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Thread: MGT2 v1.1.4a

  1. #1

    MGT2 v1.1.4a

    Morning All,

    I'm sending over tonight an updated ruleset for MG1.1.4. It's basically all urgent issues are sorted.

    [Fixed] FGU Fonts. I told off the Font robot and they've assured me they're almost the same as FGC
    [Fixed] Augmentations and Armour. Augmentations have been told to stay well away for now, except Subdermal Armour. A new 'field' is planned in the future that allows Augmentation to state if they affect armour and in what way
    [Updated] Armour Stacking. I've removed the stacking rules, basically it was based on the highest armour value for the damage type incoming. Now it's upto the Referee to stop players 'wearing' more than one piece of armour if it's not allowed
    [Fixed] Skills. The error if the player hadn't gone to the Action Tab has been fixed
    [Updated] Characteristics. When changing characteristics, the change 'amount' has been sent to the Action Tab Current value. For example, you change your STR from 8 to 9 and you current Value was 3, it will become 4. This addresses the need to (when creating a character) go to the action tab and reset the Current Value
    [Updated] Damage Types. Acid and Poison have been added as DT and these will become DoT (Damage over Time) in v1.1.5
    [Updated] NPC's. Tidied up the labels and positioning
    [Fixed] NPC's. Removed the UPP for non-humans
    [Updated] Systems. Make sure the Trade Tab has an 'add' button, and you can only edit the data if you've clicked the 'edit' button

    Also note do not use the Spaceship Extension, it upsets the Actions rolls for characters for some reason.

    Cheers,
    MBM

    Cheers,
    MBM
    Last edited by MadBeardMan; October 1st, 2020 at 09:55.

  2. #2
    Folks,

    This has gone to SmiteWorks!

    Is in TEST now, and should go LIVE on Tuesday.

    Cheers,
    MBM
    Last edited by MadBeardMan; October 1st, 2020 at 23:08.

  3. #3
    Will you also add a field for augmentations where lets say the arm also affects ST?

  4. #4
    Quote Originally Posted by Elvedui View Post
    Will you also add a field for augmentations where lets say the arm also affects ST?
    Hi Elvedui,

    Yea, going to think about how best to allow Stats to be affected as well we other things. I think it'll be a custom field for Augmentations, but with how Equipment works now that's easily achievable.

    Cheers,
    MBM

  5. #5
    Quote Originally Posted by MadBeardMan View Post
    Hi Elvedui,

    Yea, going to think about how best to allow Stats to be affected as well we other things. I think it'll be a custom field for Augmentations, but with how Equipment works now that's easily achievable.

    Cheers,
    MBM
    Could the field be programed to be additive ? As in you have one piece of gear that provides +2 Str and then you get another item that provides another +2 it would add them together to be +4? No idea if there are such things, just trying to think ahead.

    Xargun

  6. #6
    Quote Originally Posted by Xargun View Post
    Could the field be programed to be additive ? As in you have one piece of gear that provides +2 Str and then you get another item that provides another +2 it would add them together to be +4? No idea if there are such things, just trying to think ahead.

    Xargun
    Hi Xargun,

    To answer your question, yes. Any stats added in this field, will be added to any other changes, so you'll get the +4.

    Cheers,
    MBM

  7. #7
    Looks like 1.1.4a is available.

    Xargun

  8. #8
    Spacecraft Extension - Have not seen that. Is there a place for all the extensions that can be used for Traveller are listed?

  9. #9
    Quote Originally Posted by Dalton Calford View Post
    Spacecraft Extension - Have not seen that. Is there a place for all the extensions that can be used for Traveller are listed?
    https://www.fantasygrounds.com/forum...ity-Expansions

  10. #10
    Thanks for the continued effort MBM.

    Restless night so decided I'd try out the update.

    Unfortunately, though everything now reads correctly in the PS, including the rating showing the total amount of stacked protection. Assuming doing things correctly when I roll PC on PC as the GM, I'm still only getting the highest armour rating subtracted from the damage roll when automating damage on the targeted character through the action tab.

    I will try tomorrow with a player to see if it's just when no one else is logged in or something like that. I've removed, and dragged and dropped weapons and armour back into the characters inventory incase that was a factor. Is anyone else having a similar problem? Maybe I'm not doing it right?

    R.

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