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Thread: MGT2 v1.1.2

  1. #1

    MGT2 v1.1.2

    Hi Folks,

    Now that MGT2 v1.1.1 is finished and off to FG, I'm starting on the next iteration of the v1.1.X branch. As with v1.1.0 and v1.1.0a and now v1.1.1. the primary focus is to add extra support for items found in Book 2, Central Supply Catalogue.

    I've asked for an update on the expected release date for CSC, however at best we still have space for another ruleset update.

    • [Fixed] NPC Armour Drag & Drop. You can now drag armour onto the NPC sheet that then populates the armour section
    • [Fixed] Full Auto Ammo use. A weapon with auto/3 that allows up to 3 attacks will use 3 ammo per attack
    • [Fixed] Adding Psionic Talents. You can now once again Drag Psionic Talents onto the Psionics Section (now in the Skills Tab)
    • [Updated] Core Rulebook Errata. Been sent errata for the Core Rulebook (includes Impossible Difficulty, and another few pages - both Core rulebook and player reference will get this)
    • [Updated] Armour skills. Automate the skill checks if a character is wearing Armour without the skill, for example, a Traveller with no Vacc Suit skill who is in a suit that requires Vacc Suit 2 would have DM-3 to all his checks, if they had Vacc Suit 0, they would be DM-2 (-1 DM for every point missing)
    • [New] Effects system. Add an effects system, supported are Fire, Fatigued and Unconcious. (Fatigued moved to the effects system from the Actions Tab)
    • [New] Weapon Traits. Bulky and Very Bulky Traits now supported, negative DM's will be applied based on the Travellers STR against 9 (Bulky) or 12 (Very Bulky)
    • [New] Weapon Traits. Dangerous and Very Dangerous Traits now supported, if the weapon attack effect is less/equal too -5 (Dangerous) or -3 (Very Dangerous) the weapon explodes
    • [Updated] Skill Roll Results Effect. Is now shown separately from the main text, making it easier to pick it out
    • [New] Modifier Window. You can drag the above Results Effect into the Modifier window and it that will be the Modifier for the next roll
    • [Updated] NPCs. Have now imported the Core Rulebook NPC's as NPC's. The rulebook reference manual section will also be updated
    • [Updated] Skills/Equipment. Clicking the 'Edit' button will now show an Add button, clicking these adds an empty record
    • [Updated] NPC Skills. If you drag over a specialist skill, ie Athletics (dexterity) it will be set at 1 and the base skill will be added if it's not already at 0
    • [Updated] NPC Skills. Specialist Skills will not allow the Base Skill to increase above 0 if using Drag and Drop
    • [Updated] NPC Skills. Specialist Skills will now increase it you drag an existing specialist skill (of the exact same match), just like non-specialist skills
    • [Updated] Weapon Traits. The tooltips for the Weapon Traits fields gives a basic description of the traits listed
    • [Fixed] Ammo Damages. Fixed the error when double click/drag the Ammo Damage
    • [Updated] Weapon Ammo List. The + will not be shown if the weapons isn't a slug weapon, or the Ammo List for that weapon is empty
    • [Updated] Weapon Ammo List. The + will not be opened unless the + button is clicked, then it will open or close depending on if the list is shown etc


    Core Rulebook errata (going into the Players ref if applicable)

    Chapter One: Traveller Creation
    Page 15, Education Events Table
    If drafted, enter the new career next term, but do not graduate. This (and similar effects) can cause a Traveller to be drafted more than once.

    Page 16, Commission
    Travellers can always roll for advancement, whatever the outcome of a commission roll.

    Page 45-46, Benefits
    Change any reference of the Old or Outdated Ships table to the Spacecraft Quirks table on page 164.

    Chapter Two: Skills and Tasks
    Page 58, Task Difficulty table
    Add an Impossible difficulty at the end of the table, Target Number 16+

    Page 67, Medic
    Change time frame for First Aid from 1D minutes to 1D rounds

    Chapter Three: Combat
    Page 70, Combat Timing
    Travellers may freely delay their action until later in the turn. The initiative roll simply indicates the first opportunity to act.

    Page 74, Damage Effects
    When characteristics have been eroded by damage, their DMs should be recalculated and the impaired DM is used until the damage is healed.

    Page 74, Grappling
    Change second sentence of last paragraph to: To grapple an enemy, the Traveller makes an opposed Melee (unarmed) check, using either their STR or DEX DM, against their target.

    Page 75, Grappling
    After ‘inflict damage equal to…’ say ‘This damage ignores any armour.

    Page 75, Auto and Aiming
    Attacks using the Auto trait Auto lose any benefits gained from aiming.

    Page 75, Radiation
    Change ‘anyone close to the firer, target and the line of fire in-between the two’ to simply ‘the target’

    Chapter Four: Encounters and Dangers
    Page 76, Falling
    Armour does not protect against damage sustained from falling.

    Chapter Five: Equipment
    Page 94, Skill penalties
    In second paragraph, change DM-2 to DM-1 and DM-4 to DM-2. Also state that not having the skill at all inflicts the usual DM-3 unskilled penalty instead.

    Page 96, Self-Sealing
    Only repairs minor damage - getting shot or stabbed is about the limit of the self-sealing capability to manage.

    Page 106, Intellect Program
    Intellect 3, TL 14, missingprice is Cr200000.

    Page 101, Wafer Jacks
    The Intelligence Interface does not use any Bandwidth, so all available Bandwidth may be used for Expert software. Swapping out software is done with physical media and is not possible in the heat of the moment.

    Page 104, Using Computers
    Add a line: A computer must be of a TL equal to or greater than that of the software in order to be able to run it, regardless of available Bandwidth.

    Page 117, Shields
    Change Melee 0 to Melee 1.

    Page 123, Grenades
    Missed attacks with grenades will generally result in nothing interesting happening unless there are dangerous or amusing targets nearby, at the discretion of the referee.

    Chapter Six: Vehicles
    Page 134, Vehicle Collisions
    Damage passengers characters ignores any personal armour.

    Chapter Seven: Spacecraft Operations
    Page 145, Encounters
    Second paragraph, change ‘roll D66 twice’ to just ‘roll D66’.

    Page 146, Space Encounters Table
    Make the following encounters bold:

    02, 11, 21, 23, 24, 51, 56, 61, 71, 75, 93

    Page 150, Sensor Target table
    Swap column data (not column headings!) for Visual and Active Radar/Lidar – basically, active radar becomes better than visual.

    Chapter Eight: Space Combat
    Page 162, Close Range Combat
    Dogfighting does not cost an action - it is automatic if two hostile vessels wish to interact at a close enough range. Thrust expenditure may be done once engaged, but is otherwise done at the usual time.
    Escaping from a Dogfight is as simple as expending enough Thrust to move beyond Close Range.

    Chapter Eleven: Trade
    Page 207: Passage and Freight Costs Table
    Freight payment is per ton.

    Page 208, Mail
    Mail deliveries are priced as a flat-rate, and the payment does not scale with distance.
    Effects
    There's a forum post here, please discuss options for Effects in that post, feel free to comment here saying you have done.

    https://www.fantasygrounds.com/forum...?50293-Effects

    I'm keen to fix this to a 2 week development cycle, though possibly longer if work/family life get in the way.

    Cheers,
    MBM
    Last edited by MadBeardMan; July 11th, 2020 at 13:34. Reason: Added latest fixes
    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
    For the sake of simplicity, backing away from my super request, I think there are two major outstanding fixes that would make NPCs better.

    The first is with drag and drop to skills. It would be cool if skills had a similar drag and drop effect as PCs. Like if you drag Electronics (computer) it adds Electronics 0 as well. It would be great if they could be automatically alphabetized for clarity on some longer lists.

    The second would be to add psionic capabilities to humanoid and animals. That probably needs the action tab but it is the only thing from core that seems to be missing.

    Of course there are things from companion but those are for another day (except for morale which is in Drinax).

  3. #3
    Quote Originally Posted by esmdev View Post
    For the sake of simplicity, backing away from my super request, I think there are two major outstanding fixes that would make NPCs better.

    The first is with drag and drop to skills. It would be cool if skills had a similar drag and drop effect as PCs. Like if you drag Electronics (computer) it adds Electronics 0 as well. It would be great if they could be automatically alphabetized for clarity on some longer lists.

    The second would be to add psionic capabilities to humanoid and animals. That probably needs the action tab but it is the only thing from core that seems to be missing.

    Of course there are things from companion but those are for another day (except for morale which is in Drinax).
    Hi Chap,

    I'll have a think, but................

    Been told CSC might drop in just 2 weeks as the backlog is clearing.

    So I'm stopping dev on 1.2 this weekend, alas I'm busy the next 3 nights, gaming, drinking (virtual pub) and then gaming, but I'm sure I can get most of the stuff listed above. The priority is on the Weapons/Armour options cos that's CSC based.

    Huzzah
    MBM
    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
    Quote Originally Posted by MadBeardMan View Post
    Hi Chap,

    I'll have a think, but................

    Been told CSC might drop in just 2 weeks as the backlog is clearing.

    So I'm stopping dev on 1.2 this weekend, alas I'm busy the next 3 nights, gaming, drinking (virtual pub) and then gaming, but I'm sure I can get most of the stuff listed above. The priority is on the Weapons/Armour options cos that's CSC based.

    Huzzah
    MBM
    Yay for CSC!

    I'm not in a hurry, those are just the two areas that I think would polish NPCs, well and maybe an ordered equipment section but that should come after action system.

    Oh and auto STR mod for melee... which seems (seems) like the easiest to implement.

  5. #5
    Quote Originally Posted by esmdev View Post
    Yay for CSC!

    I'm not in a hurry, those are just the two areas that I think would polish NPCs, well and maybe an ordered equipment section but that should come after action system.

    Oh and auto STR mod for melee... which seems (seems) like the easiest to implement.
    Chap,

    No promises, want to get the Armour and Weapon options working, need to think how to get them working for that I need a really strong cup of tea. If it's hard work, then I'll move onto the smaller bits like the NPC Str DM + melee weapon attacks.

    Btw getting very bored entering Ship Data for High Guard, my friends DnD tonight.

    Cheers,
    MBM
    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!

  6. #6
    Quote Originally Posted by MadBeardMan View Post
    Chap,

    No promises, want to get the Armour and Weapon options working, need to think how to get them working for that I need a really strong cup of tea. If it's hard work, then I'll move onto the smaller bits like the NPC Str DM + melee weapon attacks.

    Btw getting very bored entering Ship Data for High Guard, my friends DnD tonight.

    Cheers,
    MBM
    I'm not in a hurry. I was getting ready to run a Traveller game but another referee in my group wanted to run it as well so he's doing his thing and I am running D&D 5E at the moment and not expected to cycle back until Fall. So I'm mainly thinking of the things that I want to be around in Fall... so take your time.

  7. #7
    Folks,

    Just added all the Core rulebook errata to the first post.

    Added the Skill modifiers for armour being worn, but not correctly skilled for. Will apply this to weapon actions tonight, and yes I checked that even if you are using Broker with Int and wearing a Vacc suit with no skill, you suffer -3 as normal.

    Cheers,
    MBM
    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!

  8. #8
    Looking forward to CSC!

    GBFF
    Ultimate Edition license holder - No License Needed to Play My Games (Need Demo Version of FG Downloaded)

    Timezone: Eastern Standard Time (EST) United States; GMT -5 hours

  9. #9
    Page 94, Skill penalties
    In second paragraph, change DM-2 to DM-1 and DM-4 to DM-2. Also state that not having the skill at all inflicts the usual DM-3 unskilled penalty instead.
    I think this example is wrong... second DM-4 should be DM-3 as stated Unskilled. The example says 'a Traveller with no Vacc Suit skill' so it should not be -2 but -3. Unless the example is changed to Vacc Suit 0.

  10. #10
    Quote Originally Posted by alfarobl View Post
    I think this example is wrong... second DM-4 should be DM-3 as stated Unskilled. The example says 'a Traveller with no Vacc Suit skill' so it should not be -2 but -3. Unless the example is changed to Vacc Suit 0.
    Hi Chap,

    Check the Errata, its from Mongoose direct.

    Chapter Five: Equipment
    Page 94, Skill penalties
    In second paragraph, change DM-2 to DM-1 and DM-4 to DM-2. Also state that not having the skill at all inflicts the usual DM-3 unskilled penalty instead.
    That's the text direct.

    Cheers,
    MBM
    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!

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