduced in 45.3 preventing AtB scenarios reinforced by immobile player units from starting
- Issue #1138: fix NPE in isOmniPodded check for AmmoBin's after refit