Cosmere RPG Beta Launch
Page 6 of 6 First ... 456
  1. #51
    Valyar's Avatar
    Join Date
    Mar 2018
    Location
    Europe
    Posts
    2,116
    We pushed the last update that delivers some bug fixes in the rolls framework, PC Builder and small enhancements for multi-skill items used from the Active Equipment frame.

    The next update will aim to introduce Talent Automation framework and the goal is to automate several talents (and items, for Colonial Marines encumbrance calculation!). We are currently developing this for Forbidden Lands, which is the more complex system and once ready it will be ported to Alien, Vaesen and Coriolis over time.
    The past is a rudder to guide us, not an anchor to hold us back.

  2. #52
    godsick's Avatar
    Join Date
    Dec 2019
    Location
    United Kingdom
    Posts
    33
    Quote Originally Posted by Valyar View Post
    We pushed the last update that delivers some bug fixes in the rolls framework, PC Builder and small enhancements for multi-skill items used from the Active Equipment frame.

    The next update will aim to introduce Talent Automation framework and the goal is to automate several talents (and items, for Colonial Marines encumbrance calculation!). We are currently developing this for Forbidden Lands, which is the more complex system and once ready it will be ported to Alien, Vaesen and Coriolis over time.
    Great news, looking forward to seeing the conversion for Coriolis too!

  3. #53
    Valyar's Avatar
    Join Date
    Mar 2018
    Location
    Europe
    Posts
    2,116
    After almost month and a half of travel and intense work, I am finally back home and thanks to the "wonderful" weather, time for coding is available again. I managed to do some meaningful work and progress on the user requests for the ruleset. The following are the current addition to the ruleset. I am contemplating to do more from the pipeline and then release, or submit this tomorrow so it can hit live in 2 weeks and in the meantime progress with additional features.

    • [Added] TOUGH talent automation. When Tough talent is dragged & dropper or talent with "Tough" name is created in the PC sheet, the maximum Health is automatically increased by 2. Removing the talent will reduce the health to the standard value.
    • [Added] NERVES OF STEEL talent automation. When panic roll is initiated from the Main or Combat sections of the character sheet and "Nerves of Steel" talent is assigned to the character, the panic roll will be modified wit -2. This will be reflected in the final modofier represented as black die in the chat log. For example if there is no stress level and the talen is available, the total modifier will be -2.
    • [Added] INDIVIDUAL MARINE PACK automation. When the item is added to and EQUIPPED by the player character, the maximum encumbrance will be increased with 2. The quantity of the item does not matter, only 2 is the maximum benefit from stack of individual marine packs.
    • [Added] "Marines" section to the Crew tab in PC Ship sheet. Now Game Mothers can assign player characters as marines. Marines are not participants in ship combat but are listed for completion.
    The past is a rudder to guide us, not an anchor to hold us back.

  4. #54
    Wow, thank you! This is awesome. Really loving this ruleset. It's really amazing work.

Page 6 of 6 First ... 456

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
DICE PACKS BUNDLE

Log in

Log in