• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

M&M Update released - 3/26

Colen

Ex-Staff
Hi everyone,

v2.6 of the M&M files are now up for download. Here's what we changed in this version:

Enhancements & Changes

* Added feats, equipment and vehicles from the Golden Age sourcebook!
* Added a "Custom Feature" which can be added to any vehicle or HQ, which you can then specify the name of.
* Added an option to drop the damage / fatigue conditions from printed output, if you keep track of them some other way.
* Attack descriptors for powers are now displayed correctly in the "Attacks" table on the printed character sheet.
* The "Edit Power" form now displays a red arrow when you add a power of so high rank it can't be traded off, or if you try to trade off a power with no attack roll (e.g. perception range and general area powers).
* You can now apply "Attack Specialization" to a Linked Power container.
* Made some minor name changes (usually to punctuation and case) to comply with GR naming conventions.
* The "No Power Modifier Prefix" setting has been removed and replaced with the "Add Power Modifier Prefix" setting. The "Power Feats:" or "Extras:" labels no longer appear unless this setting is specifically turned on.
* On the Powers tab, the notes for whether something is a linked or alternate power are now shown much more subtly.
* Powers on alternate forms and shapeshifts (and al other power settings) which are not in use are not counted for purposes of Power Level. This is better than the alternative, which was that when you activated one setting, the required power level for the ones that weren't active shot up.
* Added "Wind" option to Environmental Control, that can be used to create the "Wind" alternate power from Ultimate Power p133.

Bug Fixes

* Feats that are inactive (like "Equipment 0") will no longer appear on the one-page character sheet.
* Corrected the Drain description to use the new Ultimate Power effect.
* Fascinate is now a Skill feat, not a Combat feat.
* The area of a Nullifying Field is now calculated properly.
* Powers whose names were too long for the attacks table (especially on the one-page sheet) now output properly.
* The power summary now shows the capped save DC for the power, if power level limits are active. Previously it would show the non-capped value, with the result that the Powers tab and attacks table on the Special tab said different things.
* When working out NPC power levels, powers that can't trade off (for example, perception range powers) now count their PL properly.
* Defense now displays properly when flat-footed and the "defense displays at 18, not +8" ruleset is enabled.
* When editing the names of custom gear on the Equipment tab, the gear will no longer move around in the equipment list as you change the name.
* Powers on the power summary panel are now ordered and indented correctly to represent their structure.
* Fixed a bug where vehicles and HQs were limited to a maximum EP cost (usually 150).
* The "Graded Language Ranks" option no longer gives errors when used with HQs or Vehicles. (Fixed for real this time.)

Enjoy!
 
Back
Top