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View Full Version : 4e Ruleset, NPC actions are borked



spite
December 14th, 2016, 05:36
As reported in this thread https://www.fantasygrounds.com/forums/showthread.php?35463-NPC-Traits-Falling-Under-Standard-Actions&p=307320#post307320

NPC actions are ending up in various seemingly random locations ignoring "standard" "minor" "move" "triggered" modifiers.

This happens from output from the parser, as well as manually created NPCs (all mine are manually input, but tested with parser output).

This is a huge problem for 4e as you need to click through potentially 2 extra windows, opening each power individually to see what power can do what.

Starcrawler
December 14th, 2016, 06:14
Yeah, this can be a pretty big issue, and a rather annoying one as well. It could potentially slow down fights considerably, which sucks even worse for 4e because combat can already take quite a long time.

Moon Wizard
December 14th, 2016, 16:55
I've identified the issue, and it will be addressed in v3.2.2.

Regards,
JPG

spite
December 14th, 2016, 18:59
I've identified the issue, and it will be addressed in v3.2.2.

Regards,
JPG

You're the best.
:)