Thread: Official MGT2e Bug Report Thread
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December 18th, 2024, 00:06 #1151Warrior-Priest
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Whoever sorted the Armour Piercing for animals issue, thanks very much. This now seems to be working!!
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December 19th, 2024, 20:29 #1152Warrior-Priest
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Training data is still missing from the skills tab though...
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December 20th, 2024, 09:02 #1153
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December 20th, 2024, 09:11 #1154
Okay, last thing being added before I start pushing the updates tomorrow.
The "Use PSI Characteristic" option now enables a basic control of PSI Abilities on NPC sheets.
Dragging a PSI ability to a sheet after the PSI Characteristic option has been enabled will add the ability to the "PSI ABILITES" section.
Unlike the character sheet, the "TALENT DM" section is unlocked and the GM can set it to whatever they want since "PSI TALENTS" isn't set up for NPCs to derive this number from.
GM's may want to bend the rules here anyways for story-line issues, so locking it behind hard-set rules wouldn't allow for that.
PSI DM is based on the PSI attribute and is directly linked to the mod value. Changing the PSI enough to change the mod will also change this value and recalculate the total.
An NPCs PSI point pool is based on the total cost of all abilities on the sheet. As you use abilities it'll use up your pool of points. If you're out, there is a button at the bottom to refresh the pool, otherwise you won't be able to use a PSI ability if you don't have the points to pay the cost. I understand this is not how it's handled for characters, but this is an easy and flexible way for GMs to set up an NPC with powers and enough points to pop them at least once. If this really doesn't work for people it can be looked at again, but for now it should work and let's us get this out before xmas.
I really hope this helps people setting up PSIONIC NPCS.
I wasn't sure if there were any limits on Psionic NPCs, so all categories (humanoid, animal, robot, android, etc) get them.
Enjoy your Psionic Robot invasions, and your interstellar psychic Russian dogs.
image_2024-12-20_030309983.png image_2024-12-20_030336934.png"If you love it, mod it."
Ruleset Developer
Smiteworks
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December 20th, 2024, 15:30 #1155
Just looked into the PSI issue after update and the PSI Talents are showing up now. Thanks.
However new issue: the up/down scroll bar in the Skills list seems to be locked in place. I've tested with the PSI setting both on and off and there is no change.
One last thing, if I may be so bold to suggest that the PSI Talents list be moved to be below the Skills list. If PSI is switched on the PSI Talents list is shown but as it is empty (in most cases) it is a bit of a distraction for those that will have nothing listed there.
Thanks.FGU Ultimate License
FG Discord: GravityBlade
Time Zone: US Central (GMT -6)
Running: Traveller (MgT2)
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December 20th, 2024, 16:25 #1156
My mistake, that was the wrong scrollbar. Now the entire page should scroll no matter how big the list gets
That's a really quick fix I can throw in right now, but I can't make other changes today since MoonWizard is doing work now that I'm done.
When that's done I can look into hiding the list if nothing is there, or adding a button to toggle it on/off on the sheet itself for players that aren't using it."If you love it, mod it."
Ruleset Developer
Smiteworks
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December 20th, 2024, 17:14 #1157SmiteWorks
Supreme Deity
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All of @Tarkonian's updates are now Live. Please run a new Check for Updates.
Regards,
JPG
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December 20th, 2024, 19:56 #1158
Okay, here's what I did.
There's a new button on the SKILLS section of the Skills Tab that -only- appears when PSI Characteristics Option is enabled.
Once this button is there, you can toggle if you want to see the PSI TALENTS section. So those of you who aren't using it don't have to see it.
This was a quick addition and it has very little testing. So if there's any issues with it, let me know here and I'll look at it even over my xmas vacation.
image_2024-12-20_135244830.png"If you love it, mod it."
Ruleset Developer
Smiteworks
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December 21st, 2024, 18:53 #1159
The implementation of Traveller Companion combat hit location is still need a little more love (as it is now it's pretty useless).
It only works one way. Players can get hit in different location but cant hit back at enemies in different locations, with makes using the rules very unbalanced.
Both players and GM need option to manual aim and/or assign hits to specific body parts.
Ruleset need automation keep track of wound severity and location on character sheet (same goes for ship combat and critical hits)
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December 22nd, 2024, 04:59 #1160SmiteWorks
Supreme Deity
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Unfortunately, the original developer of the ruleset never enabled that functionality completely; and only implemented it part way.
We have taken over maintenance to fix the ruleset to work with any Core changes (@Tarkonian); but we are looking for a community developer to take over the ruleset for enhancing/expanding the ruleset for items like this.
Regards,
JPG
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