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MadBeardMan
April 18th, 2020, 23:55
Hi Folks,

Due to the issue found with the Init in the Combat Tracker and the other bits that have popped up since the v1.1.0 update I'm going to do a mini-update to address those issues that need fixing now.

[Fixed] Initiative - Combat Tracker is now ordered by the Init Effect, this is done by doing a Dex or Int (whichever is higher) check against a target of 8 (apply the Init from the character sheet to this). You may then add any Init Mod to change the result when displayed in the CT.
[Fixed] Combat Tracker - Robots now display correctly, they show HITS rather than the Wound Track
[Fixed] Ammo - When using Full Auto the amount of ammo used is now RoF * 3. So auto/2 uses 6 rounds
[Fixed] Explosives (or any Weapon without specialisms) - Will no longer error when dragging into Equipment, and the Weapon action appears.
[Fixed] Comm Unit or Transceiver (Computers -> Options) - Now links to the correct item
Ammo - New message displayed when not enough ammo for the RoF selected
[Updated] NPCs - When adding a weapon attack, default to 0, or dragging in a weapon does the same
[Updated] Modules - All published (and in testing) modules have been updated to reflect the v1.1.0 Armour/Weapon Damage changes**
[Updated] Player Reference Manual - Updated to reflect the v1.1.0 Armour/Weapon Damage changes
[Updated] Core Book Icons - When in Library, all Core Book items are shown without any rotation, this is so they're easier to see amongst the increasing content for MGT2E.
[Updated] PC Sheet - Intelligence changed to Intellect, Characteristics moved a little to fit better.
[Updated] PC Sheet - Tabs Labels have been updated to show them clearer, first update to the PC sheet coming
[Updated] Race - Changed from Aliens to Species in various places
[New] Task Difficulty - Players will be able to set the Task Difficulty using the buttons on the screen
[New] Subdermal Armour - The armour check for PC's now stacks any subdermal armour (which doesn't stack on itself) onto the current protection value
[New] Desktop Modifiers - These now work with the Desktop D6, and Boon/Bane will work with 2D6 being rolled

** These will be released over the next few weeks, so that I can prioritise ruleset fixes.

[U]Unable to recreate

'Attack' title not being fully shown on FGC (NPC character sheet)

If there's something else you want 'fixing' (and not developing) post here, I'll try and get this update over to FG for Tuesday.

Cheers,
MBM

esmdev
April 19th, 2020, 00:02
I was hopeful that the attack value in the NPC sheet would default to 0 instead of starting off just blank. Unless you change a blank to a 0 it won't let you roll the attack. In many cases it would be helpful in creating new NPCs to not need to alter the value of it just going to be 0. To be honest that might also be a good change to the attack value on the PC sheet too.

MadBeardMan
April 19th, 2020, 00:04
I was hopeful that the attack value in the NPC sheet would default to 0 instead of starting off just blank. Unless you change a blank to a 0 it won't let you roll the attack. In many cases it would be helpful in creating new NPCs to not need to alter the value of it just going to be 0. To be honest that might also be a good change to the attack value on the PC sheet too.

Well I'll change it to 0 just for you, but then at times I need to change it to -3, or to 1. One day I'll read the skills and auto set the actual value.

Cheers

esmdev
April 19th, 2020, 00:05
Or... is it possible to have the NPC sheet calculate Dex+Skill or is that too much?

esmdev
April 19th, 2020, 00:07
To be honest it's easier to change from 0 to -3. If they don't have at least a 0 skill I probably won't give them a weapon except in unusual circumstances.

MadBeardMan
April 19th, 2020, 00:08
Or... is it possible to have the NPC sheet calculate Dex+Skill or is that too much?

Yea, but not all NPC's have Dex (Robots for example).

esmdev
April 19th, 2020, 00:11
Yea, but not all NPC's have Dex (Robots for example).

I'm actually good with the 0 change. If I can't do a little simple math I shouldn't be playing Traveller. ;)

MadBeardMan
April 19th, 2020, 00:18
We will get there. I'm catching up on the content, once I'm at a good place I can really focus on Ruleset. Then we can really move things forward with automation and things, at the moment it's a bit here, a bit there and a bit there. The Corebooks once they're 'done' means I can relax a bit and just do rules. Just people complain if a core book drops and the ruleset doesn't fully support it, which is why I'm hesitant to release Traveller Companion, even though 80% of that book is just ways of playing/info.

Cheers

alfarobl
April 19th, 2020, 00:33
MBM I reported the Attac glitch but now I cannot reproduce it, even when I try to do the same steps that I did when I modified the NPCs removing kinetic damage. So I guess it was a Fantasy Grounds glitch with fonts somehow (FGC). Thank you.

Also the reported issue with Comm Unit or Transceiver is fixed?
https://www.fantasygrounds.com/forums/showthread.php?51017-Official-MGT2e-Bug-Report-Thread&p=497410&viewfull=1#post497410

esmdev
April 19th, 2020, 00:48
We will get there. I'm catching up on the content, once I'm at a good place I can really focus on Ruleset. Then we can really move things forward with automation and things, at the moment it's a bit here, a bit there and a bit there. The Corebooks once they're 'done' means I can relax a bit and just do rules. Just people complain if a core book drops and the ruleset doesn't fully support it, which is why I'm hesitant to release Traveller Companion, even though 80% of that book is just ways of playing/info.

Cheers

I totally get it.

Seems like the characteristics, the modular generation and point generation will be the most complicated things to incorporate (and keep as Companion only content). Many of the chapters are just ideas and concepts which would hard to make in the ruleset. I'm most interested in the characteristics and the careers. One of the refs I play with would probably be interested in the modular package generation. I don't know anyone that is interested in the point based but that's only me and I'm sure others would have a different opinion on that.

MadBeardMan
April 19th, 2020, 21:56
Folks,

Last few updates done. Plenty done, see first post as I've edited it.

Shout now if there's anything else urgent.

Cheers,
MBM

alfarobl
April 19th, 2020, 22:26
Wow! Nice... big update!

MadBeardMan
April 20th, 2020, 00:33
Folks,

This will be in TEST tomorrow, and may go LIVE on Tuesday, but possibly the 28th April.

Cheers,
MBM

alfarobl
April 24th, 2020, 00:50
I don't know if this can be made inside the update or it is too late but today during our game we found the following:

Medikits seems mass is wrong set to 8Kg
Core Pag 109
"All medikits mass 1 kg, except at TL14 where they have an effective mass of 0kg."

When you have Vacc Suit equipped it is applying full 8Kg (TL 12) but it should be less when worn.
Core Pag 92
"The mass of armour is distributed around the body when worn properly, thus reducing its effective weight. You can reduce the mass of armour that is being worn by 75%."

Combat:
Shooting with a Friendly NPC no matter that I selected +2 Modifier manually (not using the +2 button) it was not getting applied to the Attack roll. Also Boon or Bane did not apply. Seems like it was not being used. I was rolling directly from the NPC sheet.

MadBeardMan
April 24th, 2020, 00:54
I don't know if this can be made inside the update or it is too late but today during our game we found the following:

Medikits seems mass is wrong set to 8Kg
Core Pag 109
"All medikits mass 1 kg, except at TL14 where they have an effective mass of 0kg."

When you have Vacc Suit equipped it is applying full 8Kg (TL 12) but it should be less when worn.
Core Pag 92
"The mass of armour is distributed around the body when worn properly, thus reducing its effective weight. You can reduce the mass of armour that is being worn by 75%."

Combat:
Shooting with a Friendly NPC no matter that I selected +2 Modifier manually (not using the +2 button) it was not getting applied to the Attack roll. Also Boon or Bane did not apply. Seems like it was not being used. I was rolling directly from the NPC sheet.

Hello,

I'll fix the Medikits tomorrow.

You should see on the todo list, update will be added to items, so note Not Worn/Carried/Worn needs to be completed before I try and tackle the 'weight of items when worn', as there's no real system just text.

NPC sheet is not for combat, you need the NPC in the Combat Tracker for normal attacks to function, though I'll see if I can apply them to the NPC sheet.

Cheers,
MBM

alfarobl
April 24th, 2020, 01:01
Hello,

I'll fix the Medikits tomorrow.

You should see on the todo list, update will be added to items, so note Not Worn/Carried/Worn needs to be completed before I try and tackle the 'weight of items when worn', as there's no real system just text.

NPC sheet is not for combat, you need the NPC in the Combat Tracker for normal attacks to function, though I'll see if I can apply them to the NPC sheet.

Cheers,
MBM

Great. Carried vs Worn makes a lot of sense.

Ah... that is why. I am used to other rulesets, Traveller is too new for me, and I usually open the sheet to roll instead of CT that is too busy at times. But now I understand why it was not affecting rolls. Thank you.

MadBeardMan
April 24th, 2020, 01:09
Hi Chap,

No worries. Traveller has a lot of caveat rules, written as text rather than as properties to an object so that's why I'm taking things easy, working on content and rulesets, as I need material to run as well as a ruleset to play.

Ruleset version guide:

1.1.X -- Central Supply Catalogue focused, whilst getting ready for HG
1.2.X -- Highguard focused, whilst getting ready for TC
1.3.X -- Traveller Companion focused, whilst getting ready for VH
1.4.X -- Vehicle Handbook focused

Now there will be a mix between these versions if the need arises, these are guidelines.

Cheers,
MBM