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Package "megamek"

This package belongs to a PPA: GetDeb Games

Name: megamek

Description:

Networked Java clone of BattleTech
MegaMek is a networked Java clone of BattleTech, a
turn-based sci-fi boardgame for 2+ players. Fight
using giant robots on a hex-based map.
..
One player hosts a game and the rest of the players
connect. The connecting players can connect from
anywhere with a TCP/IP connection to the host,
including the same computer.

Latest version: 41.3-1~getdeb1
Release: trusty (14.04)
Level: getdeb
Repository: games
Homepage: http://megamek.sourceforge.net/

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Other versions of "megamek" in Trusty

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Changelog

Version: 41.3-1~getdeb1 2015-04-25 20:08:08 UTC

megamek (41.3-1~getdeb1) trusty; urgency=medium

  * New upstream version
    + Data: New Sprites
    + Bug: Air-to-ground fire needs to allow the attacker to pick a path on
    the targets flight path if multiple hexes are equidistant (this can
    matter for angle-of-attack calculation)
    + Bug: in Air-to-ground attacks, the end facing of the Aero was being
    used, instead of the facing at the position in the flight path
    + Feature [#1362]: Extras tab in UnitDisplay now shows last targeted unit
    + Bug [#4437]: ASFs - "Next target" button selects invalid targets
    + Bug [#4440]: ASFs - unable to strafe hexes with friendly units
    + Patch [#465]: Advanced option to turn off displaying hex coordinates
    + Bug [#3877]: Compiling with JDK 7 breaks Mac releases
    + Patch [#467]: Antialiasing only works during deployment
    + Data: New Sprites.
    + Data: New RATs(Completes the Field Manuals) Thanks Magnus Kerensky.
    + Feature: Tactical Overlay settings now update board view immediately
    + Patch [#466]: FoV Shading in with stripes
    + Translation(Russian): First pass of Russian translation complete.
    + Bug: Pintle turret weight calculation wrong
    + Data: New Sprites
    + Data: XTRO Most Wanted Units/Unit Fixes.
    + Bug [#4462]: Infantry with support lasers incorrectly labeled as "Heavy
    Laser"
    + Bug [#4474]: NPE in 0.41.3 r11674 UnitDisplay$ExtraPanel.displayMech
    + Patch [#468]: Anti-aliasing for the StepSprites
    + Feature: Anti-aliasing for CursorSprites
    + Patch [#469]: StepSprite text gets lost at lower scales
    + Patch [#470]: Updated movement and facing arrows
    (StepSprite/EntitySprite)
    + Data: New Sprites and Neoancient RATs
    + Bug: M-Pod should be defensive BV for tanks
    + Bug: AR10 ammo BV should be in total compared to launcher BV, not for
    each type of missile seperately
    + Bug: PPC w/ capacitor has wrong BV when combined with drone operating
    system
    + Bug [#4467]: Incorrect popup text when mousing over hex targeted by
    artillery
    + Bug [#4468]: Path planner doesn't know about elevation change steps
    + Bug [#4471]: TargetingDisplay centers display on off-board units
    + Bug [#4476]: Unjam UAC Unofficial Option Not Working
    + Bug: Potential NPE in Compute.getClosestFlightPath
    + Bug: wrong BV for medium SCC
    + Bug: capacitor being added twice for tank ppc BV
    + Bug [#4480]: Vehicle damage threshold rule prevents criticals when IS
    is hit
    + Bug [#4495]: ASFs : Cluster hit weapons still causing multiple critical
    hits per weapon on a to hit roll of 12 (was listed as fixed)
    + Bug [#4483]: ASFs : Extra heat from engine hits not shown during firing
    phase
    + All non-mechanized Infantry can now make anti-mech attacks, previously
    they had to have anti-mech training, which is a restriction no longer in
    TW
    + Feature: UnitDisplay Pilot tab now says Anti-Mech instead of Piloting
    for infantry
    + Bug: Updated UnitDisplay Weapon tab to-hit details for swarm and leg
    attacks: it now follows the same format as regular weapons attacks
    + Bug [#4494]: "Navel C3"
    + Data: New Sprites and unit Fix.
    + Bug [#4454]: Conventional infantry costs are being calculated
    incorrectly
    + Patch [#474]: Cosmetic Changes to CommonSettingsDialog
    + Reduced default path planner time limit from 2000ms to 500ms
    + Bug [#4425]: Princess and Precognition share a Game reference
    + Bug [#4502]: Thunder bombs create minefields with incorrect owners
    + Data: New Sprites and Infantry unit fixes.
    + Bug [MML#176] PPC capacitors does not appear in equipment list for
    aeros
    + Data: New Sprites and adding HTP:Tortuga Units.
    + Bug: Potential NPE computing BV for Protomechs with AMS
    + Bug: Infantry antimek training was getting overriden by default
    piloting skill
    + Patch [#476]: Coordinates from Point (more accurate mouse click point
    to hex conversion)
    + Patch [#475]: Minimap - display visible area, minimize bug fix, enable
    AA
    + Updated how BLKInfantryLoader handles the antimek tag: an empty tag now
        designates that the unit is AM trained and will get the default AM
        skill for the unit type, previously it would get an AM skill of 0
    + Bug [#4518]: VTOL Chin turret weight not being calculated
    + Data: Couple of Unit fixes and New Sprites.
    + Made Endo Steel and Endo Composite variable criticals, for super
    heavies
    + Bug [#4454] Final Fix for Infantry Costs.
    + Bug [MML#147] BA mechanical jump boosters take up no weight
    + Bug: Infantry Weights adjusted to take into account AntiMek Equipment.
    + Bug [#4513]: NPE in 0.41.3 r11674 Infantry.isLocationProhibited caused
    by Vee
    + Bug [#4506]: Deploying minefields - trying to cancel the minefield
    deploys the minefield with 0 density
    + Bug: Generated Map Settings Save dialog says Load
    + Bug: Generated Map Settigns Save Dialog now adds .xml extension if not
    present
    + Bug: Generated Map Settings Dialog now sets Map Size drop down to
    'Custom' if configured map size doesn't exist
    + Bug [#4501]: ASF : rolling twice to unjam UAC 20
    + Bug [#4453]: ASF unable to use split S for unknown reason
    + Bug [#4519]: Cannot Jump Over Water (Path finding)
    + Bug: Possible to see moving unsee enemies units with double-blind,
    sensors and Show Movement option
    + Bug: Sensor return icons displayed info it shouldn't (like facing,
    prone, etc)
    + Bug: Added missing default keybind for Toggle Isometric (it's now T)
    + Feature: Added ability to select default weapon sort order in client
    settings
    + Save Weapon Sort Order menu item now sends the Entity's sort order to
    the server
    + Added a defaultSkinScrollBars.xml, for the default skin with scroll
    bars
    + Data: New Sprites and some unit fixed.
    + Bug [#4490]: CASE doesn't work correctly for the tac ops t


Version: 0.41.2-1~getdeb1 2015-02-14 02:08:15 UTC

megamek (0.41.2-1~getdeb1) trusty; urgency=medium

  * New upstream version
    + Bug [#4422]: Woods, jungle, and smoke not getting counted for LoS
    + Bug [#4409]: Fixed another AmmoType related
    java.lang.ClassCastException
    + Data: New Sprites and Removed the TRO VA units since they are not ready
        for use yet.
    + Bug [#4219]: Issues with stacking violations and MovePaths
    + Data: New Sprites
    + Feature [#1359]: Display "Velocity" in "Currently" field for ASF
    + Bug [#4424]: Jump infantry with 0MP get a free hex when jumping
    + Bug: MovePath.findPathTo can return a path where MoveStep.parent isn't
        properly updated in each step
    + Bug: MovePath.findPathTo doesn't return a good path if the destination
    can't be reached
    + Bug: A* path comparator wasn't considering facing in the heuristic
    + Bug [#4369]: Dropship pathing goes haywire
    + Bug: Updated A* heuristic for aerodyne ASFs: paths shoulder be shorter
    now
    + After clicking backwards button, path planner will only step back and
    turn
    + Bug: Buffered VDNI damage avoid not working correctly
    + Bug [#4426]: Game freezes before Firing Phase
    + Data: New Sprites
    + Translation(Russian): Translation of
    common/options/message_ru.properties
    + Bug [#4392]: Landing Checks include additional modifiers that they
    shouldn't
    + Bug: Updated landing checks to match current errata
    + Bug [#4367]: Non-Aerospace units firing at ASFs does not appear to
    follow latest errata rules
    + Data: New Sprites/Add some units from TRO VAr
    + Bug [#4429]: MM Option Unofficial Primary Target is bugged
    + Bug [#4411]: Vehicles can abandon crew into illegal hexes
    + Feature: Added report to failed landing checks, gives dmg and dmg
    calculation
    + Bug: Landing terrain modifiers were applied incorrectly: each terrain
    type present should add a penalty (previously just took worst penalty)
    + Feature: Support for support vehicles (costs and tonnages should be
    computed correctly now)
    + Translation(Russian): equipment is now Russian; new contributor added
    + Bug: Removed Walk button for airborne Aeros
    + Bug: Observers were allowed to reinforce from RATs
    + Feature: UnitSelectorDialog not has a "Support Vehicle" type for
    filtering
    + Bug: Attack sprites for ground to air now point at the closest hex in
    the flight path instead of at the Aero (this is just a visual fix)
    + Feature: Aeros can now be targeted by clicking on a hex in the flight
    path
    + Feature: For ground to air, the target hex (closest one in the flight
    path) is now cursored, to indicate where the shot is targeted
    + Data: New Sprites/Couple of Unit fixes related to SVs

 -- Christoph Korn Thu, 12 Feb 2015 19:52:28 +0100


Version: 0.41.1-1~getdeb1 2015-01-31 16:08:17 UTC

megamek (0.41.1-1~getdeb1) trusty; urgency=medium

  * New upstream version
    + Bug [#4418]: Custom weapon order XML file thinks it's quirks
    + Bug [#4419]: Support Vee's and Infantry Weapons
    + Bug [#4297]: Possible NPE in MovePath.findPathTo
    + Bug [#4420]: Optimization pass on LosEffects, particular losForCoords
    + Bug [#4420]: Game with a hidden unit carrying ECM causes lagged
    movement
    + Bug [#4420]: Removed calls to Game.checkPositionCacheConsistency
    + Bug: SHA256 check still generating NPEs
    + Bug: Potential NPE in Compute.allowAimedShotWith
    + Data: New Sprites and Unit Fixes.
    + Translation(Russian): Translation of client/messages_ru.properties

 -- Christoph Korn Fri, 30 Jan 2015 22:10:18 +0100


Version: 0.41.0-1~getdeb1 2015-01-25 14:08:26 UTC

megamek (0.41.0-1~getdeb1) trusty; urgency=medium

  * New upstream version
    + Bug [#4397]: Option for year is short a character
    + Feature [#1327]: Changing the firing text for swarming attacks
    + Feature [#1342]: Unjam RAC button should display a warning that it will
    end movement for the turn
    + Bug [#4129]: double blind sensor detection should only reveal a radar
    blip, not whole unit
    + Bug [#4404]: Performance issues with BoardView1.createShadowMask
    + Bug [#4405]: rendering loop could be greatly sped up with caching hex
    images
    + Bug [#4401]: Unit Damage Editor dialog only allows equipment to be
    damaged
    + Bug: MechTileset quietly creates entries for files that don't exist
    + Data: New Images/RAT Fixes/Other small data fixes
    + Bug [#4407]: Missing King Davids
    + Bug [#4406]: Dropship causes targeting range to be one
    + Bug [#4408]: Client drawing of ECM effects is incorrect
    + Feature [#1344]: Highlight hexes with enemy ECM units
    + Bug: Movement envelope highlighting not cleared when Done is clicked
    + Bug: Entity may not be selected for Deployment under certain
    circumstances
    + Bug: Added missing i18n entry for sensors_detect_all
    + Bug [#4410]: Tanks and subclasses pass validation when they shouldn't
    + Bug [#4409]: Princess Cannot Move/Fire BAs with APMs
    + Bug: Client can get deadlocked when disconnecting
    + Translation(Russian): Initial welcome window pop up completed along
    with some other similar words
    + Bug [#4413]: Tank: Cargo cost 2 crit slots, doesn't matter how much
    Cargo
    + Data:New Images
    + Adjusted threading properties of AbstractConnection
    + Bug [#4400]: Fixed potential threading issus in Server. This, combined
    with the last fix, should hopefully eliminate some occurances of server
    hanging
    + Bug: Hang in UnitDisplay if next/prev weapon used with no weapon
    selected
    + Bug: Load button could be enabled but not able to load Infantry
    + Translation(Russian): Adding bot information window (readme) completed
    + New Sprites and Camos
    + Feature: Mountain Infantry
    + Bug: FovHighlightingAndDarkening/BoardView close methods were never
    called
    + Feature: Added key bind for toggling isometric view (defaults to T)
    + EntityListFile changes to support MekHQ
    + Feature: MovementEnvelope can now be computed for any selected/viewed
    unit, regardless of whose turn it is
    + Bug [#4414]: Aero strafing runs are targeting other airborne Aeros
    + Data: New Images/Unit Files/Maps (Thanks Ratach). Added missing BA
    Equipment
    + Translation(Russian): More client changes from an actual Russian. Still
    need his permission to add name to contributors list
    + BoardEditor improvements to the size changing code, but it still isn't
    right
    + MiscType Hitch, set tank slots to 1
        Someone has been using crit slots for this purpose, but we have a
        dedicated tankSlots
        variable for a reason. Use it! This is how we have equipment that
        takes 8 crits in
        mechs take 1 slot in a tank!
    + BattleArmor Myomer Booster now properly treated as a spread-crit item,
        instead of lumping crits together
    + Bug: Model should default to "all" but doesn't for loading quirks
    files, in case the model tag is missing for chassis wide quirks
    + Bug [#4417]: Game Not Responsive After Infantry Firing
    + Data: New Sprites/Few New Units/and Unit Fixes.

 -- Christoph Korn Sat, 24 Jan 2015 23:54:02 +0100


Version: 0.40.0-1~getdeb1 2015-01-03 23:09:02 UTC

megamek (0.40.0-1~getdeb1) trusty; urgency=medium

  * New upstream version
    + Bug [#4372]: Inferno Bomb/IV fires do not last the proper duration
    + Bug: NPE in Precognition.getECMInfo when using /replacePlayer
    + Bug: Crossbow Prime isn't showing image
    + Bug: Some weapon data and use fixes
    + Data: New Unit images
    + Bug: Vehicular Stealth was trying to allocate 2 items that each take 2
    slots, instead of 2*1
    + TestAero now ensures that Aeros have valid heatsink types
    + Refactored l10n folder name to i18n, which is the proper term for the
    usage we're doing
    + Data: FR 2765 Warships/XTR Prim IV Units/New Images
    + Data: RS: Vehicle Annex - please note units from these RS supersede the
        Industrial mechs in other books and are to be considered the most
        current versions. Any previous versions have been marked unofficial
        and moved into the unofficial folder
    + Bug: build.xml not up to date with l10n -> i18n change
    + Fixed some issues with the space in the name of Industrial armor
    + Bug [#4399]: Translation Properties file in UTF-8 read wrong
        Also, replaced unreadable Russian character code with the actual word
        in the .properties files
    + Bug [#4398]: APMs cannot be selected in UnitDisplay Weapons tab
    + Changes for MegaMekLab Bug 139
    + Changes for MegaMekLab Bug 95
    + Refactor some class names to change 'Mech' to 'Unit' since they apply
    to all units9
    + Changes for MegaMekLab Bug 70

 -- Christoph Korn Fri, 02 Jan 2015 21:26:43 +0100




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