Update Underhive Tools Development

Stim slugs are 25 creds on the Goliath house list but there only seems to be a 30 cred option in the gang builder. Has this been highlighted before?
 
Your hard work is appreciated!

My dear Genestealer Cult still has a fair few issues, though. I do understand it if they're not top priority, but still.
 
Quick Observation: Orlock fighting knife is currently 10cr on Gang Manager, when it should be 15cr as published in the recent "Gangs of the Underhive"

Thanks for the hard work!
 
Quick Observation: Orlock fighting knife is currently 10cr on Gang Manager, when it should be 15cr as published in the recent "Gangs of the Underhive"
This has been fixed, thanks.
Just a quick one when adding Delaque house legacy on Venators the delaque house specific equipment doesn't become available
Updated the house legacy item to link to the new Delaque entry.
One thing is I can't add a displacer field to a delaque spyker.
This should be available now.
My dear Genestealer Cult still has a fair few issues, though. I do understand it if they're not top priority, but still.
If you'd be able to outline the issues I'll get them fixed this week.
I'm still getting a flat 2 xp increase across all fighters when advancing, instead of it only affecting existing advancements.
Yeah I didn't get a chance to update the advance system yet sorry, I'll work on that tomorrow.
 
Not to start the armour discussion up again, but I now have a lot of value 0 armour in my stash and I'm pretty sure any Juves or the like should increase in value if I give it to them...
 
XP tax is now functioning correctly for new system. Fighter types with an advance tax should now only have a tax added for a characteristic advance if they have an existing advance for that specific characteristic, in which case it's #adv x2.

The Flechette Pistol's Fleshbane has a misspelling. The Tool has it listed as FLeshbane with a capital L. It's not important, but it's just bugging me.
Fixed :)

Not to start the armour discussion up again, but I now have a lot of value 0 armour in my stash and I'm pretty sure any Juves or the like should increase in value if I give it to them...
You can rectify that simply by deleting the armor then added the version that has cost 10. You can even Add instead of Buy so it doesn't modify your credits.
 
In House Cawdor you have 2 weapons:

Club - E / - / - / S / 2 / - / - / Melee
Maul - E / - / - / S / 2 / 1 / - / Melee

Both cost the same but Club don't have +1AP.
In "Gangs of the Underhive" we have:

Maul (club) / - / E / - / - / S / 2 / +1 / Melee

So clearly it's a bug. Maybe standardize and merge both Club and Maul into one? Or at least give Club +1AP :)
 
Hi i have noticed that when you print the gang cars it does not show if the fighters are in recovery. They are placed in the bottom of the sheet. But would it be possible to put in a recovery sign. Or a option that dont print the fighters that are in recovery when you print the gang cards.
We have had several games where people have ended up playing whit gangers in recovery because they print before they leave home and dont properly check before they start to play. This is not the fault of this great program you have made. But i guess if we have had problems whit it there might be others that have expediences the same. So it it possible to address it would make the program even better. Hope it something it possible to have a look at. (no criticism intended)

JRH