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Project Update: Whew! The Official Mutants & Masterminds System Beta v13 - Version 0.4.0

Alrighty, well. 

One heart attack and one horrible biking accident later, here we are... FINALLY!!!

The Official Mutants & Masterminds System Beta v13

Version 0.4.0

Progress Log/Release Notes

Bug Fixes
  • Certain Sense options can now be selected more than once per power.
  • Fixed Variable Power Effects becoming Variable Frameworks when dropped into an Array.
  • Corrected the Environmental Conditions typo in Immunity options.
  • Added the Equipment advantage.
  • Restored the white background to Modifier Descriptions.
  • Corrected Ultra Hearing’s cost from 2 to 1.
  • Fixed item duplication in the Item Sidebar Directory so contents are copied.
  • Removed empty Extra and Flaw icons from Power tooltips.
  • Corrected the placement of range information for Ranged power effects.
  • Fixed Actions involving linked tokens.
  • Rounded effective ranks for Area Effects after a successful initial resistance.
  • Corrected Remote Sensing modifier rank and cost options.
  • Fixed dropping dragged pseudo documents (Alterations and Outcomes, which are behind the scenes elements for making Powers, Actions, and Skills work and produce results. Vital for future homebrewers).
  • Added Type, Range, Action, and Cost alterations to the Attack Extra.
  • Added Action and Action Cost alterations to the Increased Action flaw.
  • Implemented the Reaction modifier’s alteration for Action Cost.
  • Corrected the Reaction modifier’s Power Point Cost.
  • Corrected cost calculations for Flat per Rank modifiers.
  • Corrected Immunity options for individual Suffocation types and All Suffocation types option.
  • Automatically added Close Combat: Grab as a skill and linked it to the Grab Action.
  • Grab Defense now Strength or Dodge, previously Acrobatics or Dodge.
  • Enhanced Trait for Defenses now calculating properly in Equipment sheet

Feature Additions and UX Improvements
  • Improved the readability of base messages.
  • Split Power Level into Starting PL, Earned PL, and Power Level which is the total of the two so additional Earned Power Levels won’t affect Starting Power Points but WILL affect Power Level Tradeoff Errors.
  • Powers pre-made in the book have now Power Effects and Descriptions added.
  • Enabled middle-clicking (mouse wheel button) on items (Advantages, Powers, etc.) on Actor sheets to open that item sheet directly.
  • Added mouseover tooltips descriptions to Conditions.
  • Made Skills inherit their category description when they have none such as new Close Combat, Expertise, and Ranged Combat skills.
  • An empty Basic Power sheet in edit mode now has an Add Power Effect Button that allows you to add a Power Effect to it from the Compendium Browser.
  • An empty Array Power Framework sheet now has an Add Power Effect Button that allows you to add a Power Effect to it from the Compendium Browser.
  • Display Perception targets in action messages as such, without inlining a roll 
  • Symbols for Armor, Weapons, and General equipment added to Equipment sheet
  • Added a duration changing alteration to Permanent flaw
  • Added a Strength-Based toggle to common attacks on the Action sheet
  • Dangerous Extra added to make providing an extended Critical range possible to weapons.
  • The Equipment sheet now has drag and drop handling for adding Powers similar to what we have in the Powers Tab of the Character Sheet.
  • The Create Item dialog has now been expanded for different Equipment (Armor, Weapons, General) types and a scroll bar installed.
  • Default scene units and distances now adhere to the configured unit system (Imperial or Metric)

Notes

The Graphic Overhaul, Continued
We did some more graphics work with a focus on readability at the wise and informed suggestion of Deyzeria (Thank you, ma’am). 
In areas where Ethak's FAVORITIST FONT EVER BIG NOODLE TITLING (The font chosen by Green Ronin graphic designer Hal Mangold for Mutants & Masterminds, 3rd edition for headers in the 3rd edition line back in the day, much to Ethak’s chagrin) smaller size were causing distinct readability issues in hints, pulldown menus,and  some chat card message content. We’ve replaced Big Noodle Titling with Noto Sans (the font used in the description areas for body text) to help rest your eyes and provide an easier reading experience.
Some areas of the titles have just been increased and had the stroke around them emphasized for clarity as well. This makes them more readable and easier to gloss over for the information you need when you need it.
Finally, Powers in the Powers tabs have been slightly streamlined, providing more area overall for Powers.

The Equipment Sheet
We finally have a functioning Equipment sheet! You can drag a Power or Power Effect to its Power tab to have the cost of the Equipment calculated, assign a value, or mark it free. 
When added to the Miscellaneous Tab of the Character Sheet, it will automatically add the Equipment advantage to your character sheet if it is not already added there. At the top of the Miscellaneous Tab, you’ll see a breakdown of the Equipment costs for Equipment, Vehicles, and Headquarters when you are in Edit Mode.
The individual Equipment Sheet has a Details tab where you can see a Cost breakdown and assign it a point value, if you wish. The second tab is a Power tab where you can drag and drop powers in a similar way you do on the Character sheet. When you do add a Power there, the Power Points are factored into the Cost on the Details sheet in Equipment Points.

New Equipment Compendium
You can now click on the plus by Equipment in the Equipment Tab and add Equipment from the Compendium Directory. Armor, Weapons and General items from the Deluxe Hero’s Handbook are all now available there. If you hold down shift when you click, it will open an Equipment sheet directly for you to create your own item from scratch! 

DO NOT FORGET!!! Update your Character from the Compendium
It’s important to update your character from the compendium to ensure you are working with the most recent versions of Powers, Power Effects, Modifiers, Advantages and more.

On the top right of your sheet, go to the three dots in the window header and click there, the drop down will show one of the selections is Update from Compendium... Select that. 

It’s important to update your character from the compendium to ensure you are working with the most recent versions of Powers, Power Effects, Modifiers, Advantages and more. On the top right of your sheet, go to the three dots in the window header and click there, the drop down will show one of the selections is Update from Compendium... Select that.

That pulls up this window that will DEFAULT to Updating from the compendium rather than being excluded (in case you don't want it updated) or doing it by an identifier (more on that later but for now, don't worry about it.)

DON'T click on Reset Documents and leave it unchecked or it will divest your powers and such of selected ranks and options and associations. 

You should be able to just open the window then click on the Confirm Updates button at the bottom for a character to ensure the character is operating with the most recent version from the release of everything from Advantages, Skills, Power Effects, Powers, etc. 


What’s Next!

  • Improvements to the Linked Power containers
  • The Measurement Calculator
  • Vehicle Sheets
  • HQ Sheets
  • Herolab Importer
  • Mastermind Maker Importer
  • Character Sheet Improvements for ease of use!
  • MUCH, MUCH MORE! :)

TO OUR BODACIOUSLY BAWDY AND BRAVE BETA TESTERS!!!


Second verse, same as the first!
Get in there and BREAK S#!T!
Really take it through its paces AGAIN ! 

We really need you to try iit out as much as you can to do new and different things to find those errors we need to weed out and make those suggestions to make the game better!

Push the system and make sure you can do all the basics of the game as set forth in the Deluxe Hero’s Handbook.

As always, play with it but, we do have some specific tasks we would like you to try out, when you can:
  • Creating a Character from each Archetype from the Deluxe Hero’s Handbook and variations thereof. Was there a character type difficult to pull off?
  • Pick a set of powers from Power Profiles and do the whole set. Was anything Hard/impossible to make? 
  • Use each of the Power Frameworks. Were they easy to use? Were they intuitive to use? Why/Why not?
  • Use Actions out of Combat to ensure they execute what they are supposed to do.
  • Use Actions in a Combat to Test Action Use  to ensure they execute what they are supposed to do.
  • In Combat, make a Close and Ranged Damage attack from your Actions menu on the Combat Tab
    • Ensure Bonuses, Difficulty Class, and Successes are all properly calculated
    • Make the Target’s Toughness Resistance check versus a successful Damage attack 
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated
    • Check what Damage will be applied
    • Ensure the Damage is applied properly to the character after hitting the apply button.
  • In Combat, make a Damage Area Attack from your Actions menu on the Combat Tab.
    • Place the template over the targets you wish to affect
    • Apply the Damage Area Attack
    • Make the Target’s Dodge Resistance check versus a successful attack 
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated (Half effect if successful, full effect if failed) before and after the roll.
    • Make the Target’s Toughness Resistance check versus a successful Damage attack 
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated
    • Check what Damage will be applied
    • Ensure the Damage is applied properly to the character after hitting the apply button.
  • In Combat, make a Close and Ranged Affliction Attack from your Actions menu on the Combat Tab.
    • Ensure Bonuses, Difficulty Class, and Successes are all properly calculated
    • Make the Target’s appropriate Resistance check versus the successful attack Affliction effect
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated
    • Check what Conditions will be applied
    • Ensure the Conditions are applied properly to the character after hitting the Apply button.
  • In Combat, make an Affliction Area Attack Attack from your Actions menu on the Combat Tab.
    • Place the template over the targets you wish to affect
    • Apply the Affliction Area Attack
    • Make the Target’s Dodge Resistance check versus a successful attack 
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated (Half effect if successful, full effect if failed) before and after the roll.
    • Make the Target’s appropriate Resistance check versus the successful attack Affliction effect
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated
    • Check what Conditions will be applied
    • Ensure the Conditions are applied properly to the character after hitting the Apply button.
  • NEW!!! Make Equipment! Make new stuff! Make Equipment with powers!

Remember to go to your Digital Downloads section in Backerkit to update!

We will likely do one to hopefully just two more Beta rounds, then it goes to the Early backers!

And as always, please keep your mind on how to make the system easier to use. We may not be able to implement all of your suggestions, but we can definitely see if we can. :)

Thank you for your patience, y'all! 

Lookin’ forward to some M&M 3rd and 4th edition gaming with many of  you guys in the future! :)








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