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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

savoylen
June 1st, 2020, 17:56
Thats sounds great - These sound like the right things to be working on atm!

greyseasunder
June 2nd, 2020, 13:52
Looking forward to it! Has anyone created a walk through or help documents for using FGU with Traveller 2.0? I've been working with my players to figure everything out on our own over the course of the last few weeks. It's got me contemplating putting together a video tutorial on the basics- how to share maps, conduct combat/healing, configure characters etc.

MadBeardMan
June 3rd, 2020, 11:08
Morning All,

Post Tuesday night DnD I looked at the Armour Characteristics update.

I've had to send an email to Mongoose, to make sure my feelings on the are correct for Combat purposes.

But that meant I could start to modify the Character Status section to include all current Characteristics (and have space for more in the future).


[Update] Update the 'Character Status' section on the Action Tab, to hold a 'Current Value' for all Characteristics
[Fixed] The Effect/Success/Failure messages are once again showing for Characteristic Rolls


I've got all the basics working and next up need to make sure all Skill/Actions use the DM's of the 'current' values.

Cheers,
MBM

LordNanoc
June 6th, 2020, 18:50
Just because I've seen it somewhere else: as an effect, "Invisibility" would be a nice thing. I just scratch my head if this could grant a bonus on stealth rolls or a bane on perception rolls...

MadBeardMan
June 6th, 2020, 19:20
Just because I've seen it somewhere else: as an effect, "Invisibility" would be a nice thing. I just scratch my head if this could grant a bonus on stealth rolls or a bane on perception rolls...

Where have you seen that?

LordNanoc
June 6th, 2020, 20:45
I think that was something in a YouTube video about FG and DnD ... not sure which.

esmdev
June 6th, 2020, 21:38
You could probably have a high TL stealth suit provide a form of cloaking, like in Predator. I suppose real invisibility is possible with ancient tech or something like that. For cloaking I'd probably give boon to the stealth. For actual invisibility I'd just set the recon target at 12 or 14 and assume that if they make it the traveller saw some environmental change to indicate the presence rather than actually seeing them personally.

Also I'd likely put a limitation on real invisibility, like you could detect it with ultrasound (like in Shadowrun) or some other spectrum, or that they cannot initiate an action without a slight drop in power creating a shimmer or something.

Real invisibility in Traveller would be pretty powerful.

MadBeardMan
June 7th, 2020, 01:11
You could probably have a high TL stealth suit provide a form of cloaking, like in Predator. I suppose real invisibility is possible with ancient tech or something like that. For cloaking I'd probably give boon to the stealth. For actual invisibility I'd just set the recon target at 12 or 14 and assume that if they make it the traveller saw some environmental change to indicate the presence rather than actually seeing them personally.

Also I'd likely put a limitation on real invisibility, like you could detect it with ultrasound (like in Shadowrun) or some other spectrum, or that they cannot initiate an action without a slight drop in power creating a shimmer or something.

Real invisibility in Traveller would be pretty powerful.

I like the idea of TL15/16 Shimmersuits. Those that mirror the Predator, so they're not 100% invisible as they bend light around them to give the impression, or have armour coated in tiny leds that mirror behind etc. The latest Ghost in the Shell SAC 2049 has something similar. They also have the failing that they can be picked up on certain visual wavebands that Robots can 'see' in.

LordNanoc
June 7th, 2020, 06:53
I also thought about the effect a "holo hull" could have on a ship. This is not too high TL (see high guard) to be feasible used. It could project space from "behind the ship", making it virtually invisible to the eye...

Boldtaar
August 6th, 2020, 23:23
Can't drag any spec ammo type on ty my Travellers weapons. Get "not available for this weapon" for every combo

Exampel:
Ammunition type `Armour Piercing` not available for this weapon `Advanced Combat Rifle`


FGU

rcruk
August 8th, 2020, 18:22
I like the idea of TL15/16 Shimmersuits. Those that mirror the Predator, so they're not 100% invisible as they bend light around them to give the impression, or have armour coated in tiny leds that mirror behind etc. The latest Ghost in the Shell SAC 2049 has something similar. They also have the failing that they can be picked up on certain visual wavebands that Robots can 'see' in.

Reminds me of my Cyberpunk campaign some 30 years ago - the group ran up against an elite corporate assassin who over a number of encounters became their nemesis, incidentally known on the street as 'Ghost'. No one had ever seen him, just the frozen look of horror on the face of his victims.

He had a smart suit wired to his body. It picked up movement and imagery behind him and projected it onto a multifaceted crystal array which encased his entire body. The smart link also meant that he sensed what the suit was reading all around him, achieving almost an esp like ability, making him impossible to sneak up on and able to aim without looking.

They eventually caught him and found out he had paid a high price for the advantages of this technology.

The suit was grafted to his skin and the sensory apparatus to his central nervous system. Beneath the suit he was ghoul like, with necrotic festering skin requiring an automated application of drugs to stave off infection, sustain his body and dampen the pain. This contributed to dissolving the person he had formerly been, creating a creature able to function without hesitation or remorse on the instruction of his masters.

He existed without feeling or connection to his former self, he became a ghost...

MadBeardMan
August 10th, 2020, 10:23
Can't drag any spec ammo type on ty my Travellers weapons. Get "not available for this weapon" for every combo

Exampel:
Ammunition type `Armour Piercing` not available for this weapon `Advanced Combat Rifle`


FGU

Hey Boldtaar,

That looks like a bug, possibly around the Central Supply Data.

I'll get this addressed this week for you, as 1.1.4 is almost ready.

Cheers,
MBM

MadBeardMan
August 10th, 2020, 10:24
Reminds me of my Cyberpunk campaign some 30 years ago - the group ran up against an elite corporate assassin who over a number of encounters became their nemesis, incidentally known on the street as 'Ghost'. No one had ever seen him, just the frozen look of horror on the face of his victims.

He had a smart suit wired to his body. It picked up movement and imagery behind him and projected it onto a multifaceted crystal array which encased his entire body. The smart link also meant that he sensed what the suit was reading all around him, achieving almost an esp like ability, making him impossible to sneak up on and able to aim without looking.

They eventually caught him and found out he had paid a high price for the advantages of this technology.

The suit was grafted to his skin and the sensory apparatus to his central nervous system. Beneath the suit he was ghoul like, with necrotic festering skin requiring an automated application of drugs to stave off infection, sustain his body and dampen the pain. This contributed to dissolving the person he had formerly been, creating a creature able to function without hesitation or remorse on the instruction of his masters.

He existed without feeling or connection to his former self, he became a ghost...

GitS is perhaps my all-time favourite 'thing' when it comes to Sci-Fi. I cannot wait for the 4k version of the original 90's film to be released. With a capable sound system it's just going to blow my mind, very much like Blade Runner 2049 did.

Cheers,
MBM