STAR TREK 2d20
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Thread: MGT2 v1.1.0a

  1. #1

    MGT2 v1.1.0a

    Hi Folks,

    Due to the issue found with the Init in the Combat Tracker and the other bits that have popped up since the v1.1.0 update I'm going to do a mini-update to address those issues that need fixing now.

    [Fixed] Initiative - Combat Tracker is now ordered by the Init Effect, this is done by doing a Dex or Int (whichever is higher) check against a target of 8 (apply the Init from the character sheet to this). You may then add any Init Mod to change the result when displayed in the CT.
    [Fixed] Combat Tracker - Robots now display correctly, they show HITS rather than the Wound Track
    [Fixed] Ammo - When using Full Auto the amount of ammo used is now RoF * 3. So auto/2 uses 6 rounds
    [Fixed] Explosives (or any Weapon without specialisms) - Will no longer error when dragging into Equipment, and the Weapon action appears.
    [Fixed] Comm Unit or Transceiver (Computers -> Options) - Now links to the correct item
    [Updated] Ammo - New message displayed when not enough ammo for the RoF selected
    [Updated] NPCs - When adding a weapon attack, default to 0, or dragging in a weapon does the same
    [Updated] Modules - All published (and in testing) modules have been updated to reflect the v1.1.0 Armour/Weapon Damage changes**
    [Updated] Player Reference Manual - Updated to reflect the v1.1.0 Armour/Weapon Damage changes
    [Updated] Core Book Icons - When in Library, all Core Book items are shown without any rotation, this is so they're easier to see amongst the increasing content for MGT2E.
    [Updated] PC Sheet - Intelligence changed to Intellect, Characteristics moved a little to fit better.
    [Updated] PC Sheet - Tabs Labels have been updated to show them clearer, first update to the PC sheet coming
    [Updated] Race - Changed from Aliens to Species in various places
    [New] Task Difficulty - Players will be able to set the Task Difficulty using the buttons on the screen
    [New] Subdermal Armour - The armour check for PC's now stacks any subdermal armour (which doesn't stack on itself) onto the current protection value
    [New] Desktop Modifiers - These now work with the Desktop D6, and Boon/Bane will work with 2D6 being rolled

    ** These will be released over the next few weeks, so that I can prioritise ruleset fixes.

    Unable to recreate

    'Attack' title not being fully shown on FGC (NPC character sheet)

    If there's something else you want 'fixing' (and not developing) post here, I'll try and get this update over to FG for Tuesday.

    Cheers,
    MBM
    Last edited by MadBeardMan; April 19th, 2020 at 22:36. Reason: Added Task Difficulty
    Ruleset and much more content built for FGU.
    Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!

  2. #2
    I was hopeful that the attack value in the NPC sheet would default to 0 instead of starting off just blank. Unless you change a blank to a 0 it won't let you roll the attack. In many cases it would be helpful in creating new NPCs to not need to alter the value of it just going to be 0. To be honest that might also be a good change to the attack value on the PC sheet too.

  3. #3
    Quote Originally Posted by esmdev View Post
    I was hopeful that the attack value in the NPC sheet would default to 0 instead of starting off just blank. Unless you change a blank to a 0 it won't let you roll the attack. In many cases it would be helpful in creating new NPCs to not need to alter the value of it just going to be 0. To be honest that might also be a good change to the attack value on the PC sheet too.
    Well I'll change it to 0 just for you, but then at times I need to change it to -3, or to 1. One day I'll read the skills and auto set the actual value.

    Cheers
    Ruleset and much more content built for FGU.
    Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!

  4. #4
    Or... is it possible to have the NPC sheet calculate Dex+Skill or is that too much?

  5. #5
    To be honest it's easier to change from 0 to -3. If they don't have at least a 0 skill I probably won't give them a weapon except in unusual circumstances.

  6. #6
    Quote Originally Posted by esmdev View Post
    Or... is it possible to have the NPC sheet calculate Dex+Skill or is that too much?
    Yea, but not all NPC's have Dex (Robots for example).
    Ruleset and much more content built for FGU.
    Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!

  7. #7
    Quote Originally Posted by MadBeardMan View Post
    Yea, but not all NPC's have Dex (Robots for example).
    I'm actually good with the 0 change. If I can't do a little simple math I shouldn't be playing Traveller.

  8. #8
    We will get there. I'm catching up on the content, once I'm at a good place I can really focus on Ruleset. Then we can really move things forward with automation and things, at the moment it's a bit here, a bit there and a bit there. The Corebooks once they're 'done' means I can relax a bit and just do rules. Just people complain if a core book drops and the ruleset doesn't fully support it, which is why I'm hesitant to release Traveller Companion, even though 80% of that book is just ways of playing/info.

    Cheers
    Ruleset and much more content built for FGU.
    Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!

  9. #9
    MBM I reported the Attac glitch but now I cannot reproduce it, even when I try to do the same steps that I did when I modified the NPCs removing kinetic damage. So I guess it was a Fantasy Grounds glitch with fonts somehow (FGC). Thank you.

    Also the reported issue with Comm Unit or Transceiver is fixed?
    https://www.fantasygrounds.com/forum...l=1#post497410

  10. #10
    Quote Originally Posted by MadBeardMan View Post
    We will get there. I'm catching up on the content, once I'm at a good place I can really focus on Ruleset. Then we can really move things forward with automation and things, at the moment it's a bit here, a bit there and a bit there. The Corebooks once they're 'done' means I can relax a bit and just do rules. Just people complain if a core book drops and the ruleset doesn't fully support it, which is why I'm hesitant to release Traveller Companion, even though 80% of that book is just ways of playing/info.

    Cheers
    I totally get it.

    Seems like the characteristics, the modular generation and point generation will be the most complicated things to incorporate (and keep as Companion only content). Many of the chapters are just ideas and concepts which would hard to make in the ruleset. I'm most interested in the characteristics and the careers. One of the refs I play with would probably be interested in the modular package generation. I don't know anyone that is interested in the point based but that's only me and I'm sure others would have a different opinion on that.

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