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Thread: MGT2 v1.1.6

  1. #21
    Quote Originally Posted by Sylvesr View Post
    Public props to Xargun. I was having some issues and he worked with me and chatted and shared Traveller GM tips, techniques and processes for well over an hour. The man's patience is infinite and GM skills out of this world (pun intended for Travellers). Hats off sir! And a hearty thank you.
    Lee
    Thanks Lee - I did nothing that anyone else in the community wouldn't do for another. I know MBM chatted with me for a good 45 minutes last week over an issue I thought was the ruleset, but ended up being a non-Traveller font extension I was using. But you are welcome good sir. We all need to help each other out to keep our game alive and grow it.

    Xargun

  2. #22
    Hi Folks,

    Down to 7 things to finish off (with the Spacecraft CT) before I can release this, it's quite a big update. But should have us ready for High Guard. Then the fun begins adding more automation based on how players want it to work.

    Cheers,
    MBM

  3. #23
    Quote Originally Posted by MadBeardMan View Post
    Hi Folks,

    Down to 7 things to finish off (with the Spacecraft CT) before I can release this, it's quite a big update. But should have us ready for High Guard. Then the fun begins adding more automation based on how players want it to work.

    Cheers,
    MBM
    Excellent. Thanks for the hard work MBM.

    Xargun

  4. #24
    Hi All,

    Down to 3 things now. These are:

    Allow Initiative to be rolled and add an Init Mod field
    Show on the Client SCT the status of the ships
    Look into players ships and what's required for them for the next update

    Should be done this weekend, I always do more though, but there's a few bugs to fix so I'll get them sorted.

    Cheers,
    MBM
    Last edited by MadBeardMan; November 19th, 2020 at 18:07.

  5. #25
    Quote Originally Posted by MadBeardMan View Post
    Hi All,

    Down to 3 things now. These are:

    Allow Initiative to be rolled and add an Init Mod field
    Show on the Client SCT the status of the ships
    Look into players ships and what's required for them for the next update

    Should be done this weekend, I always do more though, but there's a few bugs to fix so I'll get them sorted.

    Cheers,
    MBM
    Awesome! Thanks MBM! Waiting patiently for the new releases (esp High Guard when it comes out). Thanks,
    -Greyseasunder

  6. #26
    Quote Originally Posted by greyseasunder View Post
    Awesome! Thanks MBM! Waiting patiently for the new releases (esp High Guard when it comes out). Thanks,
    -Greyseasunder
    Evening,

    High Guard isn't far out, I'll have 1.1.6 out soon, then be onto 1.2.0 which is to start to support High Guard things, ie Shields and it's a feature branch all about making the SCT and PC ships better.

    Cheers,
    MBM

  7. #27
    Hi Folks,

    We're done for v1.1.6 for dev work, I'll look at the bugs tomorrow.

    Basic Ship CT is all working (on the GM's side). The players can see the ships in the CT and the status, but don't get to make any rolls.

    Cheers,
    MBM

  8. #28
    Hi Folks,

    I've sent this off to Smiteworks. I expect this to be pushed into TEST on Monday and then release on the following TUESDAY (30/11/2020).

    So if you can test, please do. Work begins on v1.2.0 next.

    Cheers,
    MBM

  9. #29
    Quote Originally Posted by MadBeardMan View Post
    Hi Folks,

    I've sent this off to Smiteworks. I expect this to be pushed into TEST on Monday and then release on the following TUESDAY (30/11/2020).

    So if you can test, please do. Work begins on v1.2.0 next.

    Cheers,
    MBM
    May be a stupid question, but how would I test this?

    Xargun

  10. #30
    Quote Originally Posted by Xargun View Post
    May be a stupid question, but how would I test this?

    Xargun
    You'd need to run FG in TEST mode. There's plenty of help already for this, just make sure you back up your campaigns.

    Cheers,
    MBM

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