final version of OLD stable release

Hi guys,

because a user just submitted a spanish translation for it, we are doing a final release of the old stable branch, version 0.34.10.
Note that this does not have all of the new features introduced since the last stable release 2 years ago.
You can find it on the download page.

New MekHQ release 0.1.13

A new MekHQ release is available in the downloads section. This release includes several important bug fixes, some fixes to equipment costs and tonnage (but not all), an exciting surprise, and features the inclusion of vessel crews for large craft (dropships, jumpships, warships, and space stations). I should note a couple of things about the composition of these vessel crews.

new MegaMek development snapshot 0.35.27

Finally a new development snapshot, get it on the downloads page.
Here's the changelog:
v0.35.27 (2012-01-10, 20:41 UTC+1)
+ Use Marauder 9M image for Marauder 9M2
+ Bug 3446718: Rounding errors in crew quarters calculations
+ Bug 3441029: displaced VTOL falling
+ MagLev engine and Rail movement modes for construction purposes, no game rules
yet
+ Bug: units switching from JJ to IJJ always report as invalid in TestMech
+ Fixed possible NPE in Princess's BotGeometry.CoordFacingCombo.equals()

New MekHQ Release 0.1.12

A new MekHQ release is ready for download. This releases fixes the gigantic part costs bug and the force removal bug from the previous version as well as several other bugs. Probably the most notable new feature in this release is that when you complete scenarios, MHQ will keep a history of the units deployed and completed missions will remain visible, so you will have a full historical log of completed scenarios and missions. In the options, we also added various tech limitations, that will limit the availability of units and parts for purchase.

New Release of MekHQ v0.1.11

We have a new release of MekHQ ready. The primary purpose of this release is to fix the problem with saving campaigns where personnel were hired using the "multiple hires" option in the hiring dialog. You can now hire multiple personnel without fear of corrupting your save game. There are also several other fixes in this release as well as a cool new feature: Dragoons Rating. Here is the full changelog:

New MekHQ Release 0.1.10

Its been a long time, but a new release of MekHQ is now available. This one has so many changes that I am going to break it down into a couple of sections.

new MegaMek development snapshot 0.35.26

Hi,

it's been a while since the last development snapshot for MegaMek, and that's absolutely my fault. I had to finish my diploma thesis at university, so didn't have a lot of time for MegaMek.
Thanks to impatience, ralgith and dericpage for submitting a few patches for this release.
As usual, just grab the files from the download page. Here is the changelog:

v0.35.26 (2011-11-30, 15:35 UTC+1)
+ BV tag added for manual BV for RS creation.
+ Prototype RL launcher ammo names wrong
+ claws +2 to hit should only apply to improvised clubs

Help Make MekHQ Prettier

I know its been a long time since the last MekHQ release. Partly that is due to Real Life (sigh), but it is also partly due to the number of features that are being added for the next release. One of these features is to have a proper startup and loading screen when the user starts MekHQ. But in order to make these screens look nice, we really need some nice art. I am a terrible artist myself and I really wanted to get some professional quality art for these screens. So, I am turning to the community for help.

Tags:

new development snapshot 0.35.25

After a long time (sorry, real life has kept me busy),

here's finally our latest development snapshot.
See the changelog for the huge list of changes and fixes.
Most notably, the new bot can now also use aero units in ground engagements.
As usual, you can find the download links in the download section at http://megamek.info/downloads

v0.35.25 (2011-10-09, 15:00 UTC+2)

List of missing units

As the forum users among you have probably already noticed, I have compiled a list of missing unit images. The list is probably not complete, but I think I can live with that. The most important thing was, to give the "painters" something to work with. I know it can be annoying, if you don't know what to do or where to start, so I created this list, to give you exactly that. A place to start.

If you want to help us making MM better, this is one of the many places for you to start. Having images for all units available simply makes the games feel better. You can find the complete and current list here.

Have fun with it and thanks for any help you can offer, be it by completing the list and looking for other missing images or by providing us with images. MM grows with and for the community.


 

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