CP2020 Augmented v1.1.6
CP2020 Augmented v1.1.6
Fixed: the Apply Damage window could show the wrong totals
When the structural damage (SDP) system for cyberlimbs and full-conversion borgs was added in v1.1.0, the Apply Damage window was missed — it was never updated to account for SDP zones. The damage that actually landed was always calculated correctly, but the window kept previewing every hit with flesh rules, so the total on screen could be dramatically higher than reality (a borg head shot even displayed doubled), and the "damage applied" message afterward wouldn't match what the window had just told you.
The window now tells the truth:
- Hits against machine zones wear a small SDP tag, with the zone's remaining structure shown right in the tooltip (e.g. "Zone SDP: 12 / 30").
- The summary splits into Total HP damage (flesh) and Structural (SDP) — no more mixing meat and metal into one misleading number.
- What you see is now exactly what gets applied, including when you hand-edit a hit before applying.
Suppressive fire: aim it on the map
Declaring suppressive fire now puts the fire lane in your hands instead of a text field. A corridor appears anchored to your character, swinging to follow your mouse — scroll to widen or narrow it, and a live readout shows the width and the evasion save it creates as you adjust (wider lane, easier save — the rulebook tradeoff, visible on the map). Click to lock it in.
- Anyone crossing the lane — or caught standing in it — is prompted to evade at that moment, with failed saves taking hits as usual.
- The lane is visible to everyone, and locks once placed. The GM can unlock it, which hands the shooter their aiming preview back for a re-placement.
- The lane expires on the shooter's next turn — but GMs can draw a permanent fire lane by hand (a Region with the "Suppressive Fire" behavior and no shooter set) for emplaced guns and overwatch positions.
- The width field is still in the fire dialog and sets the lane's starting size, so tables playing without the zone automation keep the full rules experience.
Radiation zones and gas clouds are now real map zones
Both hazard types now live as native Foundry Regions, which means GMs manage them with the tools you already know:
- Radiation zones: draw one with the region tools and add the "Radiation Zone" behavior — reshape it, move it, hide it, or delete it at will. No more placement menu, no more un-removable zones. Existing zones convert automatically.
- Gas clouds: grenade clouds now appear as regions too, so you can open one and extend its duration, adjust its save penalty, reshape it, or delete it mid-scene. GMs can also hand-author a lingering gas hazard from scratch.
- Hazard zones stay GM-only by default (set a zone's visibility to "Always" to reveal it to players); fire lanes are player-visible from the start.
Also fixed
- The Setup & What's New notice could get stuck reappearing on every load with no way to dismiss it (the checkbox showed as already ticked). Ticking it now works — and the notice only returns after an actual update, like this one.