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MekHQ Version Update Log

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0% found this document useful (0 votes)
48 views86 pages

MekHQ Version Update Log

Uploaded by

benjipower
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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MEKHQ VERSION HISTORY:

---------------
0.49.17 (2023-12-31 1900 UTC)

0.49.16 (2023-12-30 2200 UTC)


+ PR #3771: Add "children" filter to personnel tab
+ PR #3780: Support for Beast Mounted Infantry

0.49.15 (2023-10-21 1530 UTC)


+ PR #3735: Maintenance cost shown in whole C-Bills
+ Issue #3741: Stratcon fixes
- Improve contrast between revealed/unrevealed hexes
- Generate scenario using default temp mappings when facility-specific mappings
aren't present
- fix missing badlands image
- definition file paths are now linux-friendly
+ Issue #3725: Improve performance when searching for parts using "planetary
acquisition"
+ Issue #2854: Implemented CamOps errata for avionics repair times
+ PR #3756: Tech level filtering in the unit selector dialog has been corrected
+ Issue #3747: Unable to Assign Pilots to Tripod Mechs
+ PR #3766: weight calculation for spare mech locations
+ PR #3768: Arano Restoration Campaign - Planetary Control

0.49.14 (2023-07-28 2100 UTC)


+ PR #3676: Gradle build fixes
+ Issue #3682: Prevent NPE when changing bot config
+ Issue #3683 - fix issue preventing loading saved campaigns containing MASC
+ Issue #3621 - prevent NPE completing ship search immediately after loading
campaign
+ PR #3692: Adaptations to MM's #4474 (BV calculation and reports update)
+ Issue #3402, #3715: Only hostile units are now displayed on the killboard during
scenario resolution, Stratcon fixes
+ PR #3694: New StratCon feature - tracks now have individual terrain hexes (with
graphics) and average temperatures;
the terrain influences the map presets used for tactical battles; temperature
is passed to megamek (may be hot!)
+ PR #3724: "Clan Personnel" special flag now correctly sets the person's clan
status
+ PR #3731: Fix nightly build from a missed method rename in MegaMek.
+ Issue #3713: allied turrets have upgraded network security; defeat in evacuation
scenarios results in facility capture instead of destruction

0.49.13 (2023-05-23 2000 UTC)


+ Data: updates to the Stratcon FAQ now version 2.3 in docs\atb folder.
+ PR #3618: Campaign Options: Properly Disable Retirement and Dependent Options On
Preset Load
+ PR #3619: Campaign Options: Properly Disable Contract Market Pane based on AtB
Selection
+ Issue #3634: Re-enable Mass Mothball dialog
+ Issue #3654: Engines can be swapped again in meklab
+ Issue #3652/3629: Addressed errors loading campaigns with pending special AtB
scenarios
+ Data: Improvements to FedCom Civil War Planetary Control
+ Issue #3502: Campaign Options: Improve Maximum Acquisition Per Day Text and Tool
Tip Text
+ PR #3662: Update refit classes based on CamOps
+ Issue #3632: [Stratcon] Text clarification regarding airborne dropship modifier
+ PR #3663: Properly classify CASE refits
+ Issue #3600: [Stratcon] Regenerating bot forces no longer duplicates displayed
scenario objectives
+ PR #3665: Stratcon Hidden Facility Modifier Fix

0.49.12 (2023-03-04 2200 UTC)


+ Issue #3345: Rename Gunnery/Protomech to Gunnery/ProtoMech
+ Issue #3541: Maintenance Extra Time Doesn't Show For Mothballing, Activating, and
Mothballed Units
+ Issue #3542: Remove Unit Market Offers That Fail to Parse
+ Issue #3553: Migrate Turn Timer Game Option
+ Issue #3436: Add StratCon Preset
+ Issue #3558: RATs Are Used Outside of AtB
+ PR #3580: Personnel Table: Add Founder Column to Biographical Information View
+ PR #3574: Fixing Support VTOL Maintenance Time
+ PR #3579: Personnel Table Mouse Adapter: Add Founder to Spouse Selection
Information
+ PR #3572: Adds Environmental Specialist Specialist
+ Issue #2482: Interstellar Map: Add Contract Search and Planetary Acquisition
Radius Options
+ PR #3546: Campaign Options: Move Contract Search Radius and Variable Contract
Length to Contract Market
+ PR #3551: Campaign Options: Fixing Financial Year Tool Tip Option Typo
+ Issue #3554: Null Protecting MechSummaryCache Return
+ PR #3557: Yearly Retirement Nag Now Follows Campaign Options
+ PR #3561: Campaign Options Dialog: Fixing Random Retirement Panel Name
+ PR #3563: Base Components: Moving JDisableablePanel to MM
+ Issue #3569: Company Generation Dialog: Fixing Warning Option Names
+ Issue #3573: Null Protect Adding Allied Entities to an Objective
+ Issue #3576: Prevent Ultra-Light and Superheavy Scenario Assignment OutOfBounds
NPEs
+ PR #3581: Personnel Table: Adding Flag View
+ Issue #3582: Company Generator: Prevent Preset From Loading in Older Versions
+ Issue #3583: Campaign Preset: Prevent Preset From Loading in Older Versions
+ PR #3586: Campaign Ops Unit Rating: Properly Calculate Admin Personnel Numbers
+ PR #3589: Phenotype Enum: Migrating Uses to Simplification Methods
+ PR #3590: Fixing New Campaign SPA Options Reset
+ PR #3591: Use JFrame Instead of Frame as Frame has Accessibility Issues
+ MM Issue #4098: Adding Sprite Camouflage and Damage Export Options
+ PR #3550: Initial Swapovers to allow for Legendary and Heroic Skill Levels
+ Issue #3318: Add manual personnel payments that generate Finance debit
+ Issue #3543: Cleaning up some medal award images
+ PR #3603: News Update
+ Issue #3592: Handling Procration for Returning Pregnant Personnel
+ Issue #3607: Properly Load Support Edge Option Text
+ Issue #3605: News Properly Shows in Advance Days Dialog
+ PR #3614: Unit Table Mouse Adapter: Only Allow Unit Assignments for Available
Units
+ PR #3612: Unit Market Pane: Fixing Missing Table Name
+ Issue #3601: Fixing Nag Display and Specified Description Text
+ Issue #3599: Prevent Null Entity Generation Scenario Creation NPEs
+ Java 17: Manifest File Add-Opens

0.49.11 (2022-12-22 1500 UTC)


+ PR #3453: Remove restriction limiting generated/dynamic Scenarios to the current
Campaign Week
+ PR #3450: Base Components: DefaultMHQScrollablePanel
+ PR #3482: Infantry refactor adaptation
+ PR #3486: Fixes issue where training ammo was affected by the parts cost
multiplier
+ PR #3487: No longer attempt to include transport costs in contract costs if pay
for transport is disabled
+ Issue #3478: Added "Partial Success" contract outcome option
+ PR #3466: Adding Faction Data Validation to Campaign Options Pane
+ Random Death: Fixing recommended type to Exponential from erroneous Percentage
+ PR #3499: MHQXMLUtility: Refit Swapover
+ PR #3500: MHQXMLUtility: Campaign: Removing duplicated fields
+ PR #3507: New Campaign Project: Adding Separate New Campaign Initialization
Messages
+ Issue #3473: Load Default AtB Config When Custom Config Cannot Be Parsed
+ Issue #3489: Adding Small Craft and DropShip Transport Support
+ Issue #3492: Removing Cached ToolTip Portraits between MM Launches
+ Issue #3472: AdvanceDaysDialog: Replace Advance to New Decade with Advance to New
Quarter
+ Issues #2467, #3483: Fix Part Store Battle Armour Tech Introduction and Clan
Filtering
+ PR #3516: Company Generator: Adding Faction Options
+ PR #3511: Contract Market: Adding Transit Time and Estimated Profit Columns
+ PR #3501: MHQXMLUtility: Parts Swapover and Removing Deprecated Method Uses
+ PR #3520: Standardize Scenario and Mission naming so they no longer have
displayed overlap
+ Issue #1858: Sandblaster can now be trained
+ PR #3529: Player Java 17 Support
+ Issue #3524: Fixing Missing Federated Commonwealth Planetary Events
+ PR #3534: Scenario Template Editor: Fixing Scrolling Intervals
+ PR #3535: MRMS Dialog: Fixing Scrolling Intervals
+ Issue #3373: Company Generator: Parts No Longer Go Missing After Unit Removal
Before Reload
+ Issue #3435: Company Generator: Fixing Preset System
+ PR #3538: Data Loading: Don't Override the Selected Date
+ Issue #3389: Personnel Table: Sort Age Using Birthdate
+ Updating to Apache Commons Text 1.10.0 from 1.9
+ Updating to Commonmark 0.21.0 from 0.19.0
+ Updating to FlatLAF 2.6 from 2.4
+ Updating to JAXB Runtime 4.0.1 from 4.0.0
+ Updating to Joda Money 1.0.3 from 1.0.2
+ Updating to Joda Time 2.12.2 from 2.11.1
+ 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
+ Updating to Mockito JUnit Jupiter 4.10.0 from 4.6.1

0.49.10 (2022-09-12 1500 UTC)


NO CHANGES FROM 0.49.9

0.49.9 (2022-09-06 2100 UTC)


+ PR #3306: Swapping to a Single Retirement Campaign Report
+ PR #3311: MHQXMLUtility: Fixing Refit Filename and Campaign XML Custom Unit Name
escaping
+ PR #3261: Fixing all Assert Usages
+ PR #3156: New Campaign Project: Improved Loading Stages
+ PR #3334: Finances: Fixing Missing Options Handling
+ PR #3338: CampaignGUI: Fixing Campaign Save Resource Leaks
+ PR #3339: Fixing Try With Resources Resource Leaks
+ Issue #3229: Can now train Astech and Medtech skills in AtB for 5xp
+ Issue #3343: Mass Training Dialog: Properly Handle Skills With Training Disabled
+ PR #3344: Ignore End Date for Active Contract Scenario Assignment
+ PR #3340: Fixing Close Exists Resource Leaks
+ Issues #3346/3347: CustomizePersonDialog: Fixing Skills and Abilities Scroll
Increments
+ Issue #3362: CampaignOptionsPane: Personnel Tab: Allow Horizontal Scrolling
+ Issue #2901: Removing IS Factions from Lupus Generation for 2860-3000
+ Issue #3370: Retirement: Fixing missing s in report format
+ Issue #3372: Fixing Campaign Loan Report Issues
+ Issue #3375: Export MUL File Exports a MUL Per Player
+ PR #3337: Testing: Heavily Expanding Personnel Unit Testing. Fixing Civilian Role
Comparison, Loan Week Calculation, and Pregnancy Week Calculation.
+ Issue #3291: Fixing No Exclusive Bloodnames Bloodname Generation Exception
+ PR #3399: Fixing Single Entity MUL NPE with Null Campaign
+ Issue #3408: Player-controlled DropShips now properly register damage on post-
battle resolution screen
+ Issue #2791, 3225: User is now able to delete scenarios from both briefing tab
and StratCon map using GM mode
+ RFE #3410: Scenario templates can now load force definition from fixed MUL file;
must be located in data/scenariotemplates/fixedmuls
+ PR #3419: Moving Financial Institutions to Data
+ PR #3417: Scenarios can now subtract money as a "reward" when defining loot (to
simulate drop costs/entry fees/etc)
+ PR #3426: Canceling out of GM -> Set Unit Quality dialog no longer generates an
error message
+ PR #3431: Base Components: Adding AbstractMHQScrollablePanel and Fixing Company
Generation Options Dialog Scrolling
+ PR #3424: Properly fail to load a Campaign when the version can't be parsed
+ PR #3445: Individual units contribute to BV/unit count for OpFor budger
+ PR #3446: Company Generator: Improving Missing Force Icon Handling
+ 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 Commonmark 0.19.0 from 0.18.2
+ Updating to Log4j 2.18.0 from 2.17.2
+ Updating to Joda Time 2.11.1 from 2.11.0
+ 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 #3117: Adding Build-Date to the Manifest File
+ PR #3115: Fixing MekHQ's Javadoc Build
+ PR #3130: Fixing Unit Order File I/O Copypaste Bug
+ Issue #3097: Adding Medical Dialog Handwriting Font Selection Option
+ PR #3137: Fixing the final two LGTM issues
+ PR #3113: AbstractIcon: MekHQ's Preferences Now Write to MekHQ's File
+ PR #3123: Company Generator: Adding MechWarrior Callsign Generation Option
+ Issue #3132: Adding Entity Generation Null Protection for Officer Duel Scenario
+ PR #3105: Base Components: CompleteMissionDialog Rewrite
+ Issue #2877: Part XML File I/O using MHQXMLUtility
+ Issue #3143: Choose splash image and sizing based on dpi scaled sizes
+ PR #3161: Fixing two accidentally kept negations for Random Dependents Removal
+ PR #3159: AutosaveService: Fixing Two Assert Uses
+ Issue #3153: Adding Verbose Planetary Acquisitions Reporting Save Game Warning
+ Issue #3146: Fixing NPEs in Campaign::getForceFor to handle NPE raised from unit
assignment
+ PR #3163: Campaign Options Dialog: Fixing Scrolling Issues
+ Issue #3185: Fixing Ransom With None Skill Experience
+ PR #3186: Fixing Person null portrait exception handling
+ PR #3192: GUI Menu Bar: Adding Accelerators to Menu Items
+ PR #3182: Fixing Export Units with no units export typo
+ PR #3204: Autosave: Fixing resource leaks and nullability
+ PR #3181: TransactionType: Alphabetical Options Rework
+ Data: Adding UlyssesSockdrawer Chaos Campaign Guide.
+ Issue #3196: Fixing Remove Unit NPE
+ Issue #3207: Hangar Report: Adding Missing Ultralight IndustrialMek Category
+ Issue #3211: Handling UnitTableMouseAdapter Bomb Bay Null Munition Types NPE
+ PR #3220: Fixing VTOL Pilot Assignment
+ PR #3221: Increasing Maximum Bulk Part and Personnel Purchase Quantity to 10k
+ Issue #3224: Personnel Modules: Death
+ PR #3238: Fixing MekHQ's log paths
+ Issue #3173: Hangar Table: Adding Crew State and Condition columns
+ Issue #2696: Adding Colouring to the Personnel Unit Assignment Menus
+ PR #3245: PersonnelTable: Fixing Dead and Absent Personnel Colour Usage
+ MML Issue #1094: Export/Print to PDF Results in Exception in Full Suite Build
+ Issue #3167: Fixing Board Utilities Exception on Scenario Start
+ Issue #3252: Fixing Retirement Table Column Pay Bonus Sorters and Default Return
Values
+ PR #3254: Fixing Transaction Type Migration
+ Issue #3246: Adding Campaign Reports to Personnel Status Changes
+ PR #3250: Allow editing of base contract pay for AtB-style contracts in 'Edit
Mission' UI
+ PR #3262: Contract Score now shows properly in AtB
+ Issue #3260: Clear Makeshift Clubs Upon Return To MekHQ
+ PR #3267: Add conventional fighters to AtB unit market
+ PR #3266: Adding Missing Retirement Civilian Error Logging
+ Modernizing Presets to 0.49.8 Standards
+ PR #3269: RandomOriginOptions: Fixing Specified System File Write
+ Issue #3270: Preventing RandomFactionGenerator Rebel Faction Target NPE from Null
Faction Borders
+ PR #3276: Campaign Options: Renaming Chase Missions to the Proper Chase Scenarios
+ PR #3268: Personnel Modules: Migrate Retirement and Dependent Modules based on
AtB Enablement
+ PR #3264: Connection Rework Phase 2.5: Adding Start Game Options for Low Resource
Systems
+ PR #3106: Financial Terms: Fixing / Expanding Asset Terms, Fixing Loan Term Date
Calculations, Adding Semiannual Term
+ Issue #3281: Preventing Contract Market No Selected Contract NPE
+ PR #3292: Prevent StratCon from generating scenarios on the strategic map when
enemy morale is "rout".
+ Issue #3294: Unit Is Properly Removed after Black Market Swindle
+ Issue #3160: StratCon - Prevent "Good Intel" modifier from removing units that
are scenario objectives
+ Issue #3289: AtB/StratCon - added adjustable setting to control likelihood of
opposing force special pilot abilities (range from none to "everyone")
+ Issue #2612: Expanded StratCon FAQ Documentation
+ Issue #2973: StratCon - integrated command contracts no longer generate
objectives other than "positive VPs"
+ Updating to JAXB 4.0.0 from 2.3.2
+ Updating to Launch4j 2.5.3 from 2.5.1
+ Updating to Apache Commons CSV 1.9.0 from 1.8
+ Updating to Log4j2 2.17.2 from 2.17.1
+ Updating to Apache Commonmark 0.18.2 from 0.18.1
+ Updating to Joda Time 2.10.14 from 2.10.13
+ Updating to JAXB Runtime 3.0.2 from 2.3.2
+ 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)


+ PR #3043: Logging: Default Global Exception Handler and Standardized Legacy
Logging
+ Issue #3040: Fixing Unit Icon Filename Write Copy/paste Error
+ Issue #3038: Fixing missing Personnel Table Integer Comparators
+ PR #3048: Fixing C3 filename
+ PR #2938: Initial MHQ Suite Locale Setup, Proper Date Localization
+ PR #2992: Personnel Modules: Retirement / Dependent Stopgaps: Expanded Options,
Ability to Disable
+ PR #2856: New Campaign Project: Random Origin Options Rework
+ Issue #2974: Windows Build Unix Script MML Startup Script Missing
+ PR #3054: Ensure Proper UserData Folder Inclusions
+ PR #3055: Updating connectors to Randis IV and Collean, and removing duplicated
data
+ Issue #2947: Reset Skill Minimum upon scrap
+ Issue #2897: Prevent Loading of parts with invalid part ids
+ Issue #2928: Return a Null Refit When The New Entity Can't Be Parsed
+ PR #3060: Add shifting wind direction and strength to Scenario
+ PR #3066: Add sucsId to planetary systems data
+ PR #3052: Abstract Icon: Force Icon Piece Cleanups
+ PR #3068: Change dates in system_events.xml to all have the same format
+ PR #3070: Fix faction codes
+ PR #3074: Updating Launch4j and GRGit to latest
+ Updating jFreeChart and Joda Time to latest
+ Updating Apache Commons Text to 1.9 and Apache Commons CSV to 1.8
+ Updating to Org.Commonmark 0.18.1 from Atlassian Commonmark 0.13.0
+ Updating to Mockito Core 4.2.0 from 4.1.0
+ Issue #3063: Increasing default Start Game Delay to 1,000 from 500
+ MekHQ Options: Defaulting New Day Force Icon Operational Status to True
+ Issue #3062: Preventing NPE when a Tech doesn't get returned by
Campaign::getPerson
+ Issue #3075: Adding missing kills sorter
+ PR #3085: Integrate faction changes from 3151 SUCS data, removing PIND faction
+ PR #3086: Finishing PIND faction removal
+ Fixing JàrnFòlk and Fiefdom of Randis faction names
+ PR #3087: SuiteOptions: Naming standardization and finishing initial setup
+ PR #3091: Allow traitor units in scenarios
+ Issue #3072: Fixing (primarily) Early Era Force Generator Faction Generation NPE
+ Issue #3076: Add Paperdoll Fallback For Unimplemented Composite Handling
+ PR #3080: Fixing CancellationException During Cancelled Startup
+ PR #3096: Improved Initial Log Message
+ Issue #3102: Fixing Contract Completion Retirement ConMod
+ PR #3007: Skill Generation: Phenotype Bonus Applies to Proper Skills
+ PR #3020: New Campaign Project: Campaign Options Pane
+ Fixing Republic of the Barrens faction name
+ Fixing Starting Contract Count label so it says it's not implemented
+ PR #3033: New Campaign Project: AtB Company Generator
+ CampaignAnon Starter Guide v4.0, with New Campaign Project coverage
+ PR #3121: Replacing MHQ's Startup GUI with a modified version of MML's
+ PR #3122: Adding Font Directory Parsing

0.49.6 (2021-12-31 2200 UTC)


+ PR #2857: Personnel Status: Expansions for Random Death
+ PR #2933: New Campaign Project: Rename Origin Force Node With Campaign Name
+ PR #2951: AssignUnitToPersonMenu: Adding Missing Personnel Filters
+ Increased base RAM assignment to 2 GB
+ PR #2474: Copy C3 Master on Restore
+ PR #2952: Personnel Assignment Menus Performance Improvements
+ PR #2959: Finances: Fixing Various Property Issues
+ PR #2960: Campaign Options Dialog: Fixing Portrait Generation Property Issue
+ Issue #476: Log Entry for Personnel Moved In/Out of a ToE Force
+ Issue #2932, #2944: When assigning a vehicle gunner, don't assign them as a
driver also.
+ Issue #2866: Actually replace VTOL rotors as opposed to just eating the part
+ MegaMek #3232, #3244: PersonnelOptions/PilotOptions Fix (Multiplayer Games and
Saves should now work properly)
+ Issue #2962: AtB Campaigns Now Properly Load with Automatic or Tech Acquisition
Skills
+ PR #2345: Refactor equipment unscrambling to make it testable
+ PR #2991: Updating Mockito to 4.1.0
+ PR #2986: Fixing Unit Market Preference Copy/Paste Error
+ PR #3002: Log4j2 2.17.1 Swapover From Log4j1 1.2.17
+ PR #3004: JUnit Update to 4.13.2 from 4.12
+ Issue #2863: Adding Dates Personnel Tab Filter, Displaying Dates, and adding
Pregnancy Colour
+ PR #2851: Personnel Modules: Marriage: Modularization and Expanded Options
+ PR #2908: Personnel Modules: Divorce: Modularization, Random Divorce, Expanded
Options, and Bulk Manual Divorce
+ PR #3017: PersonnelTableModelColumn Enum: Improved Personnel Comparator Usage,
Other Personnel Tab Filter, Improved Column Uses for the Batch XP and Personnel
Market Tables
+ Issues #347, #354, #2235, #2448: AbstractIcon: Force Icon Rework and Kailan's
Pack Swapover
+ PR #2977: GitHub Actions: Adding Support For Multiple Java Distributions and
Versions, with Temurin as our default
+ Issue #3023: Fix multiple situations where extremely low or high-skill units with
multiple crew members would cause a lockup during scenario resolution
+ PR #3024: Improving Scenario View Graphics as part of migrating functionality
from AtBScenario to Scenario
+ Issue #2983: Reordering spouse KIA logging so it is assigned to the correct
person
+ Issue #2993: Fixing Duplicated Small Craft and JumpShip Pilot Assignment

0.49.5 (2021-11-06 1800 UTC)


+ PR #2777: RAT Tab: Separating RATs into their own Campaign Options Tab
+ PR #2493: Procreation: Modularization, Expanded Options, and Bulk Manual
Assignment/Removal
+ Documentation: Windchild Docs folder, Updating Existing Docs
+ PR #2937: Fixing Finances Inline Date Format

0.49.4 (2021-10-30 1800 UTC)


+ Issue #274: Moving Era Definitions to Data
+ PR #2793: Expanded Finances Transaction Types
+ Issue #2798: Adding Total XP Earnings Tracking
+ PR #2818: ReportHyperlinkListener Parsing Bugfixes
+ Issue #2825: Individual Camouflage Bulk Assignment from Same Original Camouflage
+ Issue #2521: Star League Caches No Longer Generate in Pre-Spaceflight, Early
Spaceflight, and Age of War Eras
+ Issue #2838: Turrets now generate with the proper faction and thus names
+ Issue #2841: Properly hide the MechWarriors grouping when using individual role
filters
+ Issue #2747: Fixing StratCon Scenario Template Path Capitalization
+ PR #2847: Preventing Null Force Template Addition
+ PR #2849, 2846: Addressed multiple errors resulting in failure to generate
aerospace scenarios
+ PR #2860: Unit Market properly initializes for new campaigns
+ PR #2861: StratCon Tab NPE
+ PR #2862: Removing Useless Shares Sorter
+ Issue #2865: Specialist Infantry Salary Multiplier
+ PR #2844: AbstractIcon: Force Camouflage: Layering and Properly Sending to
MegaMek
+ Data: Adding UlyssessSockdrawer's excellent Co-op guide to docs folder.
+ Issue #2873: Part doesn't serialize brandNew flag
+ Issue #2878: Prevent DropShip bay doors from continuously breaking down when
loading saves
+ Issue #1236: Adding full support for Tripod 'Meks
+ Issue #1420: Can No Longer Deploy a Person Multiple Times
+ Issue #2867: Making the default unit market type the Open market instead of the
Employer Market
+ PR #2869: Serializing StratCon OpFor Skill and Quality
+ PR #2883: Monday Training XP Assignment on New Day instead of AtB Scenario
Generation
+ PR #2889: Ransom is no longer automatically selected at 100% salvage rights
+ Issue #210: One Person will be Artillery Trained when hiring minimum complement
for an artillery-armed unit
+ Issue #2567: AtB now follows the part acquisition skill option
+ PR #2884: Briefing Room: Print Sheets now prints sheets for all units in AtB
+ Issue #2496: Maintenance Properly Includes Unofficial SPAs
+ Issue #2809: Grounded DropShip scenarios will no longer feature immediately
floating and crashing DropShips; will start
+ PR #2891: Maintainer Unofficial SPA
+ PR #2880: Standardized Suite Version Tracking
+ Issue #1793: Reports: AbstractDialog Swapover, GUI Code Isolation, Preference
Bugfixes, and Code Standardization
+ Issues #1092, #1105, #1950, and #2695: Person/Tech to Unit and Unit to
Person/Tech Assignment Menu Standardization
+ PR #2855: New Campaign Project: Campaign Preset Rework
+ PR #2912: Fixing an NPE in Personnel Filter Style
+ PR #2916: Dependents cannot have an assigned unit
+ PR #2915: AtB Dynamic Scenario: Fixing missing serialization on all non-map
values
+ Issue #2918: AtBContract End Date Display Does Not Update on Contract Extension
+ Issue #2920: Full Swapover to MekHQ's PersonnelOptions over MegaMek's
PilotOptions
+ PR #2921: Main GUI Bottom Line Formatting Issues: Missing Space and Standardizing
Colon Bolding
+ PR #2924: SelectAbilitiesDialog: Adding SPA Display Name Sorting
+ PR #2930: Improving Client Unknown Phase Logging During Initial Connection

0.49.3 (2021-08-23 2000 UTC)


+ Issue #2679: Correctly show and apply overtime mod to multi-day rolls
+ Issue #2709: Two Scenario Date NPEs
+ Issue #2685: Preventing NPE when loading scenario save games
+ Issue #2609: Show which parts are blocking repairs
+ Issue #2707: Preventing text wrap in the person title JTable usages
+ PR #2718: Fixing Bulk Refit Complete/Cancel
+ Issue #2717: Advance Days Dialog no longer based on modality
+ PR #2716, 2727: StratCon - player DropShips will now be pulled into DropShip
defense scenarios;
more abstractly: capability to substitute player units for bot units in
designated scenario force templates
prevent "regenerate bot forces" button from displaying when editing completed
scenarios
allow contract completion for scenarios with remaining "fixed" objectives
(useful for when the enemy morale goes to rout or you win a base of operations
attack)
explicitly show that objectives in defensive contracts must be held until
contract completion
fix clicked hex detection on StratCon map when viewing anything other than
top left corner when map doesn't fit on single screen (smaller resolutions/bigger
maps)
added scroll pane to info panel in case it has more data than can be
displayed (important on smaller resolutions)
do not un-deploy force from track if it's assigned to a scenario on the
track until the scenario is resolved one way or another
+ Issue #251: Force Generator Unit Generation Empty Unit Table Parent Faction
Fallback
+ Issue #2736: Fixing Alternative Faction Code Generation by using correct
ArrayList type
+ PR #2744: Mass Mothball Dialog: Fixing IndexOutOfBoundsException with no techs
for a unit type
+ PR #2745: Fixing Two AtB Scenario View Panel NPEs
+ PR #2725: StratCon campaign state management: GM Tool to add VP/SP; Ability to
convert VP to SP manually; Ability to convert SP to bonus parts; GM mode viewing of
current track's "scenario spawn odds".
+ PR #2751: Fixing Astech Divide By Zero Errors
+ PR #2756, 2802: StratCon
- Fix incorrect bot configuration in pursuit scenario that would cause it to
bee-line for the opposite edge
- When objective scenarios move, they will take their objectives with them
- Strategic objective display improvement - color coding and symbols to
indicate in-progress/complete/failed.
- Prevent phantom scenarios from showing up in TO&E deploy menu for both forces
and individual units
- Removing a force that's assigned to a StratCon track will no longer cause the
strategic map to fail to render
+ Issue #1098: Fixing Repair Tab Tech Order Options
+ PR #2478: Markets Tab and AbstractUnitMarket
+ Issue #2558: Adding Custom Messages for Dependant Joining/Departing the Force
+ Issue #1767: Adding Campaign Messages when gaining SPAs/Edge and Personnel Log
Options for gaining Skills/SPAs/Edge
+ Issue #2771: Fixing Missing Current Daily Log on AdvanceDaysDialog Creation
+ PR #2769: New StratCon feature - sometimes (with configurable frequency), the
generated maps will be replaced by a similarly sized user-made fixed map instead.
+ PR #2775: Finances Tab: Price Multipliers Panel Cleanup and Expansion
+ PR #2760: Rank fixes and improvements from HB: Major Periphery States
+ PR #2796: AtB/StratCon: Preventing Hidden Units With Option Disabled
+ Issue #2790: Fixing Null Birthday
+ Issue #2779: Can now cancel a bulk part purchase
+ PR #2788: StratCon Facility Implementations
+ Issue #2816: Fixing Two AtB Morale ArrayIndexOutOfBoundsExceptions that break on
New Day
+ PR #2821: StratCon Scenario Generation New Day NPE Prevention
+ Issue #2786: CustomizePersonDialog Phenotype and Gender ComboBox bugfixes
+ Issue #2754: Properly clearing Hidden, Narc, and iNarc Flags during scenario
resolution
+ PR #2828: Fixing AtB Lance Role Sorting and Improving Mission Name Sorting
+ Issue #1042: Fixing Client Button Setting and MegaMek Preferences Not Saving from
MekHQ
+ Issue #2807: Removing EquipmentParts whose EquipmentTypes fail to parse

0.49.2 (2021-06-19 2330 UTC)


+ Issue #2620: Adding Missing Leadership Column in Personnel Tab
+ Issue #2625: Properly Clear Tech Units on Person removal/retirement
+ PR #2617: Contract Command Rights Enum and Tool Tips
+ PR #2637: Personnel Names
+ PR #2651, #2688, #2698, #2701, #2702: Various StratCon fixes:
- Updated arrival altitude for aerospace fighter reinforcement modifiers (they
were showing up on the ground)
- Standardized "recon" type scenarios to have the same criteria as Tukayyid
scenarios
- Various briefing text clarifications
- Store artillery offboard status between campaign saves
- On Integrated command, don't immediately and incorrectly undeploy lances after
generating scenarios
- Adjusted manual force deployment rules (unlimited stacking on allied
facilities, one per hex otherwise, no manual deployment under integrated command)
- Tighten up reinforcement restrictions (can't deploy units that can't actually
deploy; can't double deploy units; can now only deploy fight lances or have to use
a support point/VP)
- VTOLs no longer start on the ground in certain situations, for real
- Removed extraneous "recon turrets" modifier span for recon raid contracts
- Tighten up strategic objective generation; correct objective coordinate display
- Removed extraneous references to contract score in some scenario modifiers;
water-naval units may rarely make an appearance
- More robust transport loading code
- Bot now has access to Arrow IV external ordnance, won't load 20 TAG pods on a
single fighter.
- Prevent double deployment of units and forces to individual scenarios
+ PR #2656: Cleaning up a few erroneous Campaign GUI properties
+ PR #2655: Ensuring BotForce has a Valid Base Camouflage
+ PR #2622: Camouflage: Deadborder Pack, Base Component Swapover
+ PR #2653: Expanding File/Refresh Capabilities
+ PR #2652: Personnel Table Expanded Randomization Functionality
+ Issue #2659: Hangar Report: Adding IndustrialMek Section and Missing Combat
Vehicle Super Heavy Nodes
+ Issue #2642: StratCon Tab: Force Table Background Doesn't Work Properly in Nimbus
+ Issue #2610: Adding Tech Officer migration from the reference class
+ Issue #2534: Fixing Missing Clan Check For Endo Steel Location Repairs
+ Issue #2382: Large Vessel Clan Repair and Maintenance modifier no longer applies
to Clan Personnel
+ PR #2667: Preventing NONE Primary Role Hiring
+ Issue #2485: Default Subcontract Name, Briefing Tab Mission Tracking
+ PR #2284: MHQ Options: Adding Colours Customizability
+ Issue #2491: Allow extra time for maintenance per StratOps/New CamOps
repair/maintenance rules.
+ Issue #2661: Can no longer select the same unit across multiple selectors in
StratCon scenario management UI.
+ Issue #2548: Making ROM Designation and Manei Domini Class and Rank part of the
rank system data
+ Issue #2529: Fixing refit display so it no longer includes the pilot's BV
+ PR #2678: Adding Personnel Tab Grouping and Filter Tool Tips
+ PR #2540: Factions Data Customizability Expansion and Cleanup
+ PR #2677: Ignorable Nag Dialogs
+ Issues #2636 and #2658: AdvanceDaysDialog Rework: Advancement-based Modality,
Expanded Buttons, Persistent Daily Report
+ PR #2634: AtB Enum (Morale, Contract Type, Lance Role) tooltips
+ PR #2691: ResolveScenarioWizardDialog Uses Standardized Entity Readout Dialog for
Unit Views
+ Issues #2116 and #2589: Improving Rank and Title Sorting
+ PR #2694: Hangar Tab: Maintenance Colour No Longer Shows with Maintenance
Disabled
+ PR #2693: GM Tools Dialog Rewrite
+ PR #2422: Improve simple accessibility faults
+ Issue #2703: Defend against parts without campaigns after Refit
+ Issue #2687: Fix error refitting DropShip transport bays
0.49.1 (2021-05-23 1630 UTC)
+ Data: Fixing Aerospace Tech Portrait Folder Names
+ PR #2571: Fixing MechWarrior Salary
+ Issue #2569: Adding userdata to the build script
+ Issue #2574: Fixing Experience Tab Custom Skill Costs Formatting Type
+ PR #2584: MekHQ Options: New Day: Auto-hiring Pool Options
+ Issue #2568: Fixing StratCon Mission Completion NPEs
+ PR #2580: Campaign Options: Fixing doClick update issues
+ PR #2582: Fixing Astech and Medic pool salaries so they use the proper campaign
options
+ PR #2587: Re-enable force deployment from TO&E
+ PR #2590: Take a breather after sending entities to MegaMek before trying to load
transports
+ PR #2586: Fixing LAM Pilot Skill Level Calculation
+ PR #2599: Fixed multiple issues with deploying grounded DropShips from MekHQ to
MegaMek;
Prevent putting scenario into error state when editing a non-resolved scenario
in briefing room
+ Issue #2594: Allowing Scenario Date Nullable Comparison
+ Issue #2588: Fixing unmarketable check value for personnel table filter support
check
+ PR #2602, #2611, #2615: StratCon Data Fixes
+ PR #2583: Dependent Swapover: Removing Parental and Spousal Abandonment, Fixing
None Primary Role
+ Issue #2566: Ranks Warning Expansion and Change Tracking
+ Multiple StratCon stability and data fixes:
- scenario data updates
- phantom scenarios no longer display in briefing room; fixed objective
scenarios remain on tracks until encountered
- logic update for force deployment right click menu
- map size rerolls no longer generate tiny maps
- descriptive text updates
- fixes for various issues when loading campaign saves
- improved objective generation and tracking
- prevent excessive spam of fixed contract modifiers for some contracts
(notably, cadre duty and guerilla)
- temporarily prevent deployment of more than one force/hex (further re-work
coming)
+ Issue #2607: Fixing Payment Overage Option Implementation
+ PR #2581: Modernizing Presets to 0.49.1 Standards

0.49.0 (2021-05-01 2130 UTC)


+ Issue #338 Parts 1 and 2: Improved Refit Technician Selection Sort
+ Issue #2418: Ensure context menu shortcut works on our tables
+ PR #2361: Use MML's CConfig.load instead of new CConfig()
+ Issue #2415: Implementing Unit Weapon SPA Generation and Fixing Tech Level
Comparisons
+ PR #2260: Implementing Save and Quit in the MekHQ exit option pane
+ Issue #2446: Calculate the scrollable block increment correctly
+ Issue #2452: Ensure a Lance's Force assignment is still valid
+ Data: New Graphical Force Icon Type Pieces
+ PR #2379: Repair Bay: Adding part name to the report when GM repairing
+ PR #2337: Shopping List No Longer Writes to XML While Empty
+ Issue #2459: Only calculate weight if EquipmentPart has a type
+ PR #2465: Change source and target compatibility to Java 11
+ PR #2151: Improving Mission and Scenario Status Processing
+ PR #2440: Base Components: Creation and Expanding Preferences
+ Issue #2458: MRMS Astech Requirement Checks
+ PR #2473: Better GM unit restore
+ PR #2475: Use the correct resource string for free C3i Nodes on TOE
+ Issue #2456: Incorrect Financial Export Date, Two Force Icon NPEs, Unit Market
NPE
+ Issue #2469: Fixing Award Log Edit NPEs
+ Issue MegaMek/MegaMek#2597: Use MM's new UnitNameTracker for name collisions
+ Issue #338: Base Refit Tech Selection Free Time Sort
+ PR #2468: Bulk Procurement Table Selection and GM-less Clear
+ Issue #3288: GM Tool Name Generation Expansion - Bulk Generation, Manual Editing
+ Issue #1936: AbstractIcon: Full Camouflage Implementation - Adding Force
Camouflage
+ Issue #2489: Improving Award XML Load Null Proofing
+ PR #2356: Improving Genealogy Null Protections
+ PR #2417: Personnel Options Tab Rework
+ PR #2494: Base Components: Sorted Combo Box Model
+ PR #2331: Add MekLocation tests and fix location repair nits
+ PR #2532: ProtoMek Bay Rating
+ PR #2144: StratCon - Alpha
+ Issue #2487: When a garrison-type contract comes back from a "rout" break, you
may find yourself facing different opposition
+ Issue #2460: Improving Default AtBContract Name and Briefing Tab Sort
+ PR #2352: Personnel Role Enum
+ PR #2545: Allow aerospace fighters with only 10 heat sinks to repair damaged heat
sinks
+ Issue #2553: Fixing FactionComboBox NPE with null input code
+ Issue #2553: Fixing preferences issue in the Personnel Market
+ Issues #1483, #2196, #2201, #2202, #2205, #2449: Rank System and Profession
Rework
+ Issue #271: ScenarioStatus Enum: Expanded Scenario Status Options
+ PR #2479: Fixing Escorpión Imperio starting planet

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


+ Issue #2427: Exception during maintenance on a new day breaks MekHQ
+ Issue #2431: Fix exception exporting personnel to CSV
+ PR #2437: Hangar Report: Fixing Wrong Node Addition for Medium Wheeled
+ PR #2381: Repair Tab: Adding better information blockers for Null/Void Signature
System and Chameleon Shield
+ Issue #2441: Adding Force Icon Pieces: numerous Alphanumerics and the Vehicle
Assorted Type.
+ Issue #2429: Awards Documentation: Fixing Minimum Excel Version, Removing
Duplicated Images, Double Spacing
+ Issue #2442: Fixing Multiple Ranks Issues

0.47.17 (RC3) (2021-02-075 2015 UTC)


+ PR #2354: Don't skip ComStar as an origin faction
+ Issue #2348: Allow Clan Personnel origins
+ Issue #2365: MissingEquipmentParts should only be replaced with parts of the
correct Java type
+ Issue #2358: Add missing AtB lances on .cpnx load
+ PR #2372: Infantry Motive Type File I/O Fixes
+ PR #2378: Acquisition Dialog: Fixing NPE, GM Acquire for In-Transit or On Order
parts, Adding GM Acquire Message
+ Issue #2389: Fixing graphical NPE when not purchasing units in the unit selector
dialog
+ PR #2390: Fixing Baby Prisoner Status Determination
+ Issue #2397: Adding Fall Back SPA check for current SPAs being edited
+ Issue #2396: Resolve Infantry part and other part type bugs
+ Issue #2387: Allow salvaging components on destroyed locations from repair bay

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


+ PR #2289: Drop support for migrating Campaigns older than v0.41.24 (2016-10-06
03:15 UTC)
+ Issue #2283: Ensure contracts are generated with the correct number of retries
+ Data: Adding Missing images.
+ Issues #2296 and #2299: Support older campaign DropShip and JumpShip ammo bin
sizes in XML file
+ PR #2302: Fixing Log Display Spacing
+ Issue #2295: Expanding null protections for rank systems and adding defaults
+ PR #2303: Fixing Gender assignment on Generation
+ Issue #2270: Scenarios Respect Sort Order
+ Issue #2297: Ensure shots needed is converted properly between ammo types
+ Issue #2310: Avoid procurement popup exceptions due to race condition
+ Issue #2298: Do not display unknown armor types in the Parts In Use report
+ PR #2308: Add EquipmentPart unit tests and fix minor bugs
+ Issue #2266: For LAMs check Landing Gear and Avionics when considering repairable
slots
+ Issue #2317: Ensure Person::idleMonths defaults to 0
+ PR #2324: Restrict removing, salvaging, or scrapping certain locations with
avionics and landing gear on LAMs
+ Issues #2325 #2328: Do not throw NPE on missing equipment when unscrambling
equipment numbers
+ PR #2330: Fix capitalization of MechWarrior portrait folder
+ Issue #2332: Delete refit file if unable to read it back when saving
+ PR #2294: Add contract market tests and add setters for static singletons (e.g.
Systems and RandomFactionGenerator)
+ Issues #1727 and #2318: Colour Camouflage and Camouflage Selector Standardization
+ PR #2293: Upgrades built in campaigns to 0.47.15
+ Issue #2341: Equipment on incorrect mounts are not fixed
+ Issue #2342: Customs in .cpnx with invalid file name chars do not save to disk

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


+ Issue #2166: NRE in Money::plus/Money::minus
+ PR #2224: Add some basic Refit tests and fix an Armor location bug calculating
armor during a refit
+ PR #2241: Fix bug where PartsStore may list INT_MAX as cost and tons for BA ammo
+ Fixing Male Soldier and Female ProtoMech Pilot Portrait Paths so they properly
generate
+ Issue #2236: Making Unmaintained hangar color take priority over
Damaged/Inoperable
+ Issue #2248: Fix various ContractMarket exceptions when operating at the bounds
of MekHQ data
+ PR #2250: Fixing Load Last Save for .cpnx.gz files
+ Issue #1880: Fixed briefing text error for breakthrough (defender) scenarios
+ Issue #2231: Don't give back free parts when fixing a missing part
+ Issue #2254: Ransomed Unit now properly adds to Total Value Salvaged
+ Issues #2255 and #2258: Fix Warehouse::removePart StackOverflowException with
child parts and NRE with BayDoor/Cubicle parts
+ PR #2259: Adding Pregnancy Complications Personnel Status
+ PR #2261: Improved Awards Migration
+ PR #2271: Improve .cpnx load perf with transport linkages in AtB scenarios
+ PR #2272: Ensure GM Acquire Instantly acquires the correct quantity
+ PR #2274: When loading Campaigns ensure more exceptions are caught and logged
properly
+ Issue #2278: Ensure skill preferences are saved to the campaign on creation
+ Issues #1151, 1219, 1687, 1807, 2142, 2243, 2253, 2267, 2268, 2276: Refactor
adding and removing ammo from the Campaign
+ Issue #2280: GM Restore skips parts
+ PR #2286: Don't reload unit data if nothing changed on disk when reading
Campaigns
+ Issue #2287: Prisoner Filter Should Include Bondsmen
+ Issue #2141: Subcontracts don't reference parent contract after campaign load
+ Issue #1587: Basic Bulk Customization
+ Issue #2200: Moving Rank System Name to Data

0.47.14 (2020-11-15 1930 UTC)


+ Issues #2217 #2219: Cannot save Campaign with Refits and cannot start new Refits
+ Issue #2220: Implementing AwardFileFactory to handle loading pngs that aren't
handled by Toolkit

0.47.13 (2020-11-09 1600 UTC)


+ Issue #2213: Fix disastrous bug in AmmoStorage::ctor

0.47.12 (2020-11-08 2230 UTC)


+ Issue #1970: Workaround for single hex ecm causing Small Craft to be overweight
+ Issue #1079: Add refit time for moving a part between locations
+ PR #2117: Fixing New Personnel Market Report
+ PR #2105: Avoid part ID references in Refits and elsewhere
+ Issue #2115: Fixing GM Tool Gender load
+ PR #2122: Fixing Scenario Date Compare
+ Issue #1265: Option to Subtract Salvage Overages from Final Contract Payment
+ PR #2128: Improve performance of searching for spare parts in large campaigns
+ Issue #442: Enable/Disable MRMS Repair and Salvage Portions
+ Issue #2118: Fixing MekHQ's use of MM password
+ Issue #2138: Fixing GM Mothballing
+ Issue #2139: Fixing Award Tracker Data Manipulation
+ Issue #2130: Fixing TOE Deployed and Undeployed Background Colour Display
+ Issue #1723: Fixing Missing Personnel and Hangar Tab Selection Highlights
+ PR #2153: UnitRatingMethod: Add Disabled Case
+ Issue #1537: Fixing Null AmmoType NPE in Hangar Tab
+ Issue #2159: Fixing Soldier Filter Name
+ PR #2164: Fixing Historical Daily Log Disabled Message
+ Issue #2159: Personnel Filter Style for All Options
+ PR #2168: Properly implementing AtB edge assignment if MekHQ cannot assign an SPA
+ PR #2169: Fixing all and none portraits click when changing options preset
+ PR #2170: Support Edge is now properly reliant on Edge being enabled
+ PR #2173: Implementing sort order for SPAs in Campaign Options
+ PR #2174: Tabbed MekHQ Options Dialog
+ PR #2161: Improving Zipped Force Icon folders
+ PR #2162: Standardized Portrait Chooser
+ Issue #2188: Cannot assign salary to LAM Pilots or Vehicle Crew loading older
CPNX files
+ Issue #2193: Unit Market: Units No Longer Reset to Open Market upon load
+ Data: MegaMek Portrait Data Pack. Notes and licensing in MegaMek contributors
file which I will push
with the next Data work in MegaMek.
+ Issue #2171: Implementing Campaign Option and Campaign Preset Versioning
+ Issue #2181: Personnel File CSV Export Toughness, Status, and Portrait Path
+ Issue #785: SLDF Ranks are Wrong
+ Issue #572: Random Portrait Fails to Properly Compare File Paths
+ Issue #564: AbstractIcon: Fixing Basic Info Portrait Scaling
+ Data: Adding a CampaignAnon 3.5 AtB preset.

0.47.11 (2020-10-04 2100 UTC)


+ Issue #2029: AmmoBin from warehouse can rarely come with free ammo
+ Issue #2032: Fixing Campaign Options Save following Preset Load
+ PR #2023: Moving StartGameDelay to MekHQOptions
+ Issue #2036: OmniVehicle config changes require omnipod heat sinks
+ Issue #2039: Subcontract Check NPE
+ Issue #1892: Launch Game Dialog Standardization
+ PR #2022: GM Tools Name and Callsign Generation
+ PR #2046: Fixing duplicated MekHQUnitSelectorDialog Display
+ PR #2045: Aero Fighter refit heat sink tracking improvements
+ PR #2047: Fixing Name Set after Adding a Bloodname
+ PR #2048: Fixing Random Bloodname NPEs when Editing Personnel
+ PR #2050: Fixing Person Tech Unit Id Concurrent Modification Error
+ Issue #2024: Can Repeatedly Complete Missions by Cancelling Retirement Dialog
+ Issue #1971: Fixing Repair Bay Bonus Parts
+ PR #2054: Fixing Erroneous Newline after Unit Loading Failure
+ PR #2055: Swapping MekHQ to use the proper GUI to edit DropShip/JumpShip/WarShips
+ PR #2060: Fix NPE when getSelectionPaths is null in TOEMouseAdapter
+ Issue #2059: Fixing Incorrect Campaign Operations Unit Rating Experience
Calculation Method
+ PR #2063: Preventing null entities in AtBScenario
+ PR #2061: Add daily report entries for AtB scenarios
+ PR #2067: Improved refit handling of internals for Aeros and Tanks
+ PR #2057: Personnel Table GM Tool Access
+ Issue #1369: Unit Rating FM:M(r): Default Quality Value is no longer Elite
+ Issue #171: Manual Unit Rating Modifier
+ PR #2058: Implementing individual dice roll display in the GMTools Dialog
+ PR #2071: Fix campaign ops DropShip maintenance costs
+ Issue #2017: Keep focus on unit during repairs
+ Issue #2066: Do not add zero or NaN costs for ammo during Refits
+ Issue #1481: Adding Option to Disable Mothball Information Save
+ PR #2073: MRMS Dialog Localization
+ PR #2075: Fixing Scenario Template Date NPEs
+ Issue #1986: Adding individual role filter and filtering by primary role options
+ PR #2076: Add Show BV Calculation to Unit context menu
+ Issue #1967: Save part repair reservation if present
+ Issue #1953 Part 1: Fixing mothballing and activation tech restore
+ Issue #2079: Implementing Bulk Free in Personnel Tab
+ Issues #1595/1805: Adding filters in Hangar Tab
+ Issue #1376: Hangar Tab Line Colours For Unmaintained and Uncrewed Units
+ Issue #2089: fix procuring vehicle engines from the parts store
+ Issue #2091: Fixing missing requirement of addToCampaign
+ PR #2094: AtB Bot Camo Load Swapover
+ PR #2097: Finances credit/debit capitalization fixes
+ PR #2098: Personnel Table: Hide Assign to Unit
+ Issues #297/1248: Prisoner Capture Consolidation
+ PR #2088: explicitly track child parts
+ PR #2096: Fixing Missing Unit Selector Unit Sprite in MekHQ
+ Issue #1525: Swapping to Minimum Crew instead of Maximum Crew
+ Issue #1875: Phenotype Bonus is properly added and reduced when editing your
phenotype
+ PR #2101: Reduce the size of a Part's XML by ~30%
+ PR #2102: Reduce the size of a Unit's XML
+ PR #2077: Standardizing MRMS Options
+ PR #2052: Bloodname GM Tools
+ Issue #1079: Carrying out a refit no longer fixes shoulder/hip damage "for free";
legs with busted hips and center torsos no longer added to inventory after being
removed from mech during refit
+ PR #2093: Loot Table: Fixing Money Capitalization and Adding Basic Unit/Part
Tooltips
+ News data upgrade
+ PR #2109: News Validation
+ PR #2110: Campaign Preset Update

0.47.10 (2020-09-20 2100 UTC)


+ PR #1896: Campaign writeToXml: Fixing Output Spacing Issues
+ Issue #1888: Founder Filter in Personnel Tab
+ Data: Numerous fixes to RATS, Mechfiles, Sprites, and update Unit Roles.
+ PR #1893: Personnel Status: Fixing ChangeStatus, Standardizing Boolean
Comparisons, and Implementing Death Options
+ Issue #1808: Adding an Option for the Player to Control All Attached Units
+ Issue #399: AtB campaigns display current parts availability at the bottom; more
detailed "this part is not available to your unit" explanations
+ Issue #1915: Fixing Date Lineup
+ PR #1917: Fixing the Award Tracker post-Ancestors Removal
+ Issue #1920: Fixing xml load for bad Ancestry data
+ PR #1916: Personnel Filter Enum
+ Issue #790: Implementing Non-Combat TO&E Forces
+ PR #1930: Fixing Fill Transports NPE
+ Issue #1829: Fixing Duplicated Nags in AdvanceDaysDialog
+ Issue #470: Mass Training: Rank, No Officer, and Only Officer Filters
+ Issue #1929: Scenario Resolution: Fixing Display Anchor Issues
+ PR #1932: Fixing Total Earnings Display Issues
+ Issue #1941: Person View Panel Ability and Injury Description ToolTip
+ Issue #1296, 1855: Fixed issue preventing customization of units in the meklab
when ammunition is added to the unit.
+ Issue #1951: Autosave Does Not Always Initiate On First Load
+ Issue #1922: CrewSkillUpgrader Infinite Loop Fix
+ Issue #1661: Implementing Basic Russian Patronymics
+ Issue #1817: Implementing option to not save customs to XML
+ PR #1949: Fixing Genealogy Removal
+ Issue #1962: Grant kill credit to units from the player's campaign given to other
players for the duration of a MegaMek scenario
+ Issue #1264: Allow faction capitals to change on a specific date, not just year
+ PR #1966: Fixing Duplicated Siblings
+ PR #1925: Final PR to swap MekHQ to use LocalDate
+ Issue #254: Implementing AtB Battle Chance by Role
+ Issue #1166: Possible fix for missing turrets in AtB base attack/defense
missions; still no turrets prior to 2750
+ Issue #1757: Enable Ranks For Captured Prisoners
+ Data: Large dump of current data.
+ Issue #259: Implementing Customizable MekHQ Display Date Formats
+ Issue #1982: Fixing AtBBattleChance for unassigned lances
+ Issue #1984: Implementing useManualMarriages Option
+ Issue #1983: Switching to new form of UUID save format
+ Issue #1952: Personnel Market Updates No Longer Fail in Rare Cases During Person
Creation
+ Issue #1981: Fixing NPE when dragging TOE Units and Forces Around
+ PR #1999: Fixing Clan Vehicle Option
+ Issue #2003: Various faction startingPlanet errors in factions.xml
+ PR #2005: AtB: OpFor Uses VTOLs is now default true
+ Issue #1939: Fixing Preset Loading and Reworking Campaign Options Initial Value
Load
+ PR #2008: Avoid several process-stopping errors when upgrading bot units with
SPAs
+ Issue #2007: Correct required heat sink calculation for refits
+ PR #2009: Moving the Misc Tab to MekHQOptions, Fixing UnitMarketReportRefresh,
Properly Localizing lblOpforLocalForceLikelihood
+ Issue #2001: Fixing Lance Display Ordinal Comparison
+ PR #2013: Adding MekHQ option to prefer GZIP in campaign saves
+ Issue #1866: Implementing New Day MRMS Option
+ Issue #630: Improved tracking of integrated heat sink changes during refit
+ Issue #1252: Spare "Targeting Computer" not used on config change, new one
ordered instead
+ Issue #2026: Don't add phantom parts to warehouse when refitting unit
+ PR #2011: Command Center Unit Market and MRMS MekHQ Display Options

0.47.9 (2020-08-07 1830 UTC)


+ Issue #1894: Adding additional legacy date format
+ PR #1897: Genealogy: Adding a contains map check
+ PR #1900: Adding Battle Damage to MekHQ Sprites
+ Issue #1902: Fixing DateChooser NPEs
+ Issue #1904: Updating Portrait documentation for role name changes

0.47.8 (2020-08-02 2300 UTC)


+ PR #1825: Adding Advance to Next Monday to the AdvanceDaysDialog
+ Issue #1828: Rolling over to the next month when using AtB and your current
faction goes extinct will no longer cause an error
+ Issue #1827: Adding documentation comment for required Excel version for Awards
Tracker
+ Issue #1819: Fixing Time in Rank without Time in Service
+ Issue #1821: Can now reach all directories for images
+ PR #1830: Picking techs for refit now orders the techs by type then skill level,
so you don't have to strain your eyes looking for that one aero tech
+ Issue #1822: Making the default Force Icon into a transparent background
+ Issue #1816: Fixing Portrait Changing in the Same Category
+ Issues #1797 and #1820: DateTime to LocalDate Switchover and Date Fixes
+ Issue #1840: Properly Implementing the Attached Camo Option
+ Issue #1847: Fixing Time in Service
+ Issue #1861: tryingToMarry and tryingToConceive flags are now saved properly
+ PR #1863: Retirement Date Tracking
+ PR #1864: Random Callsign Generator
+ Issue #1871: Implementing sorting fixes for the personnel tab
+ PR #1850: Phenotype Rework Implementing Vehicle, ProtoMech, and Naval Phenotypes
+ PR #1669: Implementing the MegaMek Unit Selector in MekHQ
+ Issue #198: Adding Ransom Mech and Ransom Prisoner Options for Scenario
Resolution
+ Issue #1881: Outer planets in Weldry system can now be clicked
+ Issues #1569 and #1570 Phase 1: Genealogy
+ PR #1857: Personnel biographical view and last name simplification

0.47.7 (2020-06-22 2330 UTC)


+ PR #1811: Fix advance multiple days reports not showing
+ PR #1810: use grid layout for repair tab main panels
+ PR #1802: Updates to special abilities in all presets
+ PR #1800: Two new unofficial special abilities for techs
+ PR #1776: Command center
+ PR #1769: Briefing room fixes
+ PR #1759: acquisition tables are not refreshing on new day
+ PR #1758: Planetary acquisition fixes
+ Issue #1725: Refit does not save original part quality when the part is cloned
+ Issue #1665: Use ammo by type (unofficial) does not work
+ Issue #1741: Adding Unit::isPresent check for Maintenance
+ Issue #1734: Scenario Resolution Dialog: View Unit is now Always Enabled
+ PR #1728: Adding Option to Disable Chases
+ Issue #1698: Option to Determine Father Based on Spouse at Time of Birth
+ Issue #1740: Adding Unit::isPresent check for FMMR Unit Rating
+ PR #1750: Fixing LogEntryController Typo
+ Issues #1735, #1736, #1737: Fixing how units are edited in Scenario Resolution
Wizard
+ Issue #1753: Fixed advance day NPE related to contract start date extension when
player is in-system but still in transit
+ Issue #1733: Adding Scenario Resolution Wizard and MUL Selection Dialog Mnemonics
+ PR #1762: Advance Days: Increasing Day Count Limit and Adding Advance to Next
Year
+ Issue #1662 and 2/3rds of Issue #347: Remember Layered Force Icon Setup
+ PR #1764: Fixing Elemental Portrait Folder
+ PR #1655: Implementing Welsh and Icelandic Patronymic/Matronymics for Baby
Surnames
+ PR #1713: Adding Spaced Marriage Surname formats and renaming formats to improve
end-user readability
+ PR #1715: Varied Prisoner Status Bugfixes
+ PR #1714: Random Names and Gender Rework
+ Issue #1631: Regenerating Forces for AtB Dynamic Scenarios now Resets Attached
Bot Forces
+ Issue #1706: Techs now display as part of the force in the personnel tab
+ Issue #1529: Begin Refit Should be Disabled For Negative Unallocated Armour
Points
+ Issues #1343 and #1442: AtB Scenario Objective Fixes
+ Issue #1711: Adding Option for Babies born to Prisoners to be Born Free
+ Issue #1766: Adding an option for attached units to use the faction camo
+ Issue #1781: Adding Sorting to the Scenario Table
+ Issue #1738: Scenario Resolution Wizard: Add View Personnel button to Pilot
Status
+ Issue #1718: Refit configuration change does not look for multiple qualities in
warehouse

0.47.6 (2020-5-03 1715 UTC)


+ PR #1610: Raised cost of edge points from 1 to 10 for the AtB configuration
preset.
+ PR #1627: Moved pregnancy GM items to Personnel GM menu (and hide GM menu if not
a GM)
+ Issue #1612: Adding Scrolling to Marriage Candidates
+ PR #1606: Abandon ship (MekHQ version)! Crews of large craft and units
transported aboard large craft are handled during scenario resolution.
+ PR #1618: De-clutter assign lance tech menu in TO&E
+ Issue #1632: All random marriages default to same sex
+ Issue #1626: Adding Time in Rank to MekHQ
+ PR #1634: Fixing Activate/Mothball Display Text
+ Issue #1636: ExtraData Export Fails because of Null Mapping
+ PR #1642: Fixing Popup Display Text Spacing Issues in DataLoadingDialog
+ Issue #1218: Personnel Total Earnings Tracking
+ Issue #1613: Automatically Output Finances Table to File on New Year
+ Issue #1134: Option to Disable Dependent Automatic Addition in AtB
+ PR #1645: Deploying units as reinforcements to AtB and template scenarios no
longer defaults them to the "any" deployment zone
+ Issue #1649, #1651: Fixing ExtraData Unmarshaller
+ PR #1654: Fixing Spouse and Baby Load from Personnel export
+ PR #1656: Avoid NPE in Person::isMothballing
+ Issue #1635: Base Salaries Not Displaying Correctly in Nimbus
+ PR #1659: Implementing Log Maintenance
+ PR #1666: Fix bug with personnel original unit tech (if clan tech level)
+ PR #1673: Removing Prisoner to Personnel Random Marriage by implementing Prisoner
to Prisoner Random Marriage.
+ PR #1663: Fixing Clanner Name Migration
+ PR #1681: Change refit model weight calculation to work with BA
+ PR #1685: Adding All Role and No Role options for Portraits
+ PR #1688: Single Portrait Bulk Assignment to Personnel
+ Issue #1683: Adding the option to log marriage name changes
+ PR #1670: Improved Standard Awards
+ PR #1693: Fixing Campaign Options Display Spacing Issues
+ Issue #1285: Adding default value to prevent Personnel Market No-Role Personnel
+ Issues #880 and #1671: Paid Recruitment Roll is now based on having an active
contract
+ Issues #1614 and #1615: Adding a Financial Year Duration Option
+ PR #1700: Fixed NPE resulting in failure to display personnel tab when a unit is
assigned to a non-existent scenario
+ Issue #1691: Personnel are now filtered by primary and secondary roles in the
Personnel Tab
+ PR #1580: Adding TryingToMarry and TryingToConceive Flags
+ Issue #1625: Adding Display Format Options for Time in Rank and Time in Service
+ PR #1604: Adding Mnemonics to the Main Tabs and Advance Day
+ Issue #850: Bulk Award Assignment
+ Issues #780 and #1102: Implementing Submenus for Personnel Unit Assignment

0.47.5 (2020-4-01 2000 UTC)


+ Issue #1470: Thumper artillery vehicle causes array index out of bounds exception
error
+ Issue #1261: RFE: In Contract Market, hyperlink the system/location to the
Interstellar Map
+ Issue #1090: Feature Request: Add Origin Faction to Fluff Information display of
Personnel
+ Issue #1476: Settings in portrait generation is not saved.
+ Issue #1385: Add dark themes to MekHQ.
+ Issue #1488: Random Origin Search Radius now properly loads.
+ PR #1496: Minor scenario template UI improvements; transports generated by AtB
may now contain power armor where appropriate
+ Issue #1480: Add customization for colors used throughout MekHQ.
+ PR #1490: Fix some bugs with the Assign to Ship menu item
+ Issue #1495: Export Campaign Subset to New Campaign Now Copies Options
+ Issue #1508: Injured personnel Keep Command of their Vehicles and Infantry units
+ Issue #1429: Adding Bulk Add to the Parts Marketplace.
+ PR #1500: Scenario Generation properly handles GM Generation and Multiple
Missions
+ Issue #1505: Fixing Personnel Tab Graphical Unit Images for Mixed Fighter and
Tech Person
+ PR #1519: Adding proper bondsman formatting when Added to Campaign
+ Issue #1492: Medical Report Displays for Personnel with GM Added Injury
+ Issue #1497: Scale Unit sell values by their Entity's price multiplier
+ PR #1509: Adding Monthly and Yearly Autosave Options
+ Issue #1482: Hire Full Complement Now Records Time in Service
+ Issue #1486: Fixing Unit and Personnel Export to CSV and Localizing Top Menu Bar
+ Issue #1530: Fixes issue in infirmary where buttons unreadable in dark mode
+ Issue #1250: Added FormattedNumberSorter to Warehouse total cost column
+ Issue #1375: Creating Localized Natural Order Sorter
+ Issue #155: Adding Advance Day to Personnel Market
+ PR #1553: AtB: Adding SPA Generation for Generated Veteran and Elite Personnel
+ PR #1555: Fixing spacing for C3 Slaves in the TOE
+ Issue #1564: Hide impossible parts in the Purchase Parts Windows
+ PR #1533: Windchild's Personnel Improvements, covering Issues #765, #876, #1404,
#1482, #1486, #1492
+ Issue #1524: Sort P_NONE Personnel as Support Personnel
+ Issues #1542 and #1417: Hangar Tab Popup List: Bulk Selection and Rank Fixes
+ PR #1556: Updating Unit Rating wording
+ PR #1584: Stop double-counting medics for FMM:R unit rating
+ Issue #691: Fixed multiple issues importing units from MUL files, including
portraits, gender, SPAs
+ PR #1583: Adding Menu Bar Mnemonics (Shortcut Keys)
+ Issue #1540: Switching over to using JSpinner for base salaries
+ Issue #1578: Adding New Campaign to the main menu
+ PR #1597: MegaMek Log File is Reset on MekHQ load
v0.47.4 (2020-2-09 2200 UTC)
+ 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 (2020-2-01 2200 UTC)


+ Issue #1344: Ensure techs show the right skill for ProtoMeks
+ PR #1348: Enable scenario modifiers to add objectives to scenarios generated from
templates
+ Issue #1349: Problem with replacing ProtoMek 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 .cnpx 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 Adding 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

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


+ PR #1325: Customize ProtoMeks 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 (2019-11-05 0300 UTC)


+ 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 (2019-08-21 0300 UTC)
+ 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.

0.46.0 (Stable) (2019-08-12 1900 UTC)


+ Issue 1249: Tech Names Missing in Event Log

0.46.0-rc.2 (2019-08-12 0100 UTC)


+ Issue #1075: Fix 'Mek 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-rc.1 (2019-07-23 0300 UTC)


+ 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 (2019-03-24 1700 UTC)


+ 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
+ Issue #1161: don't cast non-Infantry to Infantry during peacetime cost
calculations

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


+ Issue #990: Feature: Add bulk confirm dialog if more than one unit is removed
+ PR #995: Speed up campaign load times by optimizing spare parts importing
+ PR #994: Fix exception seen during log entry updates
+ PR #998: Fix Mac OS X issue so the DateChooser dialog isn't hidden when you
create a new campaign
+ PR #996: Feature: adds origin faction to a person's details and support for RAT
roller in a person's GM menu
+ PR #997: Add weekly Support Personnel edge refresh and usage
+ PR #1006: Speed up calculation of jump paths
+ PR #999: Adds a GM hire button to new recruit dialog
+ PR #1017: Adds the list of missing units on campaign load to the log
+ Issue #1010: Battle Armor fails to load with StackOverflowException
+ Issue #991: Fix bug where loan collateral and total value is incorrect after save
and load.
+ Issue #986: Fix bug where Retirement/Defection dialog doesn't show details for
first row.
+ Issue #985: Fix bug where personnel could not be exported.
+ Issue #1022: Fix bug where failed acquisitions did not count against logistics
person's limit
+ Issue #964: Do not raise UnitChangedEvent if there is no unit in GM Acquire
Instantly
+ Issue #1009: Fix bug where default injury type wrong
+ Issue #976: Fix bug where techs without any minutes left may get stuck on
overnight tasks
+ PR #1031: Fix bug where selected repair task moves when you change mode
+ Issue #1028: Fix bug where Mass Repair Options were not applied unless you
clicked Save
+ Issue #1005: Allow fractional tons to be loaded in LargeCraftAmmoBins
+ Issue #825: Arbitrary contract score modifier now persists across save/load
+ Issue #970: Can now recruit multiple prisoners at a time
+ Issue #1036: Enable zero intensity level for AtB Scenario Generation
+ Issue #779: Fix AtB deployment nag before a contract has started
+ PR #1036: Make startup GUI show all four buttons at lower resolutions
+ PR #1041: Fix some unit/tech mismatches at CPNX load
+ Issue #772: Fix graphical display issues with multiple-day advancement
+ PR #1045: Crewed Unit Options Handling (SPA/Edge)
+ PR #1045: Resolve errata for reloading times of capital missile ammo (now 1 hour
per missile)
+ Issue #1049: Warehouse tab may fail to properly render
+ PR #1053: Add a Change Camouflage context menu item to forces in the TOE
+ Issue #361: Adds assigned Force to the columns on the hangar tab

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


+ Switched build system from ant to gradle.
+ Issue #917: Hire Full Compliment Regularly Hires Bondsmen
+ Issue #919: Dropship Crewmembers/techs displayed as "Nobody" In Repair Bay
+ Issue #860, #911: Remove unusable units after multi-day or mass repairs.
+ PR #923: Tech SPA
+ PR #928: Allow mothballed units in retirement dialog
+ PR #927: Map Colors for Socio-Industrial Level
+ PR #926: Planet-based acquisition option
+ Issue #946: Some personnel (techs and admins) no longer able to be right clicked.
+ Issue #856: Invalid AtB required lances number no longer prevents user from
editing contract
+ Planets: Added additional data to planets.xml
+ PR #956: System-wide equipment [Aerospace system equipment not associated with
weapons shows in a fuselage
or hull location when filtering by location in repair tab].
+ Issue #852: Support for Award clusters if an award is given multiple times to a
person.
+ Issue #905: Fixes NPE when a spouse is missing on campaign load or personnel menu
click.
+ PR #882: Adds support for gzipped Campaign files (*.cpnx.gz).
+ Planets: Reunification War data for Outworlds Alliance + start of RWR
+ PR #959: Fix for inability to repair damaged VTOL internal structure after
loading campaign
+ Issue #967: Fix bug where acquired Units could never be bought
+ PR #971: Feature allowing grouping personnel by their unit on the Personnel tab
+ Issue #865: Changing Award Date Does Not Update Award Tooltip
+ Issue #973: No contracts are offered at the start of an AtB campaign.
+ Issue #949: MechWarrior KO'ed at beginning of battle
+ Issue #981: Fixed bug where refits overcharged for armor or would perform excess
moves

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


+ PR #864: Security - address XXE vulnerabilities in XML parsers
+ Issue #814: Fixed AtB morale calculation to match AtB rules
+ Fixed JAR packaging error that made personnel market methods inaccessible.
+ Issue #860: Fixed concurrent modification exception during campaign load if units
salvageable and should be removed.
+ PR #844: Feature - display a tech's XP on the repair tab and doctor's XP on the
infirmary tab.
+ PR #863: Feature - allow bots to have separate retreat and destination edges, see
MegaMek notes.
Also upgrades AtB Chase scenarios to randomly have the player start on the
north or the south edge instead of always south.
+ Issue #866: Fixed cancelling GM Add XP subtracts one (1) XP.
+ Issue #859: Fixed JSpinner text box overriding user-typed values.
+ Issue #857: Fixed bug where refit armor may not be attached to a unit on load.
+ Issue #843: Implemented sorting and scrollbar on several long lists in personnel
right click menu.
+ Issue #877: Feature: Categorized births and pregnancy log entries as medical
+ Issue #858: Escaped XML was not correctly unescaped in
LogEntry.generateInstanceFromXML()
+ PR #894: Fixes generation of AtBContracts with 0 req. lances
+ PR #121: allow purchasing and adding of parts en-masse
+ Issue #855: Fixed parts in transit not displaying correctly (showing up as
"OmniPod")
+ PR #807: Cosmetic and accuracy improvements to AtB contract profit estimate
display (in the contract market)
+ Issue #895: Fix invariant to check if tech time available for maintenance.
+ Issue #853: Do not report on the part's unit if not present during multi-day
repairs.
+ Issue #849: Consider a person's secondary role during training XP calculations.
+ Issue #836: Use native file dialogs and remember the last used folder.
+ PR #909: Fix NullPointerException in ResolveScenarioTracker.
+ PR #908: Fix NPE in getPartInUse if EquipmentType is null.
+ Add Skins Folder to MekHQ
+ Update MegaMek.jar to v0.45.1
+ Update MegaMekLab.jar to v0.45.1

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


+ PR #602: Add KIA checkbox and functionality to prisoners during scenario
resolution.
+ Issue #308: Can now change contract payment multiplier when manually creating a
new contract.
+ PR #741: Updated configuration presets for new campaigns to include new special
pilot abilities.
+ Issue #445: Lengthy repairs now show the unit's name if the repair runs over more
than one day.
+ PR #742: Errata - Range Master SPA no longer applicable to LOS range
+ Issue #384: Cannot negotiate contract terms because the game selects the highest
skilled admin
and not the one with the negotiating skill
+ PR #766: [Feature] Added balance-over-time and revenue/expenditure charts to
finances tab
+ PR #769: [Feature] Added tooltips to tonnage labels on force view when AtB is
enabled.
+ PR #760: [Feature] Allow the user to introduce a modifier to the contract score
of an AtB contract
+ PR #762: [Feature] Addresses RFE #515, by allowing 'export finances' as a CSV.
Various minor fixes to other export mechanisms.
+ PR #762: Help -> About popup now contains link to MegaMek github home page.
+ PR #777: Addresses issue #776, by allowing the user to order up to a 1000 of some
part or personnel class at a time, up from 100 previously.
+ PR #787: Adds total value for parts and fixes issue with net worth calculation
for parts
+ Show java version and system info in log file.
+ PR #640: [Feature] Experimental aerospace equipment damage and repair times
errata (aerospace equipment is damaged based on how many hits it has taken and
repairs don't take an order of magnitude longer than mech equipment repairs)
+ PR #758: Start of MekHQ plugin system
Currently includes support for external plugin for alternate personnel
market methods.
See documentation in docs/plugins.txt.
+ PR #800: Correctly calculate admin costs for government forces per Campaign Ops
rules.
+ PR #804: Two fixes to GM mode finances -> edit transaction
+ PR #801: [Feature] Personnel awards
+ PR #799: [Feature] Optional "Pay for Repairs" per Campaign Ops, page 140
+ Issue #773: Fix text color for person text in Personnel and Hangar "Graphic"
views
+ Issue #549: Allow AtB-style prisoner ransom for prisoners even if the AtB option
isn't enabled
+ Issue #819: Dropshop Baydoor unrepairable
+ Issue #796: LAM Pilot shows as Support in Personnel Breakdown
+ PR #821: Fix occasional issue where mechwarrior names with apostrophes and other
"funny" characters would show up weird for completed scenarios.
+ PR #823: Fix for adding phantom heat sinks when restoring aerospace unit
+ Issue #824: Post game salvage/prisoners didn't show up.
+ Issue #729: Fix for 'adjust contract pay' calculating number of required lances
at the wrong time.
+ PR #831: Fix two bugs in Edit Injuries dialog
Advanced medical: remove injury and change injury types choices when
location changes.
+ PR #823: Feature: Damage pilots from GM mode (non-advanced medical)
+ PR #811: [Feature]: Mass mothball/reactivate. Reactivating now does its best to
restore the unit's force/crew/tech assignments.
+ Issue #830: [Feature]: GM Mode "Strip Unit". Takes all parts off the given
unit(s) and place them in the warehouse.
+ Issue #775: [Feature]: Daily Log History. Retains 'daily log' entries for up to
120 days when turned on. Entry history is cleared when the user exits the program.
+ Issue #834: Partial fix - mechs with "messed up" ammo bins will no longer eat the
player's ammo. As a workaround, when you encounter such a case gm-remove the unit
and add a fresh one.

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


+ Issue #733: Clan techs still have clan penalties to maintenance
+ Issue #745: NPE at AbstractUnitGenerator.generateTurrets
+ PR #752: AtB contracts will once again nag the user about insufficient force
deployment, and subtract contract score.
Also, retirement "payouts" of 0 no longer persist endlessly.
+ Issue #748: GM -> Restore Unit on units with missing components no longer hangs
MekHQ in an endless loop.
+ Issue #694: Added missing Draconis Combine ranks.
+ Issue #724: Changed references to MegaMek.info to point to MegaMek.org
+ PR #761: Fix for salvaging DropShip ammo
+ Updated MegaMek.jar to v0.44.0
+ Updated MegaMekLab.jar to v0.44.0

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


+ PR #707: Added MissingOmniPod class needed for acquisition.
+ PR #709: Fix for #704: NPE when bringing up the refit dialog
+ PR #715: Fix for #718: Unit.isCommander Error
Correctly handle check for unit commander if unit has no crew.
+ PR #720: Fix for issue #353 [ATB] Special mission - SL mech piloted by Tech Mech
is VETERAN and not GREEN
+ PR #721: Fix for issue #631 [0.43.7-RC1] Battlefield control observation missing
from special missions
+ PR #712: Fix for issue #708 [0.43.10-RC4 : Bug] Old Contacts Appearing in
Deployment Requirements
Fix for issue #706 ArrayIndexOutOfBoundsException in BaseAttackBuiltInScenario
Fix for most cases of issue #695 Base Attack (Defense) mission generate with no
Allies or OpFor in AtB and
#674 AtB fails to generate OpFor
The only exception being if the OpFor has no RAT for the current contract date,
which will be addressed in a separate PR.
+ PR #725: Fix for issue #714 0.43.2 Migration to 0.43.9 causes Phantom Personnel
in Unit Breakdown
+ PR #726: Fix issue #600 and #621 where inner sphere prisoners were being
converted to trueborn warriors and clanners were being
turned into freebirths
+ PR #723: If GM-generate contract fails to generate contracts, an message is
output to the daily log instead of failing silently
+ Added Rasalhague Dominion to playable factions list
+ PR #737: Allow the user to enter non-canon names into the location textbox when
editing a mission/contract
+ Data: Updating Mechfiles, RATs, and Images in MekHQ repo to match MegaMek ones.
+ PR #738: Fix for issue #731 [43.10 AtB] contracts become uncompleted

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


+ PR #670: Adjusted unit rating calculation and infantry counts
Fixes issue #639: CO calculates Infantry Skill Level Incorrectly
Campaign Ops rating now properly reflects infantry skill and more accurately
calculates combat unit transport capacity
+ PR #689: Make Endo Steel crits work correctly again
Fixes issue #688: Cannot slot Endo Steel crits
+ PR #690: Add missing OmniPod for some parts
Fixes issue #668: Empty heat sink/double heat sink omnipods not available for
Purchase Parts
+ Updated faction-change info from Reunification for Canopus
+ Bugfix: Can't mass recruit prisoners who are willing to defect
+ Fix weird behavior with person panel when the crew size is > 1 and other
conditions are met
+ PR #697: Process exploded units for prisoner capture
Fixes issue #531: Destroyed Units not generating crews for Capture/Prisoner
+ PR #676: Fix variable weight
Fixes issue #675: Save/Load Game Does Not Properly Track Weight EquipmentParts
+ PR #692: Implement SPA import from MUL
Fixes issue #108: Import from MUL Option Does Not Seem to Load Saved Abilities
+ PR #678: Too long popup lists
Fixes issue where popup menus could get extremely long
This is only a partial fix, and adding the methods that can be used to fix it
elsewhere
+ PR #699: New day cleanup
Fixes issue #698: Income/Expenses Processed in wrong order
+ PR #700: Handle large craft unit values again
Fixes issue #680: Contract payment based on Large Craft unit value does not
appear to work
+ PR #673: Implement ability to acquire ammo in parts acquisition dialog via GM
Mode
Fixes issue #698: Unable to GM Acquire clan ammo
+ PR #701: Update Mission.planetName to Mission.planetId for consistency
Fixes issue #328: If you accept a contract on Taussen, the game teleports you
back to Terra once you arrive
+ PR #802: Fix the campaign level planet pt. 2
The rest of the fix for issue #328
+ PR #703: Make payroll monthly again, whups
Fixes bug where payroll was accidentally made daily
+ Fix ATB adds 0 value transactions to the finance logs

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


+ Issue #647: Exception Causing UI Issues while Unit is Being Refit
+ Issue #655: Mechs (and probably other units) whose crews ejected will be able to
deploy on subsequent missions
+ Updated faction-change info for FWL using Handbook Marik
+ Updated faction-change info for FC using Handbook Steiner
+ Refactor OrgTree classes to be TOE classes (For clarity of purpose)
+ PR #667: Deployed Twice
Fixes #666 Cloning units into scenarios by the simple expedient of clearing
deployment of everything within the selected forces to be deployed.
+ Updated MegaMek.jar to v0.43.9-RC3
+ Updated MegaMekLab.jar to v0.43.9-RC3

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


+ Issue #626: News events with year but no specific date should now fire with
better distribution
+ Issue #616: Text rendering issue in Campaign Options screen
+ Data: Fix for multiple issues relating to incorrect capitalization and date
omissions in planets.xml
+ VTOL and LAM bomb selections should now be saved when campaign is saved
+ Issue #620: Unused bombs are not recovered for VTOLs after battle (should recover
properly for LAMs, as well)
+ Bug: large craft refits calculating ammo loading times incorrectly.
+ Issue #617: Extinct units available for purchase when they shouldn't be.
+ Issue #625: Repair Bay status window not cleared after last unit is repaired.
+ Honor user's press of the cancel button in the briefing screen "load saved game"
dialog
+ Dropships and other units with transport bays that have internal components
(cubicles, doors) should no longer incorrectly show some of those components as
damaged.
+ Improved faction-change info for pre-CC factions and CC formation using Handbook
Liao
+ Updated faction-change info for FS using Handbook Davion
+ Updated faction-change info for DC using Handbook Kurita

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


+ Issue #567: BA standard armor cannot be repaired
+ Issue #576: CCE on loading campaign with DS with missing thruster(s)
+ Feature: Advanced time by one month.
+ Issue #583: Ammunition Reload Issues
+ Greater OpFor variety: generated infantry may now be hidden. Odds depend on AtB
difficulty setting.
+ Issue #575: Refits do not correctly handle equipment changing location
+ Issue #46: Locations removed via refit seem to not remove the associated parts
+ Issue #71: Units that finish refitting are often missing ammo and components
+ Issue #114: ASF refit issues
+ Issue #508: Armor kits are free when customizing infantry
+ Issue #461 Integrated heat sinks not added to refit shopping list
+ Bug: Armor removed in a refit is not the same as armor needed to refit back to
original
+ Feature (Issue #275): Improved visibility for amount of available ammo/armor in
repair tab
+ Do not require waiting for a refit kit if the only needed parts are ammo or ammo
bins.
+ Not having enough ammo in the warehouse to fill all the bins will not delay the
start of a refit.
+ Issue #300: ComStar ranks do not take into account service years when determining
the main "pilot" of a vehicle
+ Issue #378: Thruster Maintenance on Conventional/Aerospace Fighters
+ Bug: NPE when attempting to refit unit that previously had a refit canceled.
+ Issue #454: News won't fire at campaign creation
+ Issue #500: Contract view text alignment
+ Issue #504: Tactics can be negative
+ Bug: MML packaged with MekHQ cannot find needed libraries.
+ Issue #525: Available Time for Mothball Not Calculating Correctly
+ Issue #520: GM Tools Window not placed correctly
+ Issue #537: Repair Bay tasks list location filter resets when changing mode of a
task.
+ Issue #553: Fatigue check occurring too early
+ Issue #556: MM giving disconnected from server error when launched from MHQ
+ Issue #329: The "do task" button on the repair bay UI tends to jump left and
right
+ Issue #570: Unit Rating unsustainable
+ Issue #574: Dropship capacity Inconsistancy
+ Issue #591: Special Abilities can be selected multiple times
+ Issue #577: MRMS does not always use BTH settings
+ Fixed unofficial Clan tech knowledge SPA.
+ Custom SPAs for tracking purposes (see docs/custom_spa.txt).

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


+ Bug: ClassCastException when loading campaign from earlier versions with large
craft with missing ammo bin.
+ Bug: NPE when restoring units with some equipment that has had name changes.
+ Issue #557: Dragoons rating needed support hours no longer grow daily
+ Issue #559, 560: Scenario resolution interface fixes
+ Retain Princess verbosity setting when configuring bot in AtB scenarios.

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


+ Issue #490: NPE with campaign.universe.RandomFactionGenerator.addBorderEnemy
+ Issue #494: Regenerate LAM Pilot selects from the MechWarrior pool.
+ Issue #488: Select bombs throws "index out of bounds" errors in particular
campaign file
+ Feature #280: Role folders now supported for random portrait assignment
+ PR #440: Track & report time in service
+ PR #502: Edge use for non-combat personnel
+ Issue #416: Base Attack scenarios fail to generate turrets
+ PR #439: Calculate DropShip rental costs based on untransported units only (and
also take into account mothballed units)
+ Issue #452: Actually limit contract search based on contract search radius
+ Issue #429: Switching ammo now updates the UI
+ Bug: vehicle and conventional fighter refits not accounting for possible change
in heat sinks.
+ Issue #514: Feature Request: Building Conventional Fighters
+ Issue #496: Possible Packaging issue for releases with MekHQ
+ Issue #507: Artillery skill no longer limited to 7 when initiating battles from
within MekHQ
+ Feature: Updated planetary location and ownership data, including two new
systems. To revert to the old data, replace planets.xml with data\universe\
planets_43_4.xml
+ PR #528: Can add or remove arbitrary amount of XP using via right click on person
-> GM Mode
+ Issue #321: New context menu option to randomize portraits for selected
personnel.
+ PR #533: New AtB option to prevent unit founders from retiring.
+ PR #526: New option to auto-randomize portrait on job change if no portrait
present.
+ PR #530: Greater op-for variety in AtB scenarios (may spawn additional hostile
aircraft, infantry and turrets)
+ PR #543: New splash and loading screen art by Spooky!
+ Issue #510: Ratings calculations no longer count dead/retired/missing personnel
for support requirements
+ Issue #519: Dragoons rating renamed unit rating
+ Data: New Loading Screens.
+ Customize Small Craft and Dropships in MekLab.
+ Track aerospace bays and doors as repairable parts.
+ Issue #554: Mass Repair/Salvage Button Broken during active campaign.
+ Post-battle scenario resolution now features the ability to explicitly declare
whether an individual was KIA,
replacing the implicit determination from "number of hits". Personnel manually
brought back from death will
no longer stay dead as a result.

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


+ Updating the repo with 0.43.3 Data
+ Issue 418: Add log4j support to MekHQ.
+ Make the log files reset between MHQ runs.
+ Fixing references to crew.special_energy to match fixes in MegaMek
+ PR #398 Fix for no probe defender missions #413
+ Feature #363: Feature Request: Order from Warehouse
+ Support for LAM repairs and hiring/assigning LAM pilots.
+ Refactor MR/MS/MRW and move much of the code to a service level class from the
dialog.
o Fix multiple bugs related to 'impossible' fixes such as damaged
hip/shoulders, missing parts, etc...
o Make the process much more efficient by not making checks that aren't
necessary over and over.
o Add additional color-coded messaging when parts can't be fixed due to
configuration or
existing techs.
+ Issue #431: When starting a scenario in MegaMek the camo for units seems to be
the defaults.
+ Issue #426: Adding or removing bombs from ASF does not update Warehouse
+ Issue #437: ATB ambush mission generates the incorrect amount of enemy units
+ Issue #410: Allied traitors scenario no longer working
+ Issue #436: BA in MekHQ's mechlab has incorrect tonnage
+ PR #425: Implementation of Issue #339 - Prisoner ransoming instead of bonus
+ PR #451: IO Tech
o Updates all tech intro dates to the Universal Technology Advancement Table in
Interstellar Operations.
o New options to vary part and unit tech level according to campaign year
and/or faction.
+ Update Era.java to match MUL and add Dark Age information.
+ PR #453: Overhaul much of the logic in MRMS to be better and faster.
o Fix multiple bugs around rush jobs and repeated fixes
+ Issue #455: Repair bay uses the wrong ammo bin.
+ PR #480: Faction.java redesign to fix issue with Eras. (More precise faction name
and starting planet changes)

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


+ Feature: Refactor AtBScenario to break up the monolithic AtBScenario class and to
have a separate class for each scenario
+ Feature: Support for multiple crew in command consoles and tripod/quadvee/dual
cockpits.
+ Fix #405: Properly set home side for Extraction scenario
+ Added QuadVee parts.
+ Bug [#955]: MekHQ deployed units would not print
+ PR#375 - Bug-Bad CO Rating.
+ PR#366 - Human TRO
+ PR#249 - AtB Contract Names
+ Fix #395: SPAs do not appear in Pilot Info in MHQ
+ Commenting out PR#249 see commit notes.
+ PR#409 - Fix for incorrect treatment of tornadoes
+ PR #468: Support - Peacetime Costs cleanup

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


+ Fix #362: Omni Refits calculating additional HS incorrectly
+ Bug: Cannot begin refit when creating custom omni configuration in MekLab.
+ Fix #365: Personnel actions not refreshing with options affecting person panel.
+ Fix #364: MekHq Calculates Naval Vee Piloting skill using Ground Vee piloting
skill.
+ Fix #369: Chose Refit Kit causing ArrayIndexOutOfBoundsException
+ Issue #356: Option to hide hide custom player refits from the purchase menu/unit
cache #356
+ Fix #317: Unable to load campaign file after BattleArmor refit
+ Fix #368: Selected tech in repair tab reset after every repair
+ Fix #376: MekHQ unselects task in repair bay/won't autoselect next patient in
sickbay
+ Fix #370: Attempting to use Hire Bulk Personnel results in log error
+ Fix #377: Advance Day Dialog not showing daily reports beyond the first.
+ Fix #343: Graphics Issue: MMLab screen does not fit in its MHQ window
+ Fix #298: Medical Details Window Size
+ Fix #382: MR-Warehouse no longer works
+ Fix #385: MRMS no longer fixes units with bad hip/shoulder
+ Fix #387: Fix assertion failure when undeploying a unit from a special operation
+ Fix #389: Remove all personnel tried to remove the tech only if it didn't have a
tech
+ Feature: New parts acquisition functionality to group parts together and to be
able to better see what is in transit/on order and what is missing
+ Feature: Implement custom SPA "Clan Technical Knowledge", which can be
purchased to give the bearer the same skill level with clan technology ad a
freeborn clan tech. This required implementing 99% of the code to
support custom SPAs that affect MHQ rather than MM. The rest will
come in once a plugin system is implemented.
+ Updated MegaMek.jar to 0.43.2
+ Updated MegaMekLab.jar to 0.43.2

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


+ Change to require GM Mode for the add/remove pregnancy context menu commands
+ Fix #334: Problems purchasing bombs.
+ Fix #326: Cannot use Meklab to customize units from within MekHQ using v43.0
+ PR #344: Separate list item for Prisoners on the personnel tab
+ Omni units: faster salvage/replacement (including whole location at once),
separate podded parts in warehouse.
+ Data: These are a series of commits updating MekHQ data (boards, Unit files, and
sprites)
to match MM repo as of March 31/2017
+ Updated MegaMek.jar to 0.43.1
+ Updated MegaMekLab.jar to 0.43.1

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


+ Improve Mass Repair/Mass Salvage technician selection by providing additional
configuration options
+ Fix #313: Prisoners counting towards combatants total for defection rolls.
+ Fix #314: Purchasing aerospace sensors via 'purchase parts' are always 0 ton.
+ Planetary Data Update 39
+ Updated MegaMek.jar and MegaMekLab.jar to 0.43.0
v0.42.0 (2017-01-01 14:00 UTC)
+ Fix #266: PayForTransport option ignored when estimating total contract profit
+ Fix #291: Pilots being generated with special abilities in the battle even though
special abilities are turned off
+ Fix #268: Pilots always killed if resolve manually
+ Fix #293: Incorrect tech ratings?
+ Fix #272: Tactics Campaign/MegMek options bug
+ Fix #294: Contract market incorrectly calculating transport amount as 0 c-bills
+ Fix #295: Variable contract length option no longer works
+ Fix #292: Starleague cache 1: IndexOutOfBoundsException when generating enemy
+ Fix #250: [AtB] Wrong deployment edge for bot reinforcements in Chase(Att)
scenario.
+ [AtB] Chase scenario uses unit speed to determine deployment turn.
+ Updated MegaMek.jar and MegaMekLab.jar to 0.42.0

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


+ Issue #237: Remove Tech From Lance assignments upon retiring
+ Fix #262: Advanced Medical: Patient not added to infirmary until day is advanced
+ Fix #265: Vehicle gunnery skills not showing same as personnel screen
+ Updated MegaMek.jar and MegaMekLab.jar to 0.41.28

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


+ PR #232: "Advanced Medical" refactor - new medical dialogue, lots of under-the-
hood improvements
+ Allowing twins, triplets, quadruplets ... and so on to be born
+ Recording the biological father of children at conception time
+ Issue #243: Pregnant widow can't give birth
+ Fixed bug with force icon layers being misaligned by 1px in both dimensions
+ Issue #220: NPE when updating unit rating and infantry have no troopers
+ Issue #228: Campaign Ops Unit Rating -- Heavy Vee Bays Affecting Display of Light
Vee Bays
+ Issue #244: [AtB] A Normal morale enemy gets Base Attack.
+ Issue #245: [AtB] Bonus payments are not made.
+ Issue #246: RAT Generator doesn't seem to generate any VTOLs.
+ Issue #247: GM Tools RAT Roller Will Not Add Dropships.
+ Overhaul of Mass Repair/Salvage and adding Mass Repair to warehouse
+ Issue #239: Be smarter about clearing assignments when removing personnel from
units and vice versa.
+ Issue #252: Enable 'remove all personnel' when selecting multiple units in the
hangar
+ Issue #239: Techs stuck on assignment (also #261).
+ Issue #231: IndexOutOfBoundsException in Layered Icon editor
+ Issue #224: Mechs with bad hip/shoulder do not show in repair bay if IS undamaged
+ Updated MegaMek.jar and MegaMekLab.jar to 0.41.27

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


+ Issue #204: AtB generates empty unit markets with traditional RATS
+ Fixed bug with Export to MUL setting deployment round to -1 instead of 0
+ Issue #103: Dragoon Rating (FMM:Rev) Decreases as Dropship Carrying Capacity is
Used
+ Converted Interstellar Ops Beta Unit Rating to Campaign Ops Unit Rating to match
the released version of the rules
+ Added additional details to both the Dragoons and Campaign Ops Unit rating
reports
+ Issue #215: CO Rating showing tech shortage due to infantry
+ Added PR for Range Master support
+ Updated MegaMek.jar to allow building with Range Master support
+ Added PR for Mass Repair and Salvage
+ Added PR for Refurbishment
+ Added PR for Repair task icons
+ New force icon pieces and categories
+ Updated MegaMek.jar and MegaMekLab.jar to 0.41.26

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


+ Issue #158: Scenario Resolution: ejected+fled pilots lose hits
+ Fixed forcestub save for layered force icons
+ Issue #151: Damaged Small Craft Thruster Shown As Avionics Repair
+ Issue #141: Incorrect Ammo load from unit after refit
+ Bug [#924]: Refits end with incorrect ammo.
+ Issue #192: Replacing Retractable Blade in Campaign
+ Bug [#596]: Parts are impossible to get when they shouldn't be.
+ Issue #77: Dropship refit time never decreases
+ Issue #136: 2x C3 Master Mechs not working properly
+ Updated MegaMek.jar and MegaMekLab.jar to 0.41.25

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


+ Issue #170: MHQ Unable to Resolve Space Battle with Fighter Squadrons
+ Version matched to MegaMek
+ Refactored PortraitChoiceDialog to be ImageChoiceDialog since it's used for more
than one thing
+ Issue #33 [AtB]: All allied units are marked as total loss after battle even if
undamaged
+ Issue #30: Dragoons rating tab transportation calculation issue
+ Issue #67: Scenario does not resolve - NPE in scenario resolution isCommander()
+ Issue #83: MegaMek options -> Tech level is stuck on Standard
+ Issue #146: Undamaged Units acquire internal damage when loading campaign
+ Added Layered Force Icons - Functionality limited for now, but can be expanded
further in the future
+ Fix bug with cancel and exit button in the ImageChoiceDialog
+ Fixed image preview for the layered icons
+ Feature: Log conception and birth in personnel log
+ Fixes #179: Unable to load campaign with custom layered force icon
+ Updated AtB ship search to v2.31; ship search is now available on the Marketplace
menu.
Closes #177:[ATB] Rolls for DropShip should occur 1 time a month
+ Moved AtB OpFor generation tables into data/universe/atbconfig.xml, where they
can be customized by the player.
+ Issue #186: Clan battles returning 'No Random Assignment Table found for this
faction'
+ Fixed Mac OSX Packaging (Hopefully for good this time!)
+ Updated MegaMek.jar to 0.41.24
+ Updated MegaMekLab.jar to 0.41.24

v0.3.33 (2016-09-20 00:07 UTC)


+ Added AtB preset.
+ Reworked AtB RAT subsystem and added option to use RAT Generator
+ Updated MegaMek.jar to 0.41.23
+ Updated MegaMekLab.jar to 0.1.59

v0.3.32 (2016-08-26 03:00 UTC)


+ Issue #131: Personnel Market update blank
+ Adding Some of the missing AtB Docs

v0.3.31 (2016-07-31 10:00 UTC)


+ Adding an "Inner Sphere at War" hex map overlay to the interstellar panel
+ Issue #120: Hanger->GM Mode->Restore Unit Issues
+ Bug: Packaging of some images didn't happen
+ Bug: Recruited prisoners don't get their "willing to defect" flag cleared
+ Bug: Skill.improve() didn't check for maximum skill level (SkillType.NUM_LEVELS)
+ Feature Request #80: Automated Skill Purchases
+ Bug: Reset Entity.elevation in Campaign.clearGameData
+ Updated MegaMek.jar to 0.41.21
+ Updated MegaMekLab.jar to 0.1.57

v0.3.30 (2016-06-27 02:00 UTC)


+ Issue #110: Unassigned patients no longer get selected automatically
+ Adding planetary icon display to the planet detail view (+ "icon" data entry)
+ Adding HPG network display overlay to the interstellar map panel
+ Issue #29: MekHQ will not load.
+ Issue #69: 3.27 : ATB, allies generated use incorrect skill rating
+ Bug: missing or incorrect values in ratinfo.xml can cause
ArrayOutOfBoundsException
+ Updated MegaMek.jar to 0.41.20
+ Updated MegaMekLab.jar to 0.1.56

v0.3.29 (2016-06-05 22:40 UTC)


+ Adding a simple view option to the interstellar map (show/hide "empty" planets)
+ Code cleanup/refactor of the interstellar map panel
+ Issue #96: Null Pointer Exception from Special Mission (Prison Break)
+ Issue #91: Can't assign patients to doctors
+ PR #92: Cleanup of the infirmary panel
+ PR #94: Conception and Birth messages now have names hyperlinked.
+ Issue #88: Current location displayed as "null"
+ Fixed IO Reputation rating value for experience.
+ Fixed an NPE in hasChildren() when trying to hire new personnel
+ Issue #64: Coolant failures not reset between missions.
+ Issue #63: Unable to edit mission - error about duplicate mission name.
+ Issue #89: AtB - NPE Setting Planetary Conditions
+ Interstellar map panel QoL improvements: Zooming at the middle of the screen
+ PR #95 - AtB Uses Int Ops Reputation Factor when IO rating is used
+ Updated MegaMek.jar to 0.41.19
+ Updated MegaMekLab.jar to 0.1.55

v0.3.28 (2016-04-16 19:30 UTC)


+ Bug #43 / PR #62: Making admins gain their XP less often than once per week if
requested,
have that option work independently from AtB.
+ PR #60: UI Enhancement - Show children in person panel
+ Adding two CampaignEvent events: DayEndingEvent (cancellable), NewDayEvent
+ Bug #59: Ancestor Id not set at birth
+ Bug #57: Tech not properly removed when adding a unit to a force that already
included a tech.
+ Bug #56: Adding a lance tech would not clear the units from the old techs
+ Bug #55: Assign Tech to lance should not include vessel crewman
+ Bug #1: Ship engineers now show up in refit tech list
+ PR #52: Updating tonnage/mass to use doubles to avoid rounding errors
+ Syntax errors in planetary data fixed
+ Bug [#925]: Issues with reload of MHQ and Settings
+ [AtB] When failure to deploy results in defeat, replace generated entities with
stubs.
+ Issue #40: [ATB] 3.25 : Enemy reinforcements incorrectly set to deploy at the
start of the game
+ Issue #68: IndexOutOfBoundsException when advancing day
+ Updated MegaMek.jar to 0.41.18
+ Updated MegaMekLab.jar to 0.1.54
v0.3.27 (2016-04-16 00:30 UTC)
+ Updated MegaMek.jar to 0.41.17
+ Updated MegaMekLab.jar to 0.1.53

v0.3.26 (2016-04-10 21:53 UTC)


+ Bug #31: NPE when advancing a day due to people without tech skills having
assigned a repair job
+ PR #37: Redesigning the "Parts in use" dialogue to 1. work and 2. have some more
useful data to display
+ Raising XP limits for gained XP and abilities, as per SF feature request 354
+ PR #38: Recording "willing to defect" prisoner status,
allow to recruit them without resorting to GM tools,
allow to easily find them by sorting by rank
+ PR #35: Adding age limiting options to the "Hire in bulk" dialogue
+ Feature: Choose Surname on Marriage
+ PR #9: UI Enhancement - Added Dependents group to Personnel Type menu
+ PR #8: UI Enhancement - Add Spouse to Person Panel
+ PR #34: Make generateRandomCrewWithCombinedSkill() also generate and register the
crew's unique IDs
+ Bug: GameOptionsDialog does not match MegaMek's GameOptionsDialog
This bug was caused by duplicating G.O.D. rather than just implementing MM's
version of it. I added the one minor thing the MM version needed added to
support
MHQ and other external programs, and then switched to using it. I also removed
the
MHQ included version to avoid mistakes in the future.
+ Updated MegaMek.jar to 894609a to avoid build errors when not pointing at other
projects
+ Issue #20: GameOptions Dialog Okay button shows as disabled after recent code
changes
+ Issue #21: Incorrect passing of MegaMek options from MekHQ
+ Issue #19: Presets folder gets packaged without the actual preset files
+ Issue #14: Logging Maintenance Rolls Option
+ Cleaned replaced a lot of old manual boolean checks with parseBoolean, more needs
done
+ Issue #22: Classpath fix for MM/MML jar files broken by commit ec84325
+ Bug: Added entity.setDeployed(false) to Campaign.clearGameData(Entity)
+ Updated MegaMek.jar to 0.41.16
+ Updated MegaMekLab.jar to 0.1.52

v0.3.25 (2016-02-21 14:15 UTC)


+ Updating MHQ Data files to be in line with MM 41.14 (Multi-commits)
+ Bug [#959]: MekHQ Start New Campaign Bug
+ Updated Campaign.clearGameData to reset isStuck state
+ Updated MegaMek.jar to 0.41.15
+ Updated MegaMekLab.jar to 0.1.51

v0.3.24 (2016-02-02 13:10 UTC)


+ Bug [#841]: [ATB] Hold the line : Enemy reinforcements may start in any location
+ Bug [#779]: Lost employers DropShip
+ Bug [#991]: 3.23 Headshot 'Meks cause NPE in Resolution
+ Bug [#973]: Unable to repair warehouse items due to null pointer exception
+ Updated MegaMek.jar to 0.41.14
+ Updated MegaMekLab.jar to 0.1.50

v0.3.23 (2016-01-01 03:35 UTC)


+ Updated MegaMek.jar to 0.41.13
+ Updated MegaMekLab.jar to 0.1.49
v0.3.22 (2015-12-24 23:15 UTC)
+ Bug [#980]: AtB UnitMarket weight class ArrayOutOfBounds exception
+ Updates to use game year based Tech Levels for Engine/Gyro/Cockpit parts
+ Updated MegaMek.jar to 0.41.12
+ Updated MegaMekLab.jar to 0.1.48

v0.3.21 (2015-11-15 16:50 UTC)


+ Bug [#963]: CampaignOptionDialog crashes with NPE when "Confirm" button is
pressed
+ Bug: [AtB] MM game launched from MHQ using AtB does not enter deployment phase.
+ Bug [#968]: GameOptionsDialog throws IllegalArgumentException
+ Updated MegaMek.jar to 0.41.11
+ Updated MegaMekLab.jar to 0.1.47

v0.3.20 (2015-10-12 00:11 UTC)


+ Bug: NPE on warehouse tech filter
+ Bug: check for missing external id on ejected enemy pilots
+ Bug [#888]: Briefing Room: Cancel load saved game causes NPE
+ Bug [#951]: Auto-resolve fails even with new mul method
+ Bug [#950]: Autofailing battle by advancing day does not undeploy lance
+ Bug [#891]: [ATB] Contracts Change Value On Reload
+ Bug [#889]: [ATB] Non-Special Battles Generated Despite Rout
+ Bug [#879]: [ATB] minimum <= value <= maximum Error
+ Bug [#852]: [ATB] Manual contracts : Employer/Enemy units always generates as
"Independent"
+ Bug [#946]: AtB: Edit mission causes enemy faction to change
+ Bug [#847]: Manually adding contracts : transportation amount is incorrectly
calculated
+ Bug: [AtB] Star League Cache special missions can cause NPE if SL-era RATs are
missing.
+ Bug [#943]: File ratinfo.xml not updated correctly
+ Bug [#623]: 0.3.6. : Unable to edit scenario start date even in GM mode
+ Bug [#807]: [ATB] Contract renegotiate buttons no longer work
+ Bug [#845]: [ATB] Employer offers follow up contract, but follow up contract has
incorrect employer
+ Bug [#860]: [ATB] Special missions still generating gravity even if "use
planetary conditions" is turned off
+ Bug [#861]: [ATB] 100 ton ASF being classified as "Medium" in the unit market
+ Bug [#858]: Personnel market : MechWarrior's unit is a tank
+ Bug [#864]: [ATB] Uses Highest Strategy not "Deployed" Strategy
+ Bug [#870]: JumpShips getting assigned to battles in AtB
+ Updated MegaMek.jar to 0.41.10
+ Updated MegaMekLab.jar to 0.1.46

v0.3.19 (2014-09-14 01:25 UTC)


+ Bug [#922]: Location of Jump Jets is not shown in repair tab
+ Bug [#908]: Pay for Recruitment Pays for All Enemy Pilots
+ Bug: enemy salvage not identified via manual resolution when it has a UUID
+ Adapt packaging to support MML svg files
+ improvements to prisoner tracking in ResolveScenarioTracker (prisoners from
ejected units not yet correct)
+ simplified prisoner interface in ResolveScenarioWizardDialog
+ Bug: totally dead crews generating an NPE when shuffled in ResolveScenarioTracker
+ Bug [#932]: BA prisoner problems
+ Bug [#944]: Assign Kills Error
+ option to capture prisoners
+ option to set prisoners as bondsman by default
+ prisoners are tracked correctly from ejected units
+ added Utilities.isLikelyCapture for the logic of what/who gets captured in
ResolveScenarioTracker
+ Bug: all salvage is considered total loss
+ show salvage value below to reduce width in ResolveScenarioWizardDialog
+ Bug: ResolveScenarioWizardDialog not showing correct damage status of player's
own units
+ Bug [#571]: Experience Error With Late Deployment
+ sort personnel and prisoners in ResolveScenarioWizard by unit name
+ Bug: when no mul file is loaded, pilot resolution is skipped
+ Bug [#928]: Picked up MechWarriors are not shown in Post Battle Resolution
+ Bug [#657]: Units incorrectly listed as escaped at end of the battle
+ Bug [#945]: Personnel tab, Fluff Information view - cannot sort by kills
+ Bug [#930]: Name of Tab different between MHQ and MML
+ option to reverse quality name reporting (e.g. F becomes A)
+ Show vessel engineers in repair bay with time
+ Bug [#934]: Unlimited Repairs for Dropships and Warships
+ Bug: shorthanded mod not showing for large craft
+ Bug [#910]: sorting problem in parts store dialog
+ Bug [#897]: Can't Determine Salvage In Exchange
+ Bug [#899]: MHQ Version Upgrade Causing Jump Path Error
+ Bug [#929]: Warehouse Tab - sorting issues
+ Bug [#920]: Start a New Campaign and the Date Chooser
+ Bug [#813]: Mek HQ pilots/crews with -1 and below skills do not function
correctly in the MM lobby
+ Bug [#816]: Injury handling for MIA pilots doesn't work correctly
+ WIP Bug [#900]: Daily Log overwhelmed by Injury Reports
+ Updated MegaMek.jar to 0.41.9
+ Updated MegaMekLab.jar to 0.1.45

v0.3.18 (2015-09-01 12:10 UTC)


+ Bug: units listed as not invented when they have been
+ Bug: ammo bins should not be loadable in warehouse
+ various improvements to ResolveScenarioTracker including tracking actual damage
to total loss units
+ partial fix of Bug [#830], not yet working for manual resolution
+ removed separate salvage file from manually resolution, one mul will now process
entire battle
+ Bug [#830]: Crews "Killed" in MM not handled properly in MekHQ
+ process kills from manual resolve
+ Bug: some items on ResolveScenarioWizardDialog are not laying out correctly
+ Bug: contracts not being checked for duplicate names
+ Bug: NPE when trying to assign prisoners for BA
+ Updated MegaMek.jar to 0.41.8
+ Updated MegaMekLab.jar to 0.1.44

v0.3.17 (2015-08-26 21:30 UTC)


+ Bug: Ammo bins not reserving for refit if other ammo bins of same type in
warehouse
+ Bug [#909]: Refits not shopping for ammo
+ Bug [#502]: MekHQ Freezes
+ Bug [#646]: Standard Fusion Engines listed separately by clan and IS
+ Bug [#647]: Incorrect mech component locations in the repair bay
+ Bug [#678]: End of battle screen -> finish -> program hangs, array index out of
bounds
+ Bug [#682]: Omni pod refits are not working correctly
+ Bug [#689]: Unable to select multiple contracts of the same name
+ Bug [#693]: Unable to repair heat sink ; array index out of bounds
+ Campaign loading routine unloads ammo bins that are not reserved for refit
+ some fixes to parts reservations in Refit
+ Bug [#673]: GM mode -> procure single refit kit does not work
+ Bug [#672]: GM mode -> procure all refit kits causes HQ to hang
+ Bug [#912]: Costs of refits kits don't seem right, armor not prorated
+ Bug [#913]: Parts not separated by quality in warehouse
+ Bug [#721]: BA SRMs do not reload correctly in the repair bay
+ Bug [#732]: MekHQ unable to handle custom DropShip with a lot of weapons
+ improvements to AmmoBin.getFullShots to avoid loading ProtoMek entity from
units.cache
+ Bug [#915]: Must salvage parts in location before replacing bug
+ Bug [#766]: Refit Kits still searched/ ordered when all parts are present in
warehouse
+ new campaigns will remove reservation from refits where the unit is not there or
is not refitting
+ check on campaign loading for unstacked parts in warehouse that could be stacked
and do so
+ Bug [#853]: Battle Loss Compensation not being calculated correctly for destroyed
units
+ Bug: Ammo bins were reporting zero value regardless of ammo level (not yet
working for BA ammo)
+ Bug: get BA Ammo tons per shot correct
+ Warning cleanup
+ Bug [#917]: Advanced medical is broken
+ Add resetPilotAndEntity to joinScenario
+ Bug: joinScenario did not set vehicle crew sizes
+ Bug [#712]: Inconsistent infantry unit pricing
+ Bug [#885]: Spend XP Not Working Correctly
+ Bug [#808]: Warehouse : "Sell all parts of this type" only sells 1 point of
standard armor
+ Allow underweight units to be refit
+ Bug [#811]: Bug in Editing Potential rewards in Scenario
+ Bug [#836]: Cannot Repair Jumbo's AC Bay
+ Bug: crew hits to large craft not affecting personnel
+ Updated MegaMek.jar to 0.41.7
+ Updated MegaMekLab.jar to 0.1.43

v0.3.16 (2015-08-15 19:40 UTC)


+ Bug [#823]: NPE during 'Auto Resolve'
+ Bug [#415]: Fighters and small craft have thrusters
+ Bug [#698]: All BA armor is incorrectly set to clan tech
+ Bug [#699]: BA armor may not be bought from the parts market
+ Bug [#277]: BattleArmor costs
+ Bug [#862]: Battle Armor Breaks Save Files
+ Bug [#898]: BA suits not getting roll to avoid destruction
+ re-added infantry weapons
+ Major overhaul of BattleArmorSuit replacement to allow for sub-parts to follow
main part
+ fixed TechRating values for parts with IS_TW_ALL that should be ALLOWED_ALL

+ Bug [#893]: can't get parts before year introduction from parts store
+ added the ability to save and load campaign option presets
+ Bug [#901]: mekhq.campaign.Campaign.newDay Error
+ Bug: Protomek parts not showing up in repair bay by location
+ Bug: Protomek leg location sending incorrect casting exception
+ Bug: quad protos getting arm parts
+ Bug: engine-less protos still have running MP
+ Bug: updateConditions in ProtomekLocation not critting/uncritting things
correctly
+ Bug [#902]: Tank and Aero system parts not getting check for destruction
+ Moved all equipment checks for destruction into Part.updateConditionFromEntity
+ removed time and difficulty variables from Part, now tracked by specific methods
in each part,
no need to always updateConditionFromEntity to switch
+ target for equipment destruction from combat is now a customizable option
+ Bug [#618]: Ammo bins cannot be replaced on mechs
+ Bug: swapped out ammo is lost on ammo swap
+ Bug [#577]: Incomplete Ammo Acquisition
+ Bug: units not showing up in repair bay when set to salvage
+ removed salvaging variable from Part, Part.isSalvaging() now determined by
characteristics of unit
+ reclassified BaArmor and ProtomekArmor as sub-classes of armor
+ Bug: previous change made it possible for overnight tasks to do the wrong thing
if unit repair/salvage status was switched
+ Bug [#896]: Removing units from TO&E does not remove them from deployment
+ Bug [#903]: [ATB] Retirement Sort by Cost Incorrect
+ Splitting Models out of RetirementDefectionDialog
+ Changed FormattedNumberSorter to use long instead of int
+ Bug [#849]: Removing ammo from a design does not cause the corresponding ammo to
appear in your warehouse
+ Bug: cancel customization not available in unit context menu
+ Bug [#857]: Refit kit does not remove parts from the warehouse when the refit is
completed
+ Bug [#602]: 0.3.6 warehouse graphical glitch
+ Bug [#904]: Armor parts showing up as zero amount on refits
+ Bug [#906]: Location specific armor parts showing up for refit after save and
load
+ Bug [#905]: Refit parts are reserved a day too late
+ Bug [#843]: Ammo bin repair
+ MegaMek.jar updated to 0.41.6 and MegaMekLab.jar updated to 0.1.42

v0.3.15 (2015-08-04 10:50 UTC)


+ Planetary faction updates
+ Bug [#716]: Add Another Special Ability not Cancelled
+ Bug [#884]: Shoulder/Hip Crits disappear
+ Bug [#887]: Different Prices for Parts
+ populate store with more jump jet options, change labels to indicate tonnage of
unit for JJs
+ Bug [#881]: Cannot reload Field Artillery ammo
+ Bug [#873]: Right Torso location cannot be replaced without salvaging...
+ Bug [#854]: Engines take extra damage after saving/reloading
+ Bug: array index out of bounds on Faction.getFullName causing campaign option
save fail
+ Bug: trailing empty cells not collected by split method in faction generation
resulting in some arrays being too short
+ added array length safety check methods to Faction.getEraMods,
Faction.getFullName, and Faction.getStartingPlanet
and incorrect data reported to log
+ Bug [#829]: GM mode -> set XP for personnel does not work when attempting to set
XP higher than 100
(IllegalArgumentException: setSelectedIndex: 0 out of bounds)
+ Bug [#867]: Custom Vehicles w/ C3Master unable to network
+ Bug [#348]: random skill error
+ Bug [#826]: 2525 points of standard armor in the warehouse, but cannot replace
standard armor on a marauder
+ Bug [#814]: Fusion engine incorrectly in head location
+ Bug [#415]: Fighters and small craft have thrusters
+ Bug [#892]: Missing BA suit, MekHQ
+ Updated MegaMek.jar to 0.41.5 and MegaMekLab.jar to 0.1.41

v0.3.14 (2015-05-31 18:15 UTC)


+ Entity last target and sensors now reset at end of game
+ Bug: AtB contract generator does not generate additional contract at faction
capital
+ Patch [patches:#50]: Log Saver - Use Reassign instead of Remove/Assign
+ Patch [patches:#49]: Refit: Tech Time Management
+ Patch [patches:#45]: Marriage bugfix - Can marry the dead
+ Patch [patches:#43]: Higher-precision quality averaging
+ Bug [#140]: MechWarrior Quality Bug
+ Patch [patches:#42]: Show required lances for AtB contracts in market
+ Patch [patches:#41]: Don't auto-deploy when force under repair
+ Bug [#804]: [ATB] Scheduled repair tasks automatically fail if the mech is auto
deployed to a pending battle
+ Patch [patches:#38]: Procreation Birth correction
+ Quirks saved in MM now properly save when MM is closed
+ Bug: NoSuchElementException in Campaign.clearGameData
+ Bug [#882]: Scenario resolution causes OpFor recruitment
+ Bug [#880]: NPE: Loading a saved campaign - Lance.java
+ Bug [#874]: [ATB] Duplicate Prisoner Names
+ Bug [#838]: "Use ammo by type" unofficial rule also works with ballistics
+ Bug [#865]: NPE Dragoon's rating after GM mode change admin skill
+ Bug [#883]: Missing procreation w/o relationship option
+ Bug: Phantom MegaMek servers left running on Load Game failures
+ Planetary Update 38
+ Planetary faction updates

v0.3.13 (2015-04-19 21:29 UTC)


+ Bug: Inappropriate mixing of string and integer in personnel table fields leads
to class cast errors
+ Bug: Compiling with JDK 7 breaks Mac releases
+ Bug: MHQ doesn't save custom weapon sort orders when saving client settings
+ Improve memory usage by only loading data used by AtB contract and battle
generators
when AtB is enabled, dump when disabled
Implements:
+Feature [feature-requests:#264] ATB: Please add date ranges to the RAT
descriptors
+ Bug [#781]: AtB: Tech/Admin/Doctor XP costs are wrong when using "Use AtB Skills
Option"
+ Bug [#825]: [ATB] Contract incorrectly generated with 110% salvage
+ Patch [patches:#44]: Hotfix for retirement screen not coming up
Fixes Bug [#817] Atb: Defection/retirement screen will not populate
+ Feature: [AtB] Contract fatigue rules from v2.30
+ Bug [#822]: [ATB] Base attack (defender) mission generated with no OpFor due to a
NPE
+ Bug [#784]: Clan Aerospace Pilot Ranks
+ Patch [patches:#39]: Assign Tech to Lance
+ Bug: [AtB] NPE when generating unit market while RandomFactionGenerator's
employer list
is empty (likely when campaign is set in Clan space)
+ Bug [#788]: "Limit units/parts by year" does not work properly
+Also corrected failure to respect limits on tech base (IS/Clan)
+ Bug: Aeros don't have their velocity reset in Campaign.clearGameData
+ Changes to Infantry Costs doesn't use Alternate Cost anymore.
+ Updates MegaMek and MegaMekLab Jar files.

v0.3.12 (2015-02-12 15:45 UTC)


+ Bug: OpFor personnel are captured, even when not selected as prisoner or bondsman
+ Bug [#786]: AtB: Rank sort and prisoner rolls broken after battle
+ Bug: Edit Unit buttons doing nothing for salvaged units
+ Bug: Entities were not being correctly set on UnitStatuses
+ Bug [#792]: Battle resolution does not start in MHQ after MM game
I've fixed the NPE, but this still leaves the root cause of the issue unknown
until questions in the ticket are answered. It would be best to fix that
extraneous
issue as well.
+ Bug [#749]: MM displays wrong year when launched from MHQ
+ Bug [#756]: VTOL Repair Issue Causes Internal Structure to Go Over Max IS
+ Bug [#790]: Heat sinks may not be purchased on intro tech level
+ Bug [#791]: Admin skills - scrounge sort order incorrect
+ Bug [#806]: Repair bay : Location filter is reset to "All" if you adjust the time
of a task
+ Bug [#799]: Repair bay : GM mode -> complete task becomes unavailable if location
filters are used
+ Patch [patches:#40]: After repair reset to the technician at the top of the list

v0.3.11 (2015-01-28 18:00 UTC)


+ Bug [#783]: Scenario Resolution, Unable to View Unit or Edit Unit
+ Added logging output for when null clans exist because a new clan faction is
created but not added to the clans.xml file
+ Bug: NPE when resolving manually hits code to generate salvage statuses
+ Bug: Parts showing up before they've been invented, and defaulting as IS intro
tech level until they are invented
+ Updated MegaMek.jar to 0.41.1 and MegaMekLab.jar to 0.1.37

v0.3.10 (2015-01-22 22:15 UTC)


+ Updated SubmitBug.html with corrected links and a new link for the bug reporting
policy/howto
+ Bug [#737]: ATB - Sacked Prisoner's get 50,000 C-bills
+ Bug [#600]: ATB : Incorrect missions being generated
+ Bug: Index out of bounds when resolving games where ASF are carrying certain
types of bombs
+ Bug: Possible NPE if RAT names change and are not updated in ratinfo.xml
+ Bug: [#688]: ATB contract generation causes NPE
+ Bug: (AtB) Incorrectly computes maximum number of subcontract offers
Only offer subcontracts that do not last beyond the ending date of the main
contract
+ Bug: [#669]: ATB : Base attack (defender) scenario generated with no OpFor
+ Bug: MissingBattleArmorSuit NPE due to unit variable not being set
+ Bug: NPE with the tech color coding for assigned to the part's unit tech in the
repair bay
+ Bug: [#701]: (ATB) Probe condition is incorrect
+ Feature: Salvaged mechs that were using individual camos now import with those
individual camos
+ Bug: Individual camo reset after unit participates in a battle
+ Bug: [#639]: 0.3.6 : ATB : Negotiation bugs
+ Bug: Retainer contract offers are visible in the contract market dialog even when
not playing a mercenary unit
+ Stop de-selecting pieces of the TO&E when a change is made that refreshes it
+ Bug: [#708]: ATB : Use bonus part does nothing if ammo is selected in the
acquisition tab
+ Bug: [#767]: Contract ended, retirement payout window not processing
Also set final payout amount to zero for retiring infantry that are not
assigned to a unit.
+ Bug: [#757] ATB - Incorrect Map Sizes
+ Bug: [#727]: [AtB] Pilot retiring while mech deployed
+ Bug: [#633]: [AtB] 0.3.6 : Jump platoons on scout scenarios deploy incorrectly
Made the following related changes as well:
+ Use jump movement for all conventional and BattleArmour infantry
+ Use walking +1 for jump-capable 'Meks
+ Apply scout lance delay to attached allies as well
+ Ignore delayed deployment when making a combat drop
+ Bug: Unscrambling equipment numbers messes up ammobins that are loaded with a
different ammo type
if you leave leave any bins loaded with the original ammo type
+ Bug [#771]: MekHQ 0.3.9 - Campaign will not load if individual camon folder
contain "&" Character
+ Bug: "None" unit assignment messed up after change to move it below the popup
menu of actual units
+ Bug [#765]: Capture Personnel Dialog data conflicts with Salvage Window data
+ Bug [#769]: Set XP to Zero Generates Bulk Purchase Exception
+ Bug [#773]: Interstellar Map dragging too fast (methods "forgets" to update
current mouse coordinates)
+ Bug [#742]: IllegalArgumentException : Unable to edit special abilities if xp
cost is set to -1
+ Bug [#777]: Rank System Bugs

v0.3.9 (2015-01-01 21:25 UTC)


+ Bug: packaging.xml was renaming mhq's hitory.txt to history-mm.txt due to change
in where mm docs are copied to
+ Bug: packaging_local.xml out of date compared to packaging.xml
+ Bug: packaging_local.xml needs to mkdir before the copies used in place of svn
exports
+ Bug [#676]: Campaign file could not be loaded : Array index out of bounds
+ Bug [#730]: Refit chances reduced to Impossible
+ Feature: New view menu toggle option for the overview tab
+ Bug [#75]: Warehouse NPE for parts with a decimal in the tonnage
+ Bug [#754]: Contracts not created, Unit Market has nothing in it
+ Changed text and tooltip text of CampaignOptionsDialog/AtB tab skill/SPA toggle
buttons in an attempt to clarify function
+ Bug [#763]: Change StellarOps to IO
+ Update MegaMek.jar to 0.40.0 and MegaMekLab.jar to 0.1.35

v0.3.8 (2014-12-25 15:30 UTC)


+ Bug [#718]: [AtB] Unit MArket does not retain unit selections
+ Bug [#702]: ATB : Convoy attack : badlands map turns out to be heavily wooded
+ Bug [feature-requests:#226] ATB : Have the program remember retainer status
+ Bug [#570]: [ATB] Can not load campaign file
+ Bug [#640]: 0.3.6 : ATB : Paid recruitment roll bug
+ Bug [#706] ATB : End of battle window does not popup at all -> NPE
+ Bug [#557]: Assigning Kills for Retreated and Killed - Take 2
+ Feature: [feature-requests:#246]: Visual Indicator for Assigned Techs
+ Feature: [feature-requests:#237]: New AtB Maps request - alt maps added as option
for player
+ Bug [#738]: Personnel Market has wrong window title
+ Bug [#711]: ATB : OpFor fails to generate properly (unit could not be loaded) ->
campaign file could not be saved
+ Bug [#626]: [ATB] 0.3.6 : Contract generation modifiers do not work
+ Major code refactoring of CampaignGUI begun, several embedded classes refactored
to be split out
So far the following are finished being split:
OrgTreeTransferHandler (now in mekhq.gui.handler package)
FinanceTableMouseAdapter
LoanTableMouseAdapter
ProcurementTableMouseAdapter
ScenarioTableMouseAdapter
UnitTableMouseAdapter
All of the Adapter classes are now in mekhq.gui.adapter package
+ Major refactor of CampaignGUI phase 2
Split out:
OrgTreeMouseAdapter
PartsTableMouseAdapter
ServicedUnitsTableMouseAdapter
All of the areAllXXX and doAllXXX check methods into a new
mekhq.gui.utils.StaticChecks class,
and made them all static
+ Added external configuration file for AtB to allow player customization beyond
options in CampaignOptions
and to remove hard-coded universe details.
Moved details on hiring halls from contract generation code into the new
atbconfig.xml file
as the first entry and added era details.
+ Bug [#746]: indepedent - spelling
+ Bug [#634]: [ATB] 0.3.6 : Invalid lance in TO&E can still trigger battles
also removed ineligible lances from the required lances table on the briefing
room tab
+ Bug [#659]: 0.3.6 : ATB : Tactics re-roll checkbox when light conditions are
turned off
Also corrected the same issue for weather conditions.
+ Planet Editor: Made some more progress getting this ready
+ Bug [#660]: 0.3.6 : ATB : Star league cache 1 (defender) mission may not be
started
+ Bug [#741]: Ghost Repairing Dropships and Warships
+ Bug [#744]: Mothball/Re-activate 0-time spent
+ Bug [#740]: Destroyed Infantry Resolve Issue
+ Bug [#723]: Refresh bug effecting Prisoners
+ Update MegaMek.jar to 0.39.5 and MegaMekLab.jar to 0.1.34

v0.3.7 (2014-12-14 19:25 UTC)


+ Patch [34]: Against the Bot, 13th Patch
Fixes Bug [#589] [AtB] Changing tabs still works but HQ will no longer advance
days
Fixes Bug [#591] [AtB] Planet gravity is not used
+ Bug [#654]: Incorrect conventional infantry generation
+ Bug [#694]: DropShip suddenly becomes 0/0 and may no longer be deployed but no
damage is visible
+ Bug [#592]: "Ghost" Heat
+ Bug [#668]: NPE when clicking "finish" at end of battle salvage screen
+ Bug [#700]: Entity.swarmTargetId should be cleared by MHQ at the end of a game
+ Bug [#687]: C3I lance being incorrectly passed to MegaMek
+ Bug [#713]: Warship price column sorting appears to be broken
+ Bug [#717]: Buy in Bulk Buys 1 if you enter over 100
+ Removed the automated repair assignments for large vessels (DS, JS, WS)
+ Bug [#664]: 0.3.6 : DropShip captain attempts to auto-repair damaged PPC, but is
unable to
+ Bug [#710]: ASFs which were deployed with bombs return with empty Ammo Slots
+ Bug [#714]: Maximum number of Acquisitions limit is gone when save/loading
+ Bug [#470]: SPA: Not tied together between MM & HQ
+ Bug [#715]: Maximum number of acquisition disregarded when trying to fulfill
pending orders
+ Bug [#622]: 0.3.6 : Jammed weapons do not show up in the repair bay
+ Bug [#722]: Export Personnel missing if AtB turned on
+ Bug [#720]: Resolution screen personnel and prisoners not taking damage or status
changes correctly
+ Bug [feature-requests:#232]: Fast Forward 'Advance Day'
+ Bug [#644]: 0.3.6 : Parts reserved for refits incorrectly show up as damaged
+ Feature: Warehouse Status filter now has entry for parts reserved for refit or
repair
+ Bug [#597]: [ATB] Battle Loss Compensation never higher than 10%
+ Updated MegaMek.jar to 0.39.4 and MegaMekLab.jar to 0.1.33

v0.3.6 (2014-12-02)
+ Bug [#496]: NPE in mission resolution dialogue
+ Add status to unit name label on salvage screen to match the player's own
recovered units screen
+ Bug [#498]: Repair Bay sort order: Status
+ Bug: Docs from MegaMek and MegaMekLab not working correctly due to subfolders
Now history.txt for each of those is renamed, instead of all docs for them
being
placed in subfolders of the docs folder
+ Bug: WoB ranks missing demi-precentor
+ Patch [#33], Feature Request [#164], Feature Request [#162] (partial): Drop zero
minute techs. Implemented patch to
satisfy Feature Request 164 with some refactoring and unit testing. Also added
code to allow the inclusion of a
specific Tech's ID to place at the front of the returned list (partially
satisfying Feature Request 162).
+ Bug [#518]: IntOps: Tech/Astech divide by zero
+ Bug: Infinite Loop from Bugfix for [#518]
+ Bug [#515]: Tech Import bug (cosmetic only I think)
+ Update to News.xml
+ New MegaMek.jar 0.38.0 & MegaMekLab.jar 0.1.29
+ Re-work if statements and otherwise make Utilities.getAllVariants() more readable
+ Bug: Salvaged units were not being initialized and diagnosed for non-contract
missions
+ Bug [#516]: Scrapping breached location does not remove breach
+ Bug [#507]: Special characters causing problems in xml files
+ Bug [#511]: Ammo Reload Tasks Disappearing
+ Bug [#514]: List of available vehicles for assignment error
+ Bug [#512]: Error on loading save with ASF bombs loaded in mekhq
+ Bug [#491]: Doctor Queue never clears Permanent Injuries
+ Bug [#505]: Resolution with a captured JS/DS/WS/SC eats memory and never
completes
+ Bug [#489]: Typo - in News Item
+ Bug [#390]: Replacing Torso Impossible w/ Blown Off Limb
+ Bug [#416]: Unsalvageable rotor on a Warrior VTOL (Also affected tank turrets)
+ Bug: Various issues with loans, including names and reference numbers not being
correct when values are changed on the dialog
+ Bug [#380]: Aerospace Fuel Refueling
+ Bug [#488]: Activation of mothballed unit...
+ Data: Updated all campaigns to be fully compatible with 0.3.6
+ Bug: By person rank system option not showing up on the menu for campaigns with
WoB as the default system
+ Feature: Added in ComStar/WoB Branch Designations (WIP)
+ Data: Updated the WoB campaign file with more information
+ Fix infinite loop in AbstractUnitRating that prevents launching MHQ when loading
a campaign file.
+ Data: New VTOL force images - Thanks pfarland, keep 'em coming
+ Data: New Force images from CarnageINC on the MegaMek forums
+ Updated the mekhq-contributors.txt file
+ Fixed Campaign files again since some force files got moved
+ Data: More Force images
+ Data: krazzyharry Force images & Clan Wolverine image
+ Fix folder name for the Miscellaneous force images
+ Bug: packaging_local.xml looking in wrong place for history files of MM and MML
+ Bug [#524]: Version.java not intelligent in splitting the version "extras" out
+ Data: Force icons for xenoplanetary, Scuba Infantry, and Space Marines
+ Patch [32]: Conventional Pilot Rank
+ Patch [36]: Bloodnames
+ Bug: Bloodnames check method being applied to non-clanners
+ Patch [34]: Against the Bot
+ Data: 200 more VTOL force icons from pfarland
+ Removed unnecessary code from AtBGameThread.java
+ Bug [#525]: Ammo swaps do not save
+ Patch [36]: Bloodnames, 2nd Patch
+ Patch [34]: Against the Bot, 2nd Patch
+ Feature: Procreation
+ Refactor of procreation to make it more intelligent and fix some bugs
+ Bug [#528]: NPE in MM after lobby "transmitting data"
+ Bug: Ancestors.checkMutualAncestors(Ancestors anc, int depth) wasn't recursively
using depth
+ Added procreation w/out a spouse at a much reduced chance
+ Procreation frequency too high, lowering chance
+ Bug: Person.birth() wasn't creating a new Ancestors object when needed
+ Use type.getCost() method for EquipmentParts that possess an Entity
+ Patch [34]: Against the Bot, 3rd Patch
+ Bug [#529]: SVN ClassCastException with Ancestors
+ Patch [34]: Against the Bot, 4th Patch
+ Bug: 0 cost SPAs impossible
+ Bug: NPE resulting from null Unit on a part, and only null entity is guarded
against
+ Bug: Unit.getCommander() NPE possible in multiple places
+ Bug [#527]: Campaign due to Cargo Capacity NPE
+ Bug [#533]: Aerospace Heatsinks
+ Patch [34]: Against the Bot, 5th Patch
+ New campaign option to set Start Game Delay
+ Bug [#324]: Transmitting Data error - NCD for XStream
+ Bug [#535]: NPE in Personnel Market from AtB code addition using wrong UUID
+ Bug [#536]: Joining Games overwrites Server settings
+ Bug: Bloodnames folder missing from packaging
+ Bug [#538]: Day advance bug when SpouseID is not NULL, but that ID returns a NULL
Person from the campaign
+ RFE [#153]: Permanent Injury color
+ Bug [#532]: Issue with Ranks
+ Updated MM.jar to r11072
+ Updated MML.jar to r1424
+ Applied patching for compatibility with MM r11072
+ Patch [34]: Against the Bot, 6th Patch (atb07patch, not sure how the numbering
there got off)
+ Patch [34]: Against the Bot, 7th Patch
+ Bug [#465]: Salary: Set salary no reversible (Again, whups)
+ Bug [#543]: Packaging_local.xml missing portraits
+ Patch [37]: Procreation add-ons
+ Bug [#540]: Using Slider in Loans causing 1st payment to change date
+ Feature [110]: Individual unit names
+ Patch [34]: Against the Bot, 8th Patch
+ Refactor: Moved LanceAssignmentView.java from mekhq.gui into the mekhq.gui.view
+ Bug: Race condition with server.die() called from 2 locations
+ Refactored GameListener call to use the new gameVictory() method
This fixes Bug [#541]: Auto Resolve failing
+ Bug: new gameVictory() gets called twice
+ Feature [162]: Repair Bay: Assigned Tech at top of list
+ Optionized the code for Feature 162
+ Bug: Original commit for Feature 162 had the part assignment in the wrong place
+ Feature [116]: Filter repairs by location
+ Feature: New unofficial maintenance option that significantly improves the canon
maintenance rules
+ Bug: "A" quality for the new unofficial maintenance option wasn't right
+ Bug [#547]: Unable to load campaign after child born
+ Bug: Gyro not shown when repair location dropdown was set to CT
+ Bug [#551]: Repair Location menu isn't sticky
+ Changed repair location dropdown to reset if the unit itself is changed
+ Bug [#556]: TOE: Name field empty after hitting cancel for Change Name
+ Bug [#553]: Prev. Fix for Ultra-Green and Green sorting is broken
+ Patch [34]: Against the Bot, 9th Patch
Fixes Bug[#548] ATB Shares System do not "stick"
+ Bug [#555]: Armor appears on destroyed locations
+ Optionized Procreation
+ Made "General" the default Personnel View
+ NPE in Procreation related to the new option for no-spouse chance
+ Bug [558]: Can not start "Against the Bot" battle
+ Bug: ATB "Big Battles" forces could not deploy properly due to bad if check for
special missions
+ NPE Selecting multiple people when some have a unit and some do not
+ Feature: Admin Weekly XP & Negotiator Contract XP options
+ Bug [#560]: VTOL Turrets are not repairable
+ Made "General" the default Unit View
Also refactored a lot of == 0 stuff to the appropriate view constants
+ Bug [#557]: Assigning Kills for Retreated and Killed
+ Bug: When person status changed to an inactive status, repairs and refits
assigned to them
cannot be completed
+ Bug [#519]: SPA defaults not loading properly from campaign save
+ Bug [#519]: Addendum - restore all skill prereqs from defaults on loading old
campaigns
+ Bug [#552]: NPE: Same Force Deployment
+ Patch [29]: Show number of Astechs needed when it complains about not enough of
them
+ Patch [31]: Temp Astech pay correction
+ Patch [8]: Recharge stations and spelling correction V2
+ Bug: GameVictoryEvent never processed when a player uses Join Game
+ Bug: 'Meks w/out pilots show as crippled
+ Bug: Add Funds Dialog can add funds even when you close the dialog
+ Bug: DefaultQuirksHandler was renamed to QuirksHandler
+ Updated MegaMek.jar to 0.39.1 official
+ Updated MegaMekLab.jar to 0.1.30 official
+ Bug [#568]: Transport/Dragoons Rating Error with Squads
+ Bug [#575]: Final contract payment broken
+ Bug [#566]: Daily log shows Personnel Market updated dialog when market has not
updated
+ Bug [#576]: Improved Clarity of Damage Reporting in Resolve
+ Feature: Added in ComStar/WoB Branch Designations (Final)
+ Patch [34]: Against the Bot, 10th Patch
player skill level of green and ultra-green limit the maximum size of enemy
forces
added more extensive comments to AtBScenario and RetirementDefectionTracker
classes
option to exclude large craft from net worth when calculating share value
forces deploy to standard battles on the day of the battle rather than at
scenario
creation to avoid disrupting repairs
Fixes...
Bug: Parts availability levels uses MekHQ era codes instead of
EquipmentType
Bug: NPE when unit market cannot find appropriate RAT
Bug [#563]:unit market uses 1d6 instead of 2d6 to generate price
Bug: Enemy morale does not reset to "normal" following rout
Bug: Recruiting fee paid for dependents
Bug: Possible deployment delay for scout lances does not necessarily
reflect the
setting when the scenario was created
Bug: Maximum weight set to medium for bot forces in recon raid scenarios
for attacker
and defender instead of just when bot is attacker
Bug: Corrected component layout in CampaignOptionsDialog and
AtBScenarioViewPanel
+ Bug: SPAs not loading correctly since r1970 release under certain circumstances
+ Bug: Automatic resolution not working in r1978
+ Updated MegaMek.jar to r11273
+ Updated MegaMekLab.jar to 1434
+ Bug [#585]: campaign will not load if custom icon/portrait filenames use XML
metacharacters
+ Patch [34]: Against the Bot, 11th Patch
Fixes...
Bug [#581]: AtB: Civilian Help opposition disappearing
Bug: Sub-contracts not indicated in the contract market
Implements...
Feature [feature-requests:#201]: [ATB] "Enemies use vehicle?" slider
(Implements the
basic request, but not the additional suggestions at this time)
+ Patch [34]: Against the Bot, 12th Patch
Fixes...
Bug [#584] Killed Soldiers in AtB render campaign unsaveable on autoresolve
Bug [#586]: Daily Log does not update for Mondays (NPE when training lance
has a crewless unit).
Bug [#587]: Retirement bug (Campaign will not save when there are
outstanding payments for retirees/KIAs).
Bug: EntityLoadingException when generating scenario with gun turrets or
allied DropShip.
Bug: Rerolling battle conditions never changes to daylight or clear
weather.
Bug: Does not track original unit even when option is set.
Bug: Using GM add on personnel market does not add unit (if any).
Bug: Successful JumpShip search generates crew member but not the ship.
Implements...
Display TN calculation for DS/JS search and report result in the daily log.
Option to exclude VTOLs from enemy force.
+ Bug [#588]: Sorting parts by Detail is out of order
+ Bug [#499]: Not enough AsTech warning being calculated wrong
+ Bug [#666]: Repair bay : Right click -> assign all tasks does nothing.
+ Bug [#642]: MekHQ not passing correct crew size to MegaMek
+ RFE [feature-requests:174]: Saperate Screen for Opposition Crew Capture
+ Bug [#619]: 0.3.6 : Prisoners gain XP via the monthly role checks
+ Bug [#677]: Doctor gains too much XP on a roll of 12
+ Bug [#675]: Hangar -> Right click -> change site does nothing if same site is
selected
+ Bug [#631]: 0.3.6 : Armor sell price bugged - 5000 pts of armor = 900+ million
sell price
+ Bug [#608]: 0.3.6 : Clicking the "x" button for bulk buys does not cancel the
purchase
+ Fix to Campaign.java for switch from entity enumeration to entity vector in MM's
Game.java
+ Bug [#447]: Being in debt not working properly
v0.3.5 (2014-04-28)
+ new MegaMek.jar, fixes Bug [#486]: Ammo Bins destroyed when upgrading to 0.3.4
+ Bug [#490]: Error Exporting Campaign Options
+ Bug [#492]: Repair mode resetting after every repair attempt
+ Bug [#462]: BA Repairs
+ new MM.jar
+ better instructions for how to fix unit names in loading error dialog

v0.3.4 (2014-04-26)
+ Bug: Moved Report Log not scrolling again (don't force set caret to 0 on refresh)
+ Bug: Personnel name not showing when GM->Remove is used
+ Bug [#403]:Unofficial Expanded Medical Bug
+ Refactor some Advanced Healing methods from Person to Injury where they belonged
(as static methods)
+ Bug [#411] Hanger - sort by Status failure
+ use a proper rank object to record rank
+ new table for entering in rank information in campaign options with optional
payment multipliers
+ changed structure of the rank tab in CampaignOptionsDialog
+ added campaign variable to personnel, removed it as a passed in variable from all
personnel methods
+ added campaign options to adjust salary parameters
+ feature: set specific salary for a person
+ set up fake assets for loan collateral and income streams
+ clan phenotypes - you can choose the percentage of recruits for each type that
should be trueborn in options
+ backwards compatability for clan phenotypes
+ unofficial option for tougher healing checks depending on the number of hits
+ Bug [#394]: Mothball Techs not removed from list of available techs
+ Bug [#402]: Rush Jobs and Tech Skill Level
+ Bug: gender variable set as static in Personnel, so all personnel same gender
+ Bug: background and phenotype not saved to xml
+ adjusted age randomizer to make clanners younger (trueborns only)
+ Bug [#414]: News.xml Issues
+ refactoring of packages in campaign - update your SVN
+ removed PersonnelMarketDialog.personnelTableModel and ServicedUnitTableModel -
they use PersonnelTableModel and UnitTableModel, respectively
+ Minor Planetary Data Update
+ Added entries in News.xml for 3009-3014, 3048-3049, and 3058-3061
+ RFE [#130]: Limit to acquisition per character
+ RFE [#100]: GM Tab/Tools: "Dice" + Notification Scheduling
This is a very basic implementation for now. Only contains a dice roller.
Dialog is non-modal, so you can open it and continue to interact with the
main GUI.
+ Bug: No revision detection in Version.java meaning no revision check for new rank
system
to be compatible with revision based releases
+ Bug: Personnel Market always empty after TableModel change
+ Bug [#412]: Support Ratings - Field Manual Mercs (rev) fixed. Interstellar Ops
Reputation coming soon.
+ Bug: acqusition limit check causes NPE with automatic success
+ Updated Unit Rating code to pick up the flagged commander (if set). If no
flagged commander is set, then will fall back to old method of sorting by rank and
then experience.
+ Bug: Ultra-Green doesn't sort as less than Green
+ BattleArmorSuit, MissingBattleArmorSuit, BattleArmorEquipmentPart, and
MissingBattleArmorEquipmentPart
+ Bug: value of armor and ammo changing when in salvage status
+ Converted "Taharqa" unit rating method to the "Interstellar Ops Reputation" unit
rating method. Still need to finish off the text breakdown and help text.
+ backwards compatatiblity for Battle Armor
+ Fixed "divide by zero" error in 'Interstellar Ops Reputation' rating method.
+ Added in the detailed breakdown and Help text for Interstellar Ops Reputation
unit rating method.
+ new MM.jar
+ BattleArmorAmmoBin part
+ a few corrections to costs for BA parts
+ Updated MegaMek.jar (r9907)
+ Gender pronoun returning ?
+ Bug [#417]: Missing Backwards Compatibility for Ratings Changes
+ Bug [#419]: Transport Rating Not Included
+ Interstellar Ops Reputation was not re-initializing when rating methods were
switched.
+ Bug [#417]: Missing Backwards Compatibility for Ratings Changes minor further
change
+ Bug [#420]: IO Rating Issues
+ new MM.jar
+ some fixes to BA parts
+ Added View and Edit buttons to salvage dialog
+ Bug: Salvage View and Edit buttons not showing the proper entities
+ Bug: Personnel Market "Dylan's Method" not reporting on update
+ Pulled MegaMek and MegaMekLab versions into MekHQ's About Box
+ Started a new doc file containing a full MekHQ Tutorial (Tutorial is still a work
in progress)
+ Bug: Callsign not showing
+ Bug: Prisoner/Bondsman not working correctly since new rank system introduced
+ New MM.jar
+ Compatibility with new MM.jar
+ New MM.jar - again (for XMLStreamParser fix)
+ New MML.jar
+ Compatibility with new MML.jar
+ Compatibility with MegaMek & new MegaMek.jar (10231)
+ Customization of Aeros & new MegaMekLab.jar (1274)
+ Bug: All Aero subclasses were enabling the customize in lab option
+ Bug [#432]: Units Histories cause a Display bug in TO&E
+ Bug [#434]: Balance Sheet link error
+ RFE [#149]: Manual assignment of quality ratings ('Meks)
+ RFE [#149]: Manual assignment of quality ratings (Parts)
+ Bug [#426]: Aerospace fighters showing "undamaged" after combat; ferro-aluminum
armor missing (partial, armor only)
Additionally this immplements Improved Ferro-Aluminum, Ferro-Carbide, and
Lamellor Ferro-Carbide. In order to implement
those a new MM.jar file was also required.
+ Bug [#430]: Straight support calculation error
+ Bug [#438]: Unable to load .mul
This had actually been disabled on purpose pending a fix to an infinite loop
bug in the code that is used to generate
proper crews for multi-crewed vehicles.
+ Bug [#442]: GM Tools: Dice Roll gives nothing above 10
This also includes a new mekhq.Utilities method dice(num, faces) that will roll
any number of any size dice.
+ Bug [#427]: Maintenance Costs Not Showing Up
+ Bug [#422]: Retired Techs Still Perform Maintenance
+ RFE [#132]: Ability to mass modify edge triggers
Added this to dependent flag also
+ RFE [#152]: Mass assign kills for vehicle crews
All selected people must either be crewing the same unit or be unassigned.
Additionally I also made it so the kill dialog now puts the unit name if
there is one, of Bare Hands if there isn't, instead of Bare Hands always.
+ Bug [#444]: Selling of parts bug
+ Bug: Selling N Parts doesn't refresh anything
+ RFE [#154]: Add better multiple player support for resolving scenarios with saved
games
+ RFE: Join Game button in Briefing Room lets you join a game.
If the game is in the lounge, it adds you with your 'Meks.
If the game is in a different phase, it just connects you.
If you wish to join as reinforcements you will just export
a mul file, join using the join button, and then load your
mul as reinforcements.
+ Tweaked some of the XP values for the new SPAs so that they're either correct
(for official ones)
or make sense and in line (for unofficial ones)
+ Bug: Advanced Medical Injuries workedOn and perm variables accidently swapped in
1 spot
+ Bug: Location repairs and other things messed up by changes to MegaMek for
superheavies
+ Bug: Maintenance costs in financial report not calculated correctly
+ Bug [#446]: Maintenance being deducted daily and weekly
+ Bug [#446]: Maintenance being deducted daily and weekly, part 2
+ Bug: No message when you cannot afford maintenance for a unit
+ New LaunchGameDialog for the Start Game and Join Game buttons replaces the
multiple
JOptionPane.showInputDialog() originally used for quickness
+ New SortedComboBoxModel for alphabetically sorted ComboBoxes
+ Bug [#448]: Cannot select most factions
I added several more of the major factions, and included a generic Pirate to
match the generic Mercenary
+ Changed how null starting planets are handled, it now asks you what planet you'd
like to start on
+ Bug [#377]: Factions that do not exist during an era have no starting planet
With the above change, I now consider this fixed
+ Factions choice on the Campaign Options is now alphabetized
+ Bug [#447]: Being in debt not working properly. (Partial)
+ Planetary Data updates
+ Added Wolf and Blake Starterbook Campaigns
+ Added Fist and Falcon Starterbook Campaigns
+ Added new Cargo report to the reports menu
+ Bug [#406]: Transport Capacity Report still lists mothballed units
+ Modified Cargo report to display overages
+ Removed unused refreshCargo() method from CampaignGUI and all references to it
+ Cleaned up the personnel report to make it nicer to look at
+ Broke out pieces of the HangarReport into methods for use in my dylan branch to
eliminate duplicate code
+ Bug [#449]: Procurement List link error
+ Broke out pieces of the PersonnelReport same as the HangarReport
+ Bug: New LaunchGameDialog NPE
+ Bug [#233]: Campaign resolve NPE when you have extra units
This vastly changed the resolution process, especially for games played via
MekHQ.
Now all entities on the field are places as potential salvage and there is a
new checkbox
for having them escape (they won't count in terms of salvage value either way)
from the
battle. I chose this route because otherwise it would not allow the next part.
That next
part is that enemy personnel are now loaded into MekHQ's end screen and you
have 3 options
with them: prisoner, bondsman, escaped.
+ RFE [#89]: Unofficial - Exclude Infantry from Contract Pay
+ new MM.jar (revision 10304) and updates to Unit.java for it
+ Bug [#452]: Can't Change Faction
+ Bug: NPE in Utilities.findCommander due to attempting to access a Person object
without checking if it is null first
+ Bug [#454]: NPE:
mekhq.campaign.parts.equipment.EquipmentPart.isMountedOnDestroyedLocation(Equipment
Part.java:385)
+ Bug: NPE in Utilities.findCommander due to attempting to access a Person object
without checking if it is null first, redux
+ new MM.jar (revision 10341) and updates for compatibility with it
+ Bug: Edit Damage on units was not working correctly due to changes for
superheavies
new MM.jar (revision 10346) and updates for compatibility with it needed to
correct this
+ Bug: Still resolution issues related to prisoners
new MM.jar (revision 10365) and updates for compatibility with it needed to
correct this
+ Bug [#455]: Cargo report not showing tonnage of mothballed units
+ Bug: Escaped units counting for the employer salvage value
+ Bug: 0 cost for cluster master
+ Bug: Injury.generateHealingTime() was being called in some places with the
arguments out of order, leading to incorrect times.
+ Special Ability object and affiliated files - this allows for specifying a
variety of restrictions on special abilities for pilots
+ Bug [#464]: Repiar: Small Craft
While this wasn't actually a bug as written, I found that the code for
automatically assigning techs for small craft, DropShips,
and jumpships was in the wrong place. Now that it's moved, the Ships' crews
will automatically be assigned to their repairs and
complete them. No longer will you need to manually start the repairs.
+ Feature: Adjusted the campaign.newDay() repair code again from bug #464 in order
to allow manual prioritization of the repairs
When you first resolve you can manually start a repair. That repair will be
prioritized as first. Each time a component completes,
you can manually start another to have it be the next, or let the rest be
handled by the auto-system
+ Updated MegaMek.jar and MegaMekLab.jar and the mechfiles zip files
+ Bug [#465]: Salary: Set salary no reversible
+ Bug [#461]: Using Heavy Vehicle Bays for Light Vehicles
+ Bug [#450]: Parts in Use font error (warehouse portion)
+ Bug [#456]: Dropship refit Tech not in list
+ Bug [#459]: Trouble with pilots transfering from .mul files
+ Bug: More infinite loop troubles with auto-matic prisoners
+ Updated MM.jar (r10529) and MML.jar (r1356 built with MM.jar r10529) and enabled
BattleArmor customization
+ Bug [#421]: Experience being assigned to reserves who did not arrive
+ Updated MM.jar (10539) - new code needed for bug 421
+ Bug [#469]: Zombie Clinic (Doctors not refreshing in infirmary tab after
resolving combat)
+ Bug: SPA folder not brought back in by the packaging script
+ Bug: ranksTable Exception when removing a rank leaves no ranks in the table
+ New error dialog for bad faction codes
+ RFE [#118]: Sub Rank Fields & Ranks by Profession - pt1
A very complex addition. Please see the instructions for customizing ranks in
the Campaign Options - Rank System
+ Bug/Data: Corrected and Added to the included rank systems in MekHQ
- Due to corrections the ranks in player campaigns could now be off. Please
sanity check your ranks against your
- previous version of MekHQ!
+ Split RankTableModel out into it's own .java file in the mekhq.gui.model package
where it belongs
+ Bug [#472]: Rank Drop Down in Campaign Options isn't sticky
+ Updated MegaMek.jar to 0.37.9 (0.38.0 RC1)
+ Updated MegaMekLab.jar to 0.1.26
+ Replaced all calls to XMLStreamParser with calls to the new MULParser
+ RFE: Planet Editor & Randomizer (pt. 1: start of basic framework)
This will eventually allow passing of an option to the MekHQ.jar file in order
to edit the official
planets.xml file, and also an in game editor from the maps tab to allow for
campaign level editing
of the controlling factions and such as well.
+ RFE [#118]: Sub Rank Fields & Ranks by Profession - pt2
Completed the rank system overhaul. The rank levels (For ComStar/WoB to get
Precentor IV and such)
will be implemented separately once I decide how I want to add them.
+ Bug: NPE in CampaignGUI.refreshPatients() if patient is null and/or doctor ID is
null
+ New MegaMek.jar r10732 & new MegaMekLab.jar 1406
+ Bug: New rank system not translating due to static defines used as constants
changing order
+ Implemented new Version.versionCompare() method, with several overloads including
both static and non-static versions
+ Bug: New rank system was still writing out ranks for the stock systems. As these
systems are no longer editable, we don't need to do this
+ Bug: When editing ranks, it should automatically change the ranks dropdown to
Custom and the canon ranks should not be editable
+ Data: Added more canon rank systems (Several periphery realms and the FRR)
+ RFE: Added rank levels
+ RFE: Added the ability for a person to have a personal rank system
+ RFE: Manei Domini classes
+ Refactored the included campaigns & saved the Fox's Teeth from the current
version since it was very out of date
+ Bug [#482]: Crash in loading salvage mul file with Tank pilots
+ New MegaMek.jar 0.37.10-dev-r10759 & new MegaMekLab.jar 0.1.27-dev-r1408 (Both
updated for bug below)
+ Bug: All units receiving an "empty" (default Blue) individual camo - This was due
to a bug in MegaMek actually
+ Bug: Rank type choice not loading correctly from the campaign file
+ Bug: Dialog for choosing proper rank system is displaying twice
This was due to processInfoNode() being called twice when loading the campaign
file;
which is not necessary. This was probably an oversight. The second loading is
now commented out
+ Bug: Most professions could not change their rank due to a missing
ranks.isEmptyProfession() check
+ Bug: Hire personnel & Bulk Hire had rank issues
+ Bug: Star League Lts. not translating correctly because there is no "Lieutenant"
now, but rather Lieutenant JG and Lieutenant SG.
I've made it so all Lieutenant translate to Lieutenant JG, and people can
promote to SG as they desire
+ Bug: Customizing ranks is broken
+ Bug [#484]: GM Mode fails to remove Doctor entry
+ Bug [#483]: Astech Bug causing Advance Day to fail
+ Updated MegaMek.jar 0.37.10-dev-r10785
+ Bug [#486]: Ammo Bins destroyed after every battle
+ Bug: Hiring new personnel or promoting personnel could show - for their rank
+ Bug: Custom rank systems not working correctly on reload
+ Bug [#467]: Structural Integrity showing in Warehouse
+ Bug [#130]: Daedalus with damaged leg remain crippled after repair
+ Bug [#471]: Captured MechWarriors, Escaped Salvages??
+ Bug [#426]: Aerospace fighters showing "undamaged" after combat; ferro-aluminum
armor missing
To fix this bug I dumped the MekHQ versions of undamaged, light damage, heavy
damage, and crippled
and instead pulled them in from Entity & it's subclasses to let them handle all
the work
+ added GUI editing to CampaignOptionsDialog for Special Ability formats
+ tooltips for special ability stuff
+ ability to import/export campaign options (but not ranks)
+ cleaned up some GUI formatting in CampaignOptionsDialog
+ updated MM.jar and MML.jar
+ Bug: individual camos being saved when they shouldn't be
+ Bug: correct font and color coding not showing up for personnel VisualRenderer
+ updated camos and packaged campaigns point to correct camo
+ updated mechfiles in data files
+ corrected all campaigns to have right chassis names
+ Bug: when type restore fails for EquipmentPart and MissingEquipmentPart,
campaigns wont load

v0.3.3 (2013-09-20)
+ Bug: Refits always return an IMPOSSIBLE target roll
+ RFE: Allow ASF to be Refit (but not customized)
+ Bug: No way to remove individual camo
+ Bug: Individual camo always set on refit completion
+ Bug: Inactive Prisoners and Bondsmen included in count on summary
+ Mothballed units only cost 10% to maintain using unofficial maintenance costs
+ Bug: part quality not saved to campaign xml
+ Bug: Mass assign menus were incorrectly letting you assign people to roles they
don't fit
+ Bug [#397]: Mass Assign Units Can Cause Unit To Show Too Many Assigned
+ html tags in report link to unit and personnel views, use
unit.getHyperlinkedName(), person.getHyperlinkedName(), and
person.getHyperlinkedFullTitle() in report strings
+ changed report to display only one day of activity
+ news reports (see data/universe/news.xml for details and example)
+ Implemented parts loot (Just a quick hack to make it work, full re-write to be
like Units will be for Taharqa if he wants)
+ Bug [#398]: Assigning Tech to Large Craft Maintenance
+ Bug: assigning of techs to Small Craft maintenance and repair confused - should
always use Aero tech
+ Bug [#396]: assign tech list oversized without scrolling
+ RFE: Personnel Market - This market should be used in place of Hire and Hire in
Bulk
options and provides a more realistic atmosphere of transient personnel
availability
+ Bug: Personnel Market shows rank instead of Person for Graphic, and vice versa
for General
+ Bug: Personnel Market incorrect renderer
+ last maintenance report now kept for each unit, no more logging
+ Bug [#400]: personnel ages in the personnel market
+ refactored BasicInfo and Sorter classes from CampaignGUI into separate files
+ used separate PersonnelTableModel for PersonnelMarketDialog.java
+ refactored PersonnelTableModel to a separate class (experimental)
+ Bug: No maintenance costs when not using the new StratOps maintenance options
+ Major refactoring of CampaignGUI, phase one - all TableModels and initComponents
refactored
+ Major refactoring of CampaignGUI, phase two - cleanup
+ backwards compatability - large vessels had enginepart in addition to spacecraft
engine leading to inflated values
+ Major update to the Personnel Market (WIP)
There are now four methods of randomization to choose from.
Dylan's method and the Random (original implementation) method both generate
daily, but don't "clear"
Dylan's method uses a weighted version of the Random method to frequently choose
personnel for your most common unit type(s)
Random method is totally random, though it now has options on how personnel are
removed based on roll on 2d6 (if it's less than that target)
FM:Mercs Revised method is as close as I could code to what that book offers with
a couple of TODO for roll modifiers
StratOps method follows the rules in StratOps based on whatever you set your
Maint. Cycle as
This is still a WIP and there are currently no tooltips for the options.
+ Bug: Report pane not scrolling with reports
+ Updated MM and MML jar files
+ Updated UnitSelectorDialog to be compatible with new MM jar
+ Bug: Dylan's Method in Personnel Market incorrect percentage conversion
+ Bug [#401]: Personnel Market Sorts Incorrectly
+ Bug: parts in Loot not saved to XML
+ Bug: advanced search dialog shenanigans
+ Bug: Re-implement fix for UnitSelectorDialog from "+ Updated UnitSelectorDialog
to be compatible with new MM jar"
+ RFE: Hyperlink Personnel Market refresh report
+ report text pane restructured into a vertical and detachable split pane
+ double-clicking on personnel and unit table expands and collapses the view
+ determine initial size based on users screen size
+ couple of grammatical corrections
+ Bug: partial repair penalty applied to unmaintained units
+ added Repair bay hyperlink to units damaged by maintenance
+ Added CampaignGUI.getTabIndexByName()
+ Bug: CampaignGUI.focusOnUnit() and CampaignGUI.focusOnPerson() using hard coded
indexes (now uses CampaignGUI.getTabIndexByName())
+ Bug: Phantom Weapons on ASFs as a result of weapon groups not being filtered out
in Unit.initializeParts()
+ Bug: Phantom Weapons due to EquipmentParts being skipped during campaign file
loading
I've added a routine that should remove these phantom parts as well
+ Bug [#404]: Unable to assign Quirks to mechs
+ new MegaMek.jar
+ resolve scenario wizard now allows for viewing and editing of all units

v0.3.2 (2013-09-13)
+ maintenance checks (WIP)
+ Bug: maintenance options not being saved
+ added optional logging of maintenance rolls
+ Bug: Non-active personnel showing in infirmary when they have injuries under
advanced injuries rules.
+ Bug [#388]: Penalty For Clan Tech Still Applied w/ Clan Trained Techs
+ RFE 122: Personnel kill tracking
+ allow assignment of tech to more than one maintenance job
+ show unit status column on general view
+ assign tech for maintenance from unit context menu
+ Bug [#389]: Certain Parts on Clan 'Meks Not Receiving Clan Penalty
+ Improved Cargo Handling & Added a Transport Overview
+ Bug: Prisoners & Bondsmen mixed when sorting by rank
+ Bug [#391]: Repair tasks no longer show if the replacement part is available or
not
+ Bug [#392]: Scenario Force Icons do not size the same as the TO&E
+ Bug: GM Mode Complete Task for Ammo Acquisition fails and reports: You shouldn't
be here (AmmoBin.find())
+ Bug [#386]: Missing help text for Finances tab
+ RFE [#108]: MM and MML histories & other docs
+ maintenance fixes for self-maintained vessels
+ added a Unit.isAvailable convenience function for units that are not deployed,
are present, and not refitting and whatever else in the future would disallow
making various types of changes
+ allow mothballing of units
+ graphical display option for personnel and unit table
+ pay individual unit maintenance costs when maintenance cycle is up instead of
weekly all at once
+ used parts value options depend on quality rating
+ Bug: Customs files created when loading a campaign get saved under a "My
Campaign" folder because campaign name isn't set yet
+ Bug: Customs disappearing from campaign saves
+ packaging_local.xml updated to keep in line with full packaging.xml functionality
+ docs folder cleaned up to prevent duplicates now that we import the MegaMek and
MegaMekLab docs
+ Bug: mekhq.png in data/images/misc wasn't being included in releases
+ Bug: new graphical hits images not included with either packaging file
+ Fixed MegaMek.4j.xml file to force inclusion of new xml save libs
+ new Report class - allows for flexible inclusion of various generated reports
+ moved overview items to a reports menu
+ more packaging fixes to pull files from other projects automatically
+ removed overview tab code from CampaignGUI
+ export personnel and unit tables as CSV
+ unofficial option to set minimum hits and randomize hits for wounded multi-
vehicle crews and infantry
+ new feature: add potential loot (currently money and units) to scenario that can
be added during scenario resolution

v0.3.1 (2013-09-5)
+ Planetary Data Update 36
+ New MegaMekLab.jar
+ Bug 366: Broken MekLabPanel compile with latest MML trunk compiled into jar
+ Bug: Conventional fighter pilot addition code not correctly reassigning Vessel
Pilots.
+ Bug: canPerformRole() missing check for conventional fighter pilots.
+ Bug: Conventional fighter pilot backwards compatibility check correction for
0.3.0 to 0.3.1
+ Bug: Campaign file upgrade code runs twice on old campaigns
+ Bug: More conventional pilot fixes.
+ Check if existing Aerospace Pilots with Conventional Sklls and adjust to
conventional pilots.
+ Add "Conventional Pilots" to the GUI's Personnel tab sort by type dropdown
+ Bug 363: All "new" units end up with no camo and the blue default non-camo
colorization when a campaign camo is set.
+ Updated MegaMek.jar with revision 9541
+ Updated getTechLevel() calls to include a year for compatibility with MegaMek.
+ Update MegaMekLab.jar
+ Fix deprecation warnings with new MegaMek.jar
+ New MegaMek.jar to fix Tanks.java NPE
+ Changed how the Individual Camo option is displayed.
+ Bug 369: Removing / Paying Off Loans
+ Added more bank names for the loan randomization
+ Removed arbitrary secondary role limitation - Many of my techs are also (albeit
poor ones) MechWarriors.
+ Make Male/Female portrait folders so they can be embedded inside other folders.
Also allow folders that just end in Male or Female (ie ralgith_Female)
+ Added four Canon banks to the array for randomizing the bank name for Loans
+ Fixed bug with hangar popup menu not displaying Customization options
(accidentally deleted the menu.add() call)
+ Added conventional pilots to getAbilitiesFor()
+ Bug: GM Menu letting you Add XP even when not in GM Mode
+ Bug: GM Menu missing heal item
+ Added Jayof9s' Advanced Healing System
+ Added random experience to new recruits
+ Added menu items to Import/Export Personnel
+ Bug: Missing critical modifier for non-MW/ASF
+ Bug: Duplicated injuries
+ Bug: Injury time resets
+ Bug: Should only be 1 head injury possible
+ Added an Edit Injuries GM Option to the right click menu. Disabled as the
background code is a WIP.
+ Bug: Vessel Crew/Pilots/Gunners/Navigators can't be multi-selected and assigned
+ Completed the Edit Injuries
+ Update the packaging scripts and utils folder to include the l4j.ini files for
MegaMek and MegaMekLab
+ Update the MegaMek.app plist to grab the new libs for MegaMek's XML saves
+ Add MekHQ icon in png format to data/images/misc folder for usage by UNIX/Linux
dist.
+ Dylan's Random Xp now uses unofficial campaign option.
+ Bug: All personnel were showing 'Returned from combat with the following
injuries', even when uninjured.
+ Bug: Concurrent Modification Error with injuries on advance day
+ Bug: Windows version won't work when using "Start Game" from inside MekHQ
+ Bug: ProtoMech and Battle Armor "Armor" fixes for missing "instance of ..." in a
lot of places.
+ Bug: Import Personnel adds twice & NPE when importing Personnel
+ Bug: Ghost Patients (doctor ID not correctly set to NULL when healed using injury
system)
+ Bug: Edit Injury dialog not sized correctly for the column widths
+ Bug: Random Xp Option not visible
+ Bug: Resolution IndexOutOfBoundsException error
+ Bug: Critical Healing success for Advanced Injuries incorrect
+ Bug: Missing healing messages
+ Verify entity externalId matches UUID when loading campaign
+ Bug 374: Duplicate ExternalIDs
+ Bug 372: Refits start before parts/refit kit arrives in trunk.
+ removed Java 7 code. Do not use Java 7 please!
+ allow user customizable waiting time in days between healing checks
+ Bug: DropShips, JumpShips, and Warships with consolidated ammo (ie. LongTom
Ammo:125) not detecting max ammo correctly
+ Bug: Views (Most especially Repair Bay) not refreshing after undeploying units
from a scenario.
+ Bug: Hangar Right Click->GM Mode->Undeploy not working
+ Bug 373: Warship (DropShips? jumpships?) can have scheduled tasks worked on twice
per day [#373]
+ Bug [#343]: MegaMek server cannot be restarted if it terminates prematurely
(doesn't reach the victory phase)
+ Bug [#360]: Dragoon's Rating (both methods) doesn't take loans into account
+ Bug: Incorrect pronoun usage in injuries and reports
+ Bug [#120]: Load forces from MUL file doesn't load the pilots
+ Added a "random" crew generator that will create a crew with a specific skill
target (For Bugs [#120] and [#233] - I'll fix 233 at a later time)
+ WIP [#193]: Financial issue - incorrect value on Jumpship sale
+ Feature: Prisoners and Bondsmen. You can now set this via the right click menu.
+ Bug: Prisoners and Bondsmen get paid.
+ Cargo Weight and Capacity on status bar
+ Bug [#375]: No Task XP From Procurement
+ Acquisitions Table improvements (Multi-select for GM Options & Items with 0
quantity no longer hang around)
+ RFE [#68]: Dependents (0-salary AsTechs)
+ RFE [#88]: Ability to assign an overall commander and abilities
+ RFE [#109]: Import/export parts
+ RFE [#77]: Add "Ammo Bin" category in Warehouse
+ RFE [#117]: Filter Parts by "In Transit"
+ Bug: Deploying a force, then deploying it's parent force, has the first force
deployed twice.
+ Bug: Undeploy Unit doesn't correctly undeploy it's parent forces
+ RFE [#61]: Undeploy single units from TO&E
+ WIP RFE [#70]: Garrison & Factory Tags
+ Rounding for Cargo values!
+ WIP RFE [#70]: Garrison & Factory Tags, part 2
+ Bug: Commander flag incorrect code (Swapped "Better" CO)
+ RFE [#80]: Alternate Missile Tracking
+ Bug: Divide by zero in new ammo tracking code
+ Completed TODO for changing how onWarehouseTab() checks which tab it's on
+ NPE when attempting to resolve via MekHQ launching MegaMek due to new
"Prisoners and Bondsmen" code that should have been commented out.
+ Added "Undamaged" to Warehouse sorting
+ WIP RFE [#99]/[#63]: Overview Summary / Statistics page (So far only the basic
layout and the Dragoons Rating section are finished)
+ Planetary Data Update 37
+ WIP RFE [#99]/[#63]: Overview Summary / Statistics page (Combat Personnel and
Support Personnel overviews completed)
+ Bug: NPE when using a starting faction at a era where it has already died out
(ie. Smoke Jaguars in 3067)
+ Condensed Overview personnel tabs into a single tab with a split pane.
+ Updated the data/mechfiles folder with the current (MM r9679) data in zipped
format
+ Data [#2]: Sorensons Sabres Campaign Pack
+ Bug: URL Escape NPE for MercRosterAccess
+ Bug: Merc Roster Upload never completes
+ RFE: Customizations embedded in data/customs/<campaign name>/ folders for ease of
sorting.
+ RFE: Percentage based maintenance costs
+ Bug: Support costs calculated off payroll, should be off maintenance
+ Bug: Edit Injury dialog doesn't refresh the Infirmary
+ Added a bit of logging for Refits when a part is null in the method to check if
all parts have arrived
+ Bug: Cargo Tonnage/Capacity label causes NumberFormatException due to
localization of numeric strings
+ Bug: Personnel Overview incorrectly showing MIA/KIA/Retired personnel in the
active counts
+ Bug: Removing a person or changing their status does not display their name in
the confirmation dialog
+ RFE: Right click unit in TO&E has option to go to unit in hangar and to go to
pilot/commander in personnel
+ WIP RFE [#99]/[#63]: Overview Summary / Statistics page
(Hangar overview now has Mechs, ASF, Combat Vehicles, and Gun Emplacements.
Other units later)
+ Bug: Cargo counts "In Transit" too
+ WIP RFE [#99]/[#63]: Overview Summary / Statistics page (Hangar Overview
Finished)
+ Added unit name to refit confirmation dialog
+ RFE: Clan Trained Technician flag for captured clan techs to ignore the modifier
for clan equipment
+ Bug: Commander, Dependent, and Clan Trained Technician flags not saving/loading
in XML
+ Bug: Machine Gun Ammo reloads working incorrectly
+ Bug: NPE with new clan trained tech check
+ Bug: Bad hardcoded file separators with custom units created in the MekLab
+ Bug: Missing MASC Edge check
+ Bug [#378]: Thruster Repair (Missing Thruster Part)
+ Bug [383]: Weapons with incorrect multiple weights in Parts Store
+ Bug: NPE (Again) when trying to save to a campaign named folder if the folder
doesn't exist
+ Bug [#384]: Gun Emplacements cannot be added to TO&E
+ Modified TO&E Menus to disable submenus with no items in them
+ unofficial option to destroy/damage parts by the margin of failure rather than by
skill level of tech
+ Bug: NPE when resolving with a Gun Emplacement in your deployed forces
+ Bug: When using advanced medical option injured pilots not highlighted in red on
TO&E
+ Bug: salvage being added even if not in control of field when resolving through
MegaMek
+ Rewrote file exists exception to use IOException instead of Java 7's
FileAlreadyExistsException

v0.3.0 (2013-04-25)
+ Bug 341: Conventional Pilots and Hire Full Complement
+ New acquisition procedure (see comments in ShoppingList for details)
+ Bug 342: NPE displaying Dragoon's Rating if unit has no commander
+ ShoppingListDialog
+ Bug: all acquisitions failing
+ better reporting in repair bay about acquisitions
+ added waiting times to shoppingList display
+ Bug 338: Dragoon's Rating error for tech support FMM:R method
+ Bug 334: Support hours for secondary personnel in dragoons rating
+ transit times for parts (highly customizable in campaign options)
+ Option to base mercenary contracts on value of force in TO&E (per StellarOps
Beta)
+ Bug 260: BLC error (base on buy value no sell value)
+ Bug 350: Dragoon's Rating error FMM:R method for transportation
+ Data 1: Additional Force Icons
+ Dylan's Force Icons
+ Loans
+ disallow negative funds (take out loans instead) - still need to implement loan
default
+ don't allow new day advancement until overdue loans are dealt with
+ finances.isInDebt change calculation to account for loans
+ loan payment and principal transaction codes for Transaction
+ LoanTable in finance tab
+ LoanTableMouseAdapter with Default, pay off, and remove (GM) options - need pay
off collateral option
+ Bug: NPE in DragoonsRatingRevised
+ Bug 340: Dragoon's Rating error FMM:R method when in debt
+ Bug: overdue status not removed on loan payment
+ Bug 323/Patch 25: Individual camo not saving from MM/Patch for individual camo
+ Patch 26: GM Mode complete Task/Acquisition
+ Bug: Adjustment to Patch 26 code to support part transit times.
+ added context menu options Cancel Order and Deliver Part Now (GM) in warehouse
+ backwards compatability for conventional pilot types
+ put procurement list in warehouse tab instead of dialog
+ mouse adapter for procurement list table
+ restructured ShoppingList to add IAcquisitionWork instead of part
+ changed ShoppingListDialog to ProcurementTableModel and placed in CampaignGUI
+ put in can't afford it checks to ShoppingList.addShoppingItem and
ShoppingList.newDay
+ Unit purchasing now used same method as parts acquisition
+ Unit procurement table in hangar tab
+ procure single and all item menu items for GM mode in
ProcurementTableMouseAdapter
+ Bug: equipment parts not recognizing same status in warehouse
+ Bug: too much armor for custom refits
+ Bug: display off armor needed in refits incorrect
+ refit kits should take time too
+ refit kit fixes
+ change references to "shopping list" to "procurement list"
+ pay for recruitment option (2 x monthly salary)
+ option to disable StellarOps loan limits
+ recalculate loan limits based on rep modifier rather than dragoon rating
+ Bug: checking for insufficient funds when units and parts pay for options are
false
+ Bug: wacky delivery times when acquisition roll set to auto success
+ Bug: NPE on unit purchases when they have no model name
+ financial report on finance tab
+ various Protomek parts
+ upload data to mercroster (wip)
+ protomek jump jet part
+ various fixes to protomech parts
+ removed outdated Part.getPartType
+ protomech gunnery skill and associated checks for protomech pilots
+ bug with ammo bin finding ammo
+ salvaged engine reduces proto to 0 MP
+ Fix for ammo counting on protos
+ adjustments for proto myomer booster and some WoR adjustments (jump jets and
quad)
+ ammo fixes for protos
+ Ba Armor part
+ couple of proto fixes
+ New MegaMek.jar (9246)
+ PayCollateralDialog (WIP)
+ collect parts that should be the same when loading game for backwards
compatability
+ Bug: warehouse parts go missing on save and re-load
+ Bug: no cap on clan price modifier max

v0.2.0 (2013-03-16)
+ Bug 318: Dragoon's Rating error FMM:R method
+ Bug 332: Dragoons Rating error FMM:R tech support
+ Bug 331: Text bug
+ Bug 335: Mech needing repair not showing up in repair bay
+ Removed all the unnecessary code from mm-startup.sh, lab.sh, and hq.sh.

v0.1.24 Release Candidate 3 (2013-03-12)


+ added version number to log file
+ confirmation dialog on deleting mission
+ Bug 317: New Force when canceled
+ confirmation dialog on deleting scenario
+ Bug 318: Dragoon's Rating error FMM:R method
+ Bug 320: Payment error for early failed contracts
+ Bug 319: Repair Bay ArrayIndexOutOfBoundsException
+ Planetary data update 35
+ better version tracking in campaign loading
+ escaping of some user data entry fields that were not being escaped
+ Bug 324: Deployment delay is being saved
+ Bug 328: weapon specialization does not save

v0.1.23 Release Candidate 2 (2013-03-03)


+ updated code for changes to MegaMek entity.setC3Master
+ Bug 312: Multiple entries in the units.cache
+ Bug 309: MekLab Body part Issue
+ Bug 310: Contract Travel Time
+ Bug 308: Quirks not exported to MUL files
+ Bug 313: Gyro damage /= gyro destroyed
+ Updated MM.jar to r9180
+ Bug 311: Unable to remove Contracts/Missions
+ Fixed a few of raw type references,
but there are still over 100 more on JComboBox
and DefaultComboBoxModel that I don't know how to handle.

v0.1.22 Release Candidate 1 (2013-02-17)


+ Bug: not able to save game when a refit with c3i is in progress
+ Bug 298: Missions disappear after edit, not able to save
+ Bug 303: Bulldog and Goblin Tanks prevent reload
+ Bug 154: Refit Kits - not clearing out
+ Bug 292: Missing Mech Bug (TO&E freezing up)
+ Bug 96: No differentiation between salvaged and acquired head (partial: cockpits
not pre-loaded)
+ Bug 293: Null Campaign
+ Bug 304: Problems setting planet in contracts/mission
+ Put personnel type (e.g. Driver, Crew) after unit name in personnel roster for
beter sorting
+ Bug 305: Tracking Dead w/ Ejected Pilots
+ RFE 60: Save File Timestamp Change!

v0.1.21 (2013-02-07)
+ Bug: infinite loop in MekGyro#updateConditionFromEntity
+ Added four shell files for Linux/UNIX users to start MegaMek easier.
hq.sh - starts MekHQ
lab.sh - starts MML
mm-server.sh - starts MegaMek with 1GB of RAM and uses the full script from
the MegaMek package to use $HOME/.MegaMek
mm-startup.sh - starts MegaMek with 512MB of RAM and stays in the local
MekHQ folder
+ Planetary Update 27, 28, and 29
+ update to stay current with MML
+ Planetary Update 30
+ updates for infantry in MekLabPanel
+ Planetary Update 31
+ updated location of MechView in MM.jar
+ Planetary update 32 and 33
+ updated MM and MML jars
+ updated packaging.xml
+ added an unscrambleEquipmentNumbers routine to campaign loading to deal with
changing equip numbers in mounted
+ Bug 291: KIA,MIA and retired support personnel still count towards support needs.
+ check for invalid force ids in loading (associated with Bug 292)
+ part of Bug 294: Contract Location - hitting enter multiple times
+ Bug 297: MekLab outer stats doesn't correctly handle prototype DHS
+ Bug 296: Targeting Computer's weight tracked incorrectly
+ Planetary update 34
+ Bug 289: NPE on invalid location of Artemis IV FCS
+ Bug 287: Campaigns not saving tank motive system and engine hits
+ Bug 285: File not loading; Error refers back to Log file. (xml character escaping
for equipment names)
+ Bug: NPE for contract dates
+ Bug 295: Mech Salvage selection bug after battle
+ Bug 281: Error with tech limits
+ updated MegaMek.jar
+ updated MML.jar
+ new mekhq icon
+ updated packaging_utils for windows build
+ Bug 304: Problems setting planet in contracts/mission

v0.1.20 (2012-10-12)
+ skip over entities in mul without externalIDs during scenario resolution (related
to Bug 233)
+ Bug 275: Refit Description Bug
+ Bug 273: Customizing Infantry in MekHQ
+ Bug 272: Strange NPE on repair bay
+ new packaging.xml (WIP)
+ better windows executable packaging (just need better icons)
+ Bug 261: Name change: Mobile Field Base to Field Workshop
+ Bug 274: FMM:R DropShip tech support bug still not fixed
+ Bug 270: Dragoons error (both Taharqa and FMM:R methods)
+ Unit Loading Error Dialog to alert users to which entities MekHQ can't find in
their files when loading
+ When save fails, existing save file is not overwritten by corrupted one
+ Bug 257: Reversing Weapons issue in MegaMekLab
+ Bug 258: Turrets of same weight being replaced
+ Planetary update 26
+ Bug 259: Doubling of IS/Clan ammo
+ error dialog when customized unit name is already in use
+ Bug 276: Secondary Role -> Doctor
+ SpacecraftEngine part
+ Bug: Overnight replacements get an Impossible repair roll on the replacement part
+ AeroLifeSupport part
+ non-part costs added for DropShips/small craft
+ fixes to FireControlSystem costs for DropShips/small craft
+ DropshipDockingCollar part
+ updated MM.jar

v0.1.19 (2012-10-05)
+ new MML.jar (should fix bug #271)
+ Bug 269: missing file: non_combat_units_list.conf
+ Bug 262: Dragoon's Rating tech support error when using the FMM:R method
+ Bug 265: Missing final contract payment
+ Bug 266: Choose-Unit price Alpha sort
+ Planetary data update 25
+ Conventional infantry customization (won't work until updated MML.jar is
available)
+ updated MM and MML jars

v0.1.18 (2012-09-29)
+ kill logs now editable
+ Bug: shorthanded mod for DropShip/jumpship crews
+ Bug: DropShip/jumpship repairs not being scheduled
+ Bug: incorrect price multiplier for jumpships, warships, and space stations
+ updated svn call in packaging.xml
+ new MegaMek.jar

v0.1.17 (2012-09-28)
+ Bug 3529464: Divide by zero - Dragoon's Rating
+ Fixed NumberFormatException in AbstractDragoonsRating
+ Updated MegaMek.jar to r8823 for new Ultra AC options & unjamming bugfix
+ fixed error in FieldManualMercRevDragoonsRating - no BigDecimal.HUNDRED Bug
+ Bug 3529484: Tanks tagged as custom do not save to campaign file properly
+ Non-canon costs for infantry and infantry parts (WIP)
+ Fixed problem with Dragoons Rating Transport score not being limited to a max of
25.
+ InfantryArmorPart and other infantry parts improvements
+ Bug: new parts purchased for used cost
+ Bug 3530312: miscalculation in parts repairs.
+ Bug: units limited by calendar year even when option was not checked
+ Bug 3531266
+ Planetary data update 17
+ Bug: engines purchased through parts store or repaired have no unit tonnage or
value
+ Patch 3530318: patch for bug 3530316
+ Bug 3523821: Refit techs list window too long.
+ Bug 3531225: C3 crashing campaign
+ Bug 3530489: Salvage Option Wrong
+ Bug 3496668: Duplicate Tech assignment
+ better information about why a part cannot be scrapped
+ Fixed the code for the Tech Rating portion of the Dragoons Rating.
+ allow multiple discontiguous selections in TO&E
+ set up c3i networks in TO&E tab (fix for bug 3537061 C3 Networking)
+ Planetary data update 18 & 19
+ added equipment.txt and Vehicle BLK Files Explained.txt to the docs folder
+ Bug 3535050: Build Error on incorrect import
+ Code for building with -dev-rXXXX revision versions
+ Updated tileset files to keep inline with the MegaMek versions (fixes a display
bug)
+ Bug: C3/C3i NPE for refits. New Entity needs Player and Game objects set.
+ Updated data to match MM for new tileset images
+ Another tileset image update
+ Vehicles.zip update for Ontos correction from MegaMek.
+ Bug: Refitting a unit clears its C3UUID
+ Updating MM.jar to revision 8913
+ Updating MM.jar to revision 8916 (For EntityWeightClass.getClassName(int)
functionality to be restored so that MekHQ will compile)
+ Updating with new hex image data from MegaMek
+ Updating with new lunar images from MegaMek
+ Updating mechfiles data for the Thor (Summoner) image correction from MegaMek
+ New RAT data from MegaMek
+ Planetary data update 20
+ RAT and mechfiles update to stay current with MegaMek
+ Planetary data update 21

+ Bug 3545347: Units names were not being made xml safe on save.
+ Bug 3547739: MegaMek disconnect during deploy phase
+ Patch 3547373/Bug 3547371: C-Bill cost truncated by int limit
+ Updated MegaMek.jar to r8958
+ Update mechset.txt to correct Thor (Summoner) images not loading on Linux/Mac
where filename case matters
+ Bug: Changes to MegaMek's Mounted class removed getShotsLeft() function and
replaced it with getBaseShotsLeft() instead
+ Bug: MML out of date for getShotsLeft() changes, updated to r1044 (which is up to
date for the changes)
+ Planetary data update 22
+ Planetary data update 23
+ updated MM.jar and fixed reference bugs
+ Bug: unit numbering and id lost when resolving scenarios by MUL
+ set up C3 networks in TO&E tab
+ Bug: secondary techs and doctors get no time
+ Planetary data update 24
+ Bug 3532049: Sell Single not working for Ammo
+ Bug 236: Spend XP on KIA personell
+ Bug 243: Personell Tab filtered for techs includes Vessel Crew
+ Bug 180: only allow post starleague units
+ Bug 239: Parts repair leads to part loose Clan-qualifier
+ Bug 251: No Front Rightt Leg.
+ Bug 253: MMHQ uses all weapons in stack for some refits/cusomisations
+ Bug 240: duplicate Repairs without sufficent stock cause impossible c
+ additional code for Bug 240: need to clear out reservation on task completion
+ Bug: fields in MissingPart not being loaded when loadFieldsFromXML overriden by
inheriting class
+ Bug 244: Repair Bay Bug: Re-Installed Parts
+ Bug: tech being de-selected after repair
+ Bug 256: Exchange Rights
+ Bug: Fox's Teeth campaign had wrong lastScenarioId value

v0.1.16 (2012-05-23)
+ removed PartsInventory, quantity is now tracked directly by part
+ include damage status in parts clones
+ repair damaged parts in warehouse (WIP)
+ finished repair warehouse parts feature
+ omnipod refitting
+ ChooseRefitDialog
+ show needed parts in MekLab
+ separate Part#issamePartTypeAndStatus int Part#isSamePartType and
Part$isSameStatus
+ new infirmary layout
+ Bug: NPE when acquiring armor in the Repairs tab.
+ Bug: 3489734 - InSupply check being performed during salvage operations.
+ changes to make MekLabPanel more generalizable
+ Bug 3495174: Map NPEs
+ Bug 3493304: Unable to resolve scenarios
+ Broke out the Dragoons rating code to better handle support of multiple
calculation methods.
+ Took the original Dragoons rating code written by Taharqa and moved into the
TaharqaDragoonsRating class.
+ Created the FieldManualMercRevDragoonsRating class to try to emulate the
method described in FM: Mercenaries (rev).
+ Created a new Campaign Option, "Dragoons Rating Method" that allows the user
to select which method for calculating the Dragoons Rating that they prefer.
+ Created the Dragoons Rating Dialog to display a breakdown of how the Dragoons
Rating was calculated. This is accessed by right-clicking the Dragoons
+ Rating Score in the main panel.
+ Bug 3507911: Salvage Tracking - applied patch 3509166
+ Planetary data & faction additions round 9
+ Fix of potential Divide By Zero errors.
+ Created a Quirks dialog for easier adding and deleting of quirks. This change
uses the QuirksPanel from MegaMek.
+ Planetary data round 10
+ Updated MegaMek to version 0.35.29
+ Updated Unit Files
+ Updated defaultQuirks.xml
+ Added a Select Bombs option for aerospace units.
+ This utilizes the BombChoicePanel from MegaMek to allow the user to choose
which bombs to load on their fighters.
+ This information will save into the MUL file for a scenario. However,
currently it is not saving to the campaign save.
* Added the code needed for saving bombs loads to the campaign save and reading
them back out again.
+ Planetary data & factions round 11
+ Bug 3516571 - Changed the bv and cost values of the ForceViewPanel to be long
rather than integer, so they can handle 8-bit numbers. Now they have an upper
limit of (2^63)-1
+ Bug 3516569 - Changed the code so that the Battle Record always gets refreshed.
+ Fixed how Medical and HR Support percentages are calculated.
+ Bug 3518894 - Removed the 'initialized' variable since it wasn't fully
implemented anyway. I may revisit it at a later date. Also, corrected the score
multiplier to 5 (it had been multiplying by 2).
+ Update 11 of planetary/faction data - planets + faction changes from Wars of
Reaving
+ Patch 3519596 (Fix for bug 3519594) - When you have a mech in a force without a
pilot, it generates an NPE when attempting to view the force/parent force.
+ Patch 3519613 (Fix for bug 3518860) - Customized mechs lose ID
+ Bug 3516563 - Parts repair bugs. Added code to make sure that the mode() value
is cloned along with the rest of the Part being repaired.
+ Bug 3516563 - Parts repair bugs. Modified the fix to better follow the original
code style.
+ Fixed problems with Dragoons Rating calculations of Transport and number of
units.
+ Update 13 of planetary data
+ Patch 3522780 (Fix for bug 3522145) - Unable to use Get MUL when units have
C3/C3i
+ Update 14 of planetary data
+ Updated MegaMek to latest version of SVN as of May 5, 2012
+ Update 15 of planetary data
+ Update 16 of planetary data
+ Patch 3461478 - Added Insects as option for highest native-life
+ Patch 3528147 (Fix for bug 3528117) - Dragoon's Rating Dividing by 0 (SVN)
+ tank customization with refit kit and MekLab
+ updated MML.jar
+ Updated MegaMek.jar & data folder from current MegaMek SVN as of May 22, 2012
+ new MM.jar and a few changes to account for new method of checking quirks

v0.1.15 (2012-02-11)
+ Bug 3486200: Previous version campaigns do not save...
+ updated princess_bot.properties
+ Bug: equality comparison of UUIDs for person and unit must use equals method not
== or !=
+ Bug 3486199: GM mode remove person freezes personell tab
+ Bug 3486661: Armor replacement tasks not showing up
+ Bug: era mods option not saving with checkbox
+ Bug 3486666: Destroyed parts in warehouse
+ Patch 3486634: Test For No Armor Between Days

v0.1.14 (2012-02-08)
+ don't include conventional infantry as salvage
+ random skills (more to come)
+ tweaking of age randomization by skill
+ use UUID to identify units
+ use UUID to identify personnel
+ assign UUIDs to pilots and units and fix all references when loading older
campaigns
+ Bug 3472687: External ID Conflict when managing both players with HQ
+ updated MM.jar for string external ids
+ proper faction object, indexed by string
+ option to disallow the purchase of star league era mechs
+ factions loaded from xml
+ ability for multiple factions to control a planet
+ added remaining clan factions and some other minor powers
+ Bug 3480666: scenario data not getting saved
+ era mods option
+ inner sphere team working on clan-tech modifier
+ altNames field in factions for name changes (e.g. Diamond Shark/Sea Fox)
+ updated planets.xml to new string based faction codes
+ FRR faction change on 3/13/3034
+ Lyran Alliance faction change on 09/13/3057
+ Ghost Bear/Smoke Jag/Nova Cat invasion corridor
+ Operation Bulldog map changes
+ Bug: NPE when saving scenario date if pending
+ Bug: solo pilot units not getting gunnery assigned correctly
+ Bug: Armor skill level needed not reset when fixed
+ filter techs in repair bay by appropriate type and skill minimum required, sort
by skill
+ more helpful unit table in repair bay and integrated mech view
+ default sorting of tables
+ UUID bugs in resolve scenario tracker
+ Bug: Can't finish pending work if repair status switched
+ Bug: context menu does not choose right mech in serviced units table
+ Don't prevent user from repairing/replacing on equipment on limb with bad
hip/shoulder, but do nag them
+ support personnel XP accumulation options
+ Bug: subforce scenario id not being set on deployment
+ Bug: scenario forces counting double
+ Bug 3477353: Hull Breaches cause regular crits
+ personnel logs
+ manual editing of personnel logs
+ customizable multipliers for the value of used and damaged parts
+ base value of units on parts (work in progress)
+ moved planet and faction data to data/universe
+ editable unit history
+ change callsign context menu option
+ keep the focus on selected units and personnel in the view when respective lists
are refreshed
+ ammo swap options should follow tech limits
+ Bug: salvaged units have no value in resolveScenarioWizard
+ Bug 3477265: Salvaging MASC leads to campaign corruption
+ finished random skills and special abilities (need to allow user customization)

+ random portrait selection


+ NewRecruitDialog and HireBulkPersonnelDialog
+ warning dialog when game is not saved correctly
+ campaign option to generate portrait only for certain personnel types
+ Bug: tasksXP not being saved correctly
+ repairable parts in a destroyed location should be listed as salvage only
regardless of unit status
+ random skill options in CampaignOptionsDialog
+ finished random skill options in CampaignOptionsDialog
+ Bug: can do task that is already being worked on
+ clear out game information from entity when resolving scenario (still needs work)
+ idle XP accumulation option
+ Bug 3484446: Green Repairs Become Impossible
+ Bug 3473292: Toughness doesn't save
+ new MM.jar
+ Bug 3472962: In the Hangar, BA do not show under the BA tab
+ Bug 3474830: Salvage show shorthanded when not
+ Bug 3477127: Weapons Missing from Parts List
+ Bug 3477779: Debt not carried over to new year
+ make text field of all spinners in CampaignOptionsDialog non-editable
+ re-attachable limbs/heads (yay!)
+ destroy detached limbs and their equipment when player does not control
battlefield
+ roll for equipment destruction (d26 < 10) on all damaged equipment in scenario
+ Bug: blown off status not being saved
+ Bug 3473821: 0.1.13 Battle Armor loses all armor
+ Bug 3472965: Mass assign not working for BA
+ Bug 3473516: Force icons not resizing anymore - cropped
+ Bug 3482814: Missing carriage return on Recovered units
+ Bug 3485504: /n visible in mouseover of "Start Game" button
+ new MM.jar
+ remove units that are totally destroyed when loading campaign

v0.1.13 (2012-01-11)
+ added campaign reference to all parts (should fix NPE refit bug)
+ bug: campaign reference not set for refit shoppingList on load
+ limit refit kits by tech limits
+ correct calculation of engine tonnage and costs
+ updated MM.jar
+ Bug 3466916: Damaged Mech does not appear in Repair Bay
+ mekhq-load.png
+ correct costs and tonnage for physical weapons, MASC, and targeting computers and
EquipmentPart set-up to make further additions easier
+ Bug: negative engine costs
+ subfolder for equipment parts in preparation for subclassing of variable ton/cost
equipment
+ MASC suptype for EquipmentPart
+ Bug: equipTonnage is double when loading XML
+ Bug: need flag for MiscType when checking whether equipment type is MASC
+ Bug: NPE when loading refit and newArmorSupplies are null
+ don't add BA equipment and tank chassis modifications to parts store
+ Bug 3470231: Campaign refuses to advance day.
+ Bug: spare equipment parts all had zero tonnage
+ mission type field
+ crew assignments for large craft
+ Bug 3469928: Cannot repair damaged limbs after replacing
+ set missing status of critical slot and mounted to false for non-hittable items
when replacing locations
+ set missing status of equipment parts to false when fixing and replacing
+ color understrength infantry units red in unit table
+ record date of scenario resolution
+ simplified gui code for tech task targets
+ large crafts fix themselves (sort of)
+ Bug 3470457: Negative time destroys Astech mins
+ Bug 3470662: Actuators listed in system components in warehouse
+ Bug 3469248: Mech sensors in warehouse - No Tonnage
+ Bug: aero sensors must be matched to unit tonnage since cost is variable by
tonnage
+ Bug 3468357: Setting Edge to Multiple People
+ Bug 3468387: FRR Faction Typo
+ Bug 3468374: Green Techs roll like Astechs
+ MM listener starts resolution after victory screen not before
+ Bug: mission description getting cut off in MissionViewPanel
+ updated MM.jar and MML.jar
+ Bug: small craft aren't repaired by own crew
+ set number of pilots on small craft and DropShips to be 3
+ contributors doc
+ update MM.jar to 0.35.27
+ mekhq-splash.png
+ advanced search in unit selector
+ fluff images in unit selector
+ Bug: refits shown as costing nothing

v0.1.12 (2011-12-22)
+ restrict parts store by tech limits
+ restrict acquisitions from repair bay by tech limits
+ fixed sorting issues on some tables (salary on personnel, cost and weight on
parts store)
+ type name not being changed on ammo change, leading to a reload item for unit
when loading game
+ text filter in parts store
+ no infantry weapons in parts store
+ Bug 3456424: Prices in repair bay
+ Bug: doctor with 25 patients cannot heal them
+ Bug: units that should not be repairable sometimes are immediately after scenario
+ personnel in destroyed vees should be wounded or dead
+ personnel filter for conventional infantry
+ allow editing of after action report and status for completed scenarios
+ ForceStub object to keep a record of forces used in completed scenarios
+ cleaned up imports
+ keep completed missions visible for historical record
+ get all personnel filtering correct
+ updated RATs
+ Bug: main gui refreshing before resolve wizard done
+ better stopping of game thread (didn't fix memory problems)
+ attempts to fix memory leak
+ new MM.jar (should deal with various LRM problems)
+ use a single dialog with CardLayout to resolve scenarios
+ max gunnery and artillery should be 7 for it to read in MULs correctly
+ Bug: units in subforces not removed when super force removed
+ Bug 3462195: Typo in Administration skill
+ Bug 3461993: Callsigns do not carry over
+ added version information to XML input/output
+ Bug: wrong parts being sold when warehouse list is sorted
+ Bug: personnel with admin skill are losing all skill
+ Bug 3457522: no BLC bug
+ added docs from MegaMek

v0.1.11 (2011-12-09)
+ options to limit unit purchases by year, canonicity and type (Clan/IS)
+ changed layout of UnitSelectorDialog
+ "All" weight class option in UnitSelectorDialog
+ Bug: mmconf not being included with release
+ Bug: campaigns with personnel hired using the multiple hire option are not
savable
+ no refreshing hire dialog on multiple hires
+ Bug: memory problems in PortraitChoiceDialog with lots of images
+ Bug: person hired twice
+ updated force icons (thanks Urban Kufahl!)
+ no NPE when portrait or force image is missing - replace with default
+ Y/N dialog on force deletion
+ change MM options based on tech limits selected
+ multiple part selection
+ adjust parts value by clan modifier
+ limit parts in parts store by IS/Clan depending on options
+ Bug: armor being charged even if parts not paid for
+ Bug: gunnery and piloting not rounding correctly for multiple personnel units
+ new unit right-menu item to hire all missing personnel
+ Bug: not able to customize units in MM because artillery skill outside 0-8 range
by default
+ Dragoons Rating (no support rating though)
+ approximation to support rating for Dragoons rating (waiting on StellarOps for
final word)
+ set allowCanonOnly to false by default
+ Bug 3304647: Interstellar Map drop down remains open
+ some personnel pictures still not being properly scaled and sanity-checked

v0.1.10 (2011-12-05)
+ beginnings of a proper splash and loading screen
+ added load campaign and quit options to splash screen
+ improvements to splash and load screen operations
+ save and loading XML is the default (no more binary saves!)
+ RFE 3304267: EXIT
+ improvements to layout of top and bottom panels
+ added missing data from MM data folders
+ beginning of MM game threading
+ moved directory items and `Mek tileset from MekHQView to MekHQApp
+ print record sheets for scenario
+ resolution of MM games from within MHQ
+ proper starting and stopping of MM host within MHQ
+ added images for record sheet printing
+ gridlayout for scenario buttons
+ grey out scenario buttons when no scenario selected, selected scenario is
completed, or scenario has no units assigned
+ load/save MM game options in xml serialization
+ Kill object and kills record for personnel
+ beginning of kill assignment from scenario resolution
+ ResolveWizard for kill assignment
+ look and feel setting done in MekHQApp#initialize
+ replaced jdesktop.ResourceMap with ResourceBundle in CustomizeScenarioDialog as
an example
this will eventually be done for all gui objects in anticipation of removing
the SingleFrameApplication framework
+ customizable XP awards for kills
+ switched from ResourceMap to ResourceBundle and moved most dialogs to mekhq.gui
+ remainder of dialogs updated
+ removed swing-layout and swing-worker libs (yay! - only one more left)
+ consolidated all the *Info classes into a single BasicInfo class
+ show portraits of techs and doctors in repair bay and infirmary
+ replaced resourceMap with ResourceBundle in all panels and moved to mekhq.gui
+ converted MekHQView to CampaignGUI and removed FrameView
+ MekHQApp renamed MekHQ and no longer inherits from SingleFrameApplication
+ nag when quitting
+ created gui subfolders for dialogs and views
+ really crappy about box
+ updated MM.jar and MML.jar
+ new build.xml (this one works)
+ changed xml save suffix to cpnx (and updated FoxsTeeth to it)
+ added a default campaigns folder for saved campaigns
+ added PngEncoder library and source code for TinyXML
+ corrected mmconf files to default
+ trying out Nimbus look and feel
+ forgot to set default loading directory to campaigns in CampaignGUI
+ menu items to choose look and feel from available L&F
+ get rid of grid lines in Tables
+ beginning of a parts store dialog
+ gridlayout for mission buttons
+ better display of planetary neighbors in PlanetViewPanel
+ insets for view objects in Personnel, Unit, and Parts tab
+ Patch 3385171: fixes bug 3373903 (destroyed units not removed from TO&E), thank
tathas!
+ added "Load Last Save" button to StartUpGUI
+ changed the layout of StartUpGUI so that the splash image is the background
+ use static string for campaign directory
+ mekhq.properties file (contains only L&F feel preferences for now, but
expandable)
+ check campaigns subdirectories for last save
+ parts store dialog actually allows you to buy parts
+ more parts for the parts store
+ beginning of a chat client/server
+ beginning of MegaMekLab integration
+ a partially functional Refit object
+ Bug: phantom parts
+ improvements to refit calculation
+ refit tech assignment and rolls
+ improvements to refit/customization process
+ xml load/save for Refit object
+ armor refits processed properly
+ added system position to planet data
+ custom unit info is saved within xml so that cpnx are transportable without
accompanying custom data
+ dont remove unit from lab when tech is missing on refit
+ add detail column to parts store
+ updateConditionFromPart method for MissingParts for refits
+ Bug: total armor amount for Armor part incorrect when salvaging
+ Bug: field refits showing up as Class D
+ Bug: alternate munition ammo type not properly loaded with xml
+ improvements to look of MekLabPanel
+ Bug: NPE when refitting
+ don't refit for a change in munition type
+ add in heat sink type changes and CASE changes
+ Bug: no refit kits for non-`Mek units
+ properly sourced refit kits
+ Bug: Center Torso not being replaced when internal structure changed
+ reserved status for refit kit parts (still need to include armor and ammo here)
+ tag unit as a custom unit menu option
+ proper reservation of armor for refitting
+ Bug 3403515: Negative Fix times
+ Bug 3430084: Artillery skill does not get saved in MUL file
+ personnel options affect corresponding MegaMek options
+ Bug 3413047: 0.1.9 Deployed Units Issue
+ Bug: checked units not recovered in resolveMissingUnitsDialog
+ OrgTreeModel: no more TO&E collapsing
+ Cockpit part type (made up values until next errata)
+ Bug 3402178: Mechs with destroyed cockpit still usable
+ Bug 3380632: Mechs with Destroyed Head never Usable
+ Bug 3430515: Cannot Load Campaign
+ Bug 3403476: Using Ampersand In Scenario/Mission Description Causes Issue
+ Bug 3401092: Loading a save with "MechWarrior" units crashes MekHQ
+ Bug 3398514: JumpShips inoperable
+ Bug 3371755: Medic Count
+ Bug 3369530: Infantry
+ Bug 3371759: Vehicle Crews
+ Bug 3380630: Warehouse Fields All Sort as strings
+ Bug 3373302: Able to salvage or repair components in a destroyed location
+ Bug 3401029: Non-Salvageable Torso
+ Bug 3376390: Cannot Scrap Arm
+ Bug: GM Mode not properly set on button when campaign loaded
+ Bug 3288072: Search query is case-sensitive
+ Bug 3440335: Contract Transportation Bug
+ Patch 3411830: Patch for 3288090 (Date Chooser), thanks derikpage!
+ Bug 3317572: Salvaged units bug
+ Bug 3388419: Destroyed Units Repairable
+ Bug 3323097: Clan tech price modifier bug
+ Bug 3371756: One-Shot Ammo
+ Patch 3411833: GM Edit & Delete Financial Transactions
+ Patch 3413431: Hire/Add Multiple Infantry (Feature Request 3391637)
+ increment display name for multiple units of the same type
+ added cockpits, more armor, and mek locations to the parts store
+ Drag-n-Drop functionality for OrgTree
+ don't allow customization that adds new equipment to missing locations
+ Bug: armor not set to actual amount when customization complete
+ various gui checks and notifications when unit is being customized or is in Lab
+ various fixes to new ammo in customizations
+ Bug: customization not handled right when armor type remains same but amount
changes
+ updated MM.jar and MML.jar
+ Bug: ammo munitions getting switched in Refit#unscrambleEquipmentNumbers
+ Bug: refit armor amounts reverting to old unit values when refit is loaded from
save
+ Bug: refitClass not being saved to XML
+ Bug: canceling at tech selection and model name does not stop refit
+ Bug: don't include techs for selection of refit who are already working on a
refit
+ Bug: variable cost EquipmentParts screwing up equipment cost calculation
+ aero and vehicle parts for parts store
+ new MM.jar
+ check for internal name and munition type when restoring type in AmmoBin (MML
problem)
+ Bug: NPE on game resolution when no killer
+ Bug: slots in destroyed locations are set as repairable when loading even if they
have been scrapped

v0.1.9 (2011-07-17)
+ beginning of personnel switch (hold on to your hats!)
+ updated personnel views with new skills
+ updated PersonViewPanel with new skills
+ SkillType object
+ improvements to CustomizePersonDialog
+ more improvements to CustomizePersonDialog
+ re-added spending XP on skills and special abilities
+ re-added setting of edge triggers
+ Bug: MekEngine and MissingMekEngine xml loading
+ Bug: campaign not being set for units in xml loading
+ assignment of personnel to units (allowing for the assignment of pilots, drivers,
gunners, and soldiers)
+ when buying units, don't include default pilot or soldiers (so BA and infantry is
just the equipment)
+ reverse compatibility in assigning pilots to units for XML loading
+ skill summary for personnel by primary type (using FM: Mercs Supplemental Update)
+ backwards compatibility for reading in techs and doctor personnel
+ resetPilotAndEntity on unit when loading in XML
+ update entity pilot when personnel characteristics are changed
+ Bug 3313715 and 3316912: Reloading game problem/destroyed parts in warehouse
+ infantry personnel type
+ change Force to unit-specific rather than person-specific (to accommodate multi-
person crews)
+ corrected scenario Ids
+ Astech and medic personnel types (they don't do anything yet)
+ changes to resolveScenarioTracker to allow for more diverse units
+ fixed missing fields in Person for save/load XML
+ added Skill to XML serialization
+ assign casualties to infantry in ResolveScenarioTracker
+ assign casualties to vehicle crews in ResolveScenarioTracker
+ beginning of Astech Pool
+ adjust modifiers for overtime and shorthanded when carrying tasks over from day
to day
+ removing and adding astechs changes astech pool time
+ astech pool menu items
+ report overtime in tech description
+ make sure shorthanded mod carries over on multiple day assignments
+ check tech type
+ removed outdated methods from SupportTeam
+ incorrect skill levels on Armor part
+ added tech and astech variables to XML serialization
+ only allow personnel type changing for new hires in CustomizePersonDialog
+ modifiers for rush jobs
+ release all techs from pool menu item
+ updated MM.jar
+ updated unit and image files to current MegaMek status
+ better checking in Person#isTech
+ remove personnel from unit when removed from game
+ removed repair system option from CampaignOptionDialog (outdated)
+ astech overtime
+ Bug: skill min not updating correctly when repairs fail
+ customizable XP cost for skills and abilities campaign options
+ changed default XP to be consistent with TW and SO defaults
+ adjustments to admin skill
+ added Admin personnel type
+ Skill costs added to XML serialization
+ ability costs moved from SkillCosts to SkillType
+ SkillCosts.java removed (costs now kept in SkillType)
+ jump over levels with XP costs of zero when improving skills
+ Bug 3317567: Inactive personnel show up in lists
+ Bug 3317565: Costs not paid
+ Bug 3317554: Salvage value not saved/loaded
+ default green, regular, veteran, and elite skill levels in SkillType
+ removed NameGen.java
+ changed personnel type to primaryRole and added secondaryRole variable
+ Person#canPerformRole
+ Personnel menu item to change primary and secondary role
+ Bug: the tech level of repaired parts does not reset to green
+ Add tech time for secondary role
+ Can't be an astech and tech at the same time
+ Patch 3357529: Fix for 3352712: XML Escaping of Entities (Thanks, Josh Street!)
+ Bug 3352712: Program won't load saved xml
+ adjust salary for secondary role
+ report secondary role in GUI displays
+ restored infirmary functionality
+ shorthanded mods for doctors
+ reverse compatability for primary role of combat personnel when loading XML
+ menu item for medic pools
+ customize skill targets and levels in campaign options dialog
+ separate VEE_CREW role into ground vee drivers, naval vessel drivers, VTOL
pilots, and gunners
+ improvements to CustomizePersonDialog
+ maintain selected skill levels between hires in CustomizePersonDialog
+ resized personnel view panel to account for longer skill names
+ load callsigns from XML
+ improvements to personnel table
+ better instructions in XP tab
+ only support roles can be secondary
+ use a tabbed pane in force view to display pilot and unit
+ stats bar on the bottom
+ better PopupValueChoiceDialog layout
+ cancel button for PopupValueChoiceDialog
+ add commander special abilities to unit pilot
+ set hits for pilot from personnel
+ remove unit and doctor assignments when personnel changed to non-active status
+ re-assign personnel to infantry and tank units when healed
+ Bug: infantry casualties not calculated correctly
+ Bug: temp medic number not showing
+ can't choose none as primary role and can always choose none as secondary role
+ customizable XP bonus for scenario completion
+ improvements to ResolveWizardPilotStatus to allow hit editing
+ not counting soldiers without anti-mech skills
+ list whether driver or gunner in unit assignment for vee crewmembers
+ toughness back in
+ don't allow deployment of undermanned vees
+ Bug: astechs being counted twice
+ Bug 3317564: Bug in jumpship recharge
+ updated MM.jar
+ updated Fox's Teeth campaign
+ need to reset skill types during XML load

v0.1.8 (2011-06-13)
+ beginning of custom XP costs
+ custom XP costs
+ SkillCosts added to XML serialization
+ scenarioXP field in SkillCosts and option in CampaignOptionsDialog
+ apply scenarioXP when resolving scenario
+ BLC for lost units (duh)
+ better default theming of look and feel by system
+ Bug 3308725: All SPA's broken
+ new MM.jar
+ Bug 3309501: Campaign Loading
+ Bug 3309012: Command rights not updating
+ Bug 3309015: Pilots marked KIA show up MIA
+ Bug 3309014: Doctor always has 1 patient
+ Bug: structuralIntegrity has no default constructor
+ track name in PilotPerson not MM pilot (this should resolve save/load issues for
pilots with special characters in their names)
+ avionics part
+ fcs part
+ engine repair/replacement for aeros and vees
+ motive system part
+ vee sensor part
+ vee stabilizer part
+ rotor part
+ some fixes for turrets
+ made rotor and turret parts a subclass of TankLocation part
+ fix weight and cost for turrets
+ don't allow scrapping of locations that still have stuff on them
+ Bug: no vee stabiliser in the body
+ turret lock "part"
+ vtol motive system repairs
+ functional and repairable conditions for aeros
+ aero sensors part
+ landing gear part
+ updated MM.jar
+ aero heat sink part
+ Bug 3314180: Campaign Options
+ Bug 3308346: Typo in mission interface
+ Bug 3309013: Contract start date not working (payment starts too soon)
+ by default, start contract on the estimated date of arrival
+ fixes for part XML save/load problems

v0.1.7 (2011-05-26)
+ MekLab tab (no functionality yet, but there it is)
+ load a `Mek into the MekLab via the unit context menu (still doesn't do much)
+ A* pathfinding for finding jump paths
+ updated MegaMekLab.jar
+ use Graphics2D class to draw interstellar map so that coordinates are exact
+ dynamic faction changes to map
+ new planets database that takes account of faction changes using the PRSC time
points
(2575,2750,3025,3030,3040,3052,3057,3062)
+ currentPlanet tracked in campaign and on map
+ alt-click on map to calculate jump path between clicked planet and currently
selected planet
+ correction to A* pathfinding technique
+ alt+shift click to add a planet manually to the jump path
+ all jump paths calculated starting from current planetary location
+ new functoinality to mousePressed in InterstellarMapPanel:
alt+click - jump path from current planet to clicked planet; shift+click -
extend existing jump path to clicked planet
+ calculate jump path button for InterstellarMap
+ begin transit button for interstellar map (doesn't do anything yet)
+ change color of planet names when on jump path
+ dragging on the map doesn't select a planet
+ list of planets within 30 light years to PlanetViewPanel
+ landMass and satellite data and tags for planets
+ use line-wrapping text areas for planetary information instead of labels
+ use line-wrapping text areas for unit information instead of labels
+ some improvements to quirk reporting in UnitViewPanel
+ socio-industrial levels and HPG class
+ updated planet data so that faction as of 3025 in PRSC goes back to 2900
+ JumpPathViewPanel
+ JumpPath object
+ CurrentLocation object
+ radio buttons for status of missing pilots in retrieval wizard
+ ability to move force along jump path
+ made JumpPath and CurrentLocation serializable
+ jumpPath and CurrentLocation added to XML serialization
+ distinction between plotted paths and actual paths in map
+ some calculation errors in jump path display
+ when adding to the path by shift+click, planets were counted twice along path
+ center and zoom map initially on current location
+ move to planet automagically using GM mode
+ pay for transportation option
+ updated MM.jar
+ beginning of Contract.java
+ use concentric rings to indicate selected planet (white), current planet
(orange), selected jump path (white), current jump path (yellow)
+ additions to NewContractDialog
+ MRBC fee
+ improvements to NewContractDialog layout
+ some accounting adjustments to contract (MRBC fee does not include signing bonus
and signing bonus is part of advance)
+ getEsimatedTotalProfit in Contract.java
+ advance money and monthly payout transactions
+ employer text field in New Contract Dialog
+ ContractViewPanel
+ Battle Loss Compensation when resolving contract-based scenario
+ added Contract.java to XML serialization
+ custom ranks in Campaign Options
+ Salvage rights
+ added salvage fields in Contract to XML serialization
+ removed suggest.jar (added source code instead, thanks RakuDave!)
+ added planetary location fields to contracts and missions
+ Transport terms for contracts
+ contract start date (contracts are done!)
+ set the location of all dialogs so that they center on the main frame
+ removed NetBeans *.form files
+ matching on startWith rather than contains for JSuggestField
+ Bug 3306391: Resurection of pilots
+ Bug 3304919: Selling of Parts error
+ Bug 3306402: Resolution wizard
+ separate Planets object that keeps a static hash of all planets so it isn't
reloaded every time campaign is loaded
+ make Planets.java more like MechSummaryCache.java
+ remove MechSummaryCache loading from MekHQApp
+ DataLoadingDialog (not fully working)
+ Bug: unattached personnel overlapping with last force in ForceViewPanel
+ Bug 3306386: Salvage times for equipment
+ better tracking of quad `Mek parts
+ Structural Integrity part
+ Bug: busted actuators dont show up in repair bay for quad `Meks
+ improvements to jump path user interaction

v0.1.6 (2011-05-17)
+ beginning of Briefing Room tab
+ mission and scenario view panels
+ deploy forces and personnel to scenarios from TOE tab
+ color-coding of deployed forces and personnel in TOE
+ Bug: force not deleting once deployed
+ save and load scenarioId to XML in Force
+ scenario related buttons (not fully functional)
+ Clear Units from scenario button
+ Bug: can deploy a force even when already deployed
+ beginning of Resolve Scenario Wizard
+ removed unused deploy boolean in Unit.java
+ resolve missing pilots wizard

+ resolve casualties wizard


+ resolve salvage wizard
+ process resolved scenario
+ final check resolution wizard
+ allow for skipping of irrelevant wizards
+ separate after-action report from description
+ mission and scenario added to XML serialization
+ Bug: scenarios not loading through XML
+ various bugs with mission and scenario id loading
+ description fields in customizeMission and customizeScenario dialogs
+ context menu for scenario table
+ edit mission and complete mission buttons in Briefing Room
+ don't allow the completion of missions with pending scenarios
+ various improvements to the Briefing Room GUI
+ added time to jump point, gravity, atmospheric pressure, and recharge station
tags (see El Dorado, for an example)
+ added menu scroller for all popup menus with lots of potential entries
+ updated MegaMek.jar (should resolve problem with Unit view for units with
unassigned pilots
+ Bug: personnel reassigned to different force or unassigned do not have scenario
id reset
+ deployed units should not show up in Repair Bay
+ removed Combat Loss menu option (handled from scenario resolution now)
+ Bug 3294979: Support personnel age
+ Bug: force id of new personnel set to overall force id
+ removed PersonnelWorkItem, implemented IWork and IMedicalWork interface to handle
pilot healing
+ Bug 3299547: Problems w/ loading campagin files (removed dateFormat and
simpleDateFormat from XML load and save)
+ star type, recharge time, life form, climate, temperature, and percent water
added to Planet
+ beginning of BIG change to repair system - no more tasks, repairs are performed
directly on parts
don't use this yet, salvage and replacement are not implemented
+ Mech repairs complete under new system (still need salvage and replacement)
+ `Mek salvage complete under new system
+ tasktablemouseadapter
+ MissingPart and MissingMekGyro (beginning of replacements under new system)
+ Mech replacements complete under new system
+ Bug: repair destroyed `Mek locations
+ added conditional checks for whether repairs, replacements, and salvages can be
done
+ when techs are short on time, repairs are made the following day
+ initializeParts to XML loading
+ initializeParts should look for MissingParts
+ Bug: location repair mods are reversed
+ Bug: overtime not working right
+ dont allow salvaging or replacing of center torso
+ different time and difficulty for jump jets and heat sinks than other equipment
parts
+ Bug: salvage times and difficulties not right
+ beginning of acquisition work
+ completed acqusition work
+ armor needs to be acquired
+ Bug 2854851: Part scrounging bug
+ Bug 2834251: time used for incomplete repair (armor)
+ new parts fully integrated into XML load and save
+ when armor replacement fails by elite tech, armor should be removed from spares
and skill min reset to Green
+ beginning of ammo part replacement and reloading
+ ammo swapping
+ look for missing ammo bin in Unit#initializeParts
+ better reporting of ammo bin reloading
+ finished ammo work
+ removed all WorkItems, parts refactoring project complete
+ reorganized initializeParts for non-`Mek units
+ TankLocation part
+ adjust time for armor replacement by unit type
+ Tank MissingTurret part
+ VTOL MissingRotor part
+ Bug 3288578: Cannot add aero pilots to aerospace units
+ Bug 3298152: TO&E Tab Locks Up with Aerospace Force 0.1.5
+ Bug 3298314: Dropship added to unit cannot be deleted
+ Bug 3291774: Damaged Limbs
+ Bug: Unit#initializeParts choking on BattleArmor and Infantry
+ Bug: "Add XP" doesn't do anything for support personnel
+ Bug 3301119: Doctor is not a recognized Personnel Type
+ getCost for units follows StratOps, pg. 181 (1/2 for undamaged, 1/3 for damaged,
1/10 for destroyed)
+ some improvements to part costs (but it is still a mess)
+ separate unit tonnage from part tonnage (part tonnage still needs lots of work)
+ show parts needed in unit table
+ Bug: current description not showing when editing missions and scenarios
+ replaced Part#computeCost with getCurrentValue and getPurchasePrice, removed
static cost variable from Part
+ removed salvage boolean from Part (it has no use) and removed all referencing
methods
+ change getStatus() in Part to return Functional/Damaged/Destroyed
+ improvements to replacement part checking
+ report details in parts table
+ values for equipment parts (catching NPE errors as a result of null entities)
+ boolean variable identifying clan-based armor in Armor.java
+ tonnage for equipment parts (catching NPE errors as a result of null entities)
+ improvements to look of parts table
+ don't load a damaged replacement part if an undamaged one exists
+ SubmitBug.html
+ filter for parts table
+ very basic Jtextfield with auto-complete for planet searching
+ added temperature, surface water, and life forms to planet view panel
+ 30-light year radius bubble around selected planet when zoomed in
+ only show faction name of planet, when there are duplicates
+ put name of scenario in personnel deployment column rather than "Y/N"
+ Bug: ammo not being used up from supplies when loaded and wrong type being
unloaded when swapping
+ improved some parts reporting and refreshing issues
+ Bug: problems with restoring some equipment parts
+ acuisition list not updating when parts removed
+ separate HeatSink part inheriting from EquipmentPart
+ separate JumpJet part inheriting from EquipmentPart
+ Bug: techs can still do repairs with 0 time left
+ Bug: can't salvage ammo bins
+ rounding of tonnage in parts table
+ Bug: unit ids not being set in Campaign#addUnit
+ Bug: get target number before reducing time in Campaign#fixParts
+ Bug: gyro not fixing the first time
+ Bug: salvage units disappear from unit list sometimes
+ Bug: non-hittable slots remaine critted when location is replaced
+ errors with XML loading of engines and Sensors
+ mul for scenario deployment named after scenario not campaign
+ Bug: sometimes new ammo and armor spare part created when existing one should be
increased
+ color-coding of availability in work descriptions
+ scrap and canScrap methods in Part.java
+ Bug: completely salvaged `Mek showing up with new parts to be salvaged when game
is reloaded
+ Bug: engine rating and type were reversed in constructor
+ Bug: XML not being saved as UTF-8
+ team name not reported correctly in Campaign#acquirePart
+ UTF-8 compliant female names
+ Bug: armor and ammo for free
+ Balance column for finance table
+ Bug: repairs being allowed on arms and legs with hip and shoulder damage
+ calculate distance and time to jump point in Planet.java

v0.1.5 (2011-05-05)
+ refactored Hangar Panel into separate Hangar and Repair Bay panel
+ UnitTable and UnitTableModel in HangarPanel
+ sorting of UnitTable
+ Unit type filter for UnitTable
+ only units needing service should show up in the Repair Bay
+ unit view selector in UnitTable (General, Details, and Status)
+ Unit Viewer in Hangar
+ updated MegaMek.jar
+ improvements to UnitViewPanel
+ allow fluff images in UnitViewPanel
+ show unit image if no fluff image in UnitViewPanel
+ color-coding of UnitTable rows by condition
+ Bug: tasks not displaying when mul added after xml loaded
+ changed FoxsTeeth Unit fluff pictures to mini pics
+ tooltips for UnitTable
+ use JSplitPanes for personnel and unit tables and views (duh)
+ Patch 3294109: Doing anything with an empty personal list currently causes an
array out of bounds exception. (Thanks Longinus00!)
+ bug: personnel and unit view scroll to the bottom when selected or if the split
pane is resized
+ hierarchically-structured Force object
+ beginning of TO&E Panel (not yet functional)
+ use TreeModel to set up treeNodes for forces
+ context-menu for OrgTree
+ ability to add forces and personnel to orgTree
+ "remove force" menu item for orgTree context menu
+ "remove person from force" menu item for orgTree context menu
+ custom renderer for orgTree
+ define DirectoryItems (portraits, camos) once in MekHQView and pass them as
needed into other components
+ added force icons and ability to set them
+ changes to PilotPerson#toString
+ save lastForceId in XML
+ saved forceId to XML
+ writeToXML function for Force (still need the function to reconstruct it)
+ context menu for unit table
+ keep personnel ids not personnel in Force.java
+ loading of force organization from XML
+ updated FoxsTeeth.xml with force organization
+ deployment and retrieval button belong in hangar
+ color coding for deployed units and a deployed (Y/N) column for personnelTable
and unitTable
+ Bug: pilot external ids not being set when campaign reloaded from XML
+ rank name and condition color coding added to ForceRenderer for personnel
+ height issue of orgTree personnel nodes
+ force column in personnel table
+ sort personnel in orgTable by rank
+ Bug: unitId not set on personnel entered via MUL
+ ForceViewPanel for personnel on TO&E tab
+ ForceViewPanel (needs filling in)
+ improvements to ForceViewPanel
+ unit selected in unit context menu is the one highlighted not moused over
+ adjust contextmenu depending on single or multiple unit selection
+ person selected in person context menu is the one highlighted not moused over
+ adjust contextmenu depending on single or multiple person selection
+ Bug: top-level buttons and comboboxes not showing up above unit table
+ assign to force menu in personnel table
+ simplified code for assigning units
+ fixed refresh issues with ForceViewPanel
+ only allow unassigned pilots to be assigned in unit context menu
+ put "Repair" and "Salvage" menu items in a sub-menu called "Repair Status" in
unit table context menu
+ use Quirks campaign option
+ beginning of parts table redesign
+ some basic code for InterstellarMap (not much yet, don't get excited)
+ Finances and Transaction object
+ finance campaign options
+ pay salaries and overhead expenses finance options
+ included a rank reference from campaign in Person.java and refactored
Campaign#GetTitleFor(Person) into Person.java
+ adjust salaries by experience and officer status
+ financial balance sheet in Finance tab
+ added Finances to XML load and save
+ pay for maintenance, sell units for money, and sell parts for money options added
+ Planet object
+ read in planet.xml data (from MekWars) for InterstellarMap
+ color coding of InterstellarMap by faction
+ mouseListener for InterStellarMap
+ mouseWheelListener for InterStellarMap
+ changed x,y variable in Planet to double
+ changed planets.xml map to one based off the PRSC data in 3062
+ color-coding of all factions on InterstellarMap
+ improvements to mouse interaction in InterstellarMap
+ highlight selected planet
+ keep selected planet in center when rescaling
+ context menu for InterstellarMap
+ improved zooming
+ top elements of main panel and main TabbedPane places in a split pane (so you can
maximize whichever view you want)
+ "Select planet" context menu option (planets organized alphabetically, in
submenus (A,B,C,etc)
+ improvements to zooming
+ improved planets.xml
+ PlanetViewPanel
+ changed color of Chaos March to a lighter gray
+ load planets.xml in Campaign.restore()
+ Bug: map context menu should be a result of popup trigger not mouse 3 button
+ Mission and Scenario objects

v0.1.4 (2011-04-28)
+ Bug: personnel options not updating in CampaignOptionsDialog
+ improvements to NewPilotDialog.java
+ new MegaMek.jar
+ gender and birthdate choosers in HirePilotDialog
+ refactored NewPilotDialog.java to CustomizePilotDialog.java and use it for both
new hires and editing
+ move the creation of new PilotPersons from CustomizePilotDialog to Campaign
+ converted NewTechTeamDialog to CustomizeTechTeamDialog
+ converted NewMedicalteamDialog to CustomizeMedicalTeamDialog
+ put refresh commands inside each Customize dialog
+ Bug: editing personnel does not update on other lists
+ Bug: context menu for personnel table picking wrong personnel when sorted
+ added birthdate and gender choosers to CustomizeTechDialog
+ Bug: problem with new personnel when personnel table columns are sorted
+ custom sorting comparators for personnel skills
+ replaced support skill column with overall skill summary
+ consolidated Person types in Person class
+ Bug: not able to hire all types of personnel
+ personnel filter
+ personnel rankings
+ rank system added to Campaign Options
+ added rank information to XML save and load
+ added ranks for five main factions and clans
+ assigned unit column in personnel tab
+ set preferred widths of personnel table column
+ view chooser in PersonnelTable
+ Personnel Viewer
+ replaced Personnel#GetDossier with a PersonnelViewPanel
+ added optional skills to PersonnelViewPanel
+ Fox's Teeth example campaign data
+ Bug: Personnel portrait not correct scale
+ vertical allignment of personnelviewpanel in scrollbar fixed
+ added fluff information view to PersonnelTable
+ better text wrapping in PersonnelViewTable
+ Bug: personnel portraits not being correctly loaded with XML
+ "Assign to Unit" menu in PersonnelTable context menu
+ status variable (active,retired,MIA,KIA) in Person and associated functionality
in MekHQView
+ Add XP should not be a GM-mode action
+ GM Mode skill change menu items removed (Edit.. menu item can be used instead)
+ "Spend XP" menu in PersonnelTable context menu
+ Spend XP for Support staff too
+ "None" as an option in "Assign to Unit" menu
+ removed PersonnelViewDialog and Person#getDossier
+ added special abilities and implants to PersonViewPanel
+ separated edge from other special abilities in PersonnelViewPanel and added edge
column to PersonnelTable
+ updated MegaMek.jar
+ added "use edge" campaign option
+ addded "Select Edge Trigger" menu option and "Set Edge" menu (GM mode) option to
PersonnelTable context menu
+ custom renderer for PersonnelTable
+ special ability, implants, and hits columns for PersonnelTable
+ tiger striping of PersonnelTable for readability
+ wounded personnel have a red background in PersonnelTable
+ get rid of annoying table borders in PersonnelTable
+ TextAreaDialog and "Change Biography" menu item in PersonnelTable context menu
+ Spend XP on special abilities
+ weapon specialist options in Spend XP > Special Abilities
+ context menu selecting wrong person on sorted rows
+ changes to packaging.xml and resource handling
+ consolidated CustomizeTechTeamDialog and CustomizeMedicalTeamDialog into
CustomizeSupportTeamDialog
+ random name button in CustomizeSupportTeamDialog
+ added examples to packaging.xml build
+ reset game for entity in Campaign#restore()

v0.1.3 (2011-04-22)
+ Bug 3288095: Tasks are not refreshing and dates do not advance
+ MegaMek Random Name Generator
+ Bug 3288083: GM Mode - Set XP spinner not working
+ Removed SSW library and all references to it (availability and tech codes should
always be checked through MM)
+ forgot to recode availiability code X in Availability.java
+ Bug 3289622: Repair Crash
+ availability and tech ratings for all parts (specific equipment codes still need
to be entered in MM)
+ tech ratings for all UnitWorkItems
+ tech rating modifier for repair, replacement, and salvage
+ moved random name generator from MekHQView.java to Campaign.java
+ Added random name generator properties to XML load/save
+ chooser for random name generator faction
+ Bug: name generator not being populated with XML load
+ new tab in Campaign Options for name generator
+ percent female slider for random name options
+ option (true by default) to assign random name generator based on faction
selection
+ beginning of acquisition table
+ Acquisition table
+ Bug: NPE on MekGryo.canBeUsedBy check
+ Bug: selected task should remain current even when moving tabs
+ unofficial faction modifiers off by default
+ improvements to descriptions for replacement items and parts
+ renamed Personnel tab to Infirmary and refactored all "personnel" named variables
in MekHQView to "patient"
+ personnelTable
+ added type and support skill columns to personnel table
+ only wounded personnel are in the infirmary
+ moved PatientMouseAdapter to PersonnelMouseAdapter
+ sortable columns in personnel table

+ gender variable in Person (still need to link it to random name generator)


+ birthday and age variables in Person
+ Bug: personnelTable not refreshing when new personnel are hired
+ Personnel Options tab
+ Game options to use artillery skill, init bonus, tactics bonus, and toughness
+ NPE when cancelling loadXML
+ PersonnelList not refreshing when doctors hired
+ Doctors not able to be assigned
+ incorrect mods listed in Acquisition Info
+ Bug: personnelMouseAdapter referencing patientTable
v0.1.2 (2011-04-15)
+ updated MegaMek.jar
+ pilot portraits
+ unit camo
+ CamoChoiceDialog
+ close button for PersonViewDialog
+ updated build.xml
+ PortraitChoiceDialog (not fully working)
+ updated nbproject properties
+ set default campaign options to vanilla StratOps
+ campaign options reset to private variables accessed by normal methods
+ Bug: campaign does not need to be passed into unit diagnostics because it is a
variable in Unit.java
+ finances are disabled by default
+ Bug: finances disabled, replacement not possible due to lack of finances
+ refresh unit view when buying units
+ refresh respective views when hiring pilots and techs
+ removed "Store Time" option (no time machines!)
+ Techs can now begin a task on one day and finish it the next if they run out of
time
+ Added one version of a random name generator
+ Name Gen class
+ Random names on "hire personnel" dialogs
+ First-pass resource files for first names, last names, and name patterns.
+ Added menu items and partial implementation of Save/Load to/from XML for
campaign, in parallel to binary serialization.
+ Menu entries for save to/load from XML
+ Functions for saving Campaigns and most sub-objects to XML (Entity and
Mounted currently outstanding)
+ Functions for loading Campaign and most sub-objects from XML (units,
personnel, tasks, teams, parts, campaign options outstanding)
+ Added beginnings of a more flexible log framework handled through MekHQApp
object.
+ Change "funds" var from int to long. MAX_INT is only 4.3 billion or so, and
there are DropShips that cost 1.6 billion...
+ Changed cost of parts from int to long, plus a couple of supporting functions
that used it.
+ Changed instances of "<br>" to "<br/>" for XML parser compatibility on comments
and text window.
+ Changed instances of "<p>" to "<p/>" for XML parser compatibility on comments and
text window.
+ Added "reCalc" function to all Units, Parts, Persons, WorkItems, and Teams.
+ Moved all calculated values in constructors into reCalc and called in
constructors.
+ Added "reCalc" to XML de-serialization to catch up on missing values.
+ XML Serialization/de-serialization completed.
+ Altered NewTechTeamDialog so that it generates a new name once a tech is hired.
+ Put partial implementation of "getMonthlySalary()" on Person, as a step towards
finances (using FM:Mercs(R) rules).
+ Added "Team Type" to SupportTeam for differentiation without class type
comparison.
+ Re-factored MekGyro to more closely reflect actual calculations (based on gyro
tonnage, not unit tonnage/walk MP).
+ Cleaned up numerous unnecessary imports.
+ Cleaned up some hanging references/unreferenced locals in code.
+ Bug 2908482: Unable to deploy any vehicles
+ Bug 3065623: Lock up when trying to do tasks
+ avoid concurrent looping problems in Campaign.RemoveAllTasksFor(Unit)
+ updated MegaMek.jar to 0.35.22
+ Bug 3262646: Report Pane doesn't auto scroll
+ Bug 3014569: Load Campaign Dialog Filter
+ updated mechfiles
+ Bug 3193405: Cannot Hire Pilots---Latest SVN
+ Bug: setCaretPosition for txtPaneReport not getting right length
+ Updating unit images to 0.35.22
+ Bug: Armor replacement on locations with no armor left 3 points unfixed
+ reversed ordering of report (new items are added to the top) to remove issue of
inconsistent auto-scrolling

v0.1.1 (2009-09-29)
+ declare pilots KIA and retired
+ Bug: canon only button not filtering properly
+ report notifications for recovered units and personnel
+ report notifications for new units and personnel
+ pilot advantages and implants in NewPilotDialog
+ RFE 2843210: Save campaign with campaign name
+ canon only button in UnitSelectorDialog
+ added unit picture to UnitSelectorDialog
+ Bug: entities not being restored on load game
+ UnitSelectorDialog (for hiring new units)
+ tooltip text and button labels for Deploy Units and Retrieve Units updated
+ load forces from MUL menu item (for loading initial forces including pilots)
+ RFE 2841678: Dialogue on unsuccessful deploy
+ Clan/IS ammo limits
+ Bug: NPE when getTasksForUnit called and no units selected
+ Era
+ campaign faction option
+ campaign date option
+ campaign name option
+ Campaign Options Dialog
+ Main window title shows campaign name and date
+ GM Mode toggle button
+ Overtime toggle button
+ changed layout of master buttons panel
+ changed Personnel tab to GridBagLayout
+ changed hangar tab to GridBagLayout
+ changed layout of main panel to GridBagLayout
+ Bug 2834266: automatic recovery for wounded personnel
+ Bug: torso can be salvaged before arm
+ updated MegaMek.jar
+ Bug: `Mek CT cannot be scrapped
+ Ejected pilots read in
+ Only existing pilots are read from Load Unit dialog (use Hire Pilot to get new
ones)
+ don't need R/L torso to salvage/replace R/L Leg
+ changed color and focus indicator for Info items
+ check for unit repairability and functionality on deployment and diagnosis
+ obtain replacement check
+ added detail line to TaskInfo and WorkItems
+ Bug: internal damage percentage not being set in MekLocationRepair
+ Scrap Component option enabled in Task context menu
+ improvements to Parts display
+ added restore methods for transient equipmentType field in EquipmentPart
+ campaign name
+ window name issues
+ improved task reporting
+ disallow salvaging of heat sinks integral to the engine
+ location salvage allowed only after all items salvaged or scapped; torso salvage
only possible after limb salvage
+ Bug: engine salvage NPE
+ Elite failure of repair item does not automatically mutate to replacement item in
case player still wants to use damaged part
+ Bug: salvaged locations not set to IArmorState.ARMOR_DESTROYED
+ smaller fonts on Info
+ scrapping component destroys part
+ refactored success and failure of tasks out of SupportTeam
+ Bug: removed comment out on parts check for target roll
+ Bug: parts re-assignment not resetting to null when no useable parts are
available
+ Bug: destroying components on Elite team replacement failure
+ improvements to armor replacement and salvage
+ improved naming of various salvage, repair, and replacement items and parts
+ remove salvage work item from within repairItem#replace method
+ Bug: all ammo bins showing as needing to be replaced
+ when scrapping repairs, the component should be set to unrepairable status
+ helper functions in Unit for damaging, destroying, and repairing critical slots
and associated uses
+ bug: duplicating salvage items on reload
+ added name and time to armor salvage
+ refactored actuator repairs and replacement into single repair and replace items
with a type variable
+ more work on salvage/replacement compatability and diagnosis
+ salvage/repair switch in Unit context menu
+ isRepairable checks to Unit#runDiagnostic
+ updated MegaMek.jar
+ abstract salvage item
+ more parts
+ PartsTable
+ different color for replacement renderers without parts
+ elite tech failure on replacement destroys part
+ more parts and check for parts in ReplacementItem
+ Unit#canDeploy
+ start of Parts package
+ modular weapons quirk
+ fast reload quirk
+ difficult to maintain quirk mod
+ easy to maintain quirk mod
+ experimental component modifier
+ overtime work
+ Combat Loss menu item in Unit popup menu for deployed units
+ Deployed unit label text white
+ Bug 2830562: Arm Can Be Replaced, Even When Torso Is Missing
+ removed equipment destruction check from runDiagnostic (should be done from
within MegaMek)
+ changed deployed unit background to dark gray
+ Bug: NPE on deploying units because of null tasks in Person
+ corrected initial date formatting (extra line)
+ WorkItem#sameAs method for determining whether a work item refers to the same
component (and tons of overrides)
+ transfer skill min requirements from old tasks to new tasks when reloading units
+ reassign tasks when reloading units
+ refresh pilot when reloading units
+ load unit method now will reload entities for existing units rather than making
duplicates (partial)
+ removed assignedTasks arrayList from SupportTeam (all Team assignment information
is held by WorkItem)
+ added PilotPerson variable to unit
+ deployed units and personnel are not removed but rather set to a deployed status
+ set ExternalId of entities to be the same as unit id
+ updated MegaMek.jar
+ changed font size and enabled word wrapping on textTarget display
+ change "location" to "site"
+ extra time
+ rush jobs
+ location switcher added to Unit right-click menu
+ location mods
+ support team casualty mods
+ widened TaskTable
+ removed AmmoType variables from ReloadItem (because they are not serialized)
+ enabled loading of campaigns
+ enabled saving of campaigns
+ changed font and added wrapping to textTarget
+ removed unused imports
+ added some javadoc to Campaign.java
+ removed unused dialogs
+ wounded personnel will heal on their own in 15 cycles
+ make MekHQ compilable in Eclipse
+ native-looking menus for Mac OSX
+ Bug 2854866: MechWarrior with 1 hit unable to be healed by medic team
+ double-click for view of pilot personnel
+ updated mechfiles
+ GM mode options
+ improved tooltips
+ README.txt

v0.1.0 (2009-07-29)
+ Bug: some weapon repair/replacements not being diagnosed
+ no CASE repairs
+ Bug: double heat sinks not being picked up in diagnostic
+ uncrittable equipment should be skipped in diagnostic
+ updated Example.mul
+ Vee Sensor replacment item
+ Stabilizer replacement item (partial, no method in MM reset)
+ Stabilizer repair item (partial, no method in MM to rest)
+ TurreLock repair item (partial, no method in MM to reset)
+ refactored InternalRepair into MekInternalRepair and VeeInternalRepair
+ Rotor Replacement item
+ Rotor Repair item
+ Turret Replacement item
+ corrected labels
+ changed versioning
+ Bug: getting impossible rolls where they should be possible
+ populate a menu for swap ammo option in Task popup menu
+ scrap component option in Task popup menu
+ made corrections to RepairItem
+ swap ammo menu option in Unit popup menu
+ assign all tasks menu option in Unit popup menu
+ sell unit menu option in Unit popup menu
+ change pilot menu option in Unit popup menu
+ yellow color for units with tasks
+ team variable in WorkItem and associated methods
+ doctor assignment string to Person HTML report
+ red color for Personnel with unassigned tasks
+ fixed doctor/patient task assignment and updating
+ Bug: NPE on UpdateTargetText
+ target number label
+ added TextPane for reports
+ changed all icons to icons from the Open Clip Art Library
+ centralized impossible tasks checks in SupportTeam#getTargetFor
+ improvements to reporting on row labels
+ replaced DoctorList with DoctorTable
+ replaced PersonList with PersonTable
+ Renderer for TaskTable
+ abstract class ArrayTableModel
+ right-click menu for UnitTable
+ switched UnitList to UnitTable
+ MekTableModel and renderer
+ MekInfo
+ added work queue to SupportTeam.java to support user re-ordering of tasks
+ pass Team rather than TeamId into WorkItem
+ single selection of OrganizeTaskDialog table
+ fileFilters for saving and loading MULs
+ Start of OrganizeTasksDialog
+ switched to JDK6.0
+ Bug: TaskTable not being declared
+ Bug: front armor being added twice when rear armor doesn't exist
+ replaced TaskList with TaskTable
+ Calendar
+ Campaign#getTechTeams and remove medical teams from hangar team list
+ refactor SupportTeam into TechTeam and MedicalTeam
+ assignment and processing of HealPilot work items
+ HealPilot work item
+ refactor WorkItem into UnitWorkItem extending new abstract class WorkItem
+ label for ChoosePilotDialog
+ allow user to select a subset of units for deployment
+ allow pilot switching among units
+ hire new pilot dialog
+ list of personnel
+ SupportPerson class
+ PilotPerson class
+ Person class
+ Personnel tab
+ embedded main panel in tabbed pane
+ improve reporting of full ammo reloads
+ Show entity name in task report
+ Bug: NPE on single-shot ammo
+ time multipliers for reloading
+ View Unit button now working
+ tooltips on main window buttons
+ View Unit button
+ added log file
+ roll 3d6 taking two lowest on mismatched tech
+ dissallow doctors from making repairs
+ more ammo limitations
+ Include ReloadItems for all ammo bins because user may wish to swap ammo in full
bins
+ Ammo Swapping
+ ReloadItem
+ AmmoBinReplacement item
+ failed Elite replacement checks reset level to Green
+ added impossibilty checks for tasks in destroyed locations
+ added check for impossible tasks
+ Replace button
+ messages about replacement/repair failure of Elite techs
+ Engine replacement item
+ Engine repair item
+ repair items failed by elite tech become replacement items
+ Heat sink replacement item
+ Heat sink repair item
+ Jump jet replacement item
+ Jump jet repair item
+ Life support repair item
+ Sensor replacement item
+ Actuator replacement items
+ Equipment replacement item
+ Equipment repair item
+ rear armor included in armor replacement diagnostic
+ Internal structure replacement items
+ Internal structure repair items
+ Actuator repair items
+ Gyro repair items
+ Life support repair items
+ Sensor repair items
+ added fix methods for GyroReplacement and GyroRepair
+ refactored Campaign#runDiagnostic into Unit#runDiagnostic
+ added Unit class as wrapper for Entity
+ added doc folder and version history
+ abstract classes RepairItem, Replacment Item, ReloadItem
+ Gyro repair and replacement
+ serialized classes
+ changed package structure

+ Fixed list selection indexing


+ mul example
+ new MegaMek.jar
+ added Game() to Entities to avoid NPEs
+ titles corrected
+ TinyXML.jar
+ lib folder
+ Initial SVN

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