Beta Test going along smoothly with release of Beta 0.4.0 is imminent!
4 days ago
– Sun, Sep 27, 2026 at 06:38:17 PM
After three iterations, the beta just keeps getting better and better!
We are on track for the next release 0.4.0 within the week, despite just a teeny-tiny coronary event on the part of your trulya couple of weeks ago (Just a little NSTEMI... barely a tickle and a few days in the hospital). I am feeling MUCH better now and MOVING AHEAD!
For those not utilizing the Discord where we are recording the progress and getting feedback, I thought you might appreciate taking a look at the two previous releases Progress Log/Release Notes!
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We are on track for the next release 0.4.0 within the week, despite just a teeny-tiny coronary event on the part of your trulya couple of weeks ago (Just a little NSTEMI... barely a tickle and a few days in the hospital). I am feeling MUCH better now and MOVING AHEAD!
For those not utilizing the Discord where we are recording the progress and getting feedback, I thought you might appreciate taking a look at the two previous releases Progress Log/Release Notes!
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The Official Mutants & Masterminds System Beta v13
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Version 0.2.0
Version 0.2.0
Progress Log/Release Notes
Bugs Fixed
Bugs Fixed
- Increased Range Extra made Power sheets with Power Effects with Ranged range not render properly.
- Book Source Data was not stored for items dropped from a Compendium
- Duplicating/Drag-dropping items would retain the stored Identifier
- Power Effects contained by Powers in the Powers Compendium had stored Identifiers
- Advantages in the Compendium were missing their Identifiers
- Transform Power Effect's options increased rank instead of cost
- Movement Power Effect were not enabling movement or increasing rank
- In Edit Mode, clicking into a Defense's area in the Character sheet - Main Stats tab rolled it, which it should not do.
- Subtle Extra had its options increase the cost instead of granting a rank
- Modifiers with flat and flatPerRank costs could scale with their effect's rank
- Under Damage, Bruises (Non-Lethal) and Injuries (Lethal) were not summed up
- Penalties to rolls were displayed as positive values
- Attack chat cards displayed the wrong DC value
- Advantage item sheets displayed a duplicate Identifier input
- Outcomes could not be manually created
- Speed Power Effect cost 2PP instead of 1PP per rank
- Damage did not reduce subsequent Toughness checks
- Modifiers' Book Source data could not be entered
- Roll Table results were not rendered
- DC for Active Defenses was not calculated properly
- Ranged action area templates were locked at distance
- Character Actions did not reset after each turn/round/encounter
- Combat Advantages like Accurate Attack did not increase the number of checkboxes in the combat tab
- Impervious cost/rank was limited by power effect rank
- Device Containers calculated their cost reduction incorrectly (see Notes below)
- Critical Success on Skill rolls did not increase their total
- Action messages could fail to render when reloading the page
- Luck Advantage had a maximum rank of 1
- Roll prompt buttons in messages were displayed to users not permitted to roll them
- Attacks with a Critical Success did not increase the resistance DC by 5
- Attack actions were rolled as plain skill rolls instead of as actual attacks
- Outcome sheets were missing labels for type-specific fields.
- Chat Card issue with unlinked tokens was causing the game world to crash.
- Accurate Extra was not correctly noted in the Chat Card combat bonus list properly.
- Whispered Chat Messages did not have a special background color to indicate it was whispered
- Enhanced Trait’s option ranks could not be negative, preventing reduced traits
- Ranged Combat: Thrown was configured to have a range of “close”
- Improved Initiative Advantage did not increase the character’s initiative
- Ranged Attack Advantage did not increase ranged combat
Features Added
- Power Framework now display tooltips describing their function in the Item Creation Dialog
- Add World Setting to configure how Removable’s cost discount is rounded. (see Notes below)
- Skills and their rolls now display all their bonuses individually, allowing you to see what individual bonuses lead to the bonus total.
- Dropping Power Effects into Character and Power sheets now displays a more detailed error messaging when the target cannot contain the dropped Item.
- Default actions for Close Combat: Unarmed, Grab, and Ranged Combat: Thrown are now added when creating new Characters.
- Added World Setting for GM to set Power Level for all starting characters, defaults to 10.
Notes - Beta Release 0.2.0
Removable Flaw, Rounding
The Removable Flaw specifically says to divide the cost of a Power after other Modifiers are taken into account and ROUND UP to provide the flat point discount for a Removable Flaw; HOWEVER, Herolab has always rounded to the NEAREST 5.
We recognized the disparity and made our system accommodate the Rules As Written version (Thank you Cassie aka The Void Watching aka the friggin’ genius who wrote the Mastermind Maker for pointing this out.) SINCE, though, many of you LIKE rounding to the nearest and likely have many characters made in Herolab that work this way, we have included a GM Setting allowing you to change the rounding method and either use Round Up (RAW) or Nearest 5 (Herolab).
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. You may exclude any item you wish to stay the same but, for right now, you’ll want it all updated. If you have your own version of a Power, Power Effect, Advantage or other, make sure you drag a copy to the Item directory for safe keeping if you modified the base version. Items on the character sheet should be safe.
Removable Flaw, Rounding
The Removable Flaw specifically says to divide the cost of a Power after other Modifiers are taken into account and ROUND UP to provide the flat point discount for a Removable Flaw; HOWEVER, Herolab has always rounded to the NEAREST 5.
We recognized the disparity and made our system accommodate the Rules As Written version (Thank you Cassie aka The Void Watching aka the friggin’ genius who wrote the Mastermind Maker for pointing this out.) SINCE, though, many of you LIKE rounding to the nearest and likely have many characters made in Herolab that work this way, we have included a GM Setting allowing you to change the rounding method and either use Round Up (RAW) or Nearest 5 (Herolab).
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. You may exclude any item you wish to stay the same but, for right now, you’ll want it all updated. If you have your own version of a Power, Power Effect, Advantage or other, make sure you drag a copy to the Item directory for safe keeping if you modified the base version. Items on the character sheet should be safe.
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Version 0.3.0
Progress Log/Release Notes
Bug Fixed
Version 0.3.0
Progress Log/Release Notes
Bug Fixed
- Adding options created invalid selections.
- Sheets did not have localized labels.
- Grab could not be resisted with the Acrobatics skill.
- Dragging and dropping Powers into the character sheet did not include their contents.
- The Increased Range modifier did not increase the effect's range rank.
- Variable Powers summed the cost of their contents regardless of their active state.
- Toughness was erroneously considered an Active Defense for the purpose of the Vulnerable condition.
- Wildcard images broke the token display in the character sheet.
- Derived Outcomes did not allow saving and editing.
- Outcome-specific context options were not offered in sheets displaying outcomes.
- Some modifiers in packs initialized without options despite having them.
- Item Sheets for Powers in the compendium did not open.
- Empty book source values prevented the merging of pack book sources.
- The Attractive Advantage started at rank 2.
- The Secret Identity field was missing its label.
- Area Effects used Parry instead of Dodge.
- The Area modifier's option choices were capped at 1.
- Power Effect option choices were contaminated by the rendering of individual items.
- Selected options were not finding their choice and could prevent Active Effect sheets from rendering
- Damage did not apply as a penalty to subsequent resistance checks
- Icons were missing for the majority of conditions, such as Defenseless.
- Perception Area Effects did not work correctly, including incorrect DCs and incorrect chat messages.
- Perception Range attacks did not work correctly.
- Perception-ranged Powers lacked a save button and had incorrect DCs. * Perception-range Area Powers called for multiple extra rolls.
- Character sheets could be resized until the resize handle became inaccessible
- Compendium browser tabs had their label as redundant tooltips
Feature Additions and UX Improvements
- Expanded Power Frameworks by default
- Display Perception targets in action messages as such, without inlining a roll
- Open item sheets in Edit Mode after creating them through a createDialog
- Information Tab adjustment
- Advantages sheet: place description on first sheet tab, configuration placed beneath it, and made it expandable
- Changed text style in Advantage Description
- Apply Close Combat and Ranged Attack as attack bonuses instead of skill bonuses
- Add placeholder to Tagline input
- Add "Dummy Variable Power Effect" to the Power Effects Compendium so that adding it to the Powers tab creates a Variable Power Framework
- Dropping modifiers into a Variable Power applies to the Variable Power Effect cost.
- Add "Dummy Removable Power Flaw" to the Modifiers Compendium so that adding it to the Powers tab creates a Device Power Framework
- Adjust item sheet header
- Feature: Implement calculated short/medium/long ranges for ranged effects
- Powers toggled off should have "whisper" shading on their window
Notes
The Graphic Overhaul
We did not get done as much as I wanted on the graphics UX as my heart had the audacity to entertain the idea of attacking me. One trip to the ER and some time in ICU has me back at it for the cause, though (God bless modern medicine).
The only four items in the graphics overhaul done this outing were:
1) A slight reconfiguration of the Information Tab to move the Complications section into the right side column then move the Background and Description areas below that into areas two column wide windows allowing those areas would overall take up less horizontal space.
2) On the Sheet Header for all Item sheets (Powers, Advantages, Power Effects, etc.), the Edit/Play Mode toggle has been moved to the left side and placed under the graphic for the item to make the format more congruous.
3) A very minor change but, Powers toggled off on the Powers Tab now have darkened shading on their window to better indicate they are not available.
4) Icons for Conditions have been entered. They are very similar to what was used in the unofficial version with a few exceptions and most of those symbols have been used by other systems.. I have some more minor changes on the way but the overall look of the interface is currently nailed down pretty well. I am looking at the Powers Tab and the Powers Sheet in the future as my next target. We’re looking specifically to make the first tab of the Power sheet do a lot more heavy lifting and placing all possible fields needed to customize the Effect and Modifiers to that first sheet to make it the one-stop-shopping area for all the power tweaks.
We did not get done as much as I wanted on the graphics UX as my heart had the audacity to entertain the idea of attacking me. One trip to the ER and some time in ICU has me back at it for the cause, though (God bless modern medicine).
The only four items in the graphics overhaul done this outing were:
1) A slight reconfiguration of the Information Tab to move the Complications section into the right side column then move the Background and Description areas below that into areas two column wide windows allowing those areas would overall take up less horizontal space.
2) On the Sheet Header for all Item sheets (Powers, Advantages, Power Effects, etc.), the Edit/Play Mode toggle has been moved to the left side and placed under the graphic for the item to make the format more congruous.
3) A very minor change but, Powers toggled off on the Powers Tab now have darkened shading on their window to better indicate they are not available.
4) Icons for Conditions have been entered. They are very similar to what was used in the unofficial version with a few exceptions and most of those symbols have been used by other systems.. I have some more minor changes on the way but the overall look of the interface is currently nailed down pretty well. I am looking at the Powers Tab and the Powers Sheet in the future as my next target. We’re looking specifically to make the first tab of the Power sheet do a lot more heavy lifting and placing all possible fields needed to customize the Effect and Modifiers to that first sheet to make it the one-stop-shopping area for all the power tweaks.
Perception Targeting
Perception Targeting now no longer activates a roll but goes straight to the Resistance check for those with powers with such a range.
Variable Framework Changes
- Variable Power Framework shows a “dummy” power and this now indicates where Modifiers can be placed to effect the cost of the Variable Power Effect without affecting the cost of powers within the Variable framework.
- Only the total allowed cost of the Powers toggled on in a Variable Power Framework will be calculated to determine if the character is exceeding their Variable Power Point limit. The Variable Power now only considers Active powers as part of the Power Point limit for the Variable.
Ranges Calculated
We’ve implemented calculations for short, medium, and long ranges for ranged effects. When you have a power which has range, the ranges will appear at the bottom of the “Current Parameters" window of the Effect tab of the Power sheet. They will also appear in the mouseover tooltip for the power as well.
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If you aren't on the Discord, have a Discord handle, and have paid to Beta Test, you really need to get over there to participate. Your name will be checked versus out Backerkit list and given the appropriate access.
Immersive Realms Discord Server
If you do NOT have access to Discord and want to participate or have something to report that you found or have suggestions, please drop me an email to:
[email protected]
We'd love to hear from you! :)
We’ve implemented calculations for short, medium, and long ranges for ranged effects. When you have a power which has range, the ranges will appear at the bottom of the “Current Parameters" window of the Effect tab of the Power sheet. They will also appear in the mouseover tooltip for the power as well.
______________________________________________________________________
If you aren't on the Discord, have a Discord handle, and have paid to Beta Test, you really need to get over there to participate. Your name will be checked versus out Backerkit list and given the appropriate access.
Immersive Realms Discord Server
If you do NOT have access to Discord and want to participate or have something to report that you found or have suggestions, please drop me an email to:
[email protected]
We'd love to hear from you! :)