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8bf97da
Create the deployment step and wire it so that it sets the moved hexe…
TenkawaBC Aug 20, 2026
3bcd4a8
Merge branch 'MegaMek:main' into walk-on-deployment
TenkawaBC Aug 20, 2026
8ac357c
When determining turn order, exclude items from deployment if they ar…
TenkawaBC Aug 20, 2026
2cea2a0
Tell entity only to do things when it is the right phase.
TenkawaBC Aug 20, 2026
9e6a003
Deployment and movement working
TenkawaBC Aug 20, 2026
d1a5538
Deployment zone limited to 1 hex
TenkawaBC Aug 21, 2026
a58cf94
Merge branch 'MegaMek:main' into walk-on-deployment
TenkawaBC Aug 24, 2026
a269ff5
Adding server packet logic to handle movepath with deployment
TenkawaBC Aug 24, 2026
655b6b7
Fixing method names to say deployment not initiative.
TenkawaBC Aug 24, 2026
dd90ed5
Adding null checks to guard against NPEs.
TenkawaBC Aug 24, 2026
809e917
Merge branch 'MegaMek:main' into walk-on-deployment
TenkawaBC Aug 24, 2026
ed3a08f
Princess deploys correctly
TenkawaBC Aug 25, 2026
7d467c9
Merge remote-tracking branch 'origin/walk-on-deployment' into walk-on…
TenkawaBC Aug 25, 2026
6251f31
Correct MP used for first hex when not jumping.
TenkawaBC Aug 25, 2026
04201c4
Add Option for enabling walk-on deployment with TW.
TenkawaBC Aug 25, 2026
e5ca205
Add Pre-game deployment (-1) to the lobby menu when walkOnDeployment …
TenkawaBC Aug 26, 2026
2c1dd17
Merge branch 'main' into walk-on-deployment
HammerGS Aug 26, 2026
6f17df8
Merge branch 'main' into walk-on-deployment
HammerGS Aug 26, 2026
77ac96d
Walk on not skipped.
TenkawaBC Aug 26, 2026
1c241fe
Merge remote-tracking branch 'origin/walk-on-deployment' into walk-on…
TenkawaBC Aug 26, 2026
255f107
Changes for starting Width amounts
TenkawaBC Aug 26, 2026
7c269cd
Set positioning of the deployment at the first step.
TenkawaBC Aug 26, 2026
b4f7fdd
Renamed walkOnDeployment to isWalkOnDeployment
TenkawaBC Aug 27, 2026
a95173f
String compares are now .equals instead of ==
TenkawaBC Aug 27, 2026
34d2d4e
Starting to move common deployment code to DeploymentHelper from Depl…
TenkawaBC Aug 27, 2026
2bf7b6c
Moved helper into clientGUI. Updated DeploymentDisplay to use helper,…
TenkawaBC Aug 27, 2026
282850f
Deployment facing now working on deployment with shift.
TenkawaBC Aug 27, 2026
fa59836
Fixing Lobby to display pregame properly, and deployment zone when wi…
TenkawaBC Aug 27, 2026
82b5fbc
Update logic
TenkawaBC Aug 27, 2026
08646f4
Updating for movement
TenkawaBC Aug 27, 2026
cf9e0b7
Merge branch 'main' into walk-on-deployment
TenkawaBC Aug 27, 2026
a26c251
Removing a forbidden word.
TenkawaBC Aug 27, 2026
ffeb861
Fix player list to show proper deployment zone.
TenkawaBC Aug 27, 2026
9757cb1
Trying to fix the starting width to display 1 when the deployment is …
TenkawaBC Aug 27, 2026
0284467
Revert "Trying to fix the starting width to display 1 when the deploy…
TenkawaBC Aug 28, 2026
3693a7a
Reapply "Trying to fix the starting width to display 1 when the deplo…
TenkawaBC Aug 28, 2026
9e177bd
Back to not taking movement commands properly with deployment. my cle…
TenkawaBC Aug 28, 2026
a5ba994
Merge branch 'main' into walk-on-deployment
HammerGS Aug 28, 2026
b4a0f20
Moving deployment of loaded entities to a shared helper class on the …
TenkawaBC Aug 28, 2026
6e1911f
Merge remote-tracking branch 'origin/walk-on-deployment' into walk-on…
TenkawaBC Aug 28, 2026
d652dac
Moving common code to DeploymentHelper
TenkawaBC Aug 29, 2026
668c2bb
Making several fixes.
TenkawaBC Aug 29, 2026
0ba5685
Merge branch 'main' into walk-on-deployment
HammerGS Aug 29, 2026
0723a51
AI assisted.
TenkawaBC Aug 30, 2026
f883377
Merge remote-tracking branch 'origin/walk-on-deployment' into walk-on…
TenkawaBC Aug 30, 2026
963888a
Fixing deployment processor test and helper
TenkawaBC Aug 30, 2026
89f44e5
Fixing width getter to use common code, and ignore bots
TenkawaBC Aug 31, 2026
35509cc
Board selections are working.
TenkawaBC Aug 31, 2026
b48beb5
Adding unit tests for the movement display.
TenkawaBC Aug 31, 2026
9561e97
Merge branch 'main' into walk-on-deployment
TenkawaBC Aug 31, 2026
7811358
Merge branch 'main' into walk-on-deployment
TenkawaBC Sep 2, 2026
932c26c
New deployment facing code. It now faces the enemy rather than just a…
TenkawaBC Sep 2, 2026
1e02132
Fixing AI identified issues.
TenkawaBC Sep 3, 2026
f6a909c
Something is broken in the mainline on this file. made minor change a…
TenkawaBC Sep 3, 2026
62c8012
Removing old code
TenkawaBC Sep 3, 2026
01017c1
removing unused variable
TenkawaBC Sep 3, 2026
ea629c5
Merge branch 'main' into walk-on-deployment
TenkawaBC Sep 3, 2026
7a23c82
AI Assisted updates to the MovementDisplay tests to cover updates to …
TenkawaBC Sep 3, 2026
82dd936
AI Created testing added for all the Rules classes
TenkawaBC Sep 3, 2026
fb5d024
tests(rules): add behavior-focused rules tests and headers\n\nCo-auth…
TenkawaBC Sep 3, 2026
bba428b
Updating to remove unused elements added by copilot
TenkawaBC Sep 3, 2026
2eba672
Changing deployment width design to make it clear when walkon is occu…
TenkawaBC Sep 3, 2026
57a4b57
Update the deployment elevation
TenkawaBC Sep 3, 2026
fc0114d
Clearing unused variable added by Copilot
TenkawaBC Sep 3, 2026
ed20269
Fixing test constructor
TenkawaBC Sep 3, 2026
3896605
Dropship walk on now works without NPE.
TenkawaBC Sep 4, 2026
9d7cb0b
Fixing Messages.properties
TenkawaBC Sep 5, 2026
0e6513d
Merge branch 'main' into walk-on-deployment
TenkawaBC Sep 5, 2026
a402334
Gradle Spotless application and update to board starting position.
TenkawaBC Sep 5, 2026
904dcb3
Allowing accelerate/decelerate with walk-on deployment
TenkawaBC Sep 5, 2026
029244d
Add new movement button to clear the deployment (including elevation)
TenkawaBC Sep 5, 2026
72786ed
Fixing issue from gradle spotlessApply
TenkawaBC Sep 5, 2026
9263595
Switching from System.copyarray to Arrays.copyOf
TenkawaBC Sep 5, 2026
6e2d5c9
Adding button to reset the deployment, handling the deployment with b…
TenkawaBC Sep 6, 2026
c61c4e8
Merge branch 'main' into walk-on-deployment
TenkawaBC Sep 10, 2026
f0444b7
Switching to a restrict deployment check that all the calls can use, …
TenkawaBC Sep 10, 2026
9e7b5db
Spotless update
TenkawaBC Sep 10, 2026
a03c502
Changes to avoid NPEs on double-escape with dropships
TenkawaBC Sep 10, 2026
6e92141
Changes to avoid NPEs on double-escape with dropships
TenkawaBC Sep 10, 2026
3468e1a
Changes to avoid NPEs
TenkawaBC Sep 11, 2026
5b50bb8
Merge remote-tracking branch 'megamek/main' into walk-on-deployment
TenkawaBC Sep 11, 2026
1d63225
Spotless
TenkawaBC Sep 11, 2026
bed1a03
Merge remote-tracking branch 'megamek/main' into walk-on-deployment
TenkawaBC Sep 11, 2026
5d0cd89
Adding back in walk-on-deployment code
TenkawaBC Sep 11, 2026
fa581ea
Removing unused variable
TenkawaBC Sep 11, 2026
2eab127
spotless
TenkawaBC Sep 11, 2026
20a0a56
Adding clear deployment to DeploymentDisplay. No NPE with dropships
TenkawaBC Sep 11, 2026
843ceea
Due to NPEs around Dropship deployment in movement, and issues with m…
TenkawaBC Sep 11, 2026
45f665d
Some guards. shouldn't be needed, but being careful
TenkawaBC Sep 11, 2026
38ff20f
spotless
TenkawaBC Sep 11, 2026
3b4b7ec
New method for figuring out the facing for deployment, and focus on s…
TenkawaBC Sep 12, 2026
ca94400
More null guards and removing an unused variable
TenkawaBC Sep 12, 2026
96be27e
NPE now fixed. Dropships can return to walk-on deployment.
TenkawaBC Sep 12, 2026
2290790
Merge branch 'main' into walk-on-deployment
TenkawaBC Sep 12, 2026
82b6f16
Confirmed aerospace can move now.
TenkawaBC Sep 13, 2026
77f2350
Starting facing now evaluated from the entity when the hex is clicked…
TenkawaBC Sep 13, 2026
a7ac8a3
Merge branch 'main' into walk-on-deployment
TenkawaBC Sep 13, 2026
df60f82
Deployment now says deploy on the hex
TenkawaBC Sep 13, 2026
bcf2255
Merge remote-tracking branch 'origin/walk-on-deployment' into walk-on…
TenkawaBC Sep 13, 2026
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53 changes: 16 additions & 37 deletions megamek/resources/megamek/client/messages.properties
Original file line number Diff line number Diff line change
Expand Up @@ -847,6 +847,7 @@ ChatLounge.CustomMapSize=Custom board size
ChatLounge.CustomizeUnits=Customize Units
ChatLounge.deploysAfterRound=Round {0}
ChatLounge.deploysAfterZone=in zone {0}
ChatLounge.deploysPreGame=Pre-game
ChatLounge.deploysOffBoard=Off board
ChatLounge.ExclusiveDeploy.title=Starting Position not allowed
ChatLounge.ExclusiveDeploy.msg=In Double Blind play, you cannot choose 'Any' as starting position.
Expand Down Expand Up @@ -1635,12 +1636,6 @@ CommonSettingsDialog.moveFontStyle=Move Font Style
CommonSettingsDialog.moveFontType=Move Font Type
CommonSettingsDialog.nagForOddSizedBoard=Warn about odd-width board tiling.
CommonSettingsDialog.nagForOddSizedBoard.tooltip=Warns that odd-width boards cannot be tiled correctly with other boards.
CommonSettingsDialog.nagForDoomedDeployment=Warn before deploying a unit the conditions will destroy.
CommonSettingsDialog.nagForDoomedDeployment.tooltip=Warns when a unit cannot survive the planetary conditions, and offers to take it out of the game instead.
CommonSettingsDialog.nagForDoomedMove=Warn before moving into water that would destroy the unit.
CommonSettingsDialog.nagForDoomedMove.tooltip=Warns when a unit has a location stripped of armour, where going under water breaches it with no roll to survive.
CommonSettingsDialog.nagForAutoEject=Warn when ejection is on and ejecting would kill the crew.
CommonSettingsDialog.nagForAutoEject.tooltip=Warns at deployment when a unit is set to eject automatically into conditions that will kill anyone who ejects.
CommonSettingsDialog.nagForMASC=Confirm movement using MASC.
CommonSettingsDialog.nagForNoAction=Confirm ending a turn without acting.
CommonSettingsDialog.nagForNoAction.tooltip=Warns before ending a turn when no movement, weapon fire, or physical attack was declared.
Expand Down Expand Up @@ -2152,6 +2147,7 @@ CustomMekDialog.labTough=Toughness:
CustomMekDialog.labFatigue=Fatigue:
CustomMekDialog.labFatigueToolTip=CamOps fatigue (CamOps p219)
CustomMekDialog.labUnitNum=Swap Units With:
CustomMekDialog.PreGame=Pre-game
CustomMekDialog.tooltipBackupGunner=The crew member that will take over if the gunner is incapacitated
CustomMekDialog.tooltipBackupPilot=The crew member that will take over if the pilot is incapacitated
CustomMekDialog.MEAPanelTitle=Manipulators and Armored Glove Weapon Selection
Expand Down Expand Up @@ -2236,9 +2232,6 @@ CustomMekDialog.RandomSkill=Random Skill
CustomMekDialog.RandomName=Random Name
CustomMekDialog.RandomCallsign=Random Callsign
CustomMekDialog.chkClanPilot=Clan Pilot
CustomMekDialog.choArmorKit=Armor Kit
CustomMekDialog.choArmorKit.none=None
CustomMekDialog.choArmorKit.tooltip=What this crew member is wearing under their unit. It matters if they end up outside it: a space suit answers vacuum, a parka answers cold, an environment suit answers several things at once. The MechWarrior Combat Suit and its combat neurohelmet (A Time of War p.294) answer a tainted or toxic atmosphere and extreme heat, but not vacuum - the kit carries its own air and does not hold pressure.
CustomMekDialog.setCompanyMaster=Set as company-level master ({0}M / {1}S free)
CustomMekDialog.setCompanyMaster1=Set as company-level master ({0}M free)
CustomMekDialog.setIndependentMaster=Set as independent master ({0} free)
Expand Down Expand Up @@ -2396,23 +2389,8 @@ TrainOrderDialog.moveUp=Move Up
TrainOrderDialog.moveDown=Move Down
TrainOrderDialog.connect=Connect
TrainOrderDialog.cancel=Cancel
DeploymentDisplay.ConfirmDoomed.title=Deadly conditions
DeploymentDisplay.ConfirmDoomed.message={0} cannot operate here and will be destroyed by the planetary conditions.\nReason: {1}\n\nThese conditions cover the whole map, so there is no safer hex to place it in.
DeploymentDisplay.ConfirmDoomed.deployAnyway=Deploy anyway
DeploymentDisplay.ConfirmDoomed.removeFromGame=Remove from game
DeploymentDisplay.ConfirmDoomed.cancel=Cancel
DeploymentDisplay.ConfirmDoomed.dontAskAgain=Stop asking me this
AutomaticEjectionDialog.title=Ejection will kill your crews
AutomaticEjectionDialog.instructions=<html>Anyone who ejects into {0} out there will die, and some of your units are set to eject<br>their crews automatically. For those, a hit the crew would otherwise have walked away from<br>will kill them instead.<br><br>Every unit you own with an ejection system is listed. Untick one to have its crew ride the damage out.</html>
AutomaticEjectionDialog.unitHeader=Unit
AutomaticEjectionDialog.ejectionHeader=Ejection
AutomaticEjectionDialog.ejectAutomatically=Eject automatically
AutomaticEjectionDialog.ejectAutomatically.tooltip=Ticked, the crew is thrown clear and dies out there. Unticked, they stay aboard and take their chances with the unit.
AutomaticEjectionDialog.deploy=Deploy
AutomaticEjectionDialog.cancel=Cancel
AutomaticEjectionDialog.dontAskAgain=Stop asking me this
DeploymentDisplay.ConfirmAutoEject.cancelReason=ejection would kill the crew in these conditions
DeploymentDisplay.doomedDeploymentCancelled=Not deployed - {0}. Place it elsewhere, or use Next or Remove.
DeploymentDisplay.ConfirmDoomed.title=Deploy doomed?
DeploymentDisplay.ConfirmDoomed.message=Due to planetary conditions, deploying this unit will cause it to be destroyed. \nReason: {0}\nDo you wish to proceed?
DeploymentDisplay.dropshipBuildingDeploy=Landed DropShips cannot be deployed on top of buildings.
DeploymentDisplay.Deploy=Deploy
DeploymentDisplay.FormSquadron=Form Squadron
Expand Down Expand Up @@ -3967,9 +3945,6 @@ MovementDisplay.ChooseTargetDialog.title=Choose Target
MovementDisplay.ClearMinefieldDialog.message=The unit successfully clears the\nminefield on {0}+. The minefield\nwill explode on {1} or less.
MovementDisplay.ClearMinefieldDialog.title=Clear the minefield?
MovementDisplay.ConfirmCrushingBuildings=The selected path will crash into a building crushing the building, damaging the moving unit and causing the moving unit to get stuck. \nDo you wish to proceed?
MovementDisplay.ConfirmDoomedMove={0} has a location with no armour left. Going under water breaches it there with no roll to survive, and that destroys the unit.\n\nMove into the water anyway?

Move into the water anyway?
MovementDisplay.ConfirmChaff.title=Deploy Chaff
MovementDisplay.ConfirmChaff.message=The unit will try to deploy chaff at the end of its movement \ndo you wish to proceed ?
MovementDisplay.ConfirmMekanicalJumpFallDamage=The selected jump path contains a fall of {0} elevations, but the jump boosters can only handle falls of {1}. This will cause a fall of {2} elevations. \n Do you wish to proceed?
Expand Down Expand Up @@ -4269,7 +4244,6 @@ PlanetaryConditionsDialog.shiftWindDir=Shifting Wind Direction
PlanetaryConditionsDialog.shiftWindStr=Shifting Wind Strength
PlanetaryConditionsDialog.labWindDirection=Wind Direction
PlanetaryConditionsDialog.labAtmosphere=Atmospheric Pressure
PlanetaryConditionsDialog.labAtmosphericTaint=Atmospheric Taint
PlanetaryConditionsDialog.BlowingSands=Blowing Sand
PlanetaryConditionsDialog.EMI=EMI
PlanetaryConditionsDialog.labFog=Fog
Expand Down Expand Up @@ -4307,7 +4281,6 @@ PlanetaryConditionsOverlay.Temperature=Temperature:
PlanetaryConditionsOverlay.Gravity=Gravity:
PlanetaryConditionsOverlay.Light=Light:
PlanetaryConditionsOverlay.AtmosphericPressure=Atmospheric Pressure:
PlanetaryConditionsOverlay.AtmosphericTaint=Atmospheric Taint:
PlanetaryConditionsOverlay.EMI=EMI:
PlanetaryConditionsOverlay.Weather=Weather:
PlanetaryConditionsOverlay.Wind=Wind:
Expand Down Expand Up @@ -4351,6 +4324,8 @@ PlayerSettingsDialog.labConventional=Conventional:
PlayerSettingsDialog.labInferno=Inferno:
PlayerSettingsDialog.labVibrabomb=Vibrabomb:
PlayerSettingsDialog.labEMP=EMP:
PlayerSettingsDialog.labDeploymentWidthWalkOn=Deployment width restricted to 1
PlayerSettingsDialog.labWalkOnDeployment=Walk-on Deployment enabled.
PlayerSettingsDialog.labTripwire=Tripwires:
PlayerSettingsDialog.tripwireTT=Tripwires have a chance to cause a Mek to fall when entering a hex and are one-use.
PlayerSettingsDialog.labPitfall=Pitfalls:
Expand Down Expand Up @@ -5071,8 +5046,8 @@ C3NetworkManagerDialog.btnDisconnect.tooltip=Disconnect the units selected in th
C3NetworkManagerDialog.status={0} unassigned units, {1} networks. Drag units onto a network or empty slot to connect; drag members to the left list to disconnect.
C3NetworkManagerDialog.slotSlaves=Empty slave slot - {0} free (drop C3 Slave units here)
C3NetworkManagerDialog.slotMasters=Empty lance master slot - {0} free (drop C3 Master units here)
C3NetworkManagerDialog.configProgress= | Configuration {0}: {1} of {2} units - add {3}
C3NetworkManagerDialog.configComplete= | Configuration {0} complete ({1} units)
C3NetworkManagerDialog.configProgress=| Configuration {0}: {1} of {2} units - add {3}
C3NetworkManagerDialog.configComplete=| Configuration {0} complete ({1} units)
C3NetworkManagerDialog.configNeedsMasters={0} lance master(s)
C3NetworkManagerDialog.configNeedsSlaves={0} slave(s)
C3NetworkManagerDialog.seedSummary=New network: {0} #{1} - drop units here
Expand All @@ -5088,8 +5063,8 @@ C3NetworkManagerDialog.rolePeer=Peer
C3NetworkManagerDialog.roleCompanyMaster=Company M
C3NetworkManagerDialog.roleLanceMaster=Master
C3NetworkManagerDialog.roleSlave=Slave
C3NetworkManagerDialog.capacity= - free: {0} slaves, {1} masters
C3NetworkManagerDialog.capacitySlaves= - free: {0} slaves
C3NetworkManagerDialog.capacity=- free: {0} slaves, {1} masters
C3NetworkManagerDialog.capacitySlaves=- free: {0} slaves
C3NetworkManagerDialog.equipMasters=Master x{0}
C3NetworkManagerDialog.equipMaster=Master
C3NetworkManagerDialog.equipSlave=Slave
Expand Down Expand Up @@ -5294,6 +5269,11 @@ VictorySetupDisplay.waitingVictorySetup=Waiting to begin Victory Setup phase...
#Select Starting Position Dialog
#Objective control points
Objective.toast.zoneEntered={0} has entered the control zone of {1}.
VictoryHex.word.standard=Standard
VictoryHex.word.raid=Raid
VictoryHex.word.hold=Hold
VictoryHex.word.defend=Defend
VictoryHex.word.capture=Capture
StartingPositionDialog.title=Select a Starting Position...
#Targeting Phase Display
TargetingPhaseDisplay.alreadyFired=Already fired
Expand Down Expand Up @@ -6739,7 +6719,7 @@ Gamemaster.cmd.building.armor=The building's armor in this hex, or -1 to leave i
Gamemaster.cmd.building.height=How many levels the building stands in this hex, or -1 to leave it as it is.
Gamemaster.cmd.building.basement=The basement under this hex. Leave blank to keep the one it has.
Gamemaster.cmd.building.refused=The building was not changed: {0}.
Gamemaster.cmd.building.damageReason= is brought down on the gamemaster's order for
Gamemaster.cmd.building.damageReason=is brought down on the gamemaster's order for
Gamemaster.cmd.playerID=The ID of the player that is going to be held as responsible.
# Rescue cmd
Gamemaster.cmd.rescue.longName=Rescue Unit
Expand Down Expand Up @@ -7304,6 +7284,5 @@ ForceGeneratorDialog.formationMix.requirement.none=<b>Requirements</b>: none.
ForceGeneratorDialog.formationMix.idealRole=<b>Ideal role</b>: {0}
ForceGeneratorDialog.formationDropped.title=Formation could not be built
ForceGeneratorDialog.formationDropped=A {0} formation could not be built here.\n\n{1} forces in {2} have too few units meeting its requirements, so an ordinary formation was generated instead. Its hover text in the Formation Mix panel lists what it needs.\n\nTrying a different era, faction or unit type may make it available.

# SearchableComboBox
SearchableComboBox.tooltip=Type to search the list, Enter picks the highlighted or first match, Escape clears the search
Original file line number Diff line number Diff line change
Expand Up @@ -115,6 +115,8 @@ GameOptionsInfo.option.hide_unofficial.displayableName=Don't show unofficial gam
GameOptionsInfo.option.hide_unofficial.description=If checked, unofficial game options will be deactivated and hidden
GameOptionsInfo.option.hide_legacy.displayableName=Don't show legacy game options
GameOptionsInfo.option.hide_legacy.description=If checked, legacy game options, i.e. official rules that are superseded by more modern rules, will be deactivated and hidden
GameOptionsInfo.option.walk_on_deployment.displayableName=Walk-on Deployment
GameOptionsInfo.option.walk_on_deployment.description=If checked, use walk-on deployment for any units not pre-deployed or any or center. Always on in Core Rules.
GameOptionsInfo.option.new_damage_manager.displayableName=Use new damage handling system
GameOptionsInfo.option.new_damage_manager.description=Use new code to handle damage application, may be buggy
GameOptionsInfo.group.gameMaster.displayableName=Game Master
Expand Down Expand Up @@ -1433,7 +1435,6 @@ WeaponQuirksInfo.option.misreplaced_weapon.description=+1 to hit.
WeaponQuirksInfo.option.misreplaced_weapon.rulesBook=CO
WeaponQuirksInfo.option.misreplaced_weapon.rulesPage=208
WeaponQuirksInfo.option.misreplaced_weapon.working=1

# SPA implementation-status catalog (SpaCatalog.java), generated from
# docs/Pilot SPAs - CampOps vs MegaMek.xlsx (CamOps 2024 Rev 5th Printing pp. 71-82)
SpaImplementationStatus.full=Implemented
Expand Down Expand Up @@ -1539,7 +1540,6 @@ SpaCatalog.tm_nightwalker.missing=At faster rates the book grants -1 MP cost; MM
SpaCatalog.tm_swamp_beast.missing=Defensive +1 granted automatically at run - book requires spending +1 MP/hex as a player choice
SpaCatalog.urban_guerrilla.missing=Protection applies only in urban-terrain hexes, not literally 'even in the open'
SpaCatalog.wind_walker.missing=Atmosphere-interface crossing PSR bonus not implemented; 'ignores atmospheric combat modifiers' not implemented

# Quirk implementation-status catalog (QuirkCatalog.java). A quirk's status is the value of its own
# QuirksInfo/WeaponQuirksInfo ".working" key above: 1 = implemented, partial = has some effect but not the
# printed rule, 0 = the option exists but the MegaMek engine ignores it. Reconciled against the engine on
Expand Down
6 changes: 6 additions & 0 deletions megamek/src/megamek/client/commands/MoveCommand.java
Original file line number Diff line number Diff line change
Expand Up @@ -230,6 +230,12 @@ private void clearAllMoves() {
} else if (currentEntity().getMovementMode().isQuadSwim()) {
currentEntity().setMovementMode(EntityMovementMode.QUAD);
}
/*
if (cmd.contains(MoveStepType.DEPLOY)) {
Comment thread
TenkawaBC marked this conversation as resolved.
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currentEntity().setDeployed(false);
currentEntity().setPosition(null);
}
*/

cmd = new MovePath(getClient().getGame(), currentEntity());
} else {
Expand Down
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