Hi everyone.
I'm very excited to present our latest development snapshot, which is at the same time our first release candidate for the next stable release that will have the number 0.36.0. If no significant bugs are found in this development snapshot, it will become the new stable release in two weeks. If bugs are found, we'll fix those, and then declare a new release candidate for the 0.36.0, etc.
Anyway, here's the pretty massive changelog for this one. Grab it on the downloads page, as usual.
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 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