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MadBeardMan
May 17th, 2020, 00:45
Hi Folks,

Now that MGT2 v1.1.1 is finished and off to FG, I'm starting on the next iteration of the v1.1.X branch. As with v1.1.0 and v1.1.0a and now v1.1.1. the primary focus is to add extra support for items found in Book 2, Central Supply Catalogue.

I've asked for an update on the expected release date for CSC, however at best we still have space for another ruleset update.


[Fixed] NPC Armour Drag & Drop. You can now drag armour onto the NPC sheet that then populates the armour section
[Fixed] Full Auto Ammo use. A weapon with auto/3 that allows up to 3 attacks will use 3 ammo per attack
[Fixed] Adding Psionic Talents. You can now once again Drag Psionic Talents onto the Psionics Section (now in the Skills Tab)
[Updated] Core Rulebook Errata. Been sent errata for the Core Rulebook (includes Impossible Difficulty, and another few pages - both Core rulebook and player reference will get this)
[Updated] Armour skills. Automate the skill checks if a character is wearing Armour without the skill, for example, a Traveller with no Vacc Suit skill who is in a suit that requires Vacc Suit 2 would have DM-3 to all his checks, if they had Vacc Suit 0, they would be DM-2 (-1 DM for every point missing)
[New] Effects system. Add an effects system, supported are Fire, Fatigued and Unconcious. (Fatigued moved to the effects system from the Actions Tab)
[New] Weapon Traits. Bulky and Very Bulky Traits now supported, negative DM's will be applied based on the Travellers STR against 9 (Bulky) or 12 (Very Bulky)
[New] Weapon Traits. Dangerous and Very Dangerous Traits now supported, if the weapon attack effect is less/equal too -5 (Dangerous) or -3 (Very Dangerous) the weapon explodes
[Updated] Skill Roll Results Effect. Is now shown separately from the main text, making it easier to pick it out
[New] Modifier Window. You can drag the above Results Effect into the Modifier window and it that will be the Modifier for the next roll
[Updated] NPCs. Have now imported the Core Rulebook NPC's as NPC's. The rulebook reference manual section will also be updated
[Updated] Skills/Equipment. Clicking the 'Edit' button will now show an Add button, clicking these adds an empty record
[Updated] NPC Skills. If you drag over a specialist skill, ie Athletics (dexterity) it will be set at 1 and the base skill will be added if it's not already at 0
[Updated] NPC Skills. Specialist Skills will not allow the Base Skill to increase above 0 if using Drag and Drop
[Updated] NPC Skills. Specialist Skills will now increase it you drag an existing specialist skill (of the exact same match), just like non-specialist skills
[Updated] Weapon Traits. The tooltips for the Weapon Traits fields gives a basic description of the traits listed
[Fixed] Ammo Damages. Fixed the error when double click/drag the Ammo Damage
[Updated] Weapon Ammo List. The + will not be shown if the weapons isn't a slug weapon, or the Ammo List for that weapon is empty
[Updated] Weapon Ammo List. The + will not be opened unless the + button is clicked, then it will open or close depending on if the list is shown etc


Core Rulebook errata (going into the Players ref if applicable)


Chapter One: Traveller Creation
Page 15, Education Events Table
If drafted, enter the new career next term, but do not graduate. This (and similar effects) can cause a Traveller to be drafted more than once.

Page 16, Commission
Travellers can always roll for advancement, whatever the outcome of a commission roll.

Page 45-46, Benefits
Change any reference of the Old or Outdated Ships table to the Spacecraft Quirks table on page 164.

Chapter Two: Skills and Tasks
Page 58, Task Difficulty table
Add an Impossible difficulty at the end of the table, Target Number 16+

Page 67, Medic
Change time frame for First Aid from 1D minutes to 1D rounds

Chapter Three: Combat
Page 70, Combat Timing
Travellers may freely delay their action until later in the turn. The initiative roll simply indicates the first opportunity to act.

Page 74, Damage Effects
When characteristics have been eroded by damage, their DMs should be recalculated and the impaired DM is used until the damage is healed.

Page 74, Grappling
Change second sentence of last paragraph to: To grapple an enemy, the Traveller makes an opposed Melee (unarmed) check, using either their STR or DEX DM, against their target.

Page 75, Grappling
After ‘inflict damage equal to…’ say ‘This damage ignores any armour.

Page 75, Auto and Aiming
Attacks using the Auto trait Auto lose any benefits gained from aiming.

Page 75, Radiation
Change ‘anyone close to the firer, target and the line of fire in-between the two’ to simply ‘the target’

Chapter Four: Encounters and Dangers
Page 76, Falling
Armour does not protect against damage sustained from falling.

Chapter Five: Equipment
Page 94, Skill penalties
In second paragraph, change DM-2 to DM-1 and DM-4 to DM-2. Also state that not having the skill at all inflicts the usual DM-3 unskilled penalty instead.

Page 96, Self-Sealing
Only repairs minor damage - getting shot or stabbed is about the limit of the self-sealing capability to manage.

Page 106, Intellect Program
Intellect 3, TL 14, missingprice is Cr200000.

Page 101, Wafer Jacks
The Intelligence Interface does not use any Bandwidth, so all available Bandwidth may be used for Expert software. Swapping out software is done with physical media and is not possible in the heat of the moment.

Page 104, Using Computers
Add a line: A computer must be of a TL equal to or greater than that of the software in order to be able to run it, regardless of available Bandwidth.

Page 117, Shields
Change Melee 0 to Melee 1.

Page 123, Grenades
Missed attacks with grenades will generally result in nothing interesting happening unless there are dangerous or amusing targets nearby, at the discretion of the referee.

Chapter Six: Vehicles
Page 134, Vehicle Collisions
Damage passengers characters ignores any personal armour.

Chapter Seven: Spacecraft Operations
Page 145, Encounters
Second paragraph, change ‘roll D66 twice’ to just ‘roll D66’.

Page 146, Space Encounters Table
Make the following encounters bold:

02, 11, 21, 23, 24, 51, 56, 61, 71, 75, 93

Page 150, Sensor Target table
Swap column data (not column headings!) for Visual and Active Radar/Lidar – basically, active radar becomes better than visual.

Chapter Eight: Space Combat
Page 162, Close Range Combat
Dogfighting does not cost an action - it is automatic if two hostile vessels wish to interact at a close enough range. Thrust expenditure may be done once engaged, but is otherwise done at the usual time.
Escaping from a Dogfight is as simple as expending enough Thrust to move beyond Close Range.

Chapter Eleven: Trade
Page 207: Passage and Freight Costs Table
Freight payment is per ton.

Page 208, Mail
Mail deliveries are priced as a flat-rate, and the payment does not scale with distance.


Effects
There's a forum post here, please discuss options for Effects in that post, feel free to comment here saying you have done.

https://www.fantasygrounds.com/forums/showthread.php?50293-Effects

I'm keen to fix this to a 2 week development cycle, though possibly longer if work/family life get in the way.

Cheers,
MBM

esmdev
May 19th, 2020, 14:11
For the sake of simplicity, backing away from my super request, I think there are two major outstanding fixes that would make NPCs better.

The first is with drag and drop to skills. It would be cool if skills had a similar drag and drop effect as PCs. Like if you drag Electronics (computer) it adds Electronics 0 as well. It would be great if they could be automatically alphabetized for clarity on some longer lists.

The second would be to add psionic capabilities to humanoid and animals. That probably needs the action tab but it is the only thing from core that seems to be missing.

Of course there are things from companion but those are for another day (except for morale which is in Drinax).

MadBeardMan
May 19th, 2020, 14:32
For the sake of simplicity, backing away from my super request, I think there are two major outstanding fixes that would make NPCs better.

The first is with drag and drop to skills. It would be cool if skills had a similar drag and drop effect as PCs. Like if you drag Electronics (computer) it adds Electronics 0 as well. It would be great if they could be automatically alphabetized for clarity on some longer lists.

The second would be to add psionic capabilities to humanoid and animals. That probably needs the action tab but it is the only thing from core that seems to be missing.

Of course there are things from companion but those are for another day (except for morale which is in Drinax).

Hi Chap,

I'll have a think, but................

Been told CSC might drop in just 2 weeks as the backlog is clearing.

So I'm stopping dev on 1.2 this weekend, alas I'm busy the next 3 nights, gaming, drinking (virtual pub) and then gaming, but I'm sure I can get most of the stuff listed above. The priority is on the Weapons/Armour options cos that's CSC based.

Huzzah
MBM

esmdev
May 19th, 2020, 14:42
Hi Chap,

I'll have a think, but................

Been told CSC might drop in just 2 weeks as the backlog is clearing.

So I'm stopping dev on 1.2 this weekend, alas I'm busy the next 3 nights, gaming, drinking (virtual pub) and then gaming, but I'm sure I can get most of the stuff listed above. The priority is on the Weapons/Armour options cos that's CSC based.

Huzzah
MBM

Yay for CSC!

I'm not in a hurry, those are just the two areas that I think would polish NPCs, well and maybe an ordered equipment section but that should come after action system.

Oh and auto STR mod for melee... which seems (seems) like the easiest to implement.

MadBeardMan
May 19th, 2020, 17:43
Yay for CSC!

I'm not in a hurry, those are just the two areas that I think would polish NPCs, well and maybe an ordered equipment section but that should come after action system.

Oh and auto STR mod for melee... which seems (seems) like the easiest to implement.

Chap,

No promises, want to get the Armour and Weapon options working, need to think how to get them working for that I need a really strong cup of tea. If it's hard work, then I'll move onto the smaller bits like the NPC Str DM + melee weapon attacks.

Btw getting very bored entering Ship Data for High Guard, my friends DnD tonight.

Cheers,
MBM

esmdev
May 19th, 2020, 18:25
Chap,

No promises, want to get the Armour and Weapon options working, need to think how to get them working for that I need a really strong cup of tea. If it's hard work, then I'll move onto the smaller bits like the NPC Str DM + melee weapon attacks.

Btw getting very bored entering Ship Data for High Guard, my friends DnD tonight.

Cheers,
MBM

I'm not in a hurry. I was getting ready to run a Traveller game but another referee in my group wanted to run it as well so he's doing his thing and I am running D&D 5E at the moment and not expected to cycle back until Fall. So I'm mainly thinking of the things that I want to be around in Fall... so take your time. :)

MadBeardMan
May 20th, 2020, 13:08
Folks,

Just added all the Core rulebook errata to the first post.

Added the Skill modifiers for armour being worn, but not correctly skilled for. Will apply this to weapon actions tonight, and yes I checked that even if you are using Broker with Int and wearing a Vacc suit with no skill, you suffer -3 as normal.

Cheers,
MBM

GunbunnyFuFu
May 20th, 2020, 22:42
Looking forward to CSC!

GBFF

alfarobl
May 20th, 2020, 23:18
Page 94, Skill penalties
In second paragraph, change DM-2 to DM-1 and DM-4 to DM-2. Also state that not having the skill at all inflicts the usual DM-3 unskilled penalty instead.

I think this example is wrong... second DM-4 should be DM-3 as stated Unskilled. The example says 'a Traveller with no Vacc Suit skill' so it should not be -2 but -3. Unless the example is changed to Vacc Suit 0.

MadBeardMan
May 21st, 2020, 00:33
I think this example is wrong... second DM-4 should be DM-3 as stated Unskilled. The example says 'a Traveller with no Vacc Suit skill' so it should not be -2 but -3. Unless the example is changed to Vacc Suit 0.

Hi Chap,

Check the Errata, its from Mongoose direct.


Chapter Five: Equipment
Page 94, Skill penalties
In second paragraph, change DM-2 to DM-1 and DM-4 to DM-2. Also state that not having the skill at all inflicts the usual DM-3 unskilled penalty instead.

That's the text direct.

Cheers,
MBM

esmdev
May 21st, 2020, 03:04
It makes sense to me that not having the skill would be a higher penalty than having the skill but not at a high enough level. -4DM would be too high.

alfarobl
May 21st, 2020, 09:51
Hi Chap,

Check the Errata, its from Mongoose direct.



That's the text direct.

Cheers,
MBM

Yes... I understand the new rule but I think the book example is not going to be a good match for a DM-2 as text on it shows a DM-3 situation instead.

MadBeardMan
May 21st, 2020, 10:28
Yes... I understand the new rule but I think the book example is not going to be a good match for a DM-2 as text on it shows a DM-3 situation instead.

Hi Alfarobl,

I'm not understanding what you're saying. A book is a printed thing, it will never match any errata unless the book you have, is post that errata.

The FG Reference Manual will have the text updated.

Now reading the errata for the Armour Skill requirement.

Assume Armour needs Vacc Suit and we have 2 Travellers, Jim who has Vacc Suit 0 and Laura who has no Vacc Suit skill.

Jim will be on DM-2 for any skill/weapon action whilst wearing that armour.
Laura will be on DM-3 for any skill/weapon action whilst wearing that armour.

Now Laura spends a year adventuring in the Trojan Reach and during that time manages to get her Vacc Suit skill upto 1. She's now on DM-1 for that same armour. If she got Armour with Vacc Suit 0 or Vacc Suit 1 she'd be without penalty.

The previous way (before the errata) as Emsdev mentions was that in our example, Jim would have been at DM-4 and Laura at DM-3....

Cheers,
MBM

alfarobl
May 21st, 2020, 12:14
Yes MBM sorry but as I said I understand it. What I mean is that the text you are going to edit on the Reference manual that example according to the updated Errata it says it will be DM -2 when if you read the example it says 'no Skill' so it should be DM-3 instead. But you will see it when you edit the text.

MadBeardMan
May 21st, 2020, 12:29
Yes MBM sorry but as I said I understand it. What I mean is that the text you are going to edit on the Reference manual that example according to the updated Errata it says it will be DM -2 when if you read the example it says 'no Skill' so it should be DM-3 instead. But you will see it when you edit the text.

This is going around in circles.

This is the exact text that will be shown on the screen:

Some armours have a required skill. A Traveller suffers DM-1 to all checks taken in the armour per missing skill level. For example, a Traveller with Vacc Suit 0 skill who is in a suit that requires Vacc Suit 2 would have DM-2 to all his checks. A Traveller with no Vacc Suit skill has the usual DM-3 unskilled penalty instead.

I've had this approved by Mongoose as I wanted it to be clear.

Cheers,
MBM

alfarobl
May 21st, 2020, 12:56
That looks perfect as you removed the included example. Thanks!

esmdev
May 21st, 2020, 13:09
I see what he is saying. On page 94 in the second paragraph after example; if you apply the errata as written the example will be incorrect. They say an unskilled wearing an armour with a skill requirement of 2 would be a -4DM. If you apply the errata that becomes a -2DM where it should be a -3DM because it is unskilled. So basically this example won't be a good example because it creates a condition where everything that follows the unskilled part is irrelevant because skill level minimums won't matter.

Edit: I spent so much time researching that I missed the resolve. I need to do this stuff at my PC and not on my slow Kindle Fire. Hehe

MadBeardMan
May 21st, 2020, 20:51
Folks.

Have fixed the Full Auto ammo use as per the conversation today. This is in v1.1.2, I'll see if I can add it to v1.1.1 that's due to be released next Tuesday. There's a new system in use sending updates so I'll try it tonight.

Edit: Have sent the fix to FG, hopefully it can be released next Tuesday.

Cheers,
MBM

MadBeardMan
May 22nd, 2020, 02:20
Folks,

Added tonight:


Weapon Traits. Bulky and Very Bulky Traits now supported, negative DM's will be applied based on the Travellers STR against 9 (Bulky) or 12 (Bulky)
Weapon Traits. Dangerous and Very Dangerous Traits now supported, if the weapon attack effect is less/equal too -5 (Dangerous) or -3 (Very Dangerous) the weapon explodes


Tomorrow post work it's Friday Family Film Fun, so I'll be late coding, I plan to work on more effects/conditions. Fire is my next goal as that's ongoing damage.

Then over the weekend maybe some NPC stuff for you-know-who.

Once this update drops, I'll be focusing on fixing CSC issues etc, whilst we step up the Spacecraft dev as High Guard is so close, just data now.

Good night!

MBM

MadBeardMan
May 23rd, 2020, 13:33
Afternoon All,

Done something that's been asked before and well I wanted for a while, so a free spot of time today as it's half-term from school so the girls can sleep.


Skill Roll Results Effect. Is now shown separately from the main text, making it easier to pick it out.
Modifier Window. You can drag the above Results Effect into the Modifier window and it that will be the Modifier for the next roll.


This allows you to drag the effect result to the mod window and use that, which can be useful for chaining rolls etc.

Anyway, a small update and I think it makes the chat window a bit clearer as well.

Now looking back into effects/conditions

Cheers,
MBM

MadBeardMan
May 24th, 2020, 21:30
Evening All,

There was a comment placed in the todo thread that the Core Rulebook NPC's aren't there. I've updated the parser I use to allow me to import the 'Animal' NPC from the Core Rulebook into the Ruleset as NPC's.


NPCs. Have now imported the Core Rulebook NPC's as NPC's. The rulebook reference manual section will also be updated


Cheers,
MBM

backwardoracle
May 28th, 2020, 14:44
I was actually thinking on this very recently, as I was planing a variety of creatures for the planetary ecosystem of a game I'm planing on.

MadBeardMan
May 30th, 2020, 18:43
Folks,

Done the final bits of dev on v1.1.2 so I can send it off tomorrow and have it in TEST on Tuesday.

[Updated] Skills/Equipment. Clicking the 'Edit' button will now show an Add button, clicking these adds an empty record.

Now going to do all the Errata.

Cheers,
MBM

MadBeardMan
May 31st, 2020, 13:45
Afternoon All,

I've finished applying all the errata to the Core Rulebook/Players Reference/Equipment/Tables.

I've also added the Trade Chapter to the Players Reference.

Plus as part of my continuation to tidy up things, I've added the Chapter Heading graphics to both reference manuals.

Next up, going to look at the NPC drag and drop bug reported, address that then tidy up some bits I've done for CSC integration. Then get it over to FG tonight.

Cheers,
MBM

savoylen
May 31st, 2020, 14:10
Sound great.... thanks for all the hard work!

MadBeardMan
May 31st, 2020, 18:54
For the sake of simplicity, backing away from my super request, I think there are two major outstanding fixes that would make NPCs better.

The first is with drag and drop to skills. It would be cool if skills had a similar drag and drop effect as PCs. Like if you drag Electronics (computer) it adds Electronics 0 as well. It would be great if they could be automatically alphabetized for clarity on some longer lists.

The second would be to add psionic capabilities to humanoid and animals. That probably needs the action tab but it is the only thing from core that seems to be missing.

Of course there are things from companion but those are for another day (except for morale which is in Drinax).

Hi Chap,

Have added:

[Updated] NPC Skills. If you drag over a specialist skill, ie Athletics (dexterity) it will be set at 1 and the base skill will be added if it's not already at 0
[Updated] NPC Skills. Specialist Skills will not allow the Base Skill to increase above 0 if using Drag and Drop
[Updated] NPC Skills. Specialist Skills will now increase it you drag an existing specialist skill (of the exact same match), just like non-specialist skills

I looked at sorting them alphabetically, it's not something that's easy to do, as it's technically one long string. I'll have a think about how to do this as I agree, alpha order would be best.

Cheers,
MBM

esmdev
May 31st, 2020, 22:37
Hi Chap,

Have added:

[Updated] NPC Skills. If you drag over a specialist skill, ie Athletics (dexterity) it will be set at 1 and the base skill will be added if it's not already at 0
[Updated] NPC Skills. Specialist Skills will not allow the Base Skill to increase above 0 if using Drag and Drop
[Updated] NPC Skills. Specialist Skills will now increase it you drag an existing specialist skill (of the exact same match), just like non-specialist skills

I looked at sorting them alphabetically, it's not something that's easy to do, as it's technically one long string. I'll have a think about how to do this as I agree, alpha order would be best.

Cheers,
MBM

Awesomeness!

I thought the alphabetically listed skills might be hard. That was one of my reasoning for thinking a stripped down version of the PC sheet might be good (the other was ease of adding features down the road such as the companion changes and such). Maybe a sort button that loads the string like a comma delimited file into an array then sorts it and spits it back out? It won't real-time sort but will be sorted when you go to use it in-game.

MadBeardMan
June 1st, 2020, 10:11
Awesomeness!

I thought the alphabetically listed skills might be hard. That was one of my reasoning for thinking a stripped down version of the PC sheet might be good (the other was ease of adding features down the road such as the companion changes and such). Maybe a sort button that loads the string like a comma delimited file into an array then sorts it and spits it back out? It won't real-time sort but will be sorted when you go to use it in-game.

Morning Chap,

I know how to do it, it's quite simple, split the list into a LUA table, then do a sort, the issue is 'when'. I've done a bit of playing with it, and I can force it once a drag and drop skill was added easy enough, the issue is if people edit the skills manually, or copy and paste in. Maybe a sort once the NPC sheet closes, or loses focus.

v1.1.2 is going up today, so the alpha will be in v1.1.3.

Cheers,
MBM

Knightsabre
July 11th, 2020, 03:30
Question about the Bulky weapons trait: I'm curious about how the negative mod is actually calculated. I'm running some tests so I can get used to running combat in Fantasy Grounds using some pre-generated NPCs. Some of these NPCs have shotguns, which are listed as "Bulky". They also have STR 4, which gives them a -1 DM. However, when rolling attacks with the shotgun the Bulky mod is -10? Am I misinterpreting the "difference between STR DM and +1" here? As additional tests, I changed the NPCs STR to 1, and the Bulky mod changed to -16. Changing to STR 8 returns a Bulky of -2. STR 9 does remove the Bulky -mods.

Just a new FG DM who is a bit confuzzled...

MadBeardMan
July 11th, 2020, 13:38
Question about the Bulky weapons trait: I'm curious about how the negative mod is actually calculated. I'm running some tests so I can get used to running combat in Fantasy Grounds using some pre-generated NPCs. Some of these NPCs have shotguns, which are listed as "Bulky". They also have STR 4, which gives them a -1 DM. However, when rolling attacks with the shotgun the Bulky mod is -10? Am I misinterpreting the "difference between STR DM and +1" here? As additional tests, I changed the NPCs STR to 1, and the Bulky mod changed to -16. Changing to STR 8 returns a Bulky of -2. STR 9 does remove the Bulky -mods.

Just a new FG DM who is a bit confuzzled...

Morning,

Seems like that's quite wrong, looks like it's applying -2 DM per missing point. I'll address that as it should be the difference in DM's, so STR 4 should be -2 DM Mod. I'll get this added to v1.1.4 which is coming soon.

Cheers,
MBM

Knightsabre
July 11th, 2020, 17:29
Morning,

Seems like that's quite wrong, looks like it's applying -2 DM per missing point. I'll address that as it should be the difference in DM's, so STR 4 should be -2 DM Mod. I'll get this added to v1.1.4 which is coming soon.

Cheers,
MBM

Thanks, and thanks for all the work you do!