Thread: Official MGT2e Bug Report Thread
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April 15th, 2020, 16:28 #121
Hi Chap
Modifiers are all in the Modifiers window, there's a button top-right that list them all. Drag the common ones into your hotbar.
Auto 2 - means fire twice, ie roll for 2 attack as they can be on different targets, so each 'attack' reduces the ammo.
Attack - thanks I'll check it and sort it for you.
Cheers,
MBMRuleset 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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April 15th, 2020, 16:32 #122
Well I hope that v1.1.0 shows that we're making progress, I have a lot of automation planned around Weapons, Attacks and Equipment during the next few months. My aim is to automate as much as possible in those areas, along with working on making the Difficulty Number changeable by players, plus a better character sheet and erm Spaceships!
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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April 15th, 2020, 17:37 #123
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Thank you MBM... forgot to look outside of the Weapon... good idea. So I can apply modifiers there.
I know what Auto 2 does, but with Full Auto selected instead of Burst it should reduce 3 ammo on each shot and it is only reducing 2 (like Burst).
Have you seen post about having to modify NPCs to apply armour correctly? Is that true for the official adventure modules purchased on store? I did notice that the adventure reach 2 was not updated after 1.1.0. So not sure if I should worry or not?
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April 15th, 2020, 23:46 #124
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Hi MBM.
It appears that the Player's Reference hasn't been updated to be consistent with 1.1. A spot check of several armor parts is using the old format.
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April 15th, 2020, 23:58 #125Ruleset 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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April 16th, 2020, 00:00 #126
Hi Chap,
Yes seen the NPC post, v1.1.0 was a massive update so I knew I'd miss a few things. I'll get onto NPC's, they need a bit of an update soon, but I'll address that over the weekend.
All the adventures will be updated in time, though old armour values , ie Kinetic 8, Laser 64 should still function though only against Kinetic or Laser Damage properly.
I'll look at the Auto issue for you as well. Keep these posts coming when you find stuff!
Cheers,
MBMRuleset 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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April 16th, 2020, 00:01 #127
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I think I already reported this before, maybe it was not an issue, but when I added Plastic (Explosives) I get the following error:
Script Error: [string "campaign/scripts/manager_char.lua"]:734: bad argument #1 to 'len' (string expected, got nil)Last edited by alfarobl; April 16th, 2020 at 00:04.
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April 16th, 2020, 00:13 #128
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April 16th, 2020, 00:22 #129
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MBM while I modified the NPCs on Reach Adv. 2 Theories of Everything found that Price had his Coach Gun Attack set to 0 but it should be -3 as he is unskilled with that weapon like Maria. Same issue with NPC Alphered his Bite Attack should be -3 as he doesn't have Melee.
Thank you for your support!
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April 17th, 2020, 15:24 #130
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In the Computers Table under Computer Options the Comm Unit or Transceiver is listed as TL-13. If you select this it lists itself as Comm (TL 08).
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