Greetings All,
I'm happy where I am with things at the moment, first part of the PSI stuff is completed (see below), plus all the known bugs are fixed (I hope!).
As usual I've been posting on my Twitter feed screen shots and updates on all of this. I recommend you follow that, quicker and easier for me to do whilst working on stuff, plus you can comment and give me feedback.
Anyway here's the main stuff inside 1.0.8.
Fixed: Dragging Autorifle (for example) with no Gun Combat (Slug Rifle) but Gun Combat correctly finds the 'base skill', if no 'base skill' exists and JoaT does, it uses that.
Fixed: CT (applied updates from Moon Wizard - where my code overrode updates to CT causing some issues)***
Fixed: Worlds Data - Law Level is now correctly set*/**
Fixed: When making Skill rolls, if an NPC is the 'active' player in the Combat Tracker, that NPC's name is shown in the Chat Window making that roll, incorrect.
*If you already have worlds entered, edit the UWP but change the Law Level (final digit before the -) to something different, then reset to the original level.
** Also note that Tripwire (Adventure) had this issue, so I've updated the data - there's an update to this module.
Combat Tracker***
I've completely re-written the CT now that I understand it a lot more after reviewing Moon Wizards changes (also I've used it in my games as well!). It's now something like 50% smaller codebase wise, and only overrides a handful of CoreRPG's files, those that it needs to do.
On top of that, the following has been done:
Updated: When making DAMAGE rolls, the desktop modifier and buttons will now modify the DAMAGE Roll.
Updated: When making ATTACK rolls, the CHAT window will now show how close/bad/successful you were.
Updated: When making DAMAGE rolls, if the ATTACK roll had a positive effect (ie you roll 9 or more), that DMG bonus is added to the DAMAGE roll.
Stuff you won't notice: Refactored some other things, around Skill rolls and remove unneeded code/files.
PSI Talents
Last update I spoke about the PSI Talents/Abilities - this version has the start of them, the first of two (possibly three) parts, the second part I'll work on very soon, see below.
Within the Library -> Module -> you'll find 'PSI Talents' data. You may also add a button to the desktop, though it's not a standard button. The Reference Manual version allows you to view the data by Talent, the Desktop button allows you to filter by Talent. Both link to the Psionic abilities.
You can drag a Talent OR an Ability to the PSI Tab on the Character sheet and that Talent is then added. The PSI modifier is added, and you can enter the Value to give you the Dice Modifier for any Ability within that Talent. You may drag/double click the 'Total' field, to get a result for using any ability within that Talent (for this version)
On the Actions Tab on the Character Sheet, the Wound Track frame is now called 'Character Status'. Any character with a PSI attribute > 0 will see the PSI Strength shown like the Str/End/Dex are.
And that's about it for 1.0.8.
So what's planned for the next update, the second part to the PSI stuff. I'd like feedback on how it's working in this version before confirming anything, but I think I know how I want it to work, please see the forum post on PSI for more info on my thoughts.
Right, I'll send this to FG, it'll be in test before live, so have a play in test if you can.
Cheers,
MBM