Thread: MGT2 v1.1.1
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May 1st, 2020, 16:46 #31
Hey Esmdev,
First off, that all looks pretty solid. I have to admit here that Trade in Traveller is not something I've invested much time in, I've tended to write the adventures that dictate the trade shipments, and mostly the cargo to be stolen, rescued or moved for someone. I've got the trade tab working, so gong to create a new thread for it.
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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May 2nd, 2020, 00:20 #32
- Join Date
- May 2017
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- 237
In my face to face traveller games, I have two very long time experienced players, and trade is always something they get heavily involved in. A couple of my VTT players are getting very interested in the trading aspect and run trade as a "game within a game".
Ultimate License, Classic & Unity, Currently Running Fortnightly, 5E Land of Fate, 5E Vale of Shadows, 5E Pages of Darkness, 5E Izramurs lingering Gift, 5E Jotunhammer, 5E Terror Loch Tower, 5E Spellbinder, MGT2 Pirates of Drinax, 5E Storm Giants Thunder, 5E Winters Curse, 5E Catacombes of Sunless Sorrows
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May 2nd, 2020, 19:27 #33
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- Apr 2013
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- 48
Has this new version been released yet?
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May 2nd, 2020, 19:30 #34Ruleset 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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May 3rd, 2020, 20:07 #35
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- Nov 2014
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- 227
I have a small cosmetic request... Could you add on some release newer Decals? For example I would like to be able to have the adventure module that I am playing as default Decal when I activate a module or added as choice. I use to be able to do that with other systems and sometimes it is nice (if it is not a big spoiler ;-) like Mythril! But even there after the encounter it is nice to have on background. If not... then at least add more choices... for example I love the planet background image but it would be nice to have a Gas Giant or different colors for water worlds vs garden ones, etc... Just some cosmetic touch to the background I like. Thanks.
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May 4th, 2020, 18:13 #36
Hey Chap,
Nice idea. Once all the of the Reach Adventures are done, all 6 covers will be added as an extension to all six (easier if I do them in bulk), same goes with both Marches, Referee's Briefing etc.
What I'll do is speak to Mongoose and see what art I can use for a free extension containing more decals 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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May 12th, 2020, 00:18 #37
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- Nov 2014
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- 227
MBM i was just checking your Twitter updates and wow I am amazed for all the improvements you did! Can't wait for 1.1.1 to arrive... Please tell me that in the queue is not 40 items away!
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May 12th, 2020, 01:26 #38
Hi Alfarobl.
It's about a week away I think, I should be doing some CoC stuff, but been wanting to finish this, as I can do that whilst this goes through test.
I need to get working, the single/full auto/burst bonuses on the weapon ammo damage lines. Add the trait so you can modify it on screen (as I can't automate a lot of it) Then make sure that's all working.
Then next up, work on the Trade, get the Freight and Mail options working (need for Thursday for my own game!).
That's it, so v1.1.1 will be a big update again, then onto v1.1.2 which should have effects in, fatigue/unconcious/fire/radiation hopefully
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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May 13th, 2020, 17:11 #39
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- Sep 2017
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- 19
Hey sorry if this has already been answered somewhere and i missed it, but when is v1.1.1 expected to be released? I have been stalking your twitter and I can't wait for my players to get their hands on it >.<
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May 14th, 2020, 14:01 #40
Hi Chap,
Weapon Ammo work - this is nearly complete, another session should see it done.
Trade Tab - thinking of just allowing a basic list right now so I can get v.1.1.1 out (one BIG change is enough I think).
Fix a couple of bugs and allow Craft once again to be dragged onto the Inv List
Add NPC Init to the NPC sheet (like the PC version but for NPC's)
Make sure the CT when rolling to hit for creatures checks for the 'Metabolism trait' and applies that as a DM to the roll.
Then we're done.
Cheers,
MBM
When, hoping to complete these bits over the weekend, which means should be in TEST for next Tuesday and then LIVE the week after.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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