Thread: Official MGT2e Bug Report Thread
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June 29th, 2020, 20:51 #211
Hi there! I noticed on Friday when we played the following: Using 1.1.2,
If the GM makes a roll and Show GM Rolls is set to Off, the PCs are still seeing the actual result when they shouldn't.
ETA: Urgh. Just observed that you fixed this with 1.1.3. Sorry about that!Last edited by Rigil Kent; June 29th, 2020 at 20:54. Reason: Adding additional info
None of us are virgins; life has screwed us all.
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June 29th, 2020, 22:26 #212
Using FGU with MGT2e 1.1.2 Live on Mac.
Noticed the Spacecraft Combat Tracker. Tried adding a spacecraft from the Core rulebook. It throws this error.
Screen Shot 2020-06-29 at 4.22.56 PM.png
Don't know if that tracker is actually ready for play...it was pushed out so had to give it a try.
Thanks
DJ
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June 30th, 2020, 20:56 #213Ruleset 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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June 30th, 2020, 20:57 #214Ruleset 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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July 1st, 2020, 12:04 #215Ruleset 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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July 1st, 2020, 12:59 #216
Awesome, great stuff. Cheers!
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July 1st, 2020, 15:06 #217
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Speaking of revisions, they posted the revisions to the Release Updates (06/30/2020) but didn't actually update the ruleset. Live is still on 1.1.2.
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July 2nd, 2020, 10:22 #218Ruleset 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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July 2nd, 2020, 11:51 #219
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July 12th, 2020, 18:47 #220
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I hope all is well with you MBM. I know you are busy with your list of projects.
I have one more request that I've thought about but I'm not sure has been brought up yet. Could you link the skill and weapon attribute references to the Character Status Current value on the actions tab rather than the base value on the main tab. When characters take damage to their attributes the effective value changes and should be reflected in the tasks they attempt to do while injured. As it is now they always reference the max default value and always function at 100% unless you manually enter a mod to account for the modified attribute value.
While you're at it, you could have the "Current" mod reflect on the main tab as well, instead of the default max. This is not a huge deal as long as you make your attribute rolls from the actions tab, which does use the correct modifier.
Thanks again for your hard work.
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