Die neue Development Version versucht diesmal weniger neue Features zu liefern. Stattdessen hat man sich auf Bugfixes konzentriert. Mit etwas Glück gibt es eine neue Stable Version zum neuen Jahr — aber keine Versprechungen.
Megamek
As mentioned not much new is here. We’ve got some improved infantry units, new sprites, and one new quirk – the dreaded Ammo Feed Problem quirk.
MegaMekLab
Things have slowed down for MegaMekLab just a few bug releases here.
MekHQ
Bugfixes are the name of the day, although there have been a few more MekHQ options, more news stories, and two larger changes: Hangar Tab Colours and Upgraded GM Tools.
Hangar Tab Colours
The light purple displays any uncrewed units, while orange shows for any units missing a tech that requires one. The rest of the image shows all of the potential colours that can appear here.
Upgraded GM Tools
You can load from a person to have access to this dialog to roll for unit, bloodname, callsign, and their name, or just access it from the Manage Campaign/GM Tools Dialog in the top bar.
Changelogs
MegaMek
+ Data: Fixing missing ProtoMek Sprites
+ Issue #2144: correctly report avoidance of ASF ammo explosions due to heat
+ PR #2230: fix NPE in portrait chooser when customizing a pilot twice in a row
+ PR #2231: Swapping to LocalDateTime For Hour, Minute, and/or Second Dated MegaMek Saves
+ Issue #1233: VTOLs can now stack more than two per hex at different elevations
+ Issue #705: Jumping into water and getting a ‚hull down‘ result on the PSR no longer causes the unit to become permanently stuck on top of the water
+ Issues #1762, #2233: Board editor fixes
+ Issue #1093: Addressed several issues with magma crust handling; hovercraft don’t trigger breakthrough check, jumping onto crust breaks through on 4+
+ Issue #2093: Mech summary/TRO view properly displays mechs with 0 heat sinks
+ PR #2254: Fix wreck decal path Linux UI rendering problem
+ Issue #1918: Vibrabombs no longer damage units moving out of the mined hex
+ Issue #1813: Lasers (and other non-ammo weapons) are once again unable to clear minefields; prevent endless loops in weapon attack handling in certain cases
+ PR #2260: Fixing a key bindings NPE
+ Issue #2251: Bandaid Fix for the Clan OmniFighter TRO View Panel
+ Issue #2215: add exception handling when failing to draw background image
+ Issue #2269: 0.47.10 Prototype LB-10X record sheet typo
+ Issue #2271: 0.47.9 Rocket Launcher introduction dates
+ Issue #2215: Fix for exception drawing background image in certain themes on 4k monitors
+ Issue #2043: Artillery flak attacks can damage flying Battle Armor, WIGEs, LAMs in airmech mode, etc.
+ PR #2283: Fixing Large Support Tank isCrippled Check
+ PR #2284: Fix soft-lock when selecting infantry units using infantry weapons
+ PR #2285: Fixing isCrippled check for Super Heavy Tanks
+ PR #2288: Fixing player name display for game connection dialog from MekHQ
+ PR #2289: Fixing Unit Selector Name Generation
+ Issue #2240: Unit Tooltip Work
+ Issue #2214: Generic Infantry Types Data
+ Issue #2270: Recovered Prototype Gauss Rifle Ammuntion intro date wrong
+ Issue #2235: Primitive Prototype Weapons missing Static Tech tags.
+ Data: Fix for #2154 Stoat Weight, Protomek Sprites and Fluff for Units (Thanks Greekfire).
+ Issue #2253: Screwy speed on a Notos with QuadVee
+ Issue #2273: Address instability in BV calcs for Aeros
+ PR #2286: IS foot infantry fixes
+ PR #2295: Implement ammo feed problem quirk
+ Issue #1898: Boards of sizes xx:yyy don’t load
+ PR #2298: VTOL pathfinding and movement corrections
MegaMekLab
+ Issue #768: Patchwork armor error
+ Issue #749: Tag for special internal structure missing on Record Sheets
+ Issue #726: Small support vehicle record sheet shows weight in tons
+ Issue #756: Seating/Quarters absent from Fixed Wing Support Vehicle record sheet
+ Issue #767: Small fixed wing support vehicles with weapons invalid on load
+ PR #786: Small fixed wing SV corrections
+ Issue #754: Coolant pods hard to find in Aerospace Fighter UI
+ Issue #752: Saving loading Issue with Primitive armor on Dropship
MekHQ
+ 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
Shrapnel #2 ist jetzt im Handel erhältlich. Wie schon der erste Band, findet ihr auch in der zweiten Ausgabe des neuen Magazins allerlei Kurzgeschichten und Artikel aus dem Battletech-Universum (ich steuere einen Artikel zu Kafka bei).