• Medal contribution to promotion chance in Soldier, Spacer, and Marine careers was too high so it was pretty much automatic.
• Selecting a Knowledge as a major or minor in Military or Naval Academy gave wacky skill results.
Fixed a few things:
• Medal contribution to promotion chance in Soldier, Spacer, and Marine careers was too high so it was pretty much automatic. • Selecting a Knowledge as a major or minor in Military or Naval Academy gave wacky skill results.
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Various fixes related to the T5.10 rules
Changes: • Missions: Reversed the order of the Mission and Qualifier letter codes everywhere • Numeric Text Entry: Text fields for hull tonnage, fuel tank tonnage, vehicle tonnage, and vehicle cost now work with decimal separators in any language. • Hull Fittings: Fins can now be added to a Lifting Body hull. (Non-Folding) Wings and Fins add tonnage to the hull unless the hull configuration automatically includes these fittings. • Drives: Tech Level for drives and power plants based on potential is now calculated and displayed correctly. Drives that have a tech level higher than the ship are now reduced in potential to be legal. • Fuel Fittings: Cost of a fitting is now displayed correctly. • Fuel Status: Fusion power endurance in months is now clarified to note that this is without the use of any interstellar drive. • Weapons: Removed the maximum range restriction S=7 from Particle Accelerators. • Controls: Computers no longer have a control panel. • Compartments: Added Fixed Payload nomenclature to correspond to the rules. Added a notation that these spaces do not contribute to crew comfort. • Access: Air Locks no longer have a control panel to correspond to ship design examples in the rules. • Crew Comfort: Calculation updated to include only those items listed in the Crew Accommodation table in the rules. • Ship's Vehicles: Removed thousands separator from displayed cost value to avoid a crash when editing. Notes: • In existing ship designs, control panels for existing drives and power plants will not display the correct tech level. Making an edit to the drive or power plant that affects tech level will correct this. • In existing ship designs, computers had a control panel. Delete the computer and recreate to correct this. • In existing ship designs, air locks had a control panel. Delete the air lock and recreate to correct this. • If your ship design has spaces like wardrooms and mess halls that you would like to contribute to crew comfort, create a Commons of the appropriate tonnage and keep track of this separately. New:
• Incorporated changes corrected or clarified in the T5.10 rules. • Dark Mode support. • Added a Duplicate Ship tool button on the Ships view to duplicate an existing ship for trying variations. • Added a Duplicate Weapon tool button on the Weapons view to duplicate an existing weapon. • Minor usability tweaks. Changes: • Ship's Data view: Added note: Set Hull tonnage first to get proper missions. • Missions: Added V and B Naval Combat missions. Monitor code changed from B to N. Government,NGO,Private Activity classified as "Non-Combat" except for Privateer. Privateer: Activity-Combat, Type-Independent, Qualifier-Anti-Shipping. Cutter Module added to Small Craft Missions. Vehicle Missions adjusted. • Mission Modifiers: Adjusted text descriptions. If primary modifier is None then secondary modifier is set to None and cannot be selected until a primary modifier is set. • Hull Structure: Organic structure is not allowed with Planetoid hull configuration. • Hull Fittings: Collapsing Wings renamed Folding Wings. Fins are not automatically included on Lifting Body hull. Flotation and Submergence are not allowed with Cluster or Braced hull configurations. Landing Skids are automatically included on Streamlined and Lifting Body hulls but may be replaced by Legs or Wheels. Landing Wheels are automatically included on Airframe hull but may be replaced by Skids or Legs. Adjusted Fins and Wings tonnage. There is no cost or tonnage associated with fittings on hulls that include that benefit. • Hull Jump Field: Cluster and Braced hulls may use Jump Plates. Experimental, Early, and Prototype stage Jump, Hop, and Skip drives require Jump Plates. Jump Plates reduce all armor values for the first layer of armor by half. • Hull Armor: Armor protection values against Pen, Rad, Heat/Burn, and Pres adjusted. Anti-Layer protection replaces standard protection for a layer, not in addition to standard protection, unless the standard protection is greater. Anti-Layers affect both Burn and Heat. Armor Stage no longer affects AV or tonnage. AV calculations round down, not up. FeN armor renamed to FeNi. Specific armor Type can now be specified. • Drives: Tonnage and Cost adjusted for Hop and Skip drives. • Sensors: Modified Stage cost mod is /2, Surface mount cost is MCr1.0. • Screen Defenses: Now limited to ranges R=5-7. Cost and tonnage for Bolt-In mount adjusted. Mods for all mounts adjusted. • Life Support: Life support capacity is now reported in person-days. • Vehicle Hull Connectors: Interior/Hold Vehicle Storage compartment must be 1 ton larger than vehicle, not 2 tons. • Starship Quality: Formulas for Comfort and Ergonomics adjusted. Notes: • Consoles do not use tonnage as they are intended to be installed in a compartment which uses tonnage. To account for 5 2-ton consoles on a bridge, create a bridge compartment of at least 10 tons and assign all 5 consoles to the bridge. • Air Locks have control panels, unlike the ship design examples in the rules. This will effect ergonomics. Create an air lock as a compartment to avoid the control panel, although 1 air lock per 100 tons will not be free cost. New:
• Incorporated changes corrected or clarified in the T5.10 core rules. • Added a text export option for completed characters. • Dark Mode support. Changes: • Good candidate for: Enhanced recommendations on Characteristics view and added to Choices view. • Scholar and Entertainer careers: If Begin fails, no Retry allowed. • Entertainer career: Optional flux rolls to increase Fame now display current Fame change in the dialog. • Citizen career: if Major or Minor exists, may check Edu to select one as Job or Hobby instead of random assignment. • Scout career: Roll vs the maximum of Str or C2 or C3 to Begin, not vs 6. • Scout, Merchant, Spacer, Soldier, Agent, Rogue, Marine, and Functionary careers: Begin Failure does not allow career to be attempted again when Retry is not attempted. • Scout career: Risk and Reward failures can now be retried by rolling vs C5. • Spacer career: Roll vs Str to Continue, not vs 7. • Spacer, Soldier, and Marine careers: Risk & Reward successes award XS Medal, not Campaign Ribbon. • Soldier career: Roll vs C3 to Continue, not vs 7. • Rogue career: Risk, Reward, and Continue rolls of 12 are automatic failure. • Rogue career: Failure to Continue ends character generation, not continue in Marine career. • Marine career: Officer Promotion is roll vs Int, not Soc. • Functionary career: Roll to Begin vs Total Terms x3, not Auto. • Functionary career: Rank F6 titles for functionary careers of Scholar, Entertainer, Merchant, and Rogue now set to specific titles. • Fame: Fame points for MCG, SEH, and SEH with Diamonds medals changed. • Skill acquisition: Instead of following the pattern Knowledge-Knowledge-Skill forever, once Skill-1 is achieved, the Skill Level is increased upon each receipt. • Character Creation Log: If a Major or Minor skill is awarded and the Major or Minor has not been defined, the log now indicates that no skill was awarded. • Muster Out: Knighthood benefit can be received only once. • Muster Out: Knighthood benefit cannot be received by Nobles. • Muster Out: Knighthood benefit does not increase Soc if Soc is B or greater. Notes: • Merchant, Spacer, Soldier, Agent, Rogue, Marine, and Functionary careers: The rules don’t clearly specify if a Retry is allowed if Begin fails. The app allows Retry but you can always decline the Retry attempt. • Functionary career: The rules don’t specify career Fame for functionaries, so it is set to Fame = functionary rank. • The Character Card is now reloaded far less frequently, in an effort to avoid an app crash. New:
• Dark Mode support. • Minor usability tweaks. • Added text export options for vessel design summary and USP. New:
• Incorporated minor changes corrected in the T5.10 core rules. • Added a text export option for beasts and encounter tables. • Dark Mode support. Traveller apps look SO much better in black, so version 1.6 is out:
New: • Dark Mode support. Fixed: • Long Name and Ax labels now wrap instead of overflowing the text. Traveller apps look SO much better in black, so version 1.6 is out:
New: • Dark Mode support. Fixed: • Long Name and Wx labels now wrap instead of overflowing the text. Finally, a new update for your enjoyment!
New: • Various minor changes corrected in the T5.10 core rules. • Added a completed armor text export option. Fixed: • Making multiple selections on the basic items view before continuing to the next step now correctly assigns the Other option comment for the final selection. • Removed suggested Quality and Ease of Use mods for Burden options which didn't get implemented in T5.10. • Removed suggested Reliability and Ease of Use mods for Stage options which didn't get implemented in T5.10. • Removed suggested Ultimate Stage option which didn't get implemented in T5.10. Note: • The suggested User options (derived from GunMaker) didn't get implemented in T5.10. This has been retained in this version and should be considered optional. Finally, a new update for your enjoyment!
New: • Various minor changes corrected in the T5.10 core rules. • Added a completed gun text export option. Fixed: • Making multiple selections on views before continuing to the next step now correctly assigns values for the final selection. • Range and Damage are now at least 0 after all adjustments. |
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