# Flechs Command Console Changelog
## 0.17.5.1
Fixed: Strikes on reflective armor should not be handled as if Ferro-Lamellor armor.
## 0.17.5
Added: Link to docs in menu bar.
Fixed: Possible soft-lock when advancing if somehow a transported combatant is recalled without its carrier also being recalled.
Fixed: Issue where units' game event resolvers would fail to continue through all events in an incomplete event tree after saving and restoring with a waiting input/roll request.
Fixed: Misc. issues restoring completed events that could effect unit logs but nothing more... I think...
Fixed: Issue resolving attacks from BattleArmor squads with VSPls.
Fixed: Issue resolving attacks from BattleArmor squads with BA LBX.
Fixed: Issues resolving attacks from BattleArmor squads with Compact Narc. Note: Resolution includes cluster roll step though only one location will be rolled. Limitation: Not currently handled like
Fixed: If move mode must be requested (e.g. to perform accurate heat calculation) and 'stationary' is selected, unit's hexes moved will also be set to 0.
Change: Setup: If 'add random force' is selected when the last force of in a match is empty (no units and unnamed), it'll be replaced by the new random one.
Change: Withdrawing a unit from combat should reset any alt munition selections lest strange bugs occur if redeployed that sessions. (Persisting unit configuration is a todo item.)
## 0.17.4.0.5
Fixed: Combat: Issues resolving some BattleArmor missile attacks due to issues with auto-linking missile weapons to bins.
Fixed: Combat: BattleArmor combat summary inventory status summary should highlight when squad enters ranged attack declaration phase.
Fixed: Issue where modifiers for completed piloting checks wouldn't display after a restore.
## 0.17.4.0.4
Fixed: Unit log should always show unit's current turn.
Fixed: Internal issue that might've resulted in unexpected behavior in cases of advancing the turn while only one unit counts towards initiative.
## 0.17.4.0.3
Fixed: Input requests for determining critical hit slot should say 'roll 1d6' when there are only 6 slots.
Fixed: Should be possible to manually set / correct move mode and distance at any time regardless of whether the mode is prohibited due to some status.
## 0.17.4.0.2
Fixed: Safari: Combat: Paper-dolls of destroyed or abandoned mechs should be grayscale.
## 0.17.4.0.1
Fixed: Safari 18: Issue where off-screen game event indicator can sometimes appear. (They should never appear in Safari 18.)
## 0.17.4
Improved: Combat Screen Game-event popovers:
- In Chrome and Safari 26+, combat event input pop-overs position next to the affected unit (left,right,above or below). In Chrome there's an additional visual arrow indicator.
- Drag game-event popovers around the screen by their top title-bar / grey line area; double click to put back to their default position.
- Screen resizes will snap the popovers back to their default position.
- Offscreen Indicator for event popover.
Removed: Clicking unit name in game event input request popover no longer opens to that unit's details page.
Added: Combat: Selected move mode is highlighted in combat summary (and displayed if stationary).
Added: Combat: Click unit summary move profile to open details.
Added: Changelog: Dark mode support.
Change: Combat: Unmoved units of a force whose turn it is to move are no longer ringed in yellow, their movement mode summary is ringed in yellow -- clicking opens that unit's details.
Fixed: Combat: If there's an input request hanging out for a unit, and damage is input on a different unit in the same step, the most recently damaged unit should receive focus.
Fixed: Combat: If two units in the movement phase have unresolved events, and no unit details panel is open, the input request panel should be for the unit with the most recently triggered unresolved event.
## 0.17.3.5
Fixed: Mech incapacitation (e.g. 'out of match') should not be affected by crew unconsciousness.
Fixed: Combat: Loss of warrior should only render mech 'crew incapacitated' when all warriors have been lost.
Fixed: Combat: Mechs' incapacitation status (permanently out of action) should not derive from crew member consciousness.
Fixed: Combat: Mech details view should show pilot and commander if mech has a command console.
Fixed?: Combat: Possible issue where mech could be treated as having been incapacitated for longer than it had been when a one or more crew members were both ejected and destroyed.
## 0.17.3.4
Fixed: When resolving attacks at a target, the order of attacks should always follow inventory ordering.
## 0.17.3.3
Fixed: "Auto" setting for Attack Hit Location should result in Attack Hit Location determination happening automatically.
Fixed: Hit Location input for outgoing attacks should never be skippable (when system is set to "Ask").
Fixed: Misleading "Attack Direction" automation name changed to more precise "Swarm Vehicle Attack Direction".
Change: 'Attack Direction' selector back in calculator, though entering a value is not required for declaration.
## 0.17.3.2
Fixed: Combat: If two units at the same step in the same attack phase have unresolved events, and no details are showing, the input request panel should be for the unit with the most recently triggered unresolved event.
## 0.17.3.1
Fixed: Combat: Issues around editing damage mid psr-resolution.
- PSR input-requests should change between normal 2d6 threshold checks (pass/fail), auto-fall-with-confirmation, and no-action-needed, based on damage edits.
- 'Resolve instability' event child PSR obligation count should change as needed; e.g. if more PSR inducing damage is marked, more PSR check obligations should appear.
- PSR input request for stand attempt should change to 'impossible:continue' if damage is marked that'd prohibit the unit from attempting to stand.
NOTE: If a PSR is passed with a roll of N, and edits that happen during a subsequent roll make the TN > N, the previous check will remain passed.
Fixed: Combat: Pilot safety checks pass option with TN > 12 should be prohibited. (It can still be skipped if the wound need avoided for whatever reason).
## 0.17.3.0.4
Fixed: Combat: Piloting check resolution should depend on 'Piloting Check' automation setting, not 'Pilot Safety' automation setting.
## 0.17.3.0.3
Fixed: Issues with 'End Match' where units' marks would not clear.
## 0.17.3.0.2
Fixed: Regression: Issue with match init results for the turn not being stable.
Fixed: Setup: Roster table: Deployed unit stat tool-tips etc. should be accessible.
Fixed: Prototype improved jump jets should explode for 10 damage on crit.
## 0.17.3.0.1
Change: When moving the last unit(s) from an unnamed force, the remaining empty force is no longer deleted.
Change: When adding a random force, if the first force is empty and unnamed, it is no longer removed.
Change: A single empty force in a match should not have a delete button.
## 0.17.3
Added: Setup: Additional bulk actions
- Deploy selection of units mid-match.
- Move selection of units to different / new force via drag and drop.
- Delete selection of units
- Recall (un-deploy) a specific force's deployed units.
Added: Setup: View design summaries for deployed units.
Added: Setup: Move deployed units between forces / to new force now.
Added: Setup: Unit collection selection 'bar' is focusable; While focused, pressing 'enter' focuses main action button and 'delete' focuses delete button.
Added: Combat: 'End' and 'export' buttons to bottom of screen.
Change: Combat: Only forces with deployed units are listed.
Change: Combat: 'Simulate' button moved to bottom of combat screen and with other buttons.
Change: Combat: 'Calc' button is yellow when a attack declared but details not entered, i.e. when the calc needs opened.
Fixed: Setup: c3 nodes should not disappear from the c3 networks panel if some units within a network are deployed and then recalled.
Fixed: When deploying a carrier, its transported units should deploy at the current match time (dev) and as being stationary.
Fixed: Setup: Drag preview for units should be below cursor and not overlap transport prohibition details.
Fixed: Setup: iOS: Drag preview should not have white background.
Fixed: Calculator: Should not be able to target units that are not deployed.
Fixed: Combat: Elementals details panel: Should not be able to set un-deployed unit as swarmed.
## 0.17.2.0.2
Fixed: Setup: Bulk toggle should not remove deployed units.
Fixed: Setup: Regression (0.16.2.1?): Bulk toggle stops working.
Fixed: c3Network panel: Connections to or from deployed units should not be editable.
Fixed: c3Network panel: c3 nodes should be shown as inactive (grey) when unit is neither deployed nor selected.
Fixed: c3Network panel: Deployed units should show receive 'grey lines' treatment.
## 0.17.2.0.1
Change / Improvement: 'Random Lance' now 'Random Force'; Generates a force that's commensurate with the other forces in the match; defaults to a 240 ton lance if no other forces present.
## 0.17.2
Fixed: Issue parsing some vehicle model names that start with numerals
## 0.17.1
Added: Force 'resolve stand attempt' action in Mech details prone dropdown.
Improvement: If, when parsing a .MTF file, ComCon encounters unexpectedly fewer slots for some component, and that component is know to be not splittable, ComCon will treat the found slots as an inert 'piece of' the specified component.
Improvement: Newer (grey) dropdowns used in match setup controls; improved positioning on Chrome 128+, Safari 26+.
Fixed: Setup screen: Attempting to open force in Flechs Sheets when it contains an unsupported unit should not remove that unit from the force.
Fixed: Setup screen: Duplicate eras should not appear in era dropdown when region is 'Anywhere'.
Fixed: Setup screen: If 'new random lance' is selected and there no units fit the match constraints, an error should be thrown.
Fixed: Setup screen: Details panel should always have a panel 'close' / minus button.
Fixed: Setup screen: Unit should be selected by a click in crew column that's not on a crew UI element.
Fixed: Smoke, Thunder, and Inferno missiles should be available to Clan units.
Fixed: Min-requirement alert should not show on iOS 18.
Fixed: Mech 'Grounded' status (down and unable to stand) should check for 'lost' legs, not just 'destroyed' legs.
Change: Tablet-sized screen minimum requirement and alert on phone-sized screens.
Change: Introduction date column included in unit search result list
Security updates.
## 0.17.0.0.15
Fixed: Issue importing .mul file unit entries for vehicles without variant names, e.g. 'AC/2 Carrier'
Fixed: When import raw text unit list / from clipboard text, if an entry name matches one unit exactly and other units partially, the one exact match should be used and no issue raised.
Improved issue reporting for .mul imports.
## 0.17.0.0.14
Fixed: Issue with displaying fluff (capabilities etc.) for some vehicles.
## 0.17.0.0.13
Fixed: Regression in 0.17.0.0.11 where vehicles without models (e.g. AC2 carrier) would show up as 'AC/2 Carrier undefined'.
## 0.17.0.0.12
Fixed: Regression in 0.17.0.0.9.1 where damage groups could not be input on combat panel.
## 0.17.0.0.11
Fixed: Issue generating unit designations when unit chassis/variant names have spurious whitespace at start/end.
Fixed: Issue looking up units using a designation or query string that has multiple consecutive spaces in it.
Fixed: Safari 18: Issue where match tech/rule dropdown would not stick to trigger button when scrolling.
## 0.17.0.0.10
Fixed: Alert about weapon without ammo should not occur for units with one-shot launchers.
Fixed: Issue recognizing some mechs as omni-mechs.
## 0.17.0.0.9.1
Fixed: Unit details panel should display "Patchwork" for armor for units with patchwork armor.
Fixed: Unit details panel should display location-specific armor types when unit has patchwork armor.
Fixed: Issue interacting with legacy Flechs Sheets when using through 'flechs-comcon-dev-0-17-x.web.app'
## 0.17.0.0.8
Fixed: During setup, alert/warnings should appear upon adding a unit to a match, once per session per design, displaying any issues with the design. Note that Command Console does not do design validation aside from weapons spread illegally across three sections.
Fixed: During combat, no alert/warning should be displayed for a unit not having ammo for a weapon or for having no weapon to consume some ammo.
## 0.17.0.0.7
Fixed: Issue importing clan omnis from some .mul files.
## 0.17.0.0.6
Fixed: BattleArmor squad support weapons should have location listing of 'T1' in inventory.
Fixed: BattleArmor detail panel inventory should show location and minimum range columns.
Fixed: Should not be able to declare attack with absent squad support weapon when trooper one was destroyed.
Fixed: Include squad support weapon in armament list in force roster.
## 0.17.0.0.5
Fixed: Mechs with liquid storage shouldn't cause a crash.
Fixed: Generic fluid gun ammo should not have alt-munition option that causes a crash when selected.
Fixed: TAG attack success on immobile target should not include aim-hit roll.
Fixed: TAG attack success should end with note 'Target TAGed'.
Fixed: Internal issue (no game effect) where BattleArmor trooper ammo bin data could be restored using bin data from wrong trooper.
## 0.17.0.0.4
Fixed: Resolution of successful attacks with Smoke munitions should not terminate in error but instead note 'Smoke fills target hex'.
Fixed: Resolution of successful attacks with Thunder munitions should not terminate in error but instead note 'Mines deployed to target hex'.
## 0.17.0.0.3
Fixed: Issue displaying six trooper squad riding quad mech.
## 0.17.0.0.2
Fixed: Regression: Issue restoring some units with armor and internal that spans multiple sections.
## 0.17.0.0.1
Fixed: Regression: Issue restoring alt munition selection
## 0.17.0
Added: Support for BattleArmor with tech from TW and BMM.
Added: Support for Light and Medium Rifles (Cannons).
Fixed: Issue parsing some superheavy vehicle .blks that could result in missing equipment in front left, front right, rear left and rear right locations.
Fixed: Issue parsing jump mp for some vehicles.
Fixed: BattleArmor heavy weapon ranged attacks from range zero should count as range 1.
Fixed: Component query for 'Hand Actuator' should filter by units with hand actuators.
Fixed: Failure to include crew incapacitation in mech incapacitated status could lead to unexpected behavior.
Fixed: Destroyed mech combat cards should be mostly grey-scale.
Fixed: Mech stance (prone from > 1 hex) should not be included in displayed TMM.
Change: Optimization: Command Console download size reduced.
## 0.16.5.0.2
Fixed: Physical attacks at units that became immobile before physical phase should include a -4 to-hit modifier.
Fixed: If a unit becomes prone in the movement phase, prone-adjacent target modifier should show up in calculation when declaring a DFA against the prone target.
Fixed: Single hit on regular mech sensors should be +2 to hit.
Fixed: First and second hit on sensors for mech with torso mounted cockpit should be +2 and +4 respectively.
## 0.16.5.0.1
Fixed: Multiple instances of the same type of motive damage should only result in one DSR modifier.
## 0.16.5
Change: When resolving attacks, damage marked in that phase is treated as damage marked in the damage step of that phase.
- Declared attacks will resolve regardless of whether damage was marked that phase that will prohibit the attack in future phases. Note that unlike in Flechs Sheets, if damage is marked on a unit before its attacks are declared, that damage may prohibit affected attacks from being declared in the first place. (This current limitation is slated to change.)
- Damage and statuses marked in a phase are not included in the target numbers for attacks that resolve that phase; associated modifiers should not appear in the calculator.
- Damage and statuses marked in the physical phase do not affect the damage that physical attacks deal that phase.
Change: In the match timeline, incapacitated units will continue to have a dot until the turn after they've been incapacitated.
Fixed: Inner Sphere UAC/2 ammo should not explode for 45 damage per round.
Fixed: Attack target numbers should show in inventory only if the attack is declared, or the unit is in the declaration step of the relevant attack phase, or in the movement phase for movement-physicals.
Fixed: Incorrect derivation of phase availability of collective leg-based AES.
Fixed: Internal issue with crit damage toggling not mutating store inside an action.
Fixed: Intrinsic modifier for a physical attack should not appear in calculator twice.
Fixed: Intrinsic modifier for a physical attack should only appear in calculator if the attack is declared.
Fixed: Possible issue resolving laser attacks from BattleArmor with one trooper.
## 0.16.4.1.1
Fixed: Misc. spacing issues in attack details panel.
## 0.16.4.1
Improvement: Display aimed shot roll in attack details panel.
Fixed: Location of successful aimed shot should be shown in attack details panel.
Fixed: Misc. spacing issues in attack details panel.
## 0.16.4.0.1
Fixed: Visual issue w/ attack to-hit details panel reveal in Safari.
## 0.16.4
Added: Attack to-hit result detail panel.
Fixed: Issue with target number coloring.
## 0.16.3.0.1
Fixed: Internal issue with log element.
## 0.16.3
Change: Cluster, location, and heat effect rolls for outgoing attacks are now resolved immediately after determining their to-hit success. The damage step is now incoming damage only.
Fixed: Bad simulate cleanup; running and then stopping simulate shouldn't result in a delegate sticking around that randomly cancels events.
Fixed: Cockpit destruction should prohibit ejection.
Fixed: Dead pilots should receive no neurohelmet feedback.
Fixed: Avoid ammo explosion rolls should not occur after dropping mech heat to zero due to being destroyed.
## 0.16.2.4.7
Fixed: Issue advancing to next turn when only part of a force is deployed.
## 0.16.2.4.6
Fixed: Damage groups that hit limb internal from the rear while mech is dumping ammo should not trigger dumping ammo explosion.
Fixed: Issue saving and restoring some input request events.
Fixed: Warning about multi-tab use not being supported should only appear if the two tabs are the same version.
## 0.16.2.4.5
Fixed: Destruction-induced auto-fall should only occur in the phase a unit was destroyed.
## 0.16.2.4.4
Fixed: Battlefield data (ranges between units and proxy targets/spotters) should not fail to auto-save and restore if the current match was previously restored from an external file.
Fixed: Regression introduced in 0.16.2.4.2: Issue parsing some vehicle .blk files.
## 0.16.2.4.3
Fixed: When importing a match file saved mid-combat into a newer version of Command Console, a warning about possible incompatibility should appear along with the option to open a version of Command Console matching the version from which the save data came.
## 0.16.2.4.2
Added: Setup screen: Unit details panels include fluff and Flechs Sheets Support info if any of that info is available.
Fixed: Location-Shielded indicators on mechs without shields should not be visible when first revealed.
Fixed: Regression: Errors that occur when rendering UI should be displayed in the UI when caught.
Fixed: Requirements alert should show iOS 18.2 not 26.
Fixed: TN for resolved weapon attack should not hide if weapon is destroyed.
Fixed: Motive Damage dropdown should not include two 'Heavy' entries.
Change: Export/Save match using either 'Meta (Cmd/Win) + s' or 'Ctrl + s'.
Change: Invoke print using either 'Meta (Cmd/Win) + p' or 'Ctrl + p'.
Change: Invoke print preview using either 'Meta (Cmd/Win) + shift + p' or 'Ctrl + shift + p'.
Change: If a unit in a saved force fails to load, an alert should be displayed.
## 0.16.2.3
Fixed: Shields should not deflect damage from falls, DFAs, or Charges.
Fixed: CSV Export: Vehicle MP data should not be -/-/- .
Fixed: CSV Export: Issue with column separation Elementals rows.
Fixed: CSV Export: Forces with no name should not export as .txt.
Fixed: CSV Export: Sub-selections export file names should include 'count/total' in name and not include '[object Object]'.
Fixed: CSV Export: Sub-selections export file names for unnamed forces should include 'Unnamed force'.
Change: CSV Export: Separate 'chassis' and 'variant' columns combined into one name column 'name' that includes either the Clan or IS name based on whichever the user selected.
## 0.16.2.2
Fixed: Regression in v0.16.2: CSV export fails.
## 0.16.2.1
Added: Mech shield visuals for paper-dolls.
Added: New unit summary details view on setup screen.
Added: Desktop: Setup screen: Keyboard down/up arrows select next/previous unit in match when a unit is selected.
Change: Details views: Inventory Sorting: If all components of a kind are rear mounted, they go last in the list.
Change: build version in now in top right on all screens.
Change: Setup screen force tables: Introduction date column moved to after region availability.
Change: When a unit is added to a force the new unit is selected.
Change: Match settings "rules" label now "tech".
Change: Armor and internal labels only display in combat if the armor/structure type has an effect on combat.
Change: Misc improvements and tweaks to weapon name abbreviations and formatting.
Fixed: Vehicle MP display in roster includes reduction due to towing encumberment.
Fixed: Regression: Force units should be sortable by clicking table headers.
Fixed: Shield damage absorbance and damage capacity should be reset on leaving combat.
Fixed: In printed quad record-sheet inventory, ammo should abut consumers.
Fixed: Safari: BV calc popover sized incorrectly.
Fixed: Issues where print modal would not appear if it was dismissed by pressing 'escape' repeatedly.
Fixed: Issues with dismissing forces's BattleValue summary popovers.
Fixed: Issues with dismissing some BattleValue calculation popovers.
Fixed: Changes in BV calc due to skill change should not result in multiple entries for skill adjustment in BV calc log.
Fixed: Some fixes for transitions that occur when changing c3 network configurations.
Fixed: Shield crits and shield-arm actuator crits should reduce shield damage absorbance.
Fixed: Shield crits and shield-arm actuator crits should reduce shield damage capacity. Note: It is not possible to manually erase shield capacity damage below that required by relevant crit damage.
Fixed: Shield damage absorbance (DA) should not be manually markable -- DA is derived entirely from size, actuator presence, and actuator / shield crit damage.
Fixed: Shield damage capacity (DC) should be reduced by shield and actuator crits. DC reductions should not be erased below that inflicted by crit damage.
Fixed: Shield should not be destroyed by crit damage unless every shield slot has been crit.
Fixed: Reductions in shield damage capacity should not count towards PSR-trigging damage total.
## 0.16.1.12
Fixed: Crash on declaring indirect fire.
## 0.16.1.11
Change: Clan Narc Missile Beacon may use Inner Sphere narc missile ammo.
## 0.16.1.10
Fixed: In the event a request for move mode appears in the heat phase and is/was skipped, the system should just ask again.
Fixed: In the event a unit's resolver is left with a queued item that hasn't been started, various kinds of manual input should not be prohibited.
## 0.16.1.9
Fixed: Heat for jump with mechanical jump boosters should be zero.
Fixed: Jump heat calculations for units with Improved Jump Jets, an XXL engine, and/or a Partial Wing.
Fixed: System is more precise when determining if it needs to request a unit's move mode to accurately calculate final heat.
## 0.16.1.8
Fixed: A variety of events / input requests should be unskippable; if skipped could result in soft lock or unexpected behavior.
Fixed: Declared attacks should have dark stripes in inventory when at a primary/secondary target not currently selected in the calculator.
## 0.16.1.7
Fixed: Issue importing support vehicle with BAR 10 armor.
## 0.16.1.6
Fixed: Issue with range queries, e.g. "+50-100t"
Fixed: Setup screen unit panel height should fit content and have position sticky.
Change: In narrow windows, setup panel's unit details panel should fill screen.
## 0.16.1.5
Fixed: Regression: Unit search query should not clear when unit selected.
Fixed: Issue parsing some occurrences of mech mortar 1 AP ammo.
Fixed: Issue parsing some occurrences of heavy flamer.
Fixed: Issue parsing Clan Thumper and Clan Thumper ammo.
Fixed: Issue parsing Mech Light Fluid Suction System.
Fixed: Issue parsing some occurrences of Harjel ii.
Fixed: Issue parsing MASH Equipment.
## 0.16.1.4
Change: When incoming attack resolution is blocked by the attacker(s) needing to resolve their declared attacks, the attacking unit names will be listed in the event popup.
Fixed: When an attacker skips any event that's part of resolving a to-hit roll or outgoing damage resolution, the defender should not get stuck 'waiting on opponent' to complete their attacks.
## v0.16.1.3
Fixed: Regression from 0.16.1.2: Failure to load force with queued but unresolved to-hit events.
## v0.16.1.2
Fixed: Failure to restore saves with mechs with modular armor.
Fixed: Possible issue restoring correct parameters for completed 'determining crit slot' event and possibly other events.
Fixed: Internal issue restoring completed attack to hit event that involved precision ammo with a 0 modifier.
## v0.16.1.1
Fixed: Issue where pilot death notice can appear multiple times in log.
Fixed: Error displaying completed event 'determining crit slot' and its children after reloading.
Fixed: Target number modifiers with value Infinity or -Infinity should restore with value Infinity or -Infinity rather than null.
Fixed: Failure to save and restore match init ordering.
Fixed: Possible unexpected behavior when resolving some attack events after restoring from a save due to potential inconsistency in actionId generation.
Fixed: Possible unexpected behavior when restoring mid-combat due to spurious internal sorting of unit locations.
Fixed: Issue where 'Resolve Mech Crit' event could be restored as a 'Check Mech Crit' event.
Fixed: Possible issue restoring event 'Check for damage for attached trooper'.
Fixed: Possible issue restoring event 'Determine Wreckage Effect On Transported Squad'.
Fixed: Possible issue restoring event 'Resolve BAR Failure'.
Fixed: Possible issue restoring event 'Resolve trooper strike'.
Fixed: Possible issue restoring event 'Battle Armor Damage Group'.
Fixed: Possible issue restoring event 'Resolve Squad Overkill'.
Fixed: Possible issue restoring event 'Declare All Desired Ammo Dumps'.
Fixed: Possible issue restoring event 'Declare Desired Ammo Dump'.
Fixed: Possible issue restoring event 'Resolve Variable Heat Effect'.
Fixed: Possible issue restoring cached-at-completion pass/fail values for threshold / target-number check events when values are Infinity or -Infinity.
Fixed: Possible issue restoring cached-at-completion target number for threshold / target-number check events when values are Infinity or -Infinity.
Fixed: Internal issue restoring mechwarrior wound data that _seems_ to have had no adverse effects.
Fixed: Internal issue restoring cached-at-completion options for events that use a chart lookup with roll-ranges (e.g. crit chance).
Fixed: Internal issue restoring cached-at-completion modifiers used for turn-end piloting checks.
Fixed: Issue that likely only affected the simulator where an attack could fail to be 'aimed at' a selected secondary target and left declared with no target.
Fixed: Several issues contributing to memory leaks where deleted user and proxy/generic units could be improperly retained.
## v0.16.1
Change: Updates will no longer be able to be triggered while units are in combat.
## v0.16.0
Added: 'Skip' game events.
Added: Auto-save and restore attack declaration details. (Generic target selection and situation, relationship data like range, partial cover, etc. )
Added: Set Elemental squad swarm target or transport to generic mech or vehicle.
Added: Click unit name in input request popover on combat summary screen to view unit details.
Change: "AUTO FAIL" in logged modifier list now "IMPOSSIBLE".
Fixed: Error and failure to mark elementals as swarming a generic target "(other)".
Fixed: When generic swarming battlearmor are removed from a unit, the unit should not be treated as if were swarmed.
Fixed: Issue declaring unique generic spotter for second indirect attack.
Fixed: Error alert should be shown when json file import encounters fails.
Fixed: VSPL fired beyond long range should not result in a request to input attack details (range) but instead include a range-contingent attacker modifier of 0.
Fixed?: Internal issue that could lead to unexpected behavior or crashes in cases of events with dynamically generated child events.
Fixed: Impending fall damage should appear in log while resolving preceding fall-triggered events.
Fixed: The '{pilot} suffers neurohelmet feedback' event should show two unresolved event children in the log so long as the pilot is alive when the 'feedback' event starts.
Fixed?: Possible unexpected behavior when manually marking unit while event is mid-resolution with outstanding obligation children.
Fixed: Impending fall damage should appear in log while resolving preceding fall-triggered events.
## v0.15.4.7
Fixed: Crash should not occur when selecting indirect in calculator after setting attack target.
Fixed: Indirect attack and spotter modifiers should be included in calculator even when no target has been specified.
Fixed: Should not display ranged attack prohibition "May not use pulse weapon with a targeting computer..." for pulse weapons that have no targeting computer (or inactive targeting computer) when having declared an aimed shot at different immobile target.
Fixed: In calculator, should be prohibited from targeting a location on unit that is not immobile when a pulse laser with targeting computer is declared at that unit.
Fixed: 'attack hit location' automation setting should be used for determining 'which leg' when resolving generic tripod hit locations.
Fixed?: Possible unexpected behavior when restoring 'determine leg' events.
## v0.15.4.6
Fixed: Regression: Cluster damage dealing attacks shouldn't result in multiple attack entries in defender's log.
Fixed: (Take 2): Should not ask if damage is from re-engineered laser when resolving charge and DFA damage.
## v0.15.4.5
Fixed: Yellow needs-to-move indicator ring around a force should only ever be shown if a unit is still in movement phase.
Fixed: When requesting move mode during heat phase in order to calculate heat, 'stationary' should be included.
Fixed:
Some occasions where an request for a non-selected unit doesn't appear when advancing units, leaving advancement unexpectedly hanging.
Units with outstanding input requests are better prioritized when determining order of units to advance.
Change: Unit name style for input request panel header.
## v0.15.4.4
Fixed: When resolving DFA damage on attacker or defender with Ferro Ferro-Lamellor or Hardened Armor, system should not request to know if it's a re-engineered laser.
## v0.15.4.3
Fixed: When resolving charge damage on attacker or defender with Ferro Ferro-Lamellor or Hardened Armor, system should not request to know if it's a re-engineered laser.
Fixed / Changed:
Damage event input request doesn't appear as expected in some circumstances when marking damage on combat status view.
Unit ordering for those in the same non-damage attack-phase step should prioritize those with in-progress damage events and, if needed, the timestamps of the in-progress events.
Change : Mech and Vehicle Details Views : Location header damage input (⚙️) now uses same input widget as combat views.
## v0.15.4.2
Fixed: System should accept selected tonnage when resolving charge against generic unit rather than soft-locking.
## v0.15.4.1
Fixed: Second unfulfilled damage step should not be present up in unit obligations when unit is reloaded while in an attack phase damage step or cleanup step.
Fixed: If a move mode is requested (either to determine if the unit needs a PSR or to calculate heat), move mode prohibitions that began that turn are included and 'jump' is not included if the unit has no jump MP by default.
Fixed: Mech move-physicals shouldn't be prohibited in weapons phase.
## v0.15.4
Added: Elementals riding or swarming a mech that falls are knocked off, damaged, and prohibited from further actions that turn.
Change: BattleArmor on a destroyed mech are not immediately removed with an avoid 'destroyed by wreckage' check but instead remain on board until the end of the phase (unless knocked off in a fall).
Change: Being destroyed results in auto-fall for a mech. (Per new campaign-rule in TW 10th printing.)
Change: Units beginning the movement phase transported have their move mode auto set to stationary and hexes traveled auto-set to 0. (This only matters if they're separated from their transport mid turn.)
Fixed: BattleArmor on a destroyed mech should not check for auto-destroyed when mech is destroyed.
Fixed: Triggering a damage resolution event during movement phase on a unit that has a move mode and distance specified should not cause the unit to be treated as if it has not moved rather than their resolver's current time being Movement:Complete.
Fixed: BattleArmor should only have +1 TMM bonus for jumping if they actually jumped.
Fixed: Heat-contingent ammo explosion risky bin should be one with most damage per round not least.
Fixed: Remove swarm modifiers should not include arm actuator and 'remove swarm' modifiers twice.
Fixed: Elementals removed by successful 'remove swarm' action should be prohibited from actions.
Fixed: If a BattleArmor squad is hit by something for zero damage, a determine trooper roll should not be made, and a 'no damage to assign' note should be appended to the relevant event.
Fixed: The rendering of a damage event in the log should not throw an error if the damage happens to be undefined.
Fixed: Scheduled dump declaration should fail if there is a mounted battlearmor trooper on a rear torso location.
Fixed: Target damage events in attacker's log should display when the target unit is marked destroyed.
Fixed: During simulation units should not be target units with ranged/physical attack prohibitions.
Fixed: Units in movement phase with declared move mode and distance but with outstanding events to resolve should not be counted as having completed their movement phase.
Fixed: When moving all units out of movement phase, units with outstanding events should be addressed before units that have not declared movement mode.
Fixed: BattleArmor skills and commander name should not reset when leaving combat.
Fixed: Swarming or mounted BattleArmor that's destroyed is not considered on the carrier from the carrier's POV.
Fixed?: Edge case where resolving a hit against a destroyed battle armor squad could result in endless attempts to determine which trooper was hit until resolver hits max event limit.
Added: "Remove from field" note in log in end of phase unit was destroyed.
## v0.15.3.1
Fixed: Regression in v0.7.23: Expended one-shot weapons should stay expended.
Fixed: Declaration of attacks with one-shot weapons expended in previous turns should be prohibited.
Fixed: Attacks with one-shot streak launchers that achieve a lock should not conclude in 'no launch'.
Fixed: Attacks with one-shot streak launchers that fail to lock should not become expended.
## v0.15.3
Fixed: Avoid inferno ammo explosion rolls should be made in addition to normal avoid ammo explosion rolls.
Fixed: Heat from heat-triggered inferno explosions should be applied immediately and affect other heat-effects. Note: As best I understand RAW, this could/should result in multiple shutdown checks as technically shutdown checks are to be made before ammo explosion checks, and changes in the heat scale seem to require new check thresholds resolved.
Fixed: Damage from internal explosions in locations with reinforced internal and CASE II should be 0.5 rather than the amount of remaining internal.
Fixed: "No longer crippled" message should not appear in log if the unit is incapacitated.
Fixed?: Possible unexpected behaviors behavior when withdrawing from combat and then entering again.
Fixed?: Possible unexpected behaviors when clearing c3 links when a unit has a deactivated computer due to the prohibition against participating in two networks.
## v0.15.2.4
Change: Swarming elementals no longer auto-declare laser attack at the start of weapons phase when swarming.
Fixed: Marking unit upright in a movement phase after having fallen in a previous turn's movement phase before completing all required PSRs should not result in being required to complete an impossible PSR from the previous turn's movement phase.
Fixed: Internal issue checking for presence of outstanding PSRs that might maybe possibly result in unexpected behavior.
Fixed: Indicators for move-mode-contingent PSRs should not appear when PSR-triggering damage occurred during movement that wouldn't otherwise trigger PSRs when combined with a move mode.
Fixed: BattleArmor should be prohibited from swarming airborne target.
Fixed: Swarming BattleArmor should be prohibited from making moves and excluded from initiative. NOTE: To dismount swarming Elementals during weapons phase (per rules) go into their details and select 'On Foot' in the SWARMING dropdown.
Fixed: Failed attempts to remove BattleArmor should result in damage to self.
Fixed: Range and Elevation difference between swarmed unit and swarming unit should always be 0.
Fixed: When multiple BattleArmor succeed at their to-hit rolls for swarm attack on the same target, only the first should end up swarming the target. Other successful attempts have no effect. Note: Rules say it's not allowed for more than one squad to swarm a target but it's not 100% clear to me that means that it's not allowed for more than one squad to _declare a swarm attack_ at the same target.
Fixed / Changed:
Should not be possible to end up in soft-lock (with unescapable popover waiting on 'attacker to finish') by declaring attacks outside of the declaration step.
Attack declaration is now prohibited outside of the declaration step of the relevant attack phase.
Fixed / Changed:
Editing/adding (✏️) marked dots in a mech/vehicle location segment in a details view (e.g. left arm internal) during crit chance resolution for a different location should not result in the crit-chance becoming nullified because the dot damage in that location was made stale.
Editing/adding (✏️) marked dots in this way no longer ages existing damage.
Fixed: Vehicle details panel chart headers should not appear above log.
Fixed: Vehicle MP change should not be logged when vehicle is destroyed.
Fixed: Calculator: Vehicle motive type options should not appear in calculator if the target is a unit tracked in Command Console.
Fixed: Calculator: 'Large Vehicle' modifier entry should not appear in calculator if target is a unit tracked in Command Console and not a large support vehicle.
## v0.15.2.3
Fixed: Should be able toggle off 'Remove Swarm' selection / should not disabled due to prohibition against multiple attack types.
Fixed: Should be able select both 'Remove Swarm' actions.
Fixed: BattleArmor should be prohibited from declaring a swarm attack on a target that is swarmed by other BattleArmor.
Fixed: To-Hit details for 'remove swarm' not appearing in log.
Fixed: 'remove swarm' to-hit and success should be resolved; Attempts should not result in soft-lock.
Fixed: Incorrect hover color for declared attack in details inventory.
## v0.15.2.2
Fixed: Regression introduced in 0.15.1: Leg crits should trigger PSRs.
## v0.15.2.1
Fixed: Issue where 'charge no longer interrupted' could appear in log repeatedly.
## v0.15.2
Added: Calculator initial target selector: tool-tip for target if there are prohibitions against targeting it generally or with the selected attacks.
Fixed: Mechs should be prohibited against declaring a Charge or DFA against a unit that is not immobile and has not moved, or against a unit that has itself declared a charge or DFA.
Fixed: Mechs should be prohibited against declaring a Charge against a prone mech.
Fixed: Units should be prohibited from being the target of more than one charge, DFA, or push.
Fixed: Issue where note about charge being interrupted could appear as a child of every subsequent event for that unit.
Fixed: When charging unit does not provide elevation difference and target falls before physicals, soft-lock should not occur due to system requesting an elevation difference that can not be input.
Fixed: Elevation difference input should not be shown in calculator when selected physical attack is Charge, DFA, or Push.
Fixed: A charge target that falls before physicals to-hit resolution should preclude physical phase charge resolution rather than a 'charge at prone mech is not allowed' notice.
Fixed: Failing a PSR or suffering Auto-fall during weapons phase after having declared a DFA shouldn't result in 150 log entries for 'Instead of falling this phase...'
Fixed: DFA should not be affected by attacker's loss of one or more jump jets.
Fixed: The DFA of a mech whose pilot has fallen unconscious during weapons phase shouldn't encounter 'DFA not allowed' message, but instead an auto-fail to-hit modifier.
Fixed: Crippled state should not be logged when one mark takes active pilot from less than four wounds to dead (e.g. cockpit crit).
## v0.15.1
Added: Filter by 'omni' in query search.
Fixed: Issue instantiating elementals found in imported .mul file;
Fixed: May only declare attacks with smoke or thunder munitions against terrain.
Fixed: Issue resolving damage to elementals in cargo bay during vehicle critical hit Cargo/Infantry. Note: Limitation: Event chain that resulted in the trooper damage currently not visible in the squad's log.
Fixed: Biped with missing leg suffers +5 PSR mod value rather than +infinity; Still auto-falls in phase of leg loss.
Fixed: Biped with missing gyro +5 PSR mod value rather than +infinity; Still auto-falls in phase of gyro loss.
Change: At the start of movement, unit weapons currently fed by depleted bins will auto-link to a new bin as able, in addition to if/when the weapon's next declaration is made.
## v0.15.0
Note: File import saving to a local catalog (and imports-in-search) requires Safari 26+; A one time alert should be displayed the first time this limitation is encountered.
Added: Crippled state change noted in log.
Fixed: Ammo dumping bug that could interrupt turn progression.
Fixed: Ammo dumping bug that could result in a bin having negative rounds.
Fixed: Should be able to link undeclared weapons to a different bin at any time.
Fixed: Ammo Dump button styling.
Fixed: Rare issue where change in mech sensors status could cause event resolution to fail.
Fixed: Issue where note about destroyed vehicle component would appear as a child of every subsequent event for that unit.
Fixed: Aimed attacks with heat-inflicting weapons should (currently) always inflict heat on mechs.
Fixed: Zero-damage heat-inflicting impacts (e.g. Plasma Cannon hits) that strike an unarmored or destroyed location should transfer normally (and apply heat once final contact is resolved).
Fixed: Error attempting to resolve damage transfer for zero-damage strike on destroyed center torso that could lead to soft-lock.
Fixed: Resolving a crit on a head or center torso that has no undamaged slots left should not result in an event resolution error and possible soft-lock.
Fixed: A 'crew stunned' crit against the side of a vehicle with a dead crew should not result in an event resolution error and possible soft-lock.
Fixed: Issue where combat event uuid is not properly saved, creating unexpected behavior on reload / import.
Fixed: 'Neurohelmet' typos.
Fixed: Reinforced internal structure damage mitigation should be logged as "Reinforced internal" not "Reinforced armor"
Fixed: Damage to reinforced internal from ammo explosions should not trigger an input request about the damage type ('Re-engineered Laser?').
Fixed: Failure to instantiate Elemental battle armor during random force generation.
Fixed: Issue during simulate where unit could set elevation difference to target to illegal value, prohibiting the attack they declared and possible soft-lock.
Fixed: Issue during simulate where attacker would fail to select location to aim at when attacking immobile target, resulting in bad peculiar event resolution.
Fixed: Selecting 'Crit chance' in mech location crit table dropdown should force a crit chance even if there's no internal damage in that location that phase.
Fixed / Changed: System's automation attempts to determine a critical hit slot shouldn't exceed maximum game event stack depth due to failure to roll a valid slot and possible soft-lock; Reverting back to single step resolution for now.
Fixed / Changed: System's automation attempts to determine a struck battle armor trooper exceed maximum game event stack depth due to failure to roll a valid trooper and possible soft-lock.
Fixed: When a destroyed unit is restored while in combat, the inventory placeholder guide should not be shown / the unit's combat summary card should not display with what appears to be an incorrect inventory summary.
Fixed: 'Include in search' toggle should be off when catalog encounters an initialization error. Cursor should be 'not-allowed' in such a case.
Fixed: Hard crash when concluding combat while a unit is resolving for input and then redeploying and marking that unit.
Fixed-ish: Inputting a new damage group on a unit while that unit is resolving an event or waiting on user input should not immediately result in a hard crash, but at least notify the user of the unresolved event, the risk of continuing, and allow the user to back out.
## v0.14.3.2
Fixed: Vehicles should be able to declare targets after restoring from save mid-combat.
## v0.14.3.1
Fixed: Regression from v0.14.2: Superheavy vehicle rear left and rear right damage summary placement failure.
## v0.14.3
Added: Toggle catalog inclusion in search.
## v0.14.2.3
Fixed: Regression from v0.14.2: Red stripes should appear on affected items when limb/head is blown off.
## v0.14.2.2
Fixed: Issue where fallback source data was not sent the Flechs Sheets when opening units at Flechs Sheets, resulting in valid customs not opening and some units with ComCon / Sheets naming differences not opening.
Fixed: Internal error in unit combat summary card inventory due to missing keys.
## v0.14.2.1
Fixed: Heat delta chevrons should display when there's a predicted heat change.
Fixed: Safari Tech Preview / Safari 26 : Search result popover should always be pinned to bottom of text input.
## v0.14.2
Added: Inventory summary in combat status views.
Fixed: Small alignment issues in Chrome due to potential reversion in Chrome in text-box-trim height rounding.
Changed: VTOL rotor destruction counts as vehicle destroyed.
## v0.14.1
Added: Highlight the team whose turn it is to move and their units that can move.
Added: Combat summary: Display units' composite defender-contingent-attack-modifier (TMM + jump / small / large / airborne, etc.)
Fixed: Current team-to-move highlighting in initiative list.
Fixed: Clearing unit move mode should not result in that unit going back to movement phase.
Fixed: Force with zero movable units should not end up in init ordering.
Fixed: Details view min height should be sufficient to show calculator.
Fixed: BattleArmor SRM attack 'out of ammo' prohibition should only be included once.
Fixed: Issue with chance of declaring attacks at no target when simulating.
Fixed: Elementals should not show up twice in search entries.
Fixed: Issue calculating move order when force has one unit.
Changed: Hexes moved must be input when selecting move mode.
## v0.14.0
+ Catalogs
Added: Imported units appear in search results.
Added: Importing multiple units to a match at one time (via drag and drop or import button) results in those units being added as a single force.
Added: 'Clear all user data' action/button in settings panel.
Improvement: Unit name recognition within pasted text lists and imported .txt files better copes with irregular whitespace.
Improvement: When unit data for a search result fails to load (typically because of going offline) a warning is displayed next to the result name.
Improvement: If unit data retrieval for a search result failed, system will make a fresh attempt to pull the data the next time the entry shows up in search results, e.g. if network access is restored, and the entry shows up in a subsequent search, another attempt to get its data will occur.
Improvement: Attempting to add a unit to a force when the unit data can not be pulled results in an alert.
Improvement: More consistent tooltip text styling.
Fixed: Issue where search query change aborts a unit's data load in a way that leaves the data for that asset never able to load without that session.
Fixed: Drag and dropping multiple unit (.mtf,.blk) or force (.mul) files into Command Console should import them all, not just the first.
Fixed: Match add Force import unit/force dialogs should accept multiple file selection.
Fixed: Mechs with nicknames like 'Yen Lo Wang' should appear with nick names in search results.
Fixed: Unit nicknames should be checked in name search.
Changes to name search result ranking.
Changed: Top menu strip is no longer sticky (now scrolls with window).
## v0.13.8.4
Fixed: Vehicles should be able to declare targets after restoring from save mid-combat.
## v0.13.8.3
Fixed: Regression from v0.13.8: Superheavy vehicle rear left and rear right damage summary placement failure.
## v0.13.8.2
Fixed: Regression from v0.13.8: Red stripes should appear on affected items when limb/head is blown off.
Fixed: Internal error due to missing key in unit combat card inventory items.
## v0.13.8.1
Fixed: Heat delta chevrons should display when there's a predicted heat change.
Fixed: Safari Tech Preview / Safari 26 : Search result popover should always be pinned to bottom of text input.
## v0.13.8
Added: Inventory summary in combat status views.
Fixed: Small alignment issues in Chrome due to potential reversion in Chrome in text-box-trim height rounding.
Changed: VTOL rotor destruction counts as vehicle destroyed.
## v0.13.7.2
Change: Combat view modifier dice shows composite defender contingent modifier value (TMM,mode,airborne, etc.) instead of raw TMM.
## v0.13.7.1
Fixed: Details view min height should be sufficient to show calculator.
Fixed: BattleArmor SRM attack 'out of ammo' prohibition should only be included once.
Fixed: Issue with chance of declaring attacks at no target when simulating.
Fixed: Elementals should not show up twice in search entries.
Fixed: Issue calculating move order when force has one unit.
## v0.13.7
Added: Highlight the team whose turn it is to move and their units that can move.
Fixed: Current team-to-move highlighting in initiative list.
Fixed: Clearing unit move mode should not result in that unit going back to movement phase.
Fixed: Force with zero movable units should not end up in init ordering.
Changed: Hexes traveled must now be set when selecting walk, run, cruise, and flank move modes.
## v0.13.6.2
Fixed: Regression from 0.13.6: Armament column in unit tables should show targeting computer and missile FCS.
Change: Targeting computer is always listed first in the armament column and Missile FCS is listed immediately after relevant missile systems.
## v0.13.6.1
Added: Search earlier than year(>3050), later than year (>3050)
Added: Filter by movement profile: (mode:mp) where mode is walk,run,jump,cruise,flank,base,fast and mp is exact (5), more than (>5), less than (>5), and range (5-7)
- ex. jump:5, walk:>7, walk:5-6
Improvements and optimizations to query parsing and search.
Fixed: Quads should be included in results for mech type filter ('+mech').
Fixed: Filtering for 'communications equipment' should return units with communications equipment (of any size).
Fixed: Filtering for 'liquid storage' should return units with liquid storage (of any capacity).
Fixed: Armament column should display units' probes, a-pods, searchlights, comms equipment, and other misc. equipment.
Fixed: Misc. equipment name typos.
Fixed: Primitive armor should not include AGoAC in rule source list.
Fixed: Primitive cockpit should not include AGoAC in rule source list.
Fixed: Reloaded matches should not always include 'Total Warfare' in match rules.
Change: Setup and search result tables: Availability column moved towards the end.
Change: Setup and search result tables: Introduction date column data abridged to year.
Changelog corrections for v0.13.6.
## v0.13.6
Added: Query-based filter/search:
• Tonnage: Exact (50t), range (20-30t), greater than (>55t), less than (>55t)
• BattleValue: Exact (1000bv), range (1000-150bv), greater than (>500bv), less than (>500bv)
• Introduction Year: Exact (3050), range (3050-3055).
• Total cargo/internal transport capacity: Any (cargo), exact (cargo:5t), more than (cargo:>5t)
• Motive/Unit Type: Mech, Biped, Quad, LAM, QuadVee, Vehicle, Ground Vehicle, Tracked, Hover, Wheeled, WiGE, VTOL.
• TechBase: Clan, IS, Mixed, Mixed Clan, Mixed IS.
• Components with name like... — Basically a component based search. Any terms that don’t fit in with the above filters trigger a component search with the best matched components being used as a filter, eg. ‘C3’ will find components named something like ‘c3’ and units that have one or more of those components.
Added: Search by MUL ID; If four digits are entered instead of a name, a unit with the corresponding MUL ID will be provided
Change: Search result sorting prioritizes data of variant. This will make some things seem alphabetically out of order but put peculiar variants like the Archer Wolf or Mad Cat Bounty hunter into better context along side variants from the same time period.
## v0.13.5.7
Fixed: Legacy monolith app state save should never be performed. Old legacy data should be cleared.
## v0.13.5.6
Fixed: Imported match .json files should be immediately saved internally and continue to auo-save.
## v0.13.5.5
Fixed: Vehicle combat status armor indicator for standard armor with bar less than 10 should show BAR:#
Fixed: Vehicle details views should show armor and internal type.
## v0.13.5.4
Added: Elementals-on-board indicator for mech combat status summary views.
Added: Vehicle cargo content summary for vehicle combat status views.
Added: 'Stowed' flag for units in a cargo bay.
Added: Tooltip for armor and internal labels in combat status views.
Change: Battle Armor tonnage is no longer modified by lost troopers. (This was never a rule anyway)
Fixed: Should not be able to eject or attack while in cargo bay.
Fixed: Multi-crew crew in roster view should be left aligned.
Fixed: Multi-crew prohibition icon alignment.
NOTE: Currently large support vehicles and super-heavy vehicles are only able to carry one point of elementals externally.
## v0.13.5.3
Added: Towed and towing status flags on ground vehicle combat cards.
Added: Riding status flags on Elementals when mounted on unit.
Change: In combat view, units are sorted by type; Vehicles that are towing are towed are ordered based on relationship / towing order.
Fixed: Elemental combat card name should be clickable.
Fixed: Elemental combat card trooper details should not be visible when compact.
## v0.13.5.2
Added: Armor and internal type indicators to combat views.
Change: Removed immobile indicator from mech combat views.
Fixed: Combat summary svg assets not included in pre-cache.
## v0.13.5.1
Fixed: Updated alert message for browser incompatibility.
## v0.13.5
Added: New unit combat status summary UI.
Change: Revised damage group input dropdown for combat summary views.
Change: Mech auto-eject initially disabled by default when unit mounts nothing explosive or center torso is protected by CASE
Fixed: New Elementals should receive randomly generated commander name.
Fixed: Applied wounds from auto eject failure should be MoF/2 round down, not up.
## v0.13.4.1
Added: 'Import unit' button on force panel and setup screen.
Added: 'Import session' button on force panel and setup screen.
Fixed: Rare full crash due to ammo bin auto linking at a bad time.
Fixed: Drag and dropping unit file (.mtf,.blk) onto existing force should not result in new force with unit.
Fixed: Drag and dropping force file (.mul) onto existing force should not result in new force from file.
Fixed: When dragging external files over a force, the match panel should not highlight as a drop target zone.
Fixed: Drag and dropping CommandConsole match file (.json) onto combat screen should result in option to load match.
Fixed: Internal error in mech combat summary crit list.
Fixed: Some buttons have incorrect font family.
Changed: "Save Match" >>> "Export Match"
## v0.13.4
Added: Caseless AC ammunition. (Limitation: No critical hits applied to weapon on jam.)
Fixed: Jam toggle should display in inventory for Ultra Autocannons.
Fixed: Misc. issues around Jam checks.
## v0.13.3
Added: Support for Clan unit names:
- Unit search scope includes units' Clan names.
- Clan-named search results added to a force display with clan name.
- Clan-named search results added to a force receive crew/commander with no surname(s).
- Toggle Clan/IS name in unit's details panel, unit name dropdown options.
## v0.13.2.6
Fixed: In inventory, AES effect should be included in physical attacks' intrinsic modifier.
Fixed: Melee weapons' intrinsic modifiers should not be included twice in TN calculation.
Fixed: Damage to AES should result in physical attacks' intrinsic modifier being flagged as changed for the worse.
Fixed: Physical attacks in inventory should not re-sort when attack-affecting damage is taken.
## v0.13.2.5
Fixed: System should not request move mode for destroyed or abandoned units.
Change: (Internal) Error boundaries pass errors to Rollbar.
## v0.13.2.4
Fixed: Selecting "Fail" for pilot safety check when TN is auto-fail / Infinity should result in wound.
## v0.13.2.3
Added: Error message about failure to parse imported mtf now contains details.
Fixed: Issue parsing niche aliases for some armor types.
Fixed: Issue parsing QuadVee cockpit.
Fixed: Issue parsing primitive industrial cockpit.
Fixed: Machine Gun Arrays should be able to have more than 3 machine guns.
Fixed: BV calc for clan Machine Gun Arrays.
Fixed: Many industrial mechs should have AFC but don't.
Fixed: Enhanced LRM 10 BV should be 104, not 105.
Fixed: Issue parsing omnipod components that split before the end of the a location crit list.
Fixed: Mechs with "Cargo" in their variant name shouldn't display with their mul id for their variant name.
Fixed: Server should always be checked for unit catalog manifest update.
Change: New units have randomly named warriors / commanders.
Change: Units w/ estimated BV calc discrepancies of less than 1.5% will have BV listed in search results.
Change: Change mech BV calc to check first weapon for being inefficient to align with what everyone else does rather than the strict RAW 🤷♂️.
Change: Default font now Din.
## v0.13.2.2
Fixed: Desktop Safari 18.2+: All prints should be scaled to fit US letter landscape.
## v0.13.2.1
Fixed: v0.13.2 regression: Combat panel height should at least as tall as the window.
## v0.13.2
Added: Safari Desktop 18.2+: Print support for quad record sheets.
Added: Click/tap C³ network header to collapse C³ network panel.
Fixed: Touch input: Touch and drag that starts on various unit details input selectors should not pan view.
Fixed: Touch input: Mech heat scale should respond to touch and drag without panning.
Fixed: Touch input: Unit search input should not lose focus after adding unit.
Fixed: Touch input: Touch and drag on dropdown should not pan.
Fixed / Changed: Unit search results are as tall as needed and the whole screen can be scrolled.
Fixed: iPadOS: Scrolling the screen should not result in results moving twice the distance.
Fixed: Setup panel: Pressing backspace or delete while unit search has focus and a unit details is open should not prompt unit deletion.
Fixed: Quad prints sometimes don't have fonts on first print attempt.
Fixed: Fonts should be loaded before moving from setup to combat view.
Fixed: Errors that occur while rendering MatchControlStrip should not bork the full match view.
Change: Unit-specific print settings (Local | Legacy | Skip ) should persist for session.
## v0.13.0.1
Fixed: Only deployed units should appear in combat panel.
## v0.13.0
Added: Experimental selection / multi-selection UI component for Rules Selector in setup panel.
Fixed: iPadOS/iOS: Numeric skill inputs should not be auto-focused on reveal.
Fixed: Various issues importing recent .mtf files.
Change: Skill inputs moved before warrior/commander name
Change: Project now titled "Command Console" or "COMCON" for short.
Change: iOS 18.2 now minimum iOS/iPadOS requirement.
Change: Linked to more recent data catalog.
Removed: Firefox is not supported in this build; for Firefox testing, use v0.12.6.2 or earlier.
## v0.12.6.3
Change: Project title changed from Flechs VIII to Flechs Command Console (COMCON)
## v0.12.6.2
Added: Stealth armor accounted for in ranged attack to-hit calculations.
Fixed: Unnecessary internal error on setting GameEvent.error to undefined.
Fixed: Should not attempt to scroll to unit log element when log is not open.
## v0.12.6.1
Added: Crit chance rolls against reinforced structure should have a -1 malus.
Fixed: (regression) Damage dealt to composite structure should be doubled.
Fixed: (regression) Damage dealt to reinforced structure should be halved unless caused by re-engineered laster.
Fixed: Dot damage on modular armor should be reset when leaving combat.
Fixed: Alt munition setting should persist across save and restore.
## v0.12.6
Added: New unit combat status views.
Change: LBX abbreviations now 'LBX#'
Change: Missing or ejected pilots also result in Auto-fail Ranged Attack modifier rather than just an action prohibition.
## v0.12.5
Change: Basic touch input has been enabled but is still not supported. Scrolling and dot damage input should work but expect misc. UI issues and limitations.
## v0.12.4.7
Fixed: Issue auto-linking machine gun arrays with machine guns when multiple MG:MGA sets in same location.
Fixed: Machine Gun Array attacks should not result in 0-damage damage groups.
KNOWN ISSUE: MGA attack resolution currently rolls a new location for each cluster group.
Change: Touch-screen warning changed to touch-input warning.
## v0.12.4.6
Fixed: Setting munition type in combat should not result in all attacks being treated as 'rescinded'.
Fixed: Setting Vehicle SRM munition to inferno in setup should not result in attacks from that vehicle not occurring.
Fixed: Missing tree icon in cover buttons in calculator.
Fixed: Alert on launch about absent touchscreen support.
## v0.12.4.5
Change: 'Open/Print in Flechs Sheets' now opens sheets at https://sheets.flechs.net instead of https://flechs.net/sheets-preview
Change: 'Open/Print in Flechs Sheets' will always open units in a new Flechs Sheets window instead of in a previously opened Flechs Sheets window. The idea is to make it easy to open two forces as two forces in Flechs Sheets.
Fixed: When printing to legacy Flechs Sheets, window title should be what's generated in VIII.
Fixed: Local dev server urls and messaging details.
## v0.12.4.4
Fixed: Quad kick location table should appear on printed sheets regardless of cluster table column count.
Fixed: Corrected quad front column on incoming kick location table.
change: Misc. visual tweaks to quad record sheet.
## v0.12.4.3
Fixed: Various issues around features that involve pilot/unit interactions, like pilot swapping.
## v0.12.4.2
Fixed: Print All button on setup screen should display correct number of units.
## v0.12.4.1
Fixed: Conscious check number for 4th MechWarrior wound should be 10 not 9.
## v0.12.4
Improved support for vehicle Superchargers and VTOL JetBoosters.
+ Vehicle detail views now include relevant UI widgets to allow booster actuation and cool-down tracking;
+ Flank MP calculation includes booster actuation.
+ Vehicle prints note booster presence below MP like on Mech prints.
Note: There are no automations for resolving 'avoid-damage-on-actuation' rolls for during combat for any booster on any unit (SC, MASC, JB).
## v0.12.3.1
Fixed: c3 range should only appear in calculator if unit has a c3 computer.
## v0.12.3
Fixed: Obligation strip not appearing on mech details view.
## v0.12.2
Fixed: Only selected units should deploy when clicking combat tab.
## v0.12.1
Fixed: Clicking 'immobile' in calculator when generic unit is targeted should not result in crash.
## v0.12
Performance and stability improvements:
• Autosave continues to work in simulations of up to around 8v8; Previously autosave was prone to eventually fail in combat simulations between forces of any size.
• Unit count should not significantly impact overall performance of force manipulation during setup.
• Unit count should not significantly impact overall performance during combat.
• Overall performance during combat should no longer degrade over time.
Related change: Unit event log/history capped to current and previous turn.
Related change: Auto-save refactoring.
## v0.11
Added: c3 Support.
Limitations:
- It's possible to form network topologies that don't strictly adhere to the exact pictures in TW, and which may or may not be legal in 'standard' play. Rulings have been requested.
- No interactions with enemy ECM.
- Nova CEWS networks can not be re-configured during combat.
- c3 emergency masters always treated as controlled; no support for switching from controlled to controller.
- No support for c3 sensors/dispensers.
Change: If no units are toggled on, no units will be deployed when moving to combat; units added to force default to being toggled on.
Change: Names of units in force that violate match prohibitions are no longer red, but now have a 🚫 prefix.
Change / Fix: In setup, a transported unit's selected state should always match that of its transporter and vice versa.
Fixed: clicking a unit in a roster and immediately pressing delete should delete the unit from the roster after a confirmation.
Fixed: When a crew name or skill input is focused in the roster, pressing escape should un-focus crew details in the roster view
## v0.10.4.6
Fixed: Mech Kick table should be 1-3:right 4-6:left not 1-3:left and 4-6:right.
## v0.10.4.5
Fixed: Punch attacks should not have a +1 TN modifier.
Known Issue: Units with claws should have separate claw attacks listed rather than 'Punch (CLW)'.
## v0.10.4.4
Fixed: Added to the changelog missing urls for previous versions.
## v0.10.4.3
Fixed: BattleValue calculation details popover should close on click and 'esc' press.
Fixed: Issue where UI could become unresponsive when returning to window after leaving with BV calculation details from search results shown.
## v0.10.4.2
Fixed: When printing one or more mechs, print output should include an additional page with relevant cluster charts, the mech crit table, and Biped/Tripod/Quad Mech hit/punch/kick location tables.
Change: In printed page of reference tables, cell entry and header text should be black.
## v0.10.4.1
Fixed: Issue where mech reference table prints would have scrollbars on some systems.
## v0.10.4
Added: Initial implementation of revised for-print quad record-sheet design.
Added: TechBase of force (and force sub-selection) shown in force summary (and sub-selection summary).
Fixed: Misc. memory leaks that could degrade performance and lead to a crash.
Fixed: Internal issue with vehicle crew skill input that might have resulted in unexpected behavior.
Fixed: If a mech (like the ATAE-70) has a component illegally split across more than two locations, the component should be identified as such and treated as a single component and a user warning presented that the design is illegal.
Fixed: If pilot/crew skills are changed on unit details page, BV on details page should update. (And the value should be flagged as 'Adj. BV' not 'BV')
Change: When printing one unit to pdf, if it's force is unnamed, the file will have the unit name, not 'Unknown Force'.
Change: Misc equipment abbreviation additions.
## v0.10.3.7
⚠️ Fixed: Printed vehicle diagram armor dot groups should not fail to show total dots.
⚠️ Fixed: Printed VTOL rotor internal dot group should not fail to total dots.
Fixed: Clan ER Flamer and Heavy flamer short and medium range brackets should match errata'd values in BMM 3rd printing.
## v0.10.3.6
Change: Ammo explosion heat level icon changed to 🧨.
Change: when printing VIII sheets, heat level icons are solid black.
## v0.10.3.5
Added: All fire control systems included in armament column of unit tables.
## v0.10.3.4
Fixed: Issue where clicking a specific option in an game event input panel would result in nothing happening in subsequent input requests if input used a button at the same index.
## v0.10.3.3
Fixed: When manually input location strike damage transfers from limb to torso, the system should not get stuck in a soft-lock loop with a generic input request and "continue" but should request user specify attack direction (Front / Side vs. Rear)
## v0.10.3.2
Fixed: PSR for firing Heavy Gauss Rifle while moving should only appear/occur if unit declared walk, run or jump move mode.
Fixed: Inventory should not resort when attack/component setting changed, e.g. rapid fire rate increased.
## v0.10.3.1
Fixed: Guardian ECM spelling.
Fixed: Clan RAC/5 ranges.
## v0.10.3
Changed: Revised design for printed vehicle sheets. Note: Printing is not supported in Safari / iOS / iPadOS.
Fixed: Failure to parse transport bays for some vehicles.
Fixed: Empty turret equipment nodes in a vehicle .blk file should not be taken to indicate the presence of a turret.
Fixed: Issue parsing communications equipment in some cases.
## v0.10.2.1
Fixed: Regression in pilot swapping logic introduced in 0.10.2.
## v0.10.2
Added: Vehicle detail views include relevant tables (cluster, hit location, critical hit, motive damage).
Added: Ground vehicle diagrams visualize motive type.
Fixed: VTOL hit location tables includes turret and hits transfer to rotors if no turret.
Fixed: Should not be allowed to tow VTOLs.
Fixed: Shouldn't display UI for Ammo Crit or Cargo Crit on printed vehicle sheets.
Removed: Vehicle tables no longer on final reference page in prints.
## v0.10.1.1
Fixed: Regression: Crew / Warrior drag and drop assignment failing.
## v0.10.1
Added: Prints from VIII include a page of reference tables based on what's printed.
• Mech/Vehicle hit location
• Mech/Vehicle critical hit
• Cluster hits
Fixed: Bag of bugs/regression around crew/warriors.
## v0.10.0
Added: When printing VTOLs and Ground Vehicles, sheets include paper-doll-esque armor & internal diagrams.
Fixed/Added: Save and Restore.
• Sessions manually saved as external .json files via CMD+S can be loaded via drag and drop. WARNING: future versions may not be able to load sessions. Increments in the second value in the version (v##.XX.#) are now reserved for breaking changes that may prevent loading old saves.
• Sessions auto-save on any change. WARNING: Combat autosaves get increasingly slow as match progresses.
• Any previous session is auto-restored on launch. WARNING: auto-save and restore during combat may be flaky.
• WARNING: If multiple tabs are open, each will display the same session.
Added: Basic offline capabilities:
• 'Install' from desktop Chrome and launch offline like application. Unit data will require online connection.
• Minor updates e.g. (##.##.XX) will be available at the same url -- "Update Available" prompt will appear.
Fixed: Last page in VIII print should never have dark background.
Fixed: Large support vehicles without turrets should not be instantiated with turrets.
Fixed: Rear and front turrets should have UI for turret-specific crits eg. locked, jammed, blown off.
Fixed: Elementals print should not have dark background behind damage bars.
Fixed: Printed omni-mech and omni-vehicle armor & internal diagram should not include mounted troopers.
Fixed: Ride selector UI for Elementals should not be included in prints.
Fixed: Swarmed unit selector UI for Elementals should not be included in prints.
Fixed: Unknown BV on unit views should display as "? BV".
Fixed: Failure to parse turret armor on VTOLs with turrets.
Fixed: Should not show requirements alert for FireFox 125+
## v0.9.1
Improved Printing: (Chrome and Firefox)
• One unit per page, scaled to page.
• Explicit B/W print styles.
• Unnecessary UI excluded (e.g. 'dump', 'activation toggles', 'swarmed?', etc.)
• Alt-ammo-contingent ranged attack stats display as '*' when different ammo types are present.
• Rapid Fire weapon damage displayed as #r#.
• Set print destination -- from VIII (placeholder design) or in legacy sheets.flechs.net (nice sheet, if unit is supported).
• When printing to PDF from VIII, the filename will include the forces the units belong to.
• Limitation: Lots of issues in Safari/iOS/iPadOS.
• Limitation: Unis sent to sheets.flechs.net will not have file name auto-populated.
Added: TSM activation indicator in mech status list.
Fixed: iATM-9 HE Ammo Bins in Crit Table should include "HE" in name.
Fixed: IS Streak SRM damage should not display as "*c2" but "[maxDamage]c2"
Fixed?: Some issues opening some units in legacy Flechs Sheets due to differences between identifiers used by VIII and v7.
Fixed: In desktop Safari, when dragging, the drag preview visual includes other parts of the ui.
Changed: Minor spacing tweaks to inventory to separate ranged attacks, ammo, misc equipment and physical attacks.
## v0.9.0
Added: Drag and drop units and crew in setup section.
• Drag units from one force to another. (Unnamed forces with no units auto delete after drag and drop.)
• Drag units outside of any force to create a new force with that unit.
• Drag units onto other units to have the dragged unit transported (as able).
• Drag and drop personnel between units of the same type to swap, except battle armor.
Limitation: External carrying equipment like lift hoists is not supported / may not behave properly.
Limitation: Transport relationships are not shown in force overview tables in combat section (though are shown in the detail views).
Known Bug: Can exceed cargo bay space by hitching trailers to a unit inside of the bay
Known Bug: Some personnel-specific transport bays (like "seats") are treated as having an incorrect tonnage capacity and can hold things much bigger than they should be able to.
Known Bug: Elementals riding mechs are removed when going from combat to setup
Known Bug: Units in cargo bays are removed when going from combat to setup
known Bug (Fixed): In desktop Safari, when dragging, the drag preview visual includes other parts of the ui.
Added: In setup view, unselect selected unit by pressing escape.
Fixed: May not use transport dropdown on BattleArmor details page to put BA on units they can't ride on or in transport bays with insufficient available space.
Fixed: Superheavy bipeds should have pilot and gunner (and display them).
Fixed: Mechs with command consoles should have a pilot and commander (and display them).
Fixed: Units like the 'ground car' introduced before the Age of War should not cause errors, but should be properly listed as having the era 'early spaceflight' or 'pre spaceflight'.
Fixed: Errors encountered when deriving data for the search results view or force view should not cause a crash.
Fixed: Tractor chassis mod rules should be 'Total Warfare' not unknown.
Fixed: Shoulder hits negate ranged attack penalties from upper and lower arm actuators in same arm.
Fixed: Initiative panel in combat section should displace 'unnamed force' for an unnamed force.
Fixed: Tooltip backdrop blur filter should appear in Safari.
Change: Upon generating a random force when there's just one empty force, the empty force will be removed.
Change: No confirmation needed to delete empty force.
Change: Unit pilot/commander is listed earlier in details in force view.
## v0.8.1
Change: Force setup panel uses newer data-grid. Includes same full details in search list.
## v0.8.0
Added:
Move order / initiative order list in combat tab.
Limitation:
- BattleArmor getting on/in stuff or vice versa affects the total units a force needs to move that turn (but it shouldn't per rules).
- Init order can not be manually set but is randomized whenever the most-behind unit advances to the next turn.
## v0.7.6
Added: Custom units imported into a Flechs VIII force will be opened in sheets.flechs.net along with other units when 'open in flechs sheets' is selected, contingent on support. (Bipeds only etc.) (Requires Flechs Sheets v7.2.25.)
Improved: Accuracy of legacy Flechs Sheets Support indicator/icon.
Fixed: When a force opened in sheets.flechs.net contains a unit that the site can't find, it'll use a fallback mtf file sent from flechs-v.
Fixed: A unit toggled on then deleted unit should not persist in the forceViewState selection set.
Fixed?: When opening a force in sheets.flechs.net, the units should not be duplicated.
## v0.7.5
Changed:
• Combat resolution features and match time controls are back and in the 'combat' tab.
• A dead mech's heat is dropped to zero upon entering heat phase. (This is likely to change in the future.)
• Engine hits that don't destroy the engine logged with ordinals ("First","Second",...).
Added:
• 'Simulate' match combat option in combat panel. Units start at 20-some hexes, move forward one hex each turn, stand and fire at random units in another force until one force's units are all incapacitated.
• Attack direction automation option for use with resolving laser-swarm attacks on vehicles.
Fixed:
• Mechs with destroyed cockpit should count as destroyed.
• Displayed selected unit should disappear when the unit is removed from a force.
• A mech should only count as abandoned when it has no living pilots on board.
• Possible issue with resolving declared ammo dumps.
• A _different_ possible issue with resolving ammo dumps...
• In a unit's log, when destroyed, its current and projected heat should be clamped to 0 or more.
• Swarm attacks on vehicles shouldn't request attack direction on initial swarm.
• Laser attacks on vehicles by swarming BA shouldn't fail.
• Random attack direction should be requested when resolving laser attacks on vehicles by swarming Battle Armor.
• Laser attacks on mechs by swarming BA shouldn't have a chance of hitting the swarming Battle Armor.
• Units may not declare ranged attacks against swarming, mounted, or transported Battle Armor.
• All Battle Armor attacks should be prohibited while mounted or being transported.
• Issue with input request panel where key-repeat behavior from holding down enter key could lead to old responses being provided to later input requests.
• Battle Armor squad should be destroyed after failing saving check against destruction on mount destruction.
• Battle Armor squad should be dismounted on passing saving check against destruction on mount destruction.
• Mechs should count as immobile when shutdown or their crew is subdued (through having ejected, being knocked out, or dead)
• Vehicles should count as immobile after suffering an engine hit or major motive damage.
• Tool Tips should not have a max-width.
## v0.7.4-revised-landing-screen-3
Change / Added:
• Unit search results table displays unit stats rather than filter criteria. Hovering over match-prohibited unit displays reasons why unit is prohibited
• Vehicle armor totals includes in csv export
• BAR rating included in armor field of csv export when less than 10.
Fixed:
• Misc scrolling issues on mobile devices.
## v0.7.4-revised-landing-screen-2
Added:
• Plaintext files with a list of units can be imported like .mul files.
• Paste list of units from clipboard into match as force.
• CMD/CTRL + E to export all forces as individual .csv files.
• CMD/CTRL + C to copy first force as csv text.
• Right click unit in force to open context menu and download source .mtf/.blk file. (Hold shift while right clicking to access browser context menu.)
• Right click force to open context menu and export force as .csv file. (Hold shift while right clicking to access browser context menu.)
Change:
• On mobile devices match setting inputs use native selection inputs.
• On mobile devices units don't auto display after selection.
• To save a session as json, use CMD/CTRL + S
Fixed:
• Fixed regression in 0.7.4 -- automations for damage resolution broke in numerous places.
• Better parse whether or not industrial mechs have AFC.
• Should not be able to mark as crit non-crittable equipment slots.
• Internal error when clicking roll again.
• Cursor should be pointer over names of crittable slots.
• When a new force is created after making the first selection in the main unit search input, the search input state (text and selected entry) of the new force card's unit search should match the original search input state.
## v0.7.4-revised-landing-screen
Revised home-screen.
Note:
Match turn/phase controls, attack automations, and automation settings are not accessible in this build.
Added:
• Match constraints for unit search filtering.
• Unit groupings, i.e. forces.
- Import custom unit to force by dragging file over force card, dropping in window outside of force card will create new force with that unit.
- Reinforce force with .mul file units by dragging file over card. Drop in window to import as a separate force.
Fixed:
• Failure to recognize techbase for some mixed-tech vehicles.
• MTFs of Industrial mechs that should have advanced fire control (AFC) are more accurately parsed as having AFC.
## v0.7.3.2
Added:
• Main menu lists bv for most mechs. Click bv for calculation details.
• Stats for Mech Mortars and standard and SC munitions plus a dozen other niche components.
Changed:
• Blue Shield is treated as explosive. (Always for now)
Fixed:
• Industrial Mechs w/ cockpits with advanced fire control should not have a +1 to fire.
• ATM ammo should not be consumable by equivalent sized improved ATMs -- iATM ammo has different BVs and is (fluff) 'part of' iATM streak behavior.
• Mechs with laser heat sink systems should dissipate 2 heat per sink.
• Issue with some clan ammo having incorrect IS techbase.
• Issue correctly parsing clan SRT 6's.
• Issue with range slider for some input types.
• Extended fuel tanks should be explosive.
• Auto-ejection from industrial mech with no ejection seat should never occur.
• Mechs with reinforced internal should not have double internal points but behave like hardened armor and allow half-point marking.
## v0.7.3.1
Fixed:
• (Regression) TSM activation should affect MP and physical damage.
• (Regression) Depth dropdown and stand attempts should not be hidden.
• Issue parsing Improved Gauss Rifle.
• Issue with display names for some engines.
• Issue parsing some instances of 'medium VSP laser' entry in .mtfs
• Issue parsing some instances of 'clan supercharger' entry in .mtfs
• Issue parsing some instances of 'heavy duty pile driver' entry in .mtfs
• Issue parsing some instances of 'reflective armor' entry in .mtfs
• Issue parsing some instances of Artemis V capable ammos.
• Issue where IS endo steel might be parsed as Clan endo steel.
Added:
• Main menu lists rule sources required to run units, and itemized rule source locations on click.
• Clan Improved SRM 6 + ammo support
• Basic stats / ability to recognize: Minesweeper, mine dispenser, c3 sensors for remote sensor dispenser, laser insulator (no rules), primitive gyro, jump booster (no rules implemented)
## v0.7.3
Attack logic refactor into new event system complete-ish. (Outstanding: Attack damage interactions with mounted/swarming BattleArmor.)
Added:
• Preliminary "Match" tab with turn timeline, ability to advance units together from one turn, phase, or step to the next and minimal unit overview. Limitations: Once a turn, phase or step is selected advancement target time can not be changed or stopped; Match panel doesn't display vehicle crits.
• Manually import saved sessions on main screen. (Export/save session with CMD+E.) NOTE: Autosave is currently disabled!
• Elevation difference prohibitions for physical attacks.
• Parser recognizes c3 Emergency Master.
• Simple reveal animations / transitions for log events.
• (Plumbing) Events now support computed pending children derived from unit/resolver state.
• (Plumbing) Time system distinguishes between unordered damage step subdivisions (e.g. outgoing complete vs outgoing and incoming complete)
Fixed:
• Issue where the unit menu could break if displaying different units with matching mul ids.
• Issues where units could fail to continue advancing and no longer auto-advance through to a selected event or time span if a different target event was selected or the selected event was toggled.
• Issue where strikes on Elementals that hit trooper 1 could result in infinite loop requesting which trooper was hit.
• Indirect attack phase should not be listed in log. Log should use abridgedPhases.
• Initiative phase marker should not appear in unit obligation bar or log.
• Issue parsing some instances of clan large chemical laser.
• Issue where multiple explosions in an area protected by CASE II could cause armor damage that transfers back to internal.
• Plasma attack damage against vehicles should be doubled.
• Plasma attack against vehicle should result in attack direction request if first attack from attacker to hit target.
• Issue where providing input for an event while telling a unit to advance to a particular event could lead to the unit advancing past the originally selected target event.
• Should be able to kick large support vehicles w/ elevation difference to target of 0 or -1 level.
• All turn and phase headers in unit log should be sticky.
• Issue parsing 'binary laser (blazer) cannon'
• Weapons should not be able to chamber rounds from ammo bins marked 'dumping'.
• Focus should leave unit menu on pressing 'escape'.
• Clan units that appear only in clan space during the Wars of Reaving have era 'Wars of Reaving'.
Changed:
• WARNING: Autosave disabled!
• Attack declarations can be toggled on up until the last declared attacks are resolved, and can be toggled off up until the attack's to-hit is resolved. Changing declaration after beginning to-hit resolution is not possible by the RAW and the plan is to prohibit this in the future or make it a setting. It may technically be required for handling cases of TN > 13, where the player has the option to rescind the specific attack declaration.
• Order of attack to-hit resolutions is in order of clicking. (This will go back to the inventory order later)
• Heat update events always occur and are logged even when there is no change.
• Logging for plasma attacks against vehicles more clear / strict.'Damage Doubled' message doesn't appear until impact and heat to damage conversion is logged.
• Tweaked log copy for misc. plasma related entries.
• Main nav tab ordering tweaked.
• Unit log fills tab-content area / unit view, not window.
Removed (!):
• Ability to advance individual units to a future phase or turn from their obligation bar or log or to an event beyond their current phase.
## v0.7.2.5
Fixed regressions:
• Pending events and event obligations should appear in units' logs.
• Cluster damage group events should be grouped under a group event in resolver.
• Attack name should appear in input modal when resolving to-hit.
Known issue:
If cluster damage attacks are resolved against self, damage is resolved immediately during outgoing damage resolution opposed to during incoming damage resolution.
## v0.7.2.4
Added:
Open supported units in sheets.flechs.net with CMD+P (mac). CTRL+P (PC)
Added:
New unit menu:
• Lists name, techbase, introduction year, introduction era, and sheets.flechs.net support
• Open unit with one click on unit or enter press.
• Menu state saved when leaving tab.
Added:
Keyboard shortcuts
• focus one tab left '[' (or loop to end)
• focus one tab right ']' (or loop to start)
Fixed:
• Fall damage impact on hardened or FL armor shouldn't prompt user about damage source.
• Issue with resolving sensor damage in head when lost from heat induced ammo explosion.
• Damage groups of 0 that impact shields should not cause errors.
• Possible issue with mul imports.
Changed:
• Attack calculator has 'declare' button in place of 'attack' button.
• Big chunks of event resolution plumbing. Potential fixes for possible weird edge case issues.
## v0.7.2.3
Continuing to refactor attack logic into new event system (WIP).
Added:
• Declare as many secondary targets as attacks allow.
• Declare and resolve Leg Attacks on Mechs.
• Declare and resolve initial Swarm Attack on Mechs ('getting on').
• Declare and resolve subsequent Swarm-laser attacks on swarmed target.
Fixed:
• Failed ejection check should not have a NaN MoF.
• Selection color for text and input fields should not be transparent.
• Base for PSR when pilot ejected should be 'x', not piloting skill.
• Issue where vehicle .blk files with duplicate tonnage tags would result in vehicles with no internal.
• Mech 'abandoned' status should account for crew destruction.
• Eliminated possible memory leak.
• Attack declaration status should better save and restore. (Though with no target relationship details (e.g. range) or generic target state details.)
• A unit attempting to reach some event in the future, if saved and restored, will attempt to reach that event when restored.
• Elemental attack declarations should restore. (Though with no target relationship details (e.g. range) or generic target state details.)
Change:
• 'Fail' button for ejection treats it as a roll sum 2 rather than a roll sum of TN-1.
• Attack calculator header lists attack phase, not attack type.
• While viewing a secondary target in the calculator, clicking an attack declared at a different target will change it to the currently viewed target.
• "Elementals (Small Laser)" >>> "Elementals (Standard)"
• Resolver log lists hit location chart used for strikes on mechs.
• Skip button removed from input request window. (For now?...)
• Small catalog update
Issues and Limitations:
• No damage resolution against on-board elementals on location loss or unit destruction.
• B-Pods don't auto-trigger on anti-mech attacks.
## v0.7.2.2
Continuing to refactor attack logic into new event system (WIP).
Added:
• Resolve ranged attacks to and from open Elementals. (Including Plasma weapons!)
• Mechs can physical vehicles, restrictions permitting.
• Mechs can physical Elementals, restrictions permitting.
• Tree clubs shatter upon dealing damage.
• Prohibitions against ranged attacks from mech & vehicles at range 0 (with exceptions for weapons like A/B/M-Pods)
Change:
• A-Pods and B-Pods now handled like declarable weapons with range 0 rather than equipment.
Fixed:
• Displayed UI Element render errors shouldn't persist when switching to different unit.
• Issue deriving attack status for shield bash when unit is missing lower arm actuator(s). (Affected Colossus CLS-4S)
• Issue where searches in unit menu could fail (because entry in catalog manifest had numeric variant.)
• 'Dump' button should not appear in Elementals inventory
• Reduced damage 'red' visual treatment should not be used unless a trooper is lost that phase.
• 'Group n of n ... ' alway displayed in log for cluster damage.
• A-Pods and B-Pods have a short range of 0, not no range.
• Fixed memory leak caused by failure to remove UnitViewState from UnitViewUIStateMap.
• 'Damage test' works for vehicles now.
• "re-engineered laser?" infinite loop on strike against hardened armor
• Streaks bypass 'determine cluster hits' input request step entirely. (Angle ECM effect not implemented yet.)
Known issues and limitations:
• Elemental's event history and state may not restore properly on reload.
• Successful attacks against an open unit will only be resolved when the defender is in the same turn the attacks were resolved. This can lead to attacks seemingly never appearing because the target was in a different turn.
• Damage effects are immediate -- damage applied in an attack phase will affect incomplete to-hit resolution and successful attack / outgoing damage resolution.
• No water mitigation for physical attack cluster damage on submerged locations.
• B-Pod attacks prohibited by sensor destruction, though I'm pretty sure they shouldn't be, even if manually set off...
• Inferno effects (inferno, etc.) on BattleArmor not handled.
## v0.7.2.1
Continuing to refactor attack logic into new event system (WIP).
Fixed:
• Ranged attack cluster damage should not always be applied to front.
• Request for attack direction should not happen for every streak missile hit when streak is first attack to hit target.
• Request for attack direction should not happen for every plasma weapon hit.
• Attack button in calculator should become active for movement based physicals in physicals phase when there are no longer missing declaration details.
• Vehicle through-armor crit chances should be resolved.
• Vehicle motive crit chances should be noted in hit location options and resolved.
• Vehicle ammo crits should result in explosions as appropriate.
• Attacks against vehicles dealing 0 damage and 0 heat should not cause TACs or motive crit chances.
• Attack calculator shouldn't auto-open upon entering physical phase for vehicles.
• Successful Narc Homing Pod attacks against vehicles should result in pod stuck to some location.
• CASEd ammo explosions in vehicles should blow out the rear armor (not the location where the crit occurred).
• Mouse up when cursor outside of 'roll' button in an input request should complete the roll action.
• Setting move mode should not overwrite hexes traveled as set by an attacker in their calculator (unless mode is set to "stationary").
• Attack button in calculator should be disabled for kick and punch until elevation difference is set.
• Kicks should be resolvable against quads.
• Fixed quad side kick location tables.
• Fixed quad punch location location tables.
• Non-weapon components in inventory should have no text in Dmg column
• Attacks and ammo with no damage but special effects should have "*" in the Dmg column.
Change: Removed redundant "Upper" "Lower" notes in log when determining crits.
Change: Roll modifiers are included in 'roll' button description in input request popover.
Added: CASE flag in ammo listings in inventory
Known issues and limitations:
• Weapon heat effects have no effect on vehicles.
## v0.7.2
Refactoring attack logic into new event system (WIP).
Added: Declare and resolve ranged weapon attacks from mechs at open mechs and at generic targets. (Attacking from vehicles is also possible but extremely untested!)
• Full support for all weapons in the BMM including core ammos (e.g. LBX Cluster/Slug, MML-SRM/LRM), though narc munition is limited (see limitations below).
• Full support for Artemis Apollo, IV & V (+ ammos).
• Guardian ECM effects on Artemis IV & V.
• Full support for Targeting Computers.
• Full support for Inferno SRM and Precision AC ammo.
• Full support for iATMs, including standard munitions and IMP, IIW.
• Handle jamming behaviors.
• Toggle calc visibility with 'c'
Added: Click on any event in obligation strip to advance to its completion, stopping to resolve outstanding required items along the way.
Added: Declare and resolve mech physical attacks at open mechs and at generic Mech targets.
Added: Manually add and remove a narc homing pod from a location.
Added: Crew wounds on high heat w/o life support.
Added: Log: Click phase or pending event in event log to advance to that point.
Added: Calc: Close button
Added: Toggle log with '~'
Added: Support for Chemical Lasers
Change: Mouse press on 'roll' option in input request pop-over instantly shows roll result and will stay until mouse up.
Fixed: Jammed RAC should become explosive.
Fixed: Click on slot of jammed RAC should open dropdown allowing selection of crit or crit and explode.
Fixed: Relevant move-mode effecting situations prohibit relevant move-modes (e.g. can't walk when pilot is KO or a DFA is declared)
Unit menu improvements:
• Improved (but not bullet proof) grouping of distinct chassis that have the same name, e.g. all Black Hawk omni variants almost always listed before Black Hawk non-omni or Black Hawk-Ku.
• Matches to chassis listed before matches to variants e.g. "M" returns 'Mackle' before 'IndustrialMech MOD'
• Omni-mech 'Prime' variants listed before 'A' variants.
• Mechs listed before vehicles.
• Units sorted by year.
• Max result count raised to 50
Known issues and limitations:
• Attack to-hit resolution and application ordering does not match inventory ordering.
• Vehicle obligation strip is in but not reliable.
• Only to-hit results are visible next to attacks in inventory. The rest of the details are shown only in the units' logs.
• PPC capacitors not automatically used/discharged with attack.
• OS streak launcher attacks resolve to 'no ammo' even when they hit.
• Narc homing beacons do not provide indirect w/o spotter bonus.
• No support for Narc ECM, haywire, or nemesis pods.
• TAG is treated as a normal ranged weapon that does no damage.
• Next to no guardrails/prohibitions on illegal or irregular attack declarations (e.g. at targets that haven't moved, are prone, physicals against targets executing DFAs, etc.)
• No phase advancement speed-bumps when user attempts to skip attack declaration.
• No phase advancement speed-bumps around incoming damage when user attempts to end phase.
• Can't redeclare/modify attacks (or ammo!) once to-hit resolution begins.
• Inventory re-sorts on Flamer mode change or ammo selections that affect attack's max damage.
• Note: AMS has no effect on incoming missiles.
• Mech Physical attacks may only be declared against mechs.
• When an item in the obligation strip is clicked (or next turn), the unit will march through events until the selected item is complete, however if the force is saved and restored, it will not attempted to continue reaching the selected event/turn.
• If a unit is restored while an input request is pending, that event may appear twice in the obligation strip.
• If a streak is the first resolved attack at target, attack direction may be requested for every damage group
• Attack button always disabled for charge and DFA!
• Many events claim to be skip-able but are not!
• Plasma weapons always ask for attack direction.
• etc. :P
## v0.7.1
Fixed: Reversion: Force Fall option broke in v0.7.0
Fixed: Event history and in-progress resolution is once again reloaded when reloading a saved session.
## v0.7.0
Refactored game event handling into strict command pattern.
Temporarily disabled saving/restoring in-progress and resolved events.
Limitation: Attacks are not currently handled via game event system and toggling their declaration or hit will not show up in log.
Added: Resolver log groups events by phase and turn.
Added: Resolver displays per-phase obligations
Added: Click next phase in log to advance to next phase.
Added: Click next turn in log to advance to next phase.
Added: Generic fall resolution and entailed automations therein including:
- pilot safety
- direction determination
- damage resolution
- avoid ICE engine stall
Limitation: Reactive armor does not suffer double damage from fall
Limitations: Piloting Check count will not update if PSR triggering damage is applied or removed mid resolution.
Added: Force a fall by selecting 'force fall' from prone dropdown.
Added: End of phase PSR obligation tracking (for movement and heat phases). Note: For reasons too lengthy for here, PSRs induced in heat phase are resolved at the end of heat phase.
Change: 'Damage test' applies 20 damage (in groups of five) then attempts to move to next turn, triggering and resolving any PSRs.
Change: Move mode changes are logged.
Change: Stand attempt changes are logged.
Change: Touching prone button opens dropdown to select when unit when prone.
Fixed: Damage to mech armor modules should count towards mech phase damage total.
Fixed: Conscious check TN for third wound should be 7+ not 6+
Fixed: Quads should be able to fire from prone so long as all hips are intact.
Limitation: A PSR triggered by an auto-shutdown won't show up in todo-list until shutdown is resolved, even if the outcome is known due to heat being at 30.
## v0.6.5
Refactoring Obligation Logic (wip)
Added:
Ammo dumping rule automations for mechs:
- Declare ammo dumps.
- Manually mark bin as dumping, not dumping, or declared.
- Torsos flood if submerged while dumping ammo.
- Ammo explodes if strike to rear torso while dumping.
Heat phase automations for mechs
- Avoid shutdown / Restart reactor automations
- Avoid ammo-explosion automations.
- Avoid inferno-ammo-explosion automations.
- Crew wounds on high heat and no life support.
- Declared intent to power down resolved.
Manually setting current heat is logged.
End phase automations for mechs:
- Consciousness checks that should happen do happen.
Upcoming heat phase obligations displayed in bottom of log.
Button to open log.
Close button in unit's event log
Removed:
Automations options for heat and ammo assist. For the moment units will behave as if in assist mode for both of these.
Changed:
Log text is selectable.
Clicking pilot's 'unconscious' flag results in options dropdown for _when_ pilot became unconscious.
Clicking shutdown flag results in options dropdown for _when_ unit became shutdown + option to declare shutdown.
Ferro-Lamellor armor dots are now rounded squares.
Small overall layout tweaks, including heat data being moved below inventory.
Heat panel visual tweaks.
Heat-overflow box UI visual behavior tweaks.
When manually critting a slot by clicking on it, if the component is explosive, a dropdown will appear with options to crit or crit and explode.
Fixed:
Being shutdown shouldn't result in being flagged crippled due to no/limited weapon damage/range.
All MP should be 0 when destroyed.
Ammo explosions mitigated by CASE II on a unit with Ferro-Lamellor armor should not get caught in an endless loop of confirming the damage is not from a re-engineered laser. :P
## v0.6.4
Fixed: Destroyed heat-sinks should not receive a bonus for being submerged.
## v0.6.3
Fixed: Clicking wounds of dead warrior killed by circumstances (cockpit crit etc.) should not cause a freeze.
## v0.6.2
Added:
Vehicle critical hit resolution when strike applied to location damages internal. 🥳
Manual vehicle crit marking logged.
VTOL rotor damage reduction on strike.
VTOL rotor 'hit' on rotor strike.
Save and restore vehicle event resolution state and history.
Save and restore Battle armor event resolution state and history.
Auto critical hit chance for hits on mech/vehicle that overcome BAR ratings less than 10.
RAW-based two-step crit slot determination for mechs.
In calculator, in attacks on vehicles, "Large Vehicle" can be toggled. [Physical attacks are -1 to hit instead of -2 though]
The following manual changes are logged:
Ammo round-count
PPC capacitor charged state
Weapon rate-of-fire
New automation options for new automations.
Hit unit with five pointers until dead: Unit name dropdown -> "Damage Test"
Clear damage from Mech and Vehicle: Unit name dropdown -> "Erase... "
Fixed:
Crippled indicator should appear for crippled vehicles.
Manually marking vehicle ammo crit shouldn't automatically flag vehicle destroyed or crew killed. (Ammo explosions are survivable in some cases.)
When an outstanding input request is interrupted by manual marking and its options reduced to one the request should not be auto skipped.
Fourth vehicle sensor hit destroys sensors and causes ranged attack prohibitions.
Vehicle crew should be destroyed if vehicle is destroyed.
## v0.6.1
Fixed: Should be able to manually mark vehicle armor and internal.
Fixed: Issue manually marking vehicle weapon crits.
Added: Partial vehicle damage resolution automations:
Damage transfer from armor to internal
Swarming BA trooper strike checks and resolution
Mounted trooper strike checks and resolution
## v0.6.0
Added: Mech damage resolution automations: 🥳
Swarming BA trooper strike checks and resolution
Mounted trooper strike checks and resolution
Armor modules
Damage transfer from armor to internal.
Breach checks.
Flooding.
Mounted Trooper death on location loss.
Damage transfer from internal to next location.
Crew wound(s) on head hit (unless damage reduced to 0 or torso-mounted cockpit)
Critical hit chance.
Internal explosions from crit.
Harjel explosion handling.
CASE explosion mitigation.
CASE II explosion and crit mitigation.
Resolve consciousness check on wound.
Resolve auto eject.
Hardened armor damage mitigation.
Ferro-Lamellor armor raw damage mitigation.
Reinforced internal damage mitigation.
Composite internal damage doubling.
How to:
Resolve a damage group by touching armor segment header and selecting a value.
Resolve 1,2,three or blown-off critical hit result in a location by touching the location header in the crit table and selecting the number of crits.
Added: Damage resolution state is autosaved and restored. 🥳
Added: Note fuel explosion risk in heat-scale for mechs with ICE engines.
Added: Shield Bash physical attack included in inventory.
Change: Shields do not appear in inventory as components (but instead as physical attacks)
Rule Fixed/Added: Shield in active defense mode prohibits physicals using arm on that side.
Rule Fixed/Added: Shield in passive defense mode adds +2 to-hit for physical attacks made with protected arm(s) and from weapons in protected locations.
Rule Fixed/Added: Shield in inactive defense mode adds +1 to-hit for physical attacks made with protected arm(s) and from weapons in protected locations.
Rule Fixed/Added: Mechs with ICE or Fuel Cell engines should generate no ground movement heat.
Rule Fixed/Added: Heat should not be generated by ICE or Fuel Cell engine hits.
Rule Fixed/Added: Generated heat includes heat from exploded inferno ammo bin.
Rule Fixed/Added: Dot damage to hardened armor segments counts as half for the purpose of total damage in phase.
Rule Fixed/Added: 'Can't prop' ranged attack prohibition when mech is prone with one arm.
Bug Fix: Shield DA/DC marks should save and restore.
Bug Fix: Side arm (and side arm equipment) counts as destroyed if side torso lost. (or front leg for quads.)
Bug Fix: Loading HaulerMech standard should not cause a crash because of its 0 heat sinks.
Catalog update:
Warhawk Prime data fix
## v0.5.5
Fixed: Rocket Launcher 15,20 heat and range
Fixed: Elementals may not be set to ride on or in a destroyed unit.
Fixed: Partial wing heat dissipation should not be 0
Fixed: Issue parsing Liquid Storage
Fixed: Mech Sprayer and Fluid Gun should use liquid storage as ammo.
Fixed: Liquid Storage should have be listed in inventory as Liquid Storage not formatted as 'ammo (weapon)'.
## v0.5.4
Fixed: Issues with overall styling for if user doesn't prefer dark-mode.
## v0.5.3
Fixed: IS Gauss Rifle long range.
Fixed: IS Fluid gun range.
#### 5.18
Fixed default label for popover.
## v0.5.2
Added: Import a catalog (directory of .mtf & .blk files) and use the search menu to open units from that catalog; Download resultant manifest and parsing log. LIMITATION: Catalog is only available for that session and will need re-imported if VIII is relaunched.
Added: Illegal target-types for attack types are prohibited, e.g. may not declare DFA against Elementals.
## v0.5.1
Added: Manually set mech/vehicle swarmed status.
Added: 'Remove swarm' action in biped physical attack list.
Fixed: When marking target prone for physical attacks, target should always be treated as prone-adjacent.
Change: Inapplicable mods and calc controls hidden in calculator, e.g. no target cover mod when DFAing or secondary target selector for anti-mech attacks
Change: Secondary target selector UI tweak.
## v0.5.0
Added: Attack calculator; Press 'calc' button to open/close.
Fixed: Spotting should only incur a +1 to-hit for unit's own shots.
Limitations:
!!! Target details entered into calc are not saved — if you save and restore and open the calc, you will need to fix target details.
!!! When open, the calculator accounts for ALL attacker damage, including stuff applied that turn — Strongly advise following rules as written and calculating shots BEFORE applying damage.
No constraints on target-type for attack-types, e.g. can declare swarm on terrain target :P
-2 for being vehicle target not included in swarm attack modifiers.
Can't perform secondary punch attacks.
May add modifiers to attacks that don't apply, e.g. Cover for DFA.
Tripods are not a subtype option for mech targets.
## v0.4.1
Fixed: Vehicles should not get error about declaring shots after heat was applied when heat-tracking assist is on.
## v0.4.0
Added: Ammo tracking assist:
- Declare weapons and have ammo automatically deducted.
- Behavior may be turned off in automations tab.
- Toggle streak launcher to-hit result to affect its ammo use.
Added: Heat tracking assist:
- Declare weapons and actions, set external heat, and have heat scale changes automatically calculated.
- Update final heat / apply heat change using heat button in ToDo strip.
– Setting heat before applying heat sets the initial heat for the turn; Setting it after applying heat sets the final heat for the turn.
Added: Limited undo. Click completed items to undo to right before that item.
Added: Visualize attack prohibitions caused by other declarations, e.g. can't shoot and charge, can't punch and kick, etc.
Fixed: Components with slots split across right torso and center torso should not end up as two components.
Known Issues/Limitations:
- Unit marks are still saved but units' history is NOT saved.
- Turning heat assist off, setting a unit's heat and then turning it back on will leave you with the unit's turn/final heat.
- One shot streak launchers always show "no Launch" even when they have a round remaining.
- If streak ammo is exhausted and there are multiple launchers of the same type, and one launcher failed to get a lock, and that is toggled to a success, it should be that the last successful launch becomes a 'no launch' result, rather than the toggled rack becoming a 'no launch' result. However, this should have no effect on anything really.
= If streak ammo is exhausted and there are multiple launchers of the same type, and one or more launchers failed to get a lock, and the ammo is manually increased, the 'no launch' results should become successful launches (and the bin round should recalculate).
## v0.3.0
Added: Set depth for (water-tight) units.
- Present underwater ranges for ranged weapons that work underwater.
- Derive prohibitions for attacks and components due to water.
- Physical attack damage for punches and kicks effected by depth.
- Derive heat dissipation bonus from submerged sinks.
- Jump MP derivation effected by submerged JJs
- Derive ejection prohibition from submerged head.
Added: Large and medium shields effect MP.
Added: Shields: Active Defense Mode should create a prohibition for AMS.
Added: Elemental swarm option "Other" for swarming units not tracked in Flechs Sheets.
Added: Select weapon's ammo bin via dropdown in attack entry in inventory.
Added: Select alt ammo type for ammo bin via dropdown in ammo bin inventory entry.
Added: iNarc ammo types.
Added: Narc explosive ammo.
Added: Smoke LRM ammo.
Added: Thunder LRM ammo.
Change: Pointing at ammo consuming weapon attacks hovers linked bin.
Change: Pointing at ammo bin hovers linked consumers in inventory.
Change: Saved sessions are url specific -- sessions from previous alpha version links won't appear in new versions.
Change: Number of active consumers for ammo bin indicated by dots next to rounds.
Fixed: LRM 5 ammo types should not be compatible with MML 5's and vice versa.
Fixed: Torso Mounted Cockpit should effect a +1 Piloting Skill Modifier.
Fixed: Damage details should be displayed for ammo bins in inventory.
Known Issues:
- Attempting to set alt ammo for an ATM bin when there are both an ATM and iATM on board of the same tube count will allow setting the ATM bin to an iATM only ammo type, which the ATM will not be able to consume.
- Tool-tip cluster chart for attacks with variable cluster chart only lists one chart rather than all possible ones.
## v0.2.0
Added: Initial manual marking support for Standard Elementals (laser)
Added: Set shield defense mode.
Change: Armor/Internal damage now applied via horizontal dropdown.
Change: Damage/Heat for rapid fire weapons no longer interactive -- use the #x stepper.
Fixed: M-Pod should be expendable.
Fixed: Various issues with .mul import.
Fixed: Shield capacity damage counted towards mech phase damage.
Limitations:
Large and medium shields should effect MP but don't. (fixed in v0.3.0)
Active Defense Mode should create a prohibition for AMS. (fixed in v0.3.0)
No 'Shield Bash' physical attack listing.
Active Defense Mode should probably create prohibitions for various arm-related physical attacks.
## v0.1.0
Added: Initial mech marking support!
Added: PPC Capacitor Support
- Capacitors listed inline for attached PPCs
- Toggle marking for PPC's capacitor's charge.
Added: Vehicle chassis mods are no longer unknown components.
Added: Sniper Cannon
Added: Full support for Clan UAC 10 prototype.
Added: Full support for Bombast Laser.
Added: Full support for Vibroblade.
Added: Support for Hyper Velocity Autocannons.
Added: AMS can be marked as off.
Fixed: Misc issues where an ammo type might not be compatible with a weapon it should be compatible with.
Fixed: Targeting Computer should be compatible with AP-Gauss Rifle.
Fixed: Clan Plasma Cannon heat should be 7 not 0.
Issues:
Marking unit shutdown shouldn't result move modes being flagged as inducing auto-fall.
Side torso destruction doesn't result in corresponding arm being treated as lost.
Side torso flooded doesn't result in corresponding arm being treated as flooded.
Description for charge damage formulae not displayed.
Tripods: Current piloting skill modifier displays for all tripod crew members.
Limitations:
Can't mark depth.
Can't mark Gauss Rifles as intentionally deactivated.
Can't mark ammo as dumping.
Can't mark heat-sinks as turned off.
QuadVees don't have separate pilot/gunner.
Can't mark quad-vee modes.
Can't mark LAM modes.
Fixed: Vehicle Stealth armor shouldn't be listed in the inventory as an unknown component.
Fixed: One shot and improved one shot launchers shouldn't have the (OS)/(I-OS) suffix twice.
Fixed: Round counter for expendable should be tappable even when expended.
Fixed: Mark Toggle children should not respond to pointer events. (Fixes issue with dropdown highlight box.)
Fixed: Scrolling document while dropdown activated should close dropdown.
## v0.0.1
Manually mark ground vehicles and VTOLs.
Partial support for large vehicles -- some may not parse correctly.
Autosave current session + chance to restore on refresh / return.
Import .BLK files
Import .MUL files
Super basic print styling.