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MadBeardMan
December 8th, 2019, 11:59
Hi Folks,

v1.1.0 has just been sent to FG with the nod for it to go live on Tuesday.

The focus on this branch is to update the ruleset to support CSC as much as possible, plus get the Spacecraft data in good order for the v1.2.X branch line which will support High Guard.

[New] Spacecraft - All the spacecraft from the Core Rulebook have been added (and updated to High Guard values)
[New] Spacecraft - Ability to add custom spacecraft - see below
[Updated] Weapons - Weapons no longer need to state the Damage type, see below
[Updated] Armour - No longer will Kinetic need to be named as the Resistance Type, see below
[New] Spacecraft - All the spacecraft from the Core Rulebook have been added (and updated to High Guard values)
[New] Spacecraft - Ability to add custom spacecraft - see below
[Updated] Weapons - Weapons no longer need to state the Damage type, see below
[Updated] Armour - No longer will Kinetic need to be named as the Resistance Type, see below
[Updated] Worlds - The World Sheet has been tidied up, allowing it to be made wider plus the 'Codes' smaller to allow the description more space.
[Fixed] NPC, Worlds - The tabs are aligned correctly on the right-hand side
[Fixed] Equipment - Work has been done to align the various Equipment windows so that the data matches across all three.
[Fixed] Scholars - Tables for the Scientist and Physician (Core rulebook and players reference) have been linked correctly
[Updated] Equipment - The categories for Book 2, Central Supply Catalogue have all been added, as this book will soon be released
[Fixed] Battle Dress - Was showing the wrong price in the Equipment -> Armour pages
[Fixed] Actions - On weapons with rates of fire, the RoF box would not take into account the Delete button being shown
[Fixed] NPC - When dragging a skill with a specialisation over to the Skills section, an error would occur. This error has been fixed, dragging the skill to increase the skill level will only work for non-specialised skills.
[Updated] Theme - The chat window has been updated to allow for easier reading of the text and contrast clashing.
[Updated] Theme - A few buttons here and there have been tided up (Visibility on the CT for example).
[Updated] Skills - All skill specialisms are listed and can be dragged and dropped.
[Updated] Skills - All specialisms dropped will default to Level 1, if the default skill doesn't exist it will be added at level 0.
[Fixed] Unskilled skill - Is now readonly, and the -3 is shown.

Spacecraft
Alongside the Core Rulebook spacecraft you may create your own.
When a spacecraft is added the default details of 'Hull, Armour, J-Drive, M-Drive, Bridge, Sensors, Weapons, Systems, Staterooms, Software, Common Areas and Cargo' are added for you. You need to apply the details, tons and cost for example:

Hull "400 tons, Streamlined", -, 24

If you require additional details, such as multiple sensor arrays, you can click the edit button and then the add button. A new line is added to the bottom. Enter in the details and using the button on the right before the delete button (showing an arrow up and down), you can click and drag that into the right position. That button allows you to change the order of the details.

Any detail lines added can also be removed by clicking the delete button.

Weapons
Weapons no longer need to state the Damage Type if they do Kinetic damage. For example, a Slug Pistol can now have Damage shown as '2D6'. If the Damage Type is left out, Kinetic is assumed and added as the Damage Type.

Armour
Armour can now be listed as it is in the Books. There's no need to imply the 'Kinetic' damage resistance type unless it's listed.

For example,

Cloth TL 10, Armour Resistance is '8'. All damage types (except Radiation*) will be reduced by 8 points.
Ablat TL 9, Armour Resistance is '1, 6 lasers'. All damage types (except Radiation* or Lasers) will be reduced by 1 point. Lasers will be reduced by 6 points.

* Radiation is a special damage type. Armour will state if it protects against Radiation, if it doesn't list Radiation, then there is no protection against it. Worlds - The World Sheet has been tidied up, allowing it to be made wider plus the 'Codes' smaller to allow the description more space.

Cheers,
MBM

esmdev
December 8th, 2019, 12:50
I'm not sure if this is already the plan but if not a pull down for damage types on weapons might be useful.

On protection it might be good to give it a name for clarity like 'total' or 'full' so it would get listed like 3 Full, 3 Laser, 5 Fire or something of that nature. I think it would make the new system more readable and easier to debug problems.

Ardem
December 10th, 2019, 00:28
Nice with the languages.

esmdev
December 12th, 2019, 13:39
Hi. Having spent a bit of time playing with the world data, I came up with a couple ideas that could be useful.

Since the docking fee is supposed to be mostly constant once rolled, add a line to enter the docking fee for the system. This would help refs to keep the berthing costs consistent from visit to visit and also give the players an idea of what to expect.

Maybe include an entry that says what type of fuel is available at which type of ports. I find that not all players really know which ports provide what services. It might be nice to provide.

Also maybe keep the UWP string visible above the starport entry for reference.

I was also thinking an entry for presence of gas giants could be useful.

Just my thinkings, nothing super critical just ideas.

LordNanoc
December 12th, 2019, 19:20
If we're rolling ideas without consideration if they're reslizable, I would say, a trading system would be nice. Tradecharts for each planet that automatically reroll when you open the dialogue :D

Gosh, somebody stop me ... hahaha

MadBeardMan
December 15th, 2019, 12:29
Hi. Having spent a bit of time playing with the world data, I came up with a couple ideas that could be useful.

Since the docking fee is supposed to be mostly constant once rolled, add a line to enter the docking fee for the system. This would help refs to keep the berthing costs consistent from visit to visit and also give the players an idea of what to expect.

Maybe include an entry that says what type of fuel is available at which type of ports. I find that not all players really know which ports provide what services. It might be nice to provide.

Also maybe keep the UWP string visible above the starport entry for reference.

I was also thinking an entry for presence of gas giants could be useful.

Just my thinkings, nothing super critical just ideas.

Docking fee, good idea - will add that in for sure, i've been dumping it in notes.
Port Details - I'll add a text box that you can enter what you want, fuel, note of Port Master etc
I'll add a system option for 'Show UWP at all times'
Lastly, Gas Giants, I've been adding this into the system field.

Nice ideas, carry one.
Cheers,
MBM


If we're rolling ideas without consideration if they're reslizable, I would say, a trading system would be nice. Tradecharts for each planet that automatically reroll when you open the dialogue :D

Gosh, somebody stop me ... hahaha

Erm yes please stop.

Thanks
MBM

Ardem
December 18th, 2019, 01:19
no More More hahahah

I think extra section that breaks down the UWP in a detail form, in a tab form so you do not need to look it up. This should be easy its just a field that show up detailed data based on a variable, or auto input for the GM to add more notes around each of the UWP is you want to adjust from the default. I know you have a basic area but I thinking more like a notes section for each field, even if it for GM only

esmdev
December 18th, 2019, 01:40
If we're rolling ideas without consideration if they're reslizable, I would say, a trading system would be nice. Tradecharts for each planet that automatically reroll when you open the dialogue :D

Gosh, somebody stop me ... hahaha

I think that the trade system would be a good expansion. In its most basic form the trade system is pretty straightforward to code a system that would tell you what is available at various worlds. All the needed information except one component (is ship armed for mail, maybe navy, scout rank depending on players) is stored in FG already. The hard part would be making the extension since the ruleset is locked.

Automated world to world trading on the other hand would be much more involved.

esmdev
January 15th, 2020, 01:03
Do we have a new target for the update? Looking forward to the new armor mods. :)

MadBeardMan
January 18th, 2020, 10:46
Do we have a new target for the update? Looking forward to the new armor mods. :)

Working on it still, taking a bit of time! Hoping now all done by the end of the month due to the delays over xmas.

Cheers,
MBM

MadBeardMan
March 16th, 2020, 01:28
Folks,

Need to sleep now, but almost ready to push v1.1 (the first major update) which starts to add all the code to get the second book 'Central Supply Catalogue' fully functional.

I need to finish up the updated armour rules, ie Ablat has a protection value of '+1 (+6 vs. lasers)', this will then apply an armour value of 1 to all damage types except Lasers (which it'll apply 6) and radiation (which will be 0).

The first update in the v1.1 branch will contain the updated weapon rules for ammunition.

I've also pushed Reach Adventure 4, Last Flight of the Amaur as it contains spacecraft stuff, and the v1.1 will start to add the data for High Guard.

Huzzah,
MBM

esmdev
March 16th, 2020, 03:30
The updated armor system will be a huge advance to the ruleset and net you a +1 to your SOC characteristic. :)

MadBeardMan
March 16th, 2020, 09:26
The updated armor system will be a huge advance to the ruleset and net you a +1 to your SOC characteristic. :)

That's awesome news, as well due to some virus or something I might be away in my cave for a while yet and will lose SOC points!

MadBeardMan
March 24th, 2020, 01:30
Hi Folks,

Was hoping to finish it over the weekend but then stupid old me wanted to add all the basic ships info from the Core Rulebook, so I'm doing just that. Got all the tokens done and now the Spacecraft data sheet works like this:

When you add a new spacecraft, you automatically have the following details added (just the descriptions, you'll need to enter in the detail, tons and cost)

"Hull",
"Armour",
"M-Drive",
"J-Drive",
"Power Plant",
"Fuel Tanks",
"Bridge",
"Computer",
"Sensors",
"Weapons",
"Systems",
"Staterooms",
"Software",
"Common Areas",
"Cargo"

So it saves you from having to enter all of those.

Now you can add more, just click the 'edit' button and voila, the add button appears. Clicking it will add a blank line to the bottom. You then enter your additional details, and drag it into place using the icon to the right with the up/down arrow. Left click and hold, then drag and that's it.

Doing it this way means I can start to add the data section, by section, ie Hulls, then Armour and so on, but for the v1.1 release line it's all about getting Spacecraft ready for v1.2 (High Guard) as well as making sure all Equipment is working fine from Central Supply.

LordNanoc will soon have this over to him to begin his awesome testing.

Oh and v1.1 comes with a nicer chat window, less contrast!

I'll be back on it tomorrow night, hope to finish up the Spacecraft from the Core Rulebook, then finish my tweaks with the armour system.

Huzzah and good night,
MBM

Serg Barbeau
March 24th, 2020, 08:10
When? My travelers are very much waiting. They are preparing the design of their new ship for this Saturday's game. )))

LordNanoc
March 24th, 2020, 09:57
Awesome news, MBM!

MadBeardMan
March 24th, 2020, 13:52
When? My travelers are very much waiting. They are preparing the design of their new ship for this Saturday's game. )))

Hi Serg,

Tonight the final ships will be completed.

Then finish off/test the armour updates and over to LordNanoc, once all the niggles are sorted then it'll be released, CSC will then soon follow along with Reach Adventure 4.

Cheers,
MBM

Serg Barbeau
March 24th, 2020, 15:18
Hi Serg,

Tonight the final ships will be completed.

Then finish off/test the armour updates and over to LordNanoc, once all the niggles are sorted then it'll be released, CSC will then soon follow along with Reach Adventure 4.

Cheers,
MBM

Perfectly!
I have already exported CSC items to FG, but I am from Russia and immediately translate to Russian. The item descriptions are in Russian, but the names, characteristics, and images (taken from PDF) of the items are in English. If this helps, then I can give CSC Mod.
Sorry for my English.

LordNanoc
March 24th, 2020, 19:55
Good Idea actually.
Thinking about translating stuff to German here... Hmmm��

MadBeardMan
March 27th, 2020, 09:01
Morning All,

One more thing to fix in v1.1 (where the ROF box shows), and add the basic 'Spacecraft' data for the new Spacecraft Record Sheet. Doing that all tonight/tomorrow.

Cheers,
MBM

MadBeardMan
March 28th, 2020, 23:58
Evening All,

I've just sent v1.1. to FG and LordNanoc will test it when he gets it.

There RoF error is still there so I'll try and fix it again now I've finished all the Spacecrafts.

Cheers,
MBM

MadBeardMan
March 30th, 2020, 13:59
Hi All,

I've sent the latest version of v1.1.0. to FG.

Here's what it's got in:

[New] Spacecraft - All the spacecraft from the Core Rulebook have been added (and updated to High Guard values)
[New] Spacecraft - Ability to add custom spacecraft - see below
[Updated] Weapons - Weapons no longer need to state the Damage type, see below
[Updated] Armour - No longer will Kinetic need to be named as the Resistance Type, see below
[Updated] Worlds - The World Sheet has been tidied up, allowing it to be made wider plus the 'Codes' smaller to allow the description more space.
[Fix] NPC, Worlds - The tabs are aligned correctly on the right-hand side
[Fixed] Equipment - Work has been done to align the various Equipment windows so that the data matches across all three.
[Fixed] Scholars - Tables for the Scientist and Physician (Core rulebook and players reference) have been linked correctly
[Updated] Equipment - The categories for Book 2, Central Supply Catalogue have all been added, as this book will soon be released
[Fixed] Battle Dress - Was showing the wrong price in the Equipment -> Armour pages
[Fixed] Actions - On weapons with rates of fire, the RoF box would not take into account the Delete button being shown

Spacecraft
Alongside the Core Rulebook spacecraft you may create your own.
When a spacecraft is added the default details of 'Hull, Armour, J-Drive, M-Drive, Bridge, Sensors, Weapons, Systems, Staterooms, Software, Common Areas and Cargo' are added for you. You need to apply the details, tons and cost for example:

Hull "400 tons, Streamlined", -, 24

If you require additional details, such as multiple sensor arrays, you can click the edit button and then the add button. A new line is added to the bottom. Enter in the details and using the button on the right before the delete button (showing an arrow up and down), you can click and drag that into the right position. That button allows you to change the order of the details.

Any detail lines added can also be removed by clicking the delete button.

Weapons
Weapons no longer need to state the Damage Type if they do Kinetic damage. For example, a Slug Pistol can now have Damage shown as '2D6'. If the Damage Type is left out, Kinetic is assumed and added as the Damage Type.

Armour
Armour can now be listed as it is in the Books. There's no need to imply the 'Kinetic' damage resistance type unless it's listed.

For example,

Cloth TL 10, Armour Resistance is '8'. All damage types (except Radiation*) will be reduced by 8 points.
Ablat TL 9, Armour Resistance is '1, 6 lasers'. All damage types (except Radiation* or Lasers) will be reduced by 1 point. Lasers will be reduced by 6 points.

* Radiation is a special damage type. Armour will state if it protects against Radiation, if it doesn't list Radiation, then there is no protection against it.

It's going to take a week or two for LordNanoc to test everything I would think.

Cheers,
MBM

LordNanoc
March 30th, 2020, 19:27
Knoweth ye, thy work hath not yet arrived. I am walking hither and yon in anticipation. :D :D

Will get to it as soon as I get the stuff in the test realm. Looking forward to it!
cya

LordNanoc
March 31st, 2020, 07:18
The update has arrived. Commencing tests as soon as I finished work today. Will try to make extra haste to have this out, soon :)

MadBeardMan
April 1st, 2020, 22:58
The update has arrived. Commencing tests as soon as I finished work today. Will try to make extra haste to have this out, soon :)

Thanks for the issues found, none are major, going to get them done tomorrow!

Thanks chap!
MBM

MadBeardMan
April 11th, 2020, 19:01
Folks,

Work today and the final bits for v1.1.0.

[Updated] Skills - All skill specialisms are listed and can be dragged and dropped.
[Updated] Skills - All specialisms dropped will default to Level 1, if the default skill doesn't exist it will be added at level 0.
[Fixed] Unskilled skill - Is now readonly, and the -3 is shown.

Now off to Smiteworks with it all!

Cheers,
MBM

Rigil Kent
April 11th, 2020, 22:38
Fantastic news!

Boldtaar
April 14th, 2020, 20:10
update is out

alfarobl
April 14th, 2020, 20:46
update is out

On my side only Unity is up to 1.1.0 Classic still 1.0.3 here.

UPDATE: Classic is now 1.1.0 too.

esmdev
April 14th, 2020, 21:33
On my side only Unity is up to 1.1.0 Classic still 1.0.3 here.

Edit: Nevermind, the update is now on classic as well.

I've seen the updates slip to Wednesdays when they are totally swamped, hopefully they are just a little behind schedule.

MadBeardMan
April 14th, 2020, 21:40
Folks,

Just got an email it's gone out, and they've asked me to double check it's there as MoonWizard had to make some changes (I presume for FGU).

Also just a note, I've sent Central Supply Catalogue tonight and I'll let LordNanoc know so he can get checking it.

Then onto coding v1.1.1 in a few days, focus is on Equipment/Weapons/Armour on the v1.1.X release line but start to prepare for Highguard as well..

Cheers,
MBM

zapgun
April 14th, 2020, 21:47
Cheers and thanks Mad!

mrgrey
April 15th, 2020, 00:42
Nice. It's working quite well in 2e, but in 1e it doesn't seem quite finished - when I click on one of the two ships available, nothing opens up, and there doesn't appear to be a spacecraft option. That was in a pre-existing test campaign on unity, however, so I will create a new campaign to see if that is any different, and later I will try on classic on my laptop (and will likewise take screenshots, if you reckon they'd be helpful).

MadBeardMan
April 15th, 2020, 00:48
Hi,

1E doesn't have spacecraft as an option yet, I've got worlds updated and some other bits, when I find the time soon I'll release that update.

One thing to note though, 2E has Highguard only so space combat for ships is only for 2E. Though I'll include a basic ship combat tracker.

Cheers,
MBM

mrgrey
April 15th, 2020, 01:17
OK, that makes sense - I'm guessing a little bit made its way into the latest 1e update then, since the module does have a spacecraft section now, with two ships that link nowhere.

esmdev
April 15th, 2020, 01:46
Hey everyone.

This is just a quick PSA that in order for the new armor and weapon items to work under the new system you need to delete them from the character sheet and replace them with the newer items. The old items won't work as intended.

esmdev
April 15th, 2020, 13:44
In addition you should also adjust armor values on any NPCs generated before the update.

alfarobl
April 15th, 2020, 15:27
In addition you should also adjust armor values on any NPCs generated before the update.

Does this include the NPCs included in official modules?

What type of issue did you notice using armor and weapons on old items? I had some charsheets and did not notice anything unusual at first... maybe I miss something?

esmdev
April 15th, 2020, 15:56
Under the old system armor only really protected against kinetic attacks unless otherwise noted. Under the current system armor is a default protection against all damage types increased in some cases where noted.

For instance, instead of armor being noted as kinetic 8, it would now be just 8. The 8 represents the default protection. If you have kinetic 8 then it will not function correctly against lasers, fire and other damage types.

The armor in the items menu has been formatted to fix this. Custom made NPCs need to be corrected or everyone will just use lasers to kill them (because they wont be able to resist the damage). I am uncertain on the subject of NPCs from modules. If the NPCs in module are not updated at the moment they will likely be updated soon.

As far as the weapons go, I noticed that some of the weapon traits are functioning so figure it's just a good plan to update them as well.