# Flechs Command Console (formerly Flechs VIII) ## v0.13.2 Fixed: Desktop Safari 18.2+: Vehicles and non-quads print scaling. ## v0.13.1 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. ## v0.12.6.2 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.