Tested the new build today. A few bugs have popped up due to recent changes with MekHQ. Things I will be working on over the weekend: MekHQ/Megamek client updates -fix "no right click menu" bug on personnel tab -DONE! -fix ranks to make use of new rank system -DONE! (using standard FRR ranks for now due to time constraints) -review and update campaign rules to ensure compatibility with new build -DONE! -fix illegal unit pop-up when megamek starts -DONE! -update boards folder with new maps -DONE! -manually update mechset file to be compatible with new build -DONE! -fix "single target focusing bots" bug -DONE! (i think... needs more testing) Campaign updates -add XP rewards from Crow's Nest event for ALL players that participated (i have my notes still) -DONE! -post next campaign story (the plot thickens!) -review and release campaign map (on Roll20) -DONE! -add new custom player camos/avatars??? -WIP Long(ish)-term things to address (will not be done this weekend) -review, update and balance the Abilities chart to include new additions (as appropriate) -WIP NOTE: I welcome any assistance or input people are willing to offer. Feel free to discuss below. In particular, opinions on how the new abilities should be handled are welcomed (find them in the new build of MekHQ).
based on my partially chewed notes (thanks cat), this is the tally of participants i have: Raid on Crow's Nest: http://www.theskjaldborg.com/index.php?threads/operation-terminus.7591/#post-157459 Drop 1: Magnus Gihzmo MH Tzeentch Skwi Drop 2: Magnus Cyko Axe HG David Crave Drop 3: (Mutant Crana) Magnus Dihm MH Watchit Tzeentch Skwi Trevnor Drop 4: (Hangar Fight) Magnus Dihm Orc Tzeetch MH Trev Ghiest Each drop that you participated in will net you +2XP. Congratulations again to all who took part. I will be adding the XP to your characters tonight. Expect a new savefile by this evening.
Complete list of abilities included with MekHQ 3.5: Gunnery Specialization Hot Dog Sandblaster Some Like It Hot Melee Specialist Weathered Cluster Master Multi-tasker Maneuvering Ace Oblique Attacker Natural Aptitude, Gunnery Hopping Jack (aka Jumping Jill) Tactical Genius All Weather Jumping Jack Pain Resistance Sniper Dodge Blind Fighter Cluster Hitter Weapon Specialist Melee Master Sensor Geek To see what the new ones do, look them up on MekHQ under File -> Campaign Options -> "Special Abilities" tab. I will post the info on them later (if no one does it for me), but I ain't got time to mess with them anymore right now. I can't say which we will use or what their cost will be until I get more time to think about them.
For the Melee Master... would you still need to retain the Melee specialist, or would this replace that?
I haven't had time to mull it over in detail, but here is my take on it for now (subject to change!) : In all cases such as that, the lesser ability would be overridden by the greater ability. Another example that we already have implemented is Hopping Jack (aka Jumping Jill ) < Jumping Jack.
XP from Crow's Nest applied. campaign savefile updated. find it in the usual spot. illegal battlearmor "undine" popup fixed new maps by CarnageINC added mechset file fixed and updated bot files replaced (still need testing to see if they work now) NOTE: fixes are not yet applied to the newest build available on Dropbox. once I have done a bit more work on the current build I will release it with all fixes applied. the most recent build on dropbox (MekHQ 0.3.5 & MP 4.9) will still allow you to load the current savefile; use it for now.
Okay, so I suppose, instead of Melee specialist being a pre-req, it's replaced altogether? I suppose having the bonuses stack with Melee Master would be a bit OP....
i got swamped with work, but will have some more major progress done by Saturday (tomorrow). I would like to get another meeting and a practice game going Sunday; is 1pm EST good for everyone?
congratulations to Ghiest on his continued involvement in the campaign. as a reward for his pilot reaching Elite status, he has gained a custom camo that he may use in all future drops. There are others who have done the same. Check the most recent savefile and contact me ASAP if you have updates to make.
By popular request, I've been working on updating the Abilities table. Below is a list of the default XP costs for abilities. Note that this list does NOT include pre-requisits. XP costs are quite low by default. Generally speaking, expect these to see two or three times an increase in cost depending on the ability. I could really use some feedback here to help ensure abilities are balanced. I've also been working on a new "Ability Tree" chart to give a better visual aide for picking abilities. Until this tree is finished, I would prefer it if you guys discussed strictly the cost of the above abilities.
update: Some notes on the chart above: Players will have a maximum set amount of XP (or something) that they can invest in abilities. Lesser abilities will obviously be less expensive than more powerful abilities. For example, you will NOT be able to get both Melee Master and Sniper. However, Players will be free to divide up their investment among the three ability trees as they see fit. Nat. Aptitude can only be used if your gunnery skill remains below level 4. It is intended to be a good choice for people that wish to focus in other areas besides their gunnery skill. Think of it as an ability for a pilot who lacks more formal training, but has a "natural aptitude" for hitting their target. There is an error in the Gunnery Tree: Sandblaster cannot stack with Cluster Hitter (or Cluster Master). It should read the same as choosing Gun Spec or Weapon Spec. Only if a player chooses Cluster Hitter will they have the option to unlock Cluster Master. I'm not very satisfied with the name for the "Technique" tree ("Intelligence", "Willpower", or "Discipline" were other alternatives). Was trying to find a good catch-all term for abilities that didn't fit neatly into Gunnery or Piloting. Suggestions for alternative names are welcome. I'm favoring this "Ability Tree" system because it will encourage the usage of less powerful abilities if they are necessary to unlock the more powerful ones. Ability costs I still haven't sorted out, but expect the old abilities to cost roughly the same as they did with the old ability system we had.
Another name for Technique could be "System usage" or "Systems" Each of those things has to do with tweaking the 'mech systems to perform better for particular things/conditions.