Finally!... a much needed update to MekHQ. Will be working on intergrating this into our campaign before we continue. Read more on the patch here: http://megamek.info/node/115 new, but flawed version: http://megamek.info/node/114 other notable features: + added campaign options to adjust salary parameters + feature: set specific salary for a person + 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 mechs. 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. + 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: 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.
I swear to Borf I wil have a major update ready by Friday. Please contact your lancemates and review your characters to see if any changes need to be made.
oh shiii! they added some new abilities guys! here are a few of the new ones: All Weather -A pilot with this ability does not suffer the PSR penalties due to weather. Cluster Master -A pilot with this ability gets a +2 to the cluster hit table Melee Master -Enables the unit to do one additional kick, punch, or club attack on the same opponent. Sandblaster -A pilot with this ability gets a +4, +3, or +2 to the cluster table at short, medium, or long/extended range, respectively, but only with a specialized weapon. NOTE: I can also now edit abilities to include ability prerequisites in the game. For example, Melee Master requires getting Melee Specialist first.
At a later time I want to re-assess inclement weather settings. We sort of flirted with it in the past, but people hated it and I decided to focus on other more important features first. Now with this new ability, player's will have the option to exploit bad weather to their advantage... an interesting feature; reminds me of the pre-battle setup for the Total War games a bit. Will need to test this out more.
heresy! http://megamek.info/forums/index.php?topic=1659.msg10671#msg10671 my response: http://megamek.info/forums/index.php?topic=1659.msg10744#msg10744
We had a practice session today of the infamous "Scorpion's Nest" scenario. Participants: MH Sardonic Derak Tzeentch We identified a few bugs that crept up in the resent build. I suspect they have to do with some file conversion issues from 3.3 to 3.5. I will be looking into it. Thank you very much for your assistance, guys. Each of you will be awarded +1 XP.
for those who have come to believe the BV balancing system was broken (myself included), there have been some very interesting developments recently... BV Calculation by Geometric Mean http://megamek.info/forums/index.php?topic=1289.0 (included with MekHQ 0.3.5) Alternate Pilot BV Charting http://megamek.info/forums/index.php?topic=1624.0 (included with MekHQ 0.3.5) Proposed Heat Efficiency BV changes (ex. increasing the BV value of double heat sinks) http://megamek.info/forums/index.php?topic=1616.0
Looks like weather will make a comeback afterall (details to be determined). Just found this in the new version ruleset: yes, please.