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v2.4.0

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@Causodes Causodes released this 02 Sep 04:30
· 1 commit to main since this release

Bug Fixes

  • Cap Engineer cooling and Hull Repair power spending to the effect that can actually apply, allow one-capacity Hull Repairs, and clarify all alternate-action formulas
  • Require an effective Lock 1 and a ship-scoped hostile torpedo before applying Designate Torpedo, and identify hostile torpedoes by shape starting at Lock 1
  • Keep AppV1 bridge-station controls interactive for Observer users while restricting ship actor, ordnance, and component drag/drop configuration to Owners
  • Apply torpedo damage and conditions to unlinked NPC ship tokens instead of their unchanged base actors
  • Resolve every surviving torpedo warhead separately against armour, applying blast-distance falloff to each hit and Rend/Shield Burn per warhead
  • Use configured flat ordnance damage without forcing zero-damage payloads to deal 1 damage
  • Resolve strike-craft damage and Rend per hit against armour, matching normal weapons
  • Reset the player ship whose sheet initiated Full Combat Reset when multiple player ships exist
  • Keep reduced-crew Gunner/Ordnance aim cones visible on AppV1 ship sheets
  • Apply reduced-crew Ordnance actions and their resource changes to the ship that initiated them
  • Preserve prototype-token images when editing embedded ordnance actors from NPC ship sheets
  • Create ordnance blast messages without the obsolete numeric chat-message type rejected by Foundry 14
  • Add the missing bow-launch ram-lockout localization
  • Bind and validate NPC weapon-fire requests against the firing NPC so they use the shared damage flow without active-player-ship fallback
  • Complete delayed Ordnance actions on the ship that advanced its round and report action commitment failures instead of failing silently
  • Remove generated ordnance Actors together with detonated, recovered, expired, or reset Tokens
  • Allow multiple parallel Ordnance main-action commitments while manpower remains, locking only allocation changes after the first commitment
  • Cancel new Ordnance crew commitments reliably from their right-click badges and return reserved manpower atomically
  • Require explicit ship identity for station socket mutations, bind delegated state handlers to that ship, and apply dependent resource transfers atomically on the GM

Improvements

  • Let pilots commit optional thrust beyond the minimum ram approach and scale collision damage above 100% thrust
  • Carry ramming ships through the target at 20% of their impact velocity and retain that momentum in both movement modes
  • Anchor ram collision effects at the contact point while the ships continue through and away from the impact
  • Unify normal weapon, strike-craft, and torpedo defense resolution around per-hit shields, IWR, armour, Rend, and hull updates

New Features

  • Play collision and ship-destruction explosions for ramming when Sequencer and JB2A are available
  • Play the ship-destruction explosion for hull destruction from any damage source when Sequencer and JB2A are available