release

For new releases

new MegaMek development snapshot 0.35.28

Hi guys, I proudly present our latest development snapshot, after 10 years and 3 days of being an active sourceforge project. How time flies...

Get it on the download page as usual.

Here's the release notes:

New MekHQ release 0.1.14

OK, a new MekHQ release is available in the downloads section. Its been almost a month since the last release and this one has some very big feature changes, far more than I originally anticipated doing. Here is a rundown of some of the major features:

new MegaMekLab release 0.0.0.20

Hi guys, I just created a new MML release, get it on the download page. It's been in development for a looong time, so there's lots and lots of changes.
Here's the changelog:
V 0.0.0.20
+ Refactored all Menu Code into one Class MenuBarCreator.java used by all MainUI's
+ Added new Equipment List code and dialog box to help menu
+ New Abstract Class MegaMekMainUI
+ Converted all MainUI classes to extend MegaMekMainUI
+ Changed all CreateNew methods to conform with MegaMekMainUI CreateNewUnit Methods

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 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

New MekHQ Release, v0.1.9

Its been awhile, but its time for another release, which you can get on the downloads page. Aside from fixing quite a few bugs, this release has one major change that may not be immediately obvious. The code for personnel has been completely re-written so that personnel are defined by a set of skills rather than a static "class." Thus, it is now possible to have a mechwarrior who can also pilot aerospace fighters, or a pilot who also serves as an administrator or astech.

new development snapshot 0.35.24

Hi, we finally have a new development snapshot available, with lots of bugfixes.
Head to the download page to get it.
Here's the changelog:

Tags:

MekHQ Version 0.1.8

Its time for another MekHQ release. You can get it on the Downloads page. This release doesn't have that many new features, but it has some important bug fixes. In addition, repairs are now fully implemented for vehicles and aerospace/conventional fighters. Here is the full changelog:

New MekHQ Release, v0.1.7

Its time for another MekHQ release. You can get it on the downloads page. This release has two important new features. First, you can now move your forces around on the planetary map. You can do this the correct way by plotting a jump path and then executing it, or you can use GM mode to automagically jump your unit to the correct location. I am not going to say too much about how to do all of this, because I want to see how intuitive it is for users.

New MekHQ Release 0.1.6

Its time for another MekHQ release! You can get it from the download page. Our release schedule is slipping just a little bit, but only because there is a massive number of changes in this release. Most of those changes are "under the hood" so you (hopefully) won't notice them much, but there is one big new feature shown in the screenshot above. We now have a "Briefing Room" tab where you can set up missions and scenarios. Missions are basically containers for individual scenarios.

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