Changelog

This page will be updated whenever a significant new beta appears, or new features are added.

Version 0.7.0
+ Added
- You can now control whether Clan CASE is used in the 'Mech, affecting cost and BV.
- Mixed Technology.
- Added the rest of the missing Tac Ops ammunition types.
- Added EquipmentCollections; equipment is now consolidated on the Crits to Placed list.
- BattleForce weapons and overheat now calculated
- The loadout now pushes items out of the way instead of unallocating them by default.
- You can now armor Multi-Slot Systems (Null-Sig, Void Sig, etc...)
- Added in Laser Insulators.
- Added a context menu on the Equipment list for PPC Caps and Insulators.
- You can now shift splittable items around in their location without unallocating.
- Added index file output to MechList for Open dialog use
- Added ability to refresh/reload and ignore the indexing file.
- Added ability to select multiple items in the equipment list
  - You can use shift- and ctrl-click to do this
- Added ability to use the delete key on multiple items in the Equipment list
- Maelwys added some more equipment, like Boosted and Emergency C3 systems
- Added ArmorPrinter class to handle a choice between canon or non-canon dots.
- Added Quad specific charts and code to use this chart automatically for Quad sheets.
- Added the ability to choose between Canon dots or not on the print dialog.
- Added Availability Code to the print sheet
- Rewrote the Print Preview dialog for easier viewing and included tons of print options for previewing.
- Added the ability to import HMP files (UNSUPPORTED!)
- Added support for Primitive 'Mechs.
- Added VGLs (in Artillery) along with their context menus (on the Crits tab, after placement).
- Added compact and laser heat sinks, and support for variable tonnage equipment.
- Added an ammo chooser to the printing functions.
- Added an ammo name formatter for export in addition to the print format.
- You can now view either the internal points or maximum armor on the Armor tab.
- Fully implemented variable tonnage equipment.
- Added Chassis (Battlemech/IndustrialMech) and Motive (Biped/Quad) to the Open dialog.
- You can now change the techbase of an OmniMech loadout to Mixed (requires Experimental Rules).
- You can now change the Source field for an OmniMech loadout.
- Added Caseless ACs (from right-click menu, like PPC caps and laser insulators)
- Added a Chat Line output like 90T 4/6/0 Fusion, Endo-Steel, 15.0T Ferro-Fibrous, 1 LRM-10, 1 Gauss Rifle, 1 Streak SRM-4, 2 ER Medium Laser
- Added Full-Head Ejection System and Partial Wing
- Ammo chooser added to single print, also shows location and index of the ammo to replace.
- Added a context menu for copy and paste operations on the Fluff tab.
- Added infantry compartments to Industrial Equipment.
- Added heat sink type and number to the chat line.
- Added a Book Reference String to all equipment.
- Added the ability to print BattleForce sheets
- Added the ability to Export and Import your settings using the Options window
- You can unlock an OmniMech's chassis, but will lose all current loadouts.
- Added a range-bracketing chart screen on the Charts tab.
- Added Fractional Accounting.

+ Changed
- The Availability Code now supports both Clan and Inner Sphere codes at the same time.
- Consolidated components that have the same stats between tech bases.
- Information screens have been redone, more information is available.
- Removed the independent ammo information pop-up, now it uses the weapon pop-up.
- Weapons and ammunition now load from binary files.
- Spot welders now require power amplifiers and can be installed alongside other Industrial Physical Weapons
- Fixed an issue with the Open dialogue and not saving the last load name correctly.
- IndustrialMechs no longer available under Introductory Rules.
- (Hopefully) Fixed Clan CASE checkbox behavior and saving.
- (Hopefully) Fixed incorrect MegaMek lookupnames for mtf export.
- Made some slight formatting changes to the Text Export.
- You can now auto- and selective-allocate anything that is in a collection.
- Fixed a bug where Nuclear and Fusion requirements were not checked.
  - An engine change now triggers a FlushIllegal action.
- Compacting crits now compacts anything that can be dragged.
- Fixed an issue with loading IndustrialPhysicalWeapons.
- Printnames for Mixed Tech 'Mechs changed to include techbase.
- Fixed an issue with the Force dialog printing Prime omnis rather then the selected configuration.
- Fixed the Availability filter code for Succession Era tech and advanced or higher rules.
- Items shifted by placement of other items now retain their facing.
- Fixed some problems with the current weapons data.
- Fixed an error where a directory with no files causes a lock-up on load.
- Fixed Force loading into dialog not refreshing the list
- Fixed Force dialog Unit printing to include Mechwarrior and G/P skills
- Removed pre-loading from Open dialog to increase initial load speed
- Fixed an issue with arm actuators and OmniMechs.
- Fixed up some equipment names and MTF export errors.
- Fixed a problem with carraige returns and newlines in the exporters for fluff.
- Moved Armor Type on the print sheet to be under the CT points
- Updated Armor Type to be BOLD when armor type requires extra rules (Hardened, Reflective, Reactive, Stealth)
- Fixed several Megamek export name problems.
- Fixed the annoying tab bug when exporting fluff to text
- Fixed engine cost rounding issue.
- Primitive engines are no longer available to all unit types.
- Maximum jump MP for IJJs now restricted if using Hardened Armor.
- Right-click context menu is now consolidated, most options available anywhere.
- Text TRO format (HTML and TEXT) now consolidates equipment by location.
- Allowed variable-tonnage equipment to act as such.
- Fixed VGL information on the Equipment tab.
- The correct heat sink type is now printed on the recordsheet.
- Saving and exporting 'Mechs now works in a consistent manner.
- Revamped the Options screen and migrated to java.utils.prefs.* fully.
- Fixed problems with HTML tonnage and heat formatting.
- Fixed an issue with CASE tonnage and location on export.
- Updated preview dialog to track window size changes and adjust the width/page options as necessary.
- Changed heat sink dots in printouts to vertical orientation.
- Reworked the Open dialog a bit to better fit into a more squarish size
- Reworked the Force dialog to handle Omnis, printing, saving and loading of information to match BFB.
- Updated Mech List to include the source per the omni configuration.
- Fixed some major issues with Rules Level and Techbase choosers.
- HMP import should now correctly set rear facing weapons to rear.
- Full-Head Ejection System should now reflect the correct cost.
- Fixed an issue allowing one to remove a laser insulator without the change in weapon stats.
- Changed internal naming scheme for better consistency and information.
- Fixed issue with Preview window printing many sheets instead of one.
- Text exports now show free critical slots at the bottom of each loadout.
- Fixed an issue with the ammo chooser (Ammunition was not being properly cloned.
- Fixed an issue with Primitive 'Mechs and the selection boxes.
- Fixed some small issues with the HTML export, ammo, and multi-shot AC/s.
- Added BattleForce statistics to HTML and TXT Exports.
- Fixed issues with equipment not able to be mounted or loaded rear-facing.
- Equipment and physical weapons now load from binary files.
- Changed Machine Gun Array chat export name to include number of MGs.
- Fixed actuator checking for certain equipment.

Version 0.6.0
+ Added
- Added a splash screen to indicate that the program is loading.
- Added a Cost/BV Breakdown screen.
- Added basic Printing (biped and quad record sheets from Total Warfare).
- Added more TacOps equipment (ER Pulse Lasers, M-Pods, Angel ECM).
- You can now drag equipment from one location to another or within locations.
- Added the ability to save MTF files to a custom subdirectory within MM data.
- Added Artillery.  Also added Clan Chemical Lasers.
- Added an option to reduce and print charts with the 'Mech.
- Added a Print dialogue with additional print options.
- Added some basic charts into the program.
- Added an "Efficient" Maximize button to the Armor panel.
- Added Thunderbolt launchers, Rifles, and HVACs.
- Added PPC Capacitors.
- You can now change the Rules Level for individual OmniMech loadouts.
- Added the base Battle Value to the save file for functionality with other programs.
- Added a "Remaining" button to the armor panel (uses remaining tonnage).
- Added ER and heavy flamers, Enhanced ER PPC for Clan Wolverine, and 'Mech Taser.
- Added Null-Sig, Void-Sig, Blue Shield, and Chameleon systems.
- Added in the Supercharger.
- Added Mace, Lance, Spikes, Vibroblades, Flail, Claws, Chain Whip
- Added Bombast Lasers, Silver Bullet Gauss, Magshot Gauss Rifle
- You can now export text directly to the system clipboard (File -> Export).
- Added Print Saved Mech Command to Menu. Works with Omni and Standard Mechs (Arcangel)
- XXL Engines are now in.
- Added lines to denote a multi-crit item to the Record Sheet print.
- Added Weapon Heat to printouts for both Biped and Quad mechs
- Added auto-load of last open file
- Added icon toolbar for ease-of-use
- Print Paper size selection remembered
- Added Mech UMUs to the jump jet list.
- You can now remove items from the Criticals tab (context menu or button for queue)
- You can now move CASE and certain items around in their locations.
- Added CASE II, Reinforced Structure.
- Added an "All Era (non-canon)" option to the Era chooser.
- Item locations are now shown in the Selected Equipment List.
- Added Batch Print Saved Mechs Feature (ArcAngel)
- Added Preferences saving for Print Options
- Added double-click to load mech in SSW to Batch print window
- Added Ultralight 'Mechs for Experimental Rules.
- The basics of IndustrialMechs are in.
- Added an option for formatting ammunition names when printing.
- BAR is now printed on the sheet if needed (BAR < 10).
- Added Physical Weapon-like Industrial equipment.
- Added Print Preview option to File and Toolbar menus
- Added Total Armor Points to the printout
- Added AES System.
- Added an Open Dialog that will list the mechs in the default directory showing name, tonnage, bv, cost, age, tech and allow for opening a file.
- Added filters to the Open Dialog
- Added Targeting Computer to the Weapons and Equipment list on printouts.
- Added ammunition types and total rounds to the Weapons and Equipment list on printouts.
- You can now print using miniatures scale (from 1 to 5 inches per hex).
- The 'Mech name and model will now appear in the titlebar of SSW after save, load and export.
- Added a "Source" field for the 'Mech.
- Added "Tools -> Show Text TRO Format" menu item.
- Replaced the old simple chart with a damage at range chart.
- Added Torpedo Launchers as their own seperate weapon types per canon.
- Added ability to change the G/P and Mechwarrior for units on the Force List.

+ Changed
- Fixed a load bug with heatsinks.  The Heatsink vector was never cleared during OmniMech loading.
- OmniMechs can no longer be "locked" after loading from file.
- Fixed a bug when exporting to MTF and overwriting previous omni variants.
- SSW should now load MGArrays from save file.
- Rebuilt the BV calculation routines for better reporting.
- Fixed a loading bug with Omni heatsinks (again, I think...)
- Fixed a bug where extra jump jets would appear after locking an Omni chassis.
- Fixed a loading issue with Omni jump jets.
- Ground Mobile HPG is now location splitable.
- Fixed prohibited split allocation (HGR to arms, etc...)
- Fixed a problem with Drag from Location and non-contiguous items.
- Fixed a load bug with equipment with names smaller than 4 characters.
- Fixed a MegaMek load error with Inner Sphere A-Pods.
- Options file is no longer invalidated by missing options.
  - The OptionsReader will use what it can scavenge from the file.
- The HAG-40 can now split-allocate correctly.
- Fixed a split-allocation bug where the item would disappear on Cancel.
- Fixed cost on MASC per Tech Manual errata.
- Removed the decimal place after BV when printing a 'Mech.
- Fixed another load bug with Heat Sinks and OmniMechs.
- Fixed a bug where changing tech base removed the jumpjets from the queue.
- Fixed a bug where changing motive bed screwed up jumpjets and heat sinks.
- Changed load order because MASC and TSM were loaded before actuators.
- Print now uses Quad locations when using the Helpful Charts feature (for Quads).
- Fixed a bug with drag from location and updating the current item.
- You can now edit the jumpjet manufacturer after loading a 'Mech with JJs.
- REALLY Fixed Retractable Blade tonnage.
- Dragging locked items is no longer possible (should never have been).
- Correctly set the Targeting Computer checkbox on load.
- Efficient button is no longer accessible after locking the chassis.
- Fixed double-click to add physical weapon also adding artillery.
- Fixed HTML export for MG Arrays as the MGArray code had changed.
- Heat-adjusted weapon BV was calculated wrong.  Fixed.
- Targeting Computer was being counted twice for Offensive BV.  Fixed.
- Targeting Computer did not use modified weapon BV.  Fixed.
- Targeting Computer now has correct defensive BV when armored.
- Availability Code now corrects for extinct and later intro dates.
- Text export did not include CASE locations for Omni loadouts.  Fixed.
- Small cockpit did not reduce BV for Piloting Skill penalties.  Fixed.
- Changed the static position of some dialogues to main window relative.
- Fixed a save/load issue with OmniMechs.
- Changed HTML export format for equipment.
- Reflected the HTML changes in Text Export.
- Fixed an "Index Out Of Range" error with Left Arm dragging allocation.
- Fixed Availability for Succession Wars and Clan Invasion 'Mechs.
- PPC Capacitors were being use to calculate Targeting Computer size.  Fixed.
- Made some changes to deal with strange filenames.  Whether it works...
- Some equipment is now mountable to the rear (AMS, TAG, etc...)
- Performing a Save As now clears the Solaris 7 ID to prevent overwrite.
- Manufacturer Location for OmniMechs is no longer set to the first loadout name.
- Motive Type ComboBox never reset on New or Load.  Fixed.
- Selective Allocate now reflects the correct location names for quads.
- Cost/BV Breakdown now shows Small Cockpit modifier if appropriate.
- Cost/BV Breakdown and BV now reports Stealth Armor modifiers correctly.
- Changed outdated Adjusted Running MP for a detailed Max Movement display.
- Fixed an issue with Loading and the first OmniMech loadout's actuators.
- Made some code changes that make me very happy.
- Invalid equipment should now flush correctly.
- Non-Critable items now print in italics correctly (Specter83).
- Clan CASE cost is now correctly factored into the 'Mech.
- Ammo bin lot sizes are now printed on the Critical Chart.
- Fixed a bug when changing Rules Levels and disappearing jump jets.
- Changed font size for some items when using Swing's Metal motif.
- The main window is now resizable (fix for KUbuntu users with OpenJDK).
- Fixed a load problem with non-Tournament Legal units.
- Added an options for paper size when printing (Letter and A4).
- Made some changes to the CASE system for smoother 'Mech loading.
- Disabled Motif Look and Feel for Linux users.
- Fixed the Physical Weapons filter, allowing for the Hatchet and R-Blade.
- Added a Rules Level display when choosing weapons.
- Fixed another Split Allocation bug (item not returning to queue).
- Equipment sort order for export changed to right dominant instead of left.
- Supercharger should now properly transfer to Omni loadouts.
- IS ERPPC now has the correct BV.
- Message box when selecting non-existant equipment is now suppressed.
- Removed code to unallocate everything in certain instances (testing new code).
- Unallocated items should no longer be mounted rear.
- Fixed speed factor calculations for Offensive BV.
- Fixed a bug where CASE could not be removed.
- Fixed a bug with the Supercharger and changing engine and gyro types.
- Fixed a bug with loading a Mech while working with an OmniMech with a lower Rules Level.
- Fixed a BV error with Missile Weapons.
- Expanded the Cost/BV Breakdown dialogue for better troubleshooting.
- Made some cosmetic changes to the print module.
- Fixed a problem with Heat Efficiency and BV calculations.
- Changed ammo print names for Inner Sphere ammo (Clan soon to come).
- Changed ammo print names for Clan ammo.
- Fluff Image should now be remembered and load accordingly.
- Fluff Image is now printed on the recordsheet.
- More cosmetic changes to the recordsheet.
- MegaMek path is now literal, it will not save to data/mechfiles.
- Targeting Computer is now checked correctly on loading or new Mech.
- Default heat sink type is now a startup option.
- Fixed a bug with selecting Artillery and ammo not being reset.
- Fixed a bug with changing Rules Level and CASE II not unallocating.
- Fixed a load bug with the Fluff Image.
- Clan Streak LRMs now have their correct MegaMek names.
- Prettified the Text and Clipboard export.
- Prettified the Criticals tab a bit.
- Fixed an issue with the Print Options dialogue and not printing MW names.
- OmniMechs will now save/load their Jump Jet manufacturer names.
- HTML and TXT export will now use the Ammo Print Format.
- If an illegal character is in the name or model, you are now prompted before saving.
- Structure re-work to disconnect the Mech from the GUI for use in outside programs
- Corrected Industrial Mech Costs and BV.
- Added shortened Print Names to most weapons, both Clan and Inner Sphere.
- Fixed some minor equipment bugs.
- Expanded the Cost/BV Breakdown screen to include more information.
- Armored components are now available in MTF export.
- Physical Enhancements now correctly check their exclusion list.
- Added to the Get Info context menu item to show info on any item in the loadout.
- Fixed a bug where CASE would appear after locking a Clan Quad chassis.
- Fixed a bug where heat sink and jump jet types would change when changing motive type.
- Added safeguards and dialogues regarding discarding changes to a 'Mech.
- MML Artemis checkbox now correctly disabled during canon eras other than Clan Invasion.
- ICE and Cell engines, as well as Industrial and Commercial armor now export to MTF correctly.
- Made a slight change in the GetWastedTonnage and GetWastedAV routines to hopefully report better.
- When exporting to text, the program will now word-wrap fluff at 80 characters.
- CASE locations for Clan 'Mechs is now shown on HTML and TXT exports.
- AES checkboxes are now correct upon loading a 'Mech.
- Changing armor now sets the "Mech has changed" tag.
- Last minute bug fixes (MGArray, A-IV Allocation, Tab Order for Manufacturers table)

Version 0.5.0
+ Added
- Choosers for the Rules Level and Mech Type.
- Support for HTML and Text export of the Rules Level.
- Availability display for core components.
- Added a "New Mech" menu item.
- Added options for default Rules, Era, and Techbase.
- Added an option for UAC/RAC heat in the lower display.
- OmniMechs now fully supported.
- Text export now supports OmniMechs.
- HTML export now supports OmniMechs.
- Added support for uploading a mech directly to Solaris7.com.
- Saving a mech now works.
- Loading a mech now works.
- Added allocation buttons to the Loadout Controls area.
- Allowed for double-clicking when adding equipment to a Mech.
- Added support for Armored Components.
- Added support for the latest MegaMek "levels" to differentiate equipment rules levels.
 
+ Changed
- Rebuilt the GUI to use a hashtable lookup scheme.
- Reworked the GUI to work better on default XP display scheme.
- Skyhigh wrote a new HTML template which is now included.
- Now checks for nuclear engines for weapons that require them (HGR).
- Now checks for nuclear engines for jump jet purposes.
- Pluralized the equipment fluff blocks when needed.
- Now correctly clears the fluff when you get a new mech.
- Fixed MASC tonnage and crits, and Clan UAC/5 tonnage per errata.
- OmniMechs now automatically remove actuators when a weapon requires it.
- Changed Auto and Selective Allocate to allocate to the bottom of a location.
- Fixed a bug where physical weapons were referencing a discarded mech.
- Fixed a bug when restricting by year and jump jets were not available.
- Minor interface tweaks to work better on Linux.
  - The program no longer supports GTK+ and will revert to Java's Metal.
- Fixed a bug with New Mech and retaining the old number of heat sinks.
- Fixed a bug when loading where Improved Jump Jets turned Standard.
- Fixed a bug when loading where Stealth Armor was being allocated twice.
- Improved Jump Jets now report the correct heat usage.
- Fixed a bug where all loadouts in an OmniMech shared the same Jump Jet configuration.
- Changed the way a 'Mech is saved to preserve encoding.
- Added a quick BV breakdown to the Summary screen.
 
Version 0.4.0
+ Added
- Missile Weapons and all their ammunition (whew!).
- Ballistic Weapons and all their ammunition.
- Artemis IV FCS and Targeting Computer.
- Max armor tonnage display on the Armor Tonnage Chooser screen.
- Compact Crits, Auto-Allocate, and Selective Allocate as controls.
- Split Allocation now supported.
- Special Equipment added.
- Export to Megamek works now.
- Physical Weapons added.
- Export to Text works now.
- Finished the Fluff tab except for Export to HTML.
- Added a Summary window accessible from the Tools menu.
- Added MG Arrays and OS Launchers.
- HTML writer is now finished.
- Added the software license into the program.
 
+ Changed
- Jump jets were reporting incorrect tonnages for 80 and 85 ton mechs, fixed.
- Minor little code fixes due to new code.
- Fixed a doubling issue with split-allocated items and compacting the loadout.
- Fixed ammo selection list losing focus after selecting an ammunition lot.
- Fixed lookup names for Megamek so all items are supported.
- Allocation now informs you of crit size and what you're allocating.
- Minor code fixes resulting from inattentive cut-and-paste operations.
- Altered list renderers to account for Artemis and MG Arrays.
- More code fixes to correct problems with MG Arrays and Artemis systems.
- Name changed to Solaris Skunk Werks from Classic Battletech Mech Designer.
- No longer allows both C3 and C3i systems in the same mech.
- Rearranged the Credits and About dialogues to look better.
- Changed the program logo.
- Sorting Equipment Stat block by location now.
- Added a missing tag to the default HTML template.
- Added options for sorting equipment in the stat blocks for TXT and HTML.
- Fixed some minor GUI bugs with resizing.
 
Version 0.3.0
+ Added
- Energy Weapons and their ammunition.
- Completed BV2 algorithms.
- Implemented much of the Equipment and Criticals tabs.
 
+ Changed
- Some formating in various views due to shortcomings with NetBeans.
 
Version 0.2.0
+ Added
- Credits page (thanks you!).
- Running MP now shows adjusted values for TSM and MASC.
- Added the ability to retain certain components if Tech Base or Era changes.
- Added the Options menu.
- Tons and criticals now show red when going negative.
- Armor pane and it's associated options are finished.
 
+ Changed
- Offensive BV calculation did not use the Speed Factor, this was added.
- Shortcut for exit was changed to Alt-X because it was previously Ctrl-X.
- Changed code around for ease of maintenance later.
- Fixed a bug where unchecking Restrict by Year did not refresh certain items.
- Summary tab name changed to Charts.
 
Version 0.1.0
+ Added
- Basics tab is finished and working.
- The following controls on the Fluff tab work:
  - Load Image.
  - Clear Image.
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