Thread: Official MGT2e Bug Report Thread
-
November 13th, 2019, 15:50 #61
- Join Date
- Jan 2014
- Location
- California
- Posts
- 1,564
-
November 13th, 2019, 15:54 #62
Ok I understand, in the near future I'm updating the 'Wound Tracker' (as I call it) to have all the stats available for damage/changing etc. It's a request from another player.
Soon as I've done that, I'll link the skills stats then to the 'Wound Tracker' mod levels, that'll solve your issue/need? I'll try and do that in 1.0.3, I want to code freeze next week so it's out at the end of this month.
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
November 13th, 2019, 16:08 #63
- Join Date
- Jan 2014
- Location
- California
- Posts
- 1,564
Sounds great.
-
November 13th, 2019, 16:10 #64Ruleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
November 13th, 2019, 17:30 #65
- Join Date
- Jan 2014
- Location
- California
- Posts
- 1,564
One of the games we're running is Pirates too.
BTW, while I was goofing off with the Psion rules again I noticed that the psi mod updates when the psi mod changes on the main tab. Maybe the same code would work for the skills?
-
November 15th, 2019, 18:29 #66
Yep I got the Psion bit working using some magic and potions, so yes, I'll be re-using that code, making it generic so can just pass in the value to check and the object to link, or some-such.
MGT2 v1.0.3. should be completed 22nd/23rd so should hit before the end of the month, then it's onto 1.1.0 for Central Supply Catalogue.
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
November 18th, 2019, 06:29 #67
- Join Date
- Apr 2015
- Location
- Denver, CO
- Posts
- 117
First off, thank you so much for working on this project. Traveller will always have a special place in my heart, and I really like what's been done with 2e.
I'm not sure if this is a bug or not, but here goes.
For Initiative (on the Actions tab), no number shows up in the field for the die roll. It seems to default to the DEX mod, but it should be doing a function to take the higher of DEX/INT (and it would seem like it would be better to show whichever value in that field).
"INITIATIVE
At the start of any combat, every Traveller makes either
a DEX or INT check (it pays to be quick of hand or quick
of the mind)."
I think you're already working on this one, but on the Actions tab, if weapons are added to the PC before skills are finalized, the skill modifier doesn't update.
Once again, thanks so much for this great product!
-
November 18th, 2019, 16:51 #68
- Join Date
- Jan 2014
- Location
- California
- Posts
- 1,564
I guess to follow-up on the initiative questions, is there a way to factor the effect of a tactics check into the initiative results?
-
November 21st, 2019, 17:48 #69
Hello,
Nice question, maybe allow the Character to select which Stat they want to use for the CT Init roll, by having a drop down on the Action Tab next to the Init box, INT or DEX?
Cheers,
MBM
Not at the moment, which is why there's a Init Mod field within the CT to allow you to have an effect. It's possible when an init roll is made, I can scan all the PC's in the CT and auto apply the highest tactics level, thinking aloud though, shouldn't be too hard....
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
November 21st, 2019, 20:56 #70
- Join Date
- Jan 2014
- Location
- California
- Posts
- 1,564
Thread Information
Users Browsing this Thread
There are currently 3 users browsing this thread. (0 members and 3 guests)
Bookmarks