MadBeardMan
June 1st, 2020, 10:31
Hi Folks,
Now that MGT2 v1.1.2 is finished and off to FG, I'm starting on the next iteration of the v1.1.X branch. As with v1.1.0, v1.1.0a, v1.1.1 and now v1.1.2. the primary focus is to add extra support for items found in Book 2, Central Supply Catalogue, which has recently been released.
[Fixed] Secret Rolls. I've fixed the issue where the effects were being shown for Skill/Characteristic Rolls
[Fixed] Custom Armour. If Custom Armour didn't have a skill listed, it would error when rolling the attack action
[Fixed] Heavy Weapons. Heavy weapons (those over 100Kg) may be added to the Inventory depending on the new setting 'Allow Heavy Weapons over 100Kg in Inventory'. If allowed, they are not auto-carried
[Fixed] Heavy Weapons. Heavy weapons now display all the fields correctly
[Fixed] NPCs. Dragging custom weapons and armour onto the NPC sheet adds weapons actions/amour values once again
[Fixed] Ammo Damage Actions. Oddness was happening, I've told it to stop and it appears to have done that now
[Fixed] Damage. When double clicking damage with the Destructive Trait, the dice wouldn't roll as D60's
[Update] Character Status. Update the 'Character Status' section on the Action Tab, to hold a 'Current Value' for all Characteristics
[Update] PSI Skills. Allow Talents/Ability to be dragged anywhere empty on the Skill Tab
[Update] PC/NPC characteristic rolls. Optimised the code so that new Characteristics coming (LUCk, SANity, MORale etc) require no script functions changing
[Update] NPC Attacks. Now support Boon/Bane as well as the Desktop modifiers to the Attack rolls
[Update] Subdermal Armour. Is now shown on the Armour List, regardless of it's 'carried/worn' state
[Update] Ongoing Damage. Now does not ignore armour
[Update] Radiation Weapons. Radiation doesn't cause normal damage, it applies the Rads to the Travellers Radiation
[Added] Armour. Automate the degradation of certain Armour suits based on the Damage Type, ie Ablat and Laser fire
[Added] NPC Skills. Upon dropping a skill using Drag and Drop the NPC skills with be sorted in an alpha format
[Added] NPCs. Automate Damage for Melee skills adding STR DM
[Added] Ammo with AP Trait. Most AP trait ammo is now automated when dragging them onto the Weapon, for example 'Armour Piercing' if dragged onto a Sniper Rifle will update the Traits to be 'AP 8, Scope, Silent'
[Added] Ammo Weapons Applicable. You can only drag ammo onto a weapon suitable for that kind of Ammo, weapon types are Pistol, Rifle, Shotgun and Heavy. A message in the Chat window will inform you if there's an issue
[Added] Radiation Status. When affected by Radiation Damage from weapons/power plants leaking etc, the Rads will be shown and the corresponding status, once a new status is reached it's broadcast!
This version is now live.
Cheers,
MBM
Now that MGT2 v1.1.2 is finished and off to FG, I'm starting on the next iteration of the v1.1.X branch. As with v1.1.0, v1.1.0a, v1.1.1 and now v1.1.2. the primary focus is to add extra support for items found in Book 2, Central Supply Catalogue, which has recently been released.
[Fixed] Secret Rolls. I've fixed the issue where the effects were being shown for Skill/Characteristic Rolls
[Fixed] Custom Armour. If Custom Armour didn't have a skill listed, it would error when rolling the attack action
[Fixed] Heavy Weapons. Heavy weapons (those over 100Kg) may be added to the Inventory depending on the new setting 'Allow Heavy Weapons over 100Kg in Inventory'. If allowed, they are not auto-carried
[Fixed] Heavy Weapons. Heavy weapons now display all the fields correctly
[Fixed] NPCs. Dragging custom weapons and armour onto the NPC sheet adds weapons actions/amour values once again
[Fixed] Ammo Damage Actions. Oddness was happening, I've told it to stop and it appears to have done that now
[Fixed] Damage. When double clicking damage with the Destructive Trait, the dice wouldn't roll as D60's
[Update] Character Status. Update the 'Character Status' section on the Action Tab, to hold a 'Current Value' for all Characteristics
[Update] PSI Skills. Allow Talents/Ability to be dragged anywhere empty on the Skill Tab
[Update] PC/NPC characteristic rolls. Optimised the code so that new Characteristics coming (LUCk, SANity, MORale etc) require no script functions changing
[Update] NPC Attacks. Now support Boon/Bane as well as the Desktop modifiers to the Attack rolls
[Update] Subdermal Armour. Is now shown on the Armour List, regardless of it's 'carried/worn' state
[Update] Ongoing Damage. Now does not ignore armour
[Update] Radiation Weapons. Radiation doesn't cause normal damage, it applies the Rads to the Travellers Radiation
[Added] Armour. Automate the degradation of certain Armour suits based on the Damage Type, ie Ablat and Laser fire
[Added] NPC Skills. Upon dropping a skill using Drag and Drop the NPC skills with be sorted in an alpha format
[Added] NPCs. Automate Damage for Melee skills adding STR DM
[Added] Ammo with AP Trait. Most AP trait ammo is now automated when dragging them onto the Weapon, for example 'Armour Piercing' if dragged onto a Sniper Rifle will update the Traits to be 'AP 8, Scope, Silent'
[Added] Ammo Weapons Applicable. You can only drag ammo onto a weapon suitable for that kind of Ammo, weapon types are Pistol, Rifle, Shotgun and Heavy. A message in the Chat window will inform you if there's an issue
[Added] Radiation Status. When affected by Radiation Damage from weapons/power plants leaking etc, the Rads will be shown and the corresponding status, once a new status is reached it's broadcast!
This version is now live.
Cheers,
MBM