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. |
