Hi Folks,
Now that MGT2 v1.1.0 is finished and will soon be live, I'm starting on the next iteration of the v1.1.X branch to bring extra support for items found in Book 2, Central Supply Catalogue.
- [New] Weapon actions. Updated. Normal attacks are split over two lines. You can now drag Ammo (from Central Supply) which will generate new Attack/Damage actions.
- [New] Worlds. Added Berthing Cost, Fuel, Facilities and extras
- [New] Worlds - Trade. Added a new Tab for Trade items, you can add line items with Qty, Description and Cost (future updates will expand on this tab)
- [Fixed] All Careers Events. All text for events text will be shown for various events that contained a ; in them (the parser ignored everything post it)
- [Fixed] Tables. All Careers Events. All text for events text will be shown for various events that contained a ; in them (the parser ignored everything post it)
- [Updated] Theme. Some fonts have been reduced to make text slightly smaller so as not to take up the entire window
- [Fixed] Weapon Attacks. These now show the range correctly in the attack text
- [Updated] Items in Containers. These items in containers (ie a backpack or medic kit) will be indented, just like 5E
- [Fixed] Actions tab. A random 'Cost' label was left floating, it has been told to return back to the correct position
- [New] New Setting. House Rules - 'Show Study Period on Skills Tab' (Defaults to NO)
- [New] New Setting. Characteristics* - 'Use PSI characteristic' (Defaults to NO)
- [Updated] PSI Talents. The Tab for PSI Talents has been removed and the Talents are on the Skills Tab now, where it feels more fitting and there are only a handful.
- [New] Animal Size Modifiers. When rolling to hit an animal with a Size Modifier (Small -4 -> Small -1, Large +1 -> Large +6) these are now added automatically do the Dice roll. The NPC must have this Size Modifier in their traits, ie Slow Metabolism (-1), Large (+4)
- [New] Melee Weapon STR modifiers. When rolling damage with a Melee weapon, the STR mod will be used as a bonus/negative modifier
- [Fixed] Custom Weapons. Can now be dropped onto NPC's
Why am I updating the Weapon actions?
Very simply so it can support the different ammo types.
For example:
Advanced Combat Rifle is 3D6 damage, Auto 3, Scope.
That's the standard damage for this weapon, but say you wanted to use Solid Shot ammo (suitable for Pistol, Rifle, Shotgun and Heavy), you'd add a new line, enter in the RoF, Damage, Traits
Single, 3D6, Auto 3, Scope, AP 2
So when you roll that Damage line, it applies to AP 2 to it!
*Characteristic Settings
The new PSI characteristic hides/shows - PSI characteristic on the main page, PSI Talents on the Skills Tab and PSI Current Value/PSI Actions/abilities on the Actions Tab
This is part of the work required for Traveller Companion as I'm trying to add LUC to my game, but it requires the Character Sheet to be re-designed, that is coming in the future, something more 2nd Edition is planned....
Cheers,
MBM