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Chiefweasel
May 9th, 2025, 15:12
No extension, I have even tried it in a new campaign and still no luck. not sure what the different would be for my system.

Moon Wizard
May 9th, 2025, 17:08
Can you recreate with specific steps in a new campaign? Can you walk me through those steps exactly (with specific records used)?
(i.e. create campaign, load specific adventure, open specific encounter, click add to combat tracker button, etc.)

Regards,
JPG

GravityBlade
May 13th, 2025, 19:49
Since the more recent major update, I've encountered two issues.

#1 - drag-drop functionality for a ship's cargo bay is broken. Attempting to drag and drop any item (incl. vehicles) into the cargo bay gives back the following error:

64346

#2 - the contents of a ship's cargo bay no longer shows up in the Party Sheet:

64348

Let me know if you need any additional info.

Thanks.

superteddy57
May 13th, 2025, 22:46
Thanks for the report. We will look into it.

superteddy57
May 14th, 2025, 04:10
Pushed fix for this issue.

superteddy57
May 14th, 2025, 04:12
Let me clarify I fixed the cargo issue. The cargo area only accepts trade goods and do not accept vehicles. This part of the code hasn't changed.

GravityBlade
May 14th, 2025, 15:34
Let me clarify I fixed the cargo issue. The cargo area only accepts trade goods and do not accept vehicles. This part of the code hasn't changed.

Going to have to disagree on that. Vehicles definitely could be added to the ship's cargo hold prior to the most recent update.

Thanks for the fix, I will check it out.



EDIT: I'm no longer confident of my statement of the drag-drop of vehicles to the cargo bay noted above. I apologize for my hasty claim.

GravityBlade
May 14th, 2025, 15:38
Pushed fix for this issue.

Issue is resolved. Cargo entered into one shows up in the other as expected.

Thanks for the fix. :)

Chiefweasel
May 16th, 2025, 02:55
OK, i found the issue. If the Mobs name has a number already, FG does not add a number to it. It just puts it out there. I have some mobs with numbers, so I guess i will now need to ensure i name things with letters on the end, like - A, - B and so on.

Conspiracy
May 17th, 2025, 04:12
[5/17/2025 12:16:47 PM] MEASURE: LOAD - PART 2 - 3.5779441
[5/17/2025 12:17:00 PM] [ERROR] Script execution error: [string "MGT2:scripts/manager_action_attack.lua"]:294: attempt to perform arithmetic on local 'nSizeModifier' (a nil value)

I get this console error trying to hit an Astromech Droid.

superteddy57
May 17th, 2025, 05:47
What module is the Astromech Droid located? I think I have a fix on the ruleset side, but want to check the record to see if the size is set to 0

Moon Wizard
May 17th, 2025, 06:37
It looks like the code was originally written to require a number following Large/Small trait in the NPC Traits field by the original developer. I've pushed a hot fix that should treat it as zero, if the number is missing.

Regards,
JPG

Conspiracy
May 18th, 2025, 00:57
Sorry should have said Robot Handbook. Fixed it thanks.

Elvedui
May 29th, 2025, 12:55
The Core rulebook has Noble spelled as Nobile when you go to the careers tab. Also, naming conventions for the books is still not consistent when you pull up your modules. Also, none of the robots in the Robot Handbook show up under the NPC tab. They are in the handbook as NPCs, but for whatever reason they didn't make it to the NPC Tab.

peterfdh
June 5th, 2025, 00:14
Hi, it looks like the recent update has messed around with formatting for the armour box on the Equipment tab on the character sheet. It seems all scrunched up. Can someone look into this?

superteddy57
June 5th, 2025, 03:35
Hi, it looks like the recent update has messed around with formatting for the armour box on the Equipment tab on the character sheet. It seems all scrunched up. Can someone look into this?

Pushed a fix for this report.

peterfdh
June 6th, 2025, 00:57
Pushed a fix for this report.

Thanks. All sorted now and in time for our Thursday night session.:bandit:

I have however another wee glitch. On the starports tab of the systems sheet, any sheets that contain information under 'Additional Ports' generates an error when you open up that tab or after having the tab open, if you try and resize the window. I also note there is no space between the 'Additional Ports' heading and the first line of text underneath.

superteddy57
June 6th, 2025, 02:35
Pushed a fix to address the systems issue.

MoNeart
June 10th, 2025, 21:49
Running into an error when I try and create an entry in the Spacecraft Battles? I disabled all extensions, restarted, and still get this when I try and create a new battle or open it: [WARNING] template: Could not find template (spacer_list_content_iedit_label_right) and [ERROR] Script execution error: ]string "W:battlespacecraft_main"]:5: attempt to index global 'list_iedit' (a nil value)

superteddy57
June 10th, 2025, 22:19
Pushed a fix for this issue.

peterfdh
June 11th, 2025, 00:24
Pushed a fix to address the systems issue.

Thanks. Apologies. I only got to checking this tonight. Good news is that the error is gone but can I be really, really picky?

The line under where it says 'Additional Ports' is now a user field rather than a gap in the template. It's no biggie as I can just type in a space. Also 'Additional Ports' should be left-aligned rather than centred.

Almost trivial...but I thought I'd mention it. Sorry!

MoNeart
June 11th, 2025, 03:04
Pushed a fix for this issue.

Thanks much! Working now.

superteddy57
June 11th, 2025, 03:12
Thanks. Apologies. I only got to checking this tonight. Good news is that the error is gone but can I be really, really picky?

The line under where it says 'Additional Ports' is now a user field rather than a gap in the template. It's no biggie as I can just type in a space. Also 'Additional Ports' should be left-aligned rather than centred.

Almost trivial...but I thought I'd mention it. Sorry!

You can just leave it blank and it will disappear.

Elvedui
June 11th, 2025, 13:12
Any chance you will fix the careers panel to correct the spelling. Super minor issue, but annoying. Noble is spelled Nobile. The more annoying part is how the modules are categorized inconsistently making it harder to find some books when you have a ton and i basically own way too much.

superteddy57
June 11th, 2025, 17:41
It's helpful with module data to relay what module it's located in to help get it resolved. Is the career located in the core rulebook module? Also is this the only misspelling you are seeing?

Elvedui
June 12th, 2025, 13:28
It's helpful with module data to relay what module it's located in to help get it resolved. Is the career located in the core rulebook module? Also is this the only misspelling you are seeing?

Yes its the Core book since that is the only place there is a Noble career. I don't know where the code draws from.

As for the Categories I see:

Adventures where most adventures are and MGT2 Adventure: Deepnight Revelation 3 is in that. MGT2 Adventures has Death Station and Stranded. These should all be under one category whatever you want, but the majority are called Adventures.

Then you have a heading called Referees Briefing that contains Referees Briefing 5. The rest of those are under what is labeled as supplements.

The Supplements have what could be Core rules (High Guard in them and there is a Section that is called Core where the Core Rulebook is included.

There are items such as the Solamani Front and Spinward Marches under the Supplement section that might be more appropriate under the Setting section where you have setting books. There is a heading called the Great Rift which has the Great Rift - Sector Maps. Also probably a setting product.

Whatever nomenclature doesn't much matter to me, but there is a lack of consistency in how they various products are categorized which makes things more difficult.

MoNeart
June 13th, 2025, 01:35
n the player character sheet in the fantasy grounds mongoose traveller 2e ruleset, it is possible to assign rolls on an assigned ship, but this part does not seem to be editable, what am I doing wrong?

superteddy57
June 13th, 2025, 03:39
n the player character sheet in the fantasy grounds mongoose traveller 2e ruleset, it is possible to assign rolls on an assigned ship, but this part does not seem to be editable, what am I doing wrong?

Well first you need to ensure the PC ship is on the partysheet. Then drag the token of the PC to the crew area. On the character sheet it will display on the ships tab and then player can choose the role they wish to be in.

MoNeart
June 13th, 2025, 03:52
Well first you need to ensure the PC ship is on the partysheet. Then drag the token of the PC to the crew area. On the character sheet it will display on the ships tab and then player can choose the role they wish to be in.

Ah, I ran into an error though.64571

MoNeart
June 13th, 2025, 03:58
Well first you need to ensure the PC ship is on the partysheet. Then drag the token of the PC to the crew area. On the character sheet it will display on the ships tab and then player can choose the role they wish to be in.

Ah, I ran into an error though.64571

superteddy57
June 13th, 2025, 04:03
I would check without any extensions as I see a few in your chat frame.

superteddy57
June 13th, 2025, 04:11
I was able to replicate the errors you posted. Pushed a hotfix to address them.

MoNeart
June 13th, 2025, 12:15
I was able to replicate the errors you posted. Pushed a hotfix to address them.

Thanks again. Sorry to ask about another thing - is this supposed to say x or the ship name?64572

superteddy57
June 13th, 2025, 16:35
That gets pulled from the ship and no it's not the name of the ship

superteddy57
June 18th, 2025, 17:51
Yes its the Core book since that is the only place there is a Noble career. I don't know where the code draws from.

As for the Categories I see:

Adventures where most adventures are and MGT2 Adventure: Deepnight Revelation 3 is in that. MGT2 Adventures has Death Station and Stranded. These should all be under one category whatever you want, but the majority are called Adventures.

Then you have a heading called Referees Briefing that contains Referees Briefing 5. The rest of those are under what is labeled as supplements.

The Supplements have what could be Core rules (High Guard in them and there is a Section that is called Core where the Core Rulebook is included.

There are items such as the Solamani Front and Spinward Marches under the Supplement section that might be more appropriate under the Setting section where you have setting books. There is a heading called the Great Rift which has the Great Rift - Sector Maps. Also probably a setting product.

Whatever nomenclature doesn't much matter to me, but there is a lack of consistency in how they various products are categorized which makes things more difficult.

I pushed an update for the mispelled career. I will look at the ones you mentioned and conform the library category to our current standards. May take some time to complete them.

NickSmith
June 20th, 2025, 16:28
if I attack a ship from Pirates of Drinax Book 3 - Ships of the Reach
it doesn't look like the armour value on the Drinax ship, is deducting points from incoming damage.

The Armour values in Book 3 which don't seem to work, are written:
Bonded Superdense, Armour 10 <<< no ":" after "Armour"

The Armour values in the Core rules which work, are written:
Bonded Superdense, Armour: 3 <<< with a :

I think that's what's causing it, the colon missing, since if I copy the ship, add a ":"and re-load FG, it weems to work OK

PS. I havent checked all of the ships in book3 for this, just a sample,
have a nice weekend
Nick Smith

superteddy57
June 20th, 2025, 17:25
Ok thank you. I'll have a look. You can test it by placing the colon after the tag and see if it works. If so, then you can continue till a fix is pushed.

peterfdh
June 26th, 2025, 01:03
Hi folks,

Not sure if this is the correct place but I just bought the Secrets of the Ancients DLC on Steam and none of the images load up. If I need to raise this elsewhere, can you point me in the right direction?

superteddy57
June 26th, 2025, 06:03
Alerted developer of the report

Stargrove
June 27th, 2025, 22:37
Hi folks,

Not sure if this is the correct place but I just bought the Secrets of the Ancients DLC on Steam and none of the images load up. If I need to raise this elsewhere, can you point me in the right direction?

peterfdh, are you the one who reported the error with Secrets of the Ancients? I have not had any luck reproducing this error on my end. The graphic file is in the module and is not missing. I tried re-exporting the module with a new name so it does not interfere and no matter if I open the original or the re-exported one I am not able to find a problem to fix.

Is there any other information that you can provide that might help me figure out what is going on?

Obviously, the standard things apply: make sure you are loading the module in a clean MGT2E campaign and have no extensions loaded.

cdjensen99
June 27th, 2025, 22:40
Hi folks,

Not sure if this is the correct place but I just bought the Secrets of the Ancients DLC on Steam and none of the images load up. If I need to raise this elsewhere, can you point me in the right direction?

What extensions do you use?

Conspiracy
June 28th, 2025, 04:20
I have exactly the same problem with Secrets of the Ancients. Non Steam Version. New campaign, no extensions, only module loaded is Secrets of the Ancients. The Book has no images, with no errors. I tried opening the Heavy Fighter and it threw this error:

[6/28/2025 1:02:26 PM] MEASURE: LOAD - PART 2 - 2.0163618
[6/28/2025 1:07:24 PM] [ERROR] Graphic: Unable to load file (modules/MGP40072TRVMG2E/campaign/tokens/Heavy Fighter.webp) (*)
[6/28/2025 1:07:26 PM] Campaign saved. (0s)

Opening the Images side bar, clicking on any image gives an error, similar to above. The images do load from the Assets folder for Secrets.

cdjensen99
June 28th, 2025, 04:58
I just looked in my copy of Secrets of the ancients, New campaign with no extensions and there is no images.

EDIT: I look in the images section and there is a large list of images, but when I click on them I get errors. The only one that I have found that displays an image is the Autorifle. I have not checked them all but that is what I see.

Stargrove
June 28th, 2025, 05:53
I just looked in my copy of Secrets of the ancients, New campaign with no extensions and there is no images.

EDIT: I look in the images section and there is a large list of images, but when I click on them I get errors. The only one that I have found that displays an image is the Autorifle. I have not checked them all but that is what I see.


I have exactly the same problem with Secrets of the Ancients. Non Steam Version. New campaign, no extensions, only module loaded is Secrets of the Ancients. The Book has no images, with no errors. I tried opening the Heavy Fighter and it threw this error:

[6/28/2025 1:02:26 PM] MEASURE: LOAD - PART 2 - 2.0163618
[6/28/2025 1:07:24 PM] [ERROR] Graphic: Unable to load file (modules/MGP40072TRVMG2E/campaign/tokens/Heavy Fighter.webp) (*)
[6/28/2025 1:07:26 PM] Campaign saved. (0s)

Opening the Images side bar, clicking on any image gives an error, similar to above. The images do load from the Assets folder for Secrets.


Interesting. So, I deleted all my Secrets of the Ancients modules and the copy I had in my Vault and let FGU download the one that comes with the update and it is broken. The one that was dated 6/7/2025 was working fine.

If I then delete the one from the FGU download and export a new version from my working material that one works just fine. This is all very odd, but so far it seems like something is happening with the one getting downloaded from the FGU update. Inside that file I can see that all the the image files are in the 'images' directory where they should be.

Unless I am mistaken, the path to the images in the error might be wrong as it should read "\modules\MGP40072TRVMG2E\images\". I have no idea why the word "campaign" is showing up in the path to the files.

I have even tried deleting a few other modules from the Vault folder so they would get re-downloaded and they are working fine. It is just the Secrets of the Ancients one that seems messed up right now. I had done an update to one of the maps and that fix came out on June 7th and the module was working then. I still don't have any idea why this is broken, but data is still data.


If anyone on the FGU side of things can check the module for download and compare it to what I uploaded to SVN, I would appreciate it as I don't know where to go with this.

peterfdh
June 28th, 2025, 23:34
peterfdh, are you the one who reported the error with Secrets of the Ancients? I have not had any luck reproducing this error on my end. The graphic file is in the module and is not missing. I tried re-exporting the module with a new name so it does not interfere and no matter if I open the original or the re-exported one I am not able to find a problem to fix.

Is there any other information that you can provide that might help me figure out what is going on?

Obviously, the standard things apply: make sure you are loading the module in a clean MGT2E campaign and have no extensions loaded.

Yes, that was me. I see that others have come in with similar errors and I can see that you're on the case. For the record, I'm not running with any extensions and have the latest version of FGU running.

Stargrove
June 29th, 2025, 18:32
Yes, that was me. I see that others have come in with similar errors and I can see that you're on the case. For the record, I'm not running with any extensions and have the latest version of FGU running.

Its ok. I do not believe at this time that it is anything on your end since I see the same problem on my system now that I have re-downloaded the SotA module (see my last post). I will wait and see if the FGU folks come up with anything early next week.

peterfdh
July 5th, 2025, 17:11
Its ok. I do not believe at this time that it is anything on your end since I see the same problem on my system now that I have re-downloaded the SotA module (see my last post). I will wait and see if the FGU folks come up with anything early next week.

Do we know whether FGU people are looking at this? The SotA module is essentially unplayable until the problem is fixed.

Stargrove
July 5th, 2025, 20:34
Do we know whether FGU people are looking at this? The SotA module is essentially unplayable until the problem is fixed.

I re-exported and re-uploaded everything to the FGU folks, so the update should be coming out on Tuesday.

peterfdh
July 8th, 2025, 20:33
I re-exported and re-uploaded everything to the FGU folks, so the update should be coming out on Tuesday.

Just wanted to confirm that this is working for me now. The Book is called Secrets Of The Ancients-redux but all the pics and maps are back. Thanks for sorting this Stargrove.:)

Stargrove
July 8th, 2025, 23:22
Just wanted to confirm that this is working for me now. The Book is called Secrets Of The Ancients-redux but all the pics and maps are back. Thanks for sorting this Stargrove.:)

Yeah. The '-redux' was not supposed to be there. There will be a hotfix to get that changed. Make sure to look at the Developer Notes in the Reference Guide as it has a big list of other things that changed in this version of the module. You can also see the list in the original product thread:

https://www.fantasygrounds.com/forums/showthread.php?81890-Secrets-of-the-Ancients&p=746737

If you follow the updates thread in the City Hall part of the forums, this list did not make it into the weekly update listing as they were having problems with the website for submitting them. Regardless, it is live.

Egheal
July 19th, 2025, 10:13
Error report, secrets of the ancients:
when opening NPCs and Ships

[7/19/2025 10:57:10 AM] [ERROR] Graphic: Unable to load file (modules/MGP40072TRVMG2E/campaign/images/Whisperhawk.webp) (*)
[7/19/2025 11:00:40 AM] [WARNING] template: Could not find template () in class (worlds_main)
[7/19/2025 11:01:15 AM] [ERROR] Graphic: Unable to load file (modules/MGP40072TRVMG2E/campaign/images/The Star Hunter.webp) (*)
[7/19/2025 11:02:18 AM] [ERROR] Graphic: Unable to load file (modules/MGP40072TRVMG2E/campaign/images/The Alahir.webp) (*)

peterfdh
July 19th, 2025, 16:45
Error report, secrets of the ancients:
when opening NPCs and Ships

[7/19/2025 10:57:10 AM] [ERROR] Graphic: Unable to load file (modules/MGP40072TRVMG2E/campaign/images/Whisperhawk.webp) (*)
[7/19/2025 11:00:40 AM] [WARNING] template: Could not find template () in class (worlds_main)
[7/19/2025 11:01:15 AM] [ERROR] Graphic: Unable to load file (modules/MGP40072TRVMG2E/campaign/images/The Star Hunter.webp) (*)
[7/19/2025 11:02:18 AM] [ERROR] Graphic: Unable to load file (modules/MGP40072TRVMG2E/campaign/images/The Alahir.webp) (*)

I get similar messages and also I don't get any deckplan for The Dart - it's just an empty 'new image'

Stargrove
July 19th, 2025, 17:04
Error report, secrets of the ancients:
when opening NPCs and Ships

[7/19/2025 10:57:10 AM] [ERROR] Graphic: Unable to load file (modules/MGP40072TRVMG2E/campaign/images/Whisperhawk.webp) (*)
[7/19/2025 11:00:40 AM] [WARNING] template: Could not find template () in class (worlds_main)
[7/19/2025 11:01:15 AM] [ERROR] Graphic: Unable to load file (modules/MGP40072TRVMG2E/campaign/images/The Star Hunter.webp) (*)
[7/19/2025 11:02:18 AM] [ERROR] Graphic: Unable to load file (modules/MGP40072TRVMG2E/campaign/images/The Alahir.webp) (*)



I get similar messages and also I don't get any deckplan for The Dart - it's just an empty 'new image'


I apologize to you both and anyone else experiencing this for the second time.


I am investigating the cause.

paragade
July 20th, 2025, 00:13
I've noticed that there's no longer an attack roll field for spaceships. Players can still make attack rolls from the Ships tab on their character sheets, but there doesn't seem to be any other way to make attack rolls for ships. I tested this with a fresh campaign so I know it's not an extension causing problems
64898

Egheal
July 20th, 2025, 07:58
Thanks Paragade, I was searching for this field! btw can you tell me what is this icon? 64900

Egheal
July 21st, 2025, 18:11
The attack roll field for starships is back in the test channel v4.8.0. This ruleset is awesome. Is there a wiki for it, some items elude me (like the icon above)?

superteddy57
July 21st, 2025, 18:14
Much of the ruleset's ship combat system was lifted from Starfinder RPG 1e and that is the crew section. I don't believe the original developer finished that section.

Stargrove
July 22nd, 2025, 00:48
I apologize to you both and anyone else experiencing this for the second time.


I am investigating the cause.

These most recent issues with Secrets of the Ancients should be resolved in the upcoming Tuesday update. Sorry for any inconvenience this has caused. When I update Mysteries of the Ancients to bring it better in line with current FGU standards, I will try and be more careful to check all records for these kinds of issues.

Elvedui
July 27th, 2025, 17:45
When you drag a Psi Talent to a NPC it doesn't autopopulate the Talent DM as it should. The same when you add a weapon it doesn't add the weapon lvl and stat mod.

superteddy57
July 28th, 2025, 02:01
The labels are setup backwards and it appears the psi dm is set correctly. The weapon never added the actor's stat mod. It sets it to 0 when you drop the weapon onto the actor. I will be pushing a fix for the labels to the TEST server.

Elvedui
July 28th, 2025, 16:01
The labels are setup backwards and it appears the psi dm is set correctly. The weapon never added the actor's stat mod. It sets it to 0 when you drop the weapon onto the actor. I will be pushing a fix for the labels to the TEST server.

Youre a Hero of the Republic. Thanks

peterfdh
July 29th, 2025, 00:48
These most recent issues with Secrets of the Ancients should be resolved in the upcoming Tuesday update. Sorry for any inconvenience this has caused. When I update Mysteries of the Ancients to bring it better in line with current FGU standards, I will try and be more careful to check all records for these kinds of issues.

Thanks Stargrove. I appreciate you trying to fix this. The errors are no longer coming up. Can I take it that to fully update I need to unload the SotA book and reload. I ask as, for example, the security drone image is not in the list of Images although it is in the module book - no biggie therefore. I ask the question about loading and reloading as I've inserted my notes throughout chapter 1 now and don't want to lose that work.

peterfdh
July 29th, 2025, 00:53
Another more general error and one I've had for some time and keep meaning to mention - it's a weird one.

in the Combat Tracker we play round 1 and I click through the participants by hitting Next Actor until I reach the end of the round. I hit Next Actor to take us to round 2 and it changes all the initiative scores. If we then go to round 3 and subsequent rounds it doesn't change the initiatives. This only ever happens in the first round of the first combat of the session! I can start another combat and it's fine.

What on earth is going on?

superteddy57
July 29th, 2025, 02:40
Another more general error and one I've had for some time and keep meaning to mention - it's a weird one.

in the Combat Tracker we play round 1 and I click through the participants by hitting Next Actor until I reach the end of the round. I hit Next Actor to take us to round 2 and it changes all the initiative scores. If we then go to round 3 and subsequent rounds it doesn't change the initiatives. This only ever happens in the first round of the first combat of the session! I can start another combat and it's fine.

What on earth is going on?

Not really sure since the code always sets the initiatives to 0 on round start. With my testing it's doing this as well. Are you using any extensions?

Stargrove
July 29th, 2025, 21:11
Thanks Stargrove. I appreciate you trying to fix this. The errors are no longer coming up. Can I take it that to fully update I need to unload the SotA book and reload. I ask as, for example, the security drone image is not in the list of Images although it is in the module book - no biggie therefore. I ask the question about loading and reloading as I've inserted my notes throughout chapter 1 now and don't want to lose that work.

I do not think you need to unload and reload the module if you got the update.

The image is there in the Assets for the module. If you go to Assets, find the Secrets of the Ancients folder and you should find it there. Part of my cleanup was to only create Image records for things like map-type things and remove everything else as all the other pictures just clutter the Image records when you need something useful.

foolishthinker
July 31st, 2025, 19:30
Two bugs related to actions.
1. Trying to add under Misc Actions gives an error:
64963
Looks like a pretty standard issue with an index :)

2. Tactics (military) is added automatically but not showing Skill:
64964
64965

Toko Loshe
August 1st, 2025, 18:47
Bugs on the Spacecraft combat tracker:
1. When rolling initiative an error is thrown by npc craft.
2. AP is not implemented, neither is Tachyon AP loss with molecular bonded armor.
3. The Crew Effectiveness Index is unusable, it can be used as a general bonus for crew quality instead of adding crewmen with skills.

The armor reduction for critical hits are coded as -D3 but its impossible to apply this to the ship as the armor is locked down.

superteddy57
August 1st, 2025, 21:48
I've added both to my list to investigate. Will reach out if I have questions.

Conspiracy
August 3rd, 2025, 12:40
Task chain labels don't line up with boxes.
64978

poppy_thompson
August 4th, 2025, 04:29
64988

This image shows the Action tab of a character with a longbow, requiring Gun Combat (archaic), and a stunner, requiring Gun Combat (energy). The character does NOT have either of those skills. They do have Gun Combat at rank 0 and Gun Combat (slug) at rank 1. The system is erroneously applying a +1 DM to both attacks (green highlights). When I hover over the +1 DM, it indicates that the system has found that the character has the skills associated with those specific weapons.

Additionally, when I cycle through the characteristic for stunner, it applies the +1 to the attack DM. But, when I cycle back to no characteristic, it maintains the +1 DM (yellow highlight and red circle).

Egheal
August 4th, 2025, 05:41
I can't test this problem in the Live channel because there is no ship attack dices in the Spacecraft Combat Tracker in Live. But they are back in 4.8.0.
So, in the test channel, v4.8.0, if I drag a spaceship weapon attack dice on a map token nothing happens. But if I drag the attack on a ship in the spacecraft combat tracker, the attack roll the dice has intended.
If I drag the attack from the player character sheet (the gunner), I can put the dice on the enemy ship map token or on the enemy ship in the Spacecraft combat tracker. Both works has intended.
Video of the problem, starting with attack dice put on map tokens (https://youtu.be/vy88Vlt8PSk?si=SMNwhfobUxe04m0e).

superteddy57
August 4th, 2025, 15:29
I can't test this problem in the Live channel because there is no ship attack dices in the Spacecraft Combat Tracker in Live. But they are back in 4.8.0.
So, in the test channel, v4.8.0, if I drag a spaceship weapon attack dice on a map token nothing happens. But if I drag the attack on a ship in the spacecraft combat tracker, the attack roll the dice has intended.
If I drag the attack from the player character sheet (the gunner), I can put the dice on the enemy ship map token or on the enemy ship in the Spacecraft combat tracker. Both works has intended.
Video of the problem, starting with attack dice put on map tokens (https://youtu.be/vy88Vlt8PSk?si=SMNwhfobUxe04m0e).

Pushed a fix for this, still looking over the other reports

superteddy57
August 4th, 2025, 17:01
Pushed fixes for the rest of the reports recently to the TEST server.

Egheal
August 4th, 2025, 17:31
@Superteddy57: You are the best, thanks!

Egheal
August 4th, 2025, 21:04
Sorry, reporting another problem, in Live and in Test.
In Tool menu, Modifiers window.
If I create a custom modifier it works has expected.
But all the preset modifiers (Bonus, Ship Bonus, Penalty) are doing nothing.
Clicking a preset modifier just change the color of the button from black to blue. But nothing is applied anywhere.
Thanks.

superteddy57
August 4th, 2025, 22:58
Fast Moving and Aim appear to be the only ones connected to the automation. Fire Control doesn't get called in the code at this time.

Egheal
August 5th, 2025, 06:50
On my side nothing seems automated, perhaps I don't use it correctly. No problem though, I will recreate all the modifiers in Custom, easy enough. Thanks.

poppy_thompson
August 5th, 2025, 19:19
Pushed fixes for the rest of the reports recently to the TEST server.


64988

This image shows the Action tab of a character with a longbow, requiring Gun Combat (archaic), and a stunner, requiring Gun Combat (energy). The character does NOT have either of those skills. They do have Gun Combat at rank 0 and Gun Combat (slug) at rank 1. The system is erroneously applying a +1 DM to both attacks (green highlights). When I hover over the +1 DM, it indicates that the system has found that the character has the skills associated with those specific weapons.

Additionally, when I cycle through the characteristic for stunner, it applies the +1 to the attack DM. But, when I cycle back to no characteristic, it maintains the +1 DM (yellow highlight and red circle).

The mechanical application of a skill DM and the change of the DM to reflect the correct characteristic used has been resolved! Thanks! FYI ... I am still seeing the hover text stating the skill was found on the character when they don't have it. But, as long as it is applying the correct DM, I am happy! :D

superteddy57
August 5th, 2025, 19:28
When the character doesn't have the skill it should report that it's not finding it. If I'm reading your response correctly.

peterfdh
August 5th, 2025, 23:44
Not really sure since the code always sets the initiatives to 0 on round start. With my testing it's doing this as well. Are you using any extensions?

No, none. Really weird this as it now clears all initiatives to zero every round. That's also not helpful as we usually keep our rolls through the entire combat (and that's also the rule - I just checked to be sure). Is there a way to keep your roll from round 1?

poppy_thompson
August 6th, 2025, 16:09
When the character doesn't have the skill it should report that it's not finding it. If I'm reading your response correctly.

65006


Yes. That would be my assumption. See attached image. This is in the 4.8 Test version this morning. It shows the skill DM blank, which is correct. This character doesn't have the Gun Combat (energy) skill, but does have the Gun Combat skill at 0. The hovered text shown in the image states the skill is found. I would expect it to either say nothing or say that the Gun Combat (skill found). This is a aesthetic or UI (call it what is appropriate) issue. The correct DM is being applied and that is ultimately what I posted about originally.

65007


The next image above is the same character in the 4.8 Live version this morning. The system is still assigning a +1 DM to the attack and stating that the Gun Combat (energy) skill was found. The character does not have that skill.


I have also turned off the extensions I had loaded to confirm that it wasn't associated with them.

superteddy57
August 6th, 2025, 18:24
It might be finding a Gun Skill, like you've pointed out. I'll see if I can adjust it.

superteddy57
August 6th, 2025, 18:38
I adjusted it to function like normal FG behavior. So it won't revert to 0 unless you change the initiative.

superteddy57
August 6th, 2025, 18:49
65006


Yes. That would be my assumption. See attached image. This is in the 4.8 Test version this morning. It shows the skill DM blank, which is correct. This character doesn't have the Gun Combat (energy) skill, but does have the Gun Combat skill at 0. The hovered text shown in the image states the skill is found. I would expect it to either say nothing or say that the Gun Combat (skill found). This is a aesthetic or UI (call it what is appropriate) issue. The correct DM is being applied and that is ultimately what I posted about originally.

65007


The next image above is the same character in the 4.8 Live version this morning. The system is still assigning a +1 DM to the attack and stating that the Gun Combat (energy) skill was found. The character does not have that skill.


I have also turned off the extensions I had loaded to confirm that it wasn't associated with them.

Technically this is correct if the base Gun Combat skill is present as it uses that skill instead of the expertise skill. My mind was thinking the skill wasn't available at all. If that is not how that is supposed to work, let me know. From my look it appears to be working as intended.

poppy_thompson
August 6th, 2025, 22:25
Technically this is correct if the base Gun Combat skill is present as it uses that skill instead of the expertise skill. My mind was thinking the skill wasn't available at all. If that is not how that is supposed to work, let me know. From my look it appears to be working as intended.

I have did more testing and it looks like everything is working correctly in both versions.

peterfdh
August 6th, 2025, 23:47
I adjusted it to function like normal FG behavior. So it won't revert to 0 unless you change the initiative.

Thanks. Looks like it's working fine now. A minor issue I still have is that it takes two clicks on the 'Clear All Initiatives' button before it zeros everything. Do you know why it does that? No biggie.

superteddy57
August 7th, 2025, 00:29
Not sure, will have to dig into why that is the case.

Elvedui
August 23rd, 2025, 23:08
It seems that i can no longer add psionic talents to the character sheets?

superteddy57
August 24th, 2025, 02:10
It seems that i can no longer add psionic talents to the character sheets?

I can see them once I have a psi talent on the skills tab

Elvedui
August 24th, 2025, 16:15
I can see them once I have a psi talent on the skills tab

Yes that is how it normally works, but i can't add the Psi Talent. I hit the edit button on the Psi talent section and that doesn't work so i can't add any. I am also noticing that the DMs for weapons aren't being recognized on the action tab or skill tab. This is a unique situatino where a dex mod leads to a +1 DM for Dex which shows up under characteristics, but it isn't being picked up on the skill tab or action tab.

superteddy57
August 24th, 2025, 17:15
I would make sure you or your GM aren't running any extensions. I'm not able to replicate the issues you are reporting. Maybe if you can capture what you are experiencing with some images or a short video, it might be helpful in tracking down the issue.

Stargrove
August 25th, 2025, 22:51
A few things:

Task Chains

I do not seem to be able to drag PSI Abilities onto a Task Chain step under Skill Required.
I have have created an extension to import Task Chains that I have created into FGU (over 200 of them) and some of them had PSI powers listed under the required skill. When I drag a Task Chain into the Task Chain window that comes up when you click the button in the Tool area, I am unable to drag a PSI Talents roll from a character sheet to use it in a Task Chain. If I manually enter a like name (ie, Telepathy) under the Skill section of the same character sheet the roll works.


So, while there is a work around, it would be nice if this was working.


Character Sheet
One other thing I noted on the Character Sheet on the Skills tab. Under Skills, there is a link hexagon next to the left of each skill so a player can quickly open it up for the reference text if needed. There is no such hexagon next to any of the PSI Talents that sit above the Skills section. So, if a player wanted the reference text for one of those, they have to open the PSI Abilities window and find the one they want to view and click it. The hexagon should probably be there.

superteddy57
August 25th, 2025, 23:15
I'm not seeing Psi Talents being accepted by the code and that wasn't changed since I was tasked with it's maintenance. This would require expansion and I will add it to my list to look over once I get a free minute. The skills link accesses the skill records in the sidebar. I'm not seeing any records to have the entry linked to and this would also be another expansion of the code and updating the core rules module with those records. This will also be added to my notes to look over once I have some time.

Stargrove
August 25th, 2025, 23:38
I'm not seeing Psi Talents being accepted by the code and that wasn't changed since I was tasked with it's maintenance. This would require expansion and I will add it to my list to look over once I get a free minute. The skills link accesses the skill records in the sidebar. I'm not seeing any records to have the entry linked to and this would also be another expansion of the code and updating the core rules module with those records. This will also be added to my notes to look over once I have some time.

Thank you. Much appreciated.

For the PSI TALENT piece, the hexagon may not be as important on the Skill tab since those are just the top level talents and all the individual PSI Abilities for each of those talents shows up on the Actions tab. Still not able to roll from those PSI Abilities listed on the Action tab either.

superteddy57
August 26th, 2025, 05:43
I might need to see what you are seeing or even a copy of the character sheet in question. I tested with a fresh character and can roll the psi abilities on the actions tab.
65250

Elvedui
August 26th, 2025, 20:28
Im an idiot...it isn't obvious when you are dealing with Psi Talents...you can't add them yourself, but if you drag a psi skill to the skill tab (even though it only shows up on the action tab) then it populates the related Psi Talent. Not at all intuitive. As for the dex issue...i had to reset it on the action tab and then it worked.

Elvedui
August 26th, 2025, 20:29
A few things:

Task Chains

I do not seem to be able to drag PSI Abilities onto a Task Chain step under Skill Required.
I have have created an extension to import Task Chains that I have created into FGU (over 200 of them) and some of them had PSI powers listed under the required skill. When I drag a Task Chain into the Task Chain window that comes up when you click the button in the Tool area, I am unable to drag a PSI Talents roll from a character sheet to use it in a Task Chain. If I manually enter a like name (ie, Telepathy) under the Skill section of the same character sheet the roll works.


So, while there is a work around, it would be nice if this was working.


Character Sheet
One other thing I noted on the Character Sheet on the Skills tab. Under Skills, there is a link hexagon next to the left of each skill so a player can quickly open it up for the reference text if needed. There is no such hexagon next to any of the PSI Talents that sit above the Skills section. So, if a player wanted the reference text for one of those, they have to open the PSI Abilities window and find the one they want to view and click it. The hexagon should probably be there.

Is that extension available to those struggling DMs who wish they knew how to do that?

Stargrove
August 26th, 2025, 22:35
I might need to see what you are seeing or even a copy of the character sheet in question. I tested with a fresh character and can roll the psi abilities on the actions tab.
65250

I was referring to being able to drag PSI Talents to Task Chains to use them there. Right now, only items from the Skills list are allowed to be dropped onto a Task Chain step.

Stargrove
August 26th, 2025, 23:43
Is that extension available to those struggling DMs who wish they knew how to do that?

Do you mean the extension to import Task Chains that I just created? I have not made it available to anyone at this point as I just created it and I am still refining it. Its only purpose was to import all the Task Chains I had created outside of FGU.

Elvedui
August 27th, 2025, 14:59
Do you mean the extension to import Task Chains that I just created? I have not made it available to anyone at this point as I just created it and I am still refining it. Its only purpose was to import all the Task Chains I had created outside of FGU.

Yes thats what i meant. Hopefully, once youve refined it you will make it available.

Stargrove
August 27th, 2025, 21:51
Yes thats what i meant. Hopefully, once youve refined it you will make it available.

I doesn't create Task Chains. It just imports CSV files with the Task Chains I created for the Task Chain Module I am working on. I just made it so I didn't have to create each Task Chain step by hand. I am not sure what utility the extension would be to anyone else unless they are trying to get a whole bunch of Task Chains imported like I am. If you are just creating a few for an adventure or something, it would be easier to just do those in FGU.

Elvedui
August 28th, 2025, 17:38
I doesn't create Task Chains. It just imports CSV files with the Task Chains I created for the Task Chain Module I am working on. I just made it so I didn't have to create each Task Chain step by hand. I am not sure what utility the extension would be to anyone else unless they are trying to get a whole bunch of Task Chains imported like I am. If you are just creating a few for an adventure or something, it would be easier to just do those in FGU.

I was hoping you were sharing the task chains you created. When you said you had 200 sounds comprehensive and useful for those of us who haven't figured out task chains, but want to.

Stargrove
August 28th, 2025, 17:59
I was hoping you were sharing the task chains you created. When you said you had 200 sounds comprehensive and useful for those of us who haven't figured out task chains, but want to.

Don't worry, I will be sharing all the Task Chains I create as a module that will be on the Forge. Everything will be organized into the categories I detailed in the Task Chain thread. It just takes a while to get it all organized and formatted.

peterfdh
August 29th, 2025, 20:02
I'd like to report a bug with the dice roller!!! How does this happen?:bandit:65288

OK, I might be kidding. Just wanted to note my appreciation with a moment of fun from last night's game for all those here who report and improve this system to make our gaming experience better.

Stargrove
August 29th, 2025, 20:32
I'd like to report a bug with the dice roller!!! How does this happen?:bandit:65288

OK, I might be kidding. Just wanted to note my appreciation with a moment of fun from last night's game for all those here who report and improve this system to make our gaming experience better.

Certainly my players and I have nights like this too. Physical dice are much less random than FGU and that can be frustrating for players and GMs. However, it does make for fun comments about the dice on any given night.

LinWood2020
September 4th, 2025, 13:49
Our group has been experiencing a different issue with the dice roller in the last couple of sessions. When making skill checks, the roller has not been including inputs from the table below. Boone and Banes appear to be accounted for, but situational modifiers (+1, +2,+3, etc) are not, even though they are noted in the chat description. It seems to be specific to just skill checks; rolls using the dice roller table are not affected.

Has anyone else run into this?

superteddy57
September 4th, 2025, 14:02
Our group has been experiencing a different issue with the dice roller in the last couple of sessions. When making skill checks, the roller has not been including inputs from the table below. Boone and Banes appear to be accounted for, but situational modifiers (+1, +2,+3, etc) are not, even though they are noted in the chat description. It seems to be specific to just skill checks; rolls using the dice roller table are not affected.

Has anyone else run into this?

Can you give me a specific example with steps to replicate? This will help me track down the issue. Also some images of what you are seeing will help as well.

Stargrove
September 4th, 2025, 22:52
Can you give me a specific example with steps to replicate? This will help me track down the issue. Also some images of what you are seeing will help as well.
I believe he is referring to rolls when the buttons like +1, +2, +3, -1, -2, -3 below the Chat Window are pressed.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65345&d=1733273156

I can honestly not confirm that rolls from the character sheet ever worked with these buttons pressed, but they are not working right now.

So, if I have a completed character sheet open and go to the Skills tab, press +1 under the Chat Window, and then roll for Athletics the +1 is not added.

However, if I press +1, Press STR, and leave the Task Diff at +8, "pick up" the dice and make a roll, then the +1 will get added in properly.

I also tried testing out the modifiers that are located in the +/- window that can be brought up from the upper right button.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65346&d=1733273156

When I select +1 Aim in that window and then make a Gun Combat roll from my character sheet, the +1 Aim is not getting added to the roll. I tested other items in the Modifier Window and none of them are getting added to any rolls fro the character sheet. I can confirm that these used to work as we have used them in the campaign I am running right now.

Hope this helps.

LinWood2020
September 5th, 2025, 13:48
Stargrove is describing the same issue we’ve been running into. This happens both with character sheets and NPC sheets. This only start appearing in the last few weeks, i think (we’ve been playing intermittently over the last month or so).

So far as I can tell a dice roll selection from the pulldown menu does not exhibit this behavior.

superteddy57
September 5th, 2025, 18:29
I'll make a note and have a look when I have a free moment. Will reach out if I have further questions.

superteddy57
September 11th, 2025, 01:33
I believe he is referring to rolls when the buttons like +1, +2, +3, -1, -2, -3 below the Chat Window are pressed.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65345&d=1733273156

I can honestly not confirm that rolls from the character sheet ever worked with these buttons pressed, but they are not working right now.

So, if I have a completed character sheet open and go to the Skills tab, press +1 under the Chat Window, and then roll for Athletics the +1 is not added.

However, if I press +1, Press STR, and leave the Task Diff at +8, "pick up" the dice and make a roll, then the +1 will get added in properly.

I also tried testing out the modifiers that are located in the +/- window that can be brought up from the upper right button.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65346&d=1733273156

When I select +1 Aim in that window and then make a Gun Combat roll from my character sheet, the +1 Aim is not getting added to the roll. I tested other items in the Modifier Window and none of them are getting added to any rolls fro the character sheet. I can confirm that these used to work as we have used them in the campaign I am running right now.

Hope this helps.

I tested this and it's working with any roll that would be considered an attack. Are you making the rolls from the skills tab?

superteddy57
September 11th, 2025, 01:35
Our group has been experiencing a different issue with the dice roller in the last couple of sessions. When making skill checks, the roller has not been including inputs from the table below. Boone and Banes appear to be accounted for, but situational modifiers (+1, +2,+3, etc) are not, even though they are noted in the chat description. It seems to be specific to just skill checks; rolls using the dice roller table are not affected.

Has anyone else run into this?

I tested the desktop buttons, but they appear working. Where are you adding the modifiers? Can you give me steps you are performing to help me replicate?

Stargrove
September 11th, 2025, 21:37
I tested this and it's working with any roll that would be considered an attack. Are you making the rolls from the skills tab?

Regarding the rolls using the buttons in the Modifiers window:
- Making an attack using an equipped weapon shown on the Actions tab, I can confirm that the buttons in the Modifiers window, when selected before making a roll are working properly.
- If I make an attack using, for example, Gun Combat (energy) on the Skills tab does not take into account when buttons are activated in the Modifiers window. For me, this is expected as the Modifiers Bonus and Penalty are specifically for attacks, whereas the rolls from the Skills tab could be for an attack, but are generally just for Skill checks.

Regarding the =/- buttons under the Chat Window.
- These now seem to be working regardless if I make rolls from the Skills tab or an attack from the Actions tab.


This all seems to contradict what I wrote back on Sept 4th as everything seems to be working now. The originally reported issues were there on 9/4.

superteddy57
September 11th, 2025, 23:06
All good, I just wanted verify

LinWood2020
September 25th, 2025, 02:30
We just came back to Traveller after a month away and we're still experiencing the same issue with skill checks - rolls from the skill tab. Characteristic modifiers and skill levels add up probably, but modifiers from the buttons seem to be ignored.

Note we've only seen with skill checks. No idea if this can occur with attack rolls (or rolls using weapons or great). Our campaign doesn't venture into combat very often. (Weird for a Traveller campaign, I know, but it works for us).

superteddy57
September 25th, 2025, 03:56
I've tested this and it appears to be working.
65503

Please provide specific steps in replicating the issue. As my method appears to work by clicking the +# buttons on the desktop to add the modifier.

LinWood2020
September 25th, 2025, 18:36
And yet when I tried the following this AM it didn't work. My steps were:
1. Installed the VTT.
2. Opened one of the player characters.
3. Selected the "+2" button from the table at the bottom of the tabletop (NOT the Modifiers table your example shows)
4. Selected the gold button for one of the character's skills (Advocat) and dragged it to the chat window. This skill has a characteristic DM+1 (for EDU) and is Skill Level 1.

The results are shown in the PNG below. (Apologies on the lack of a screenshot - I've no luck uploading an image so far.) The system has recorded both the DM+2 associated with the skill (the (2D+2) in the Chat window) and the DM+2 from the modifier table at the bottom of the tabletop (the "(+2)" next to it), but only one of these modifiers is shown as added to the die roll.

2025-09-25t07-34-08.png

Since you're having trouble replicating it, I'm wondering if there's something system-specific in play. I'm running an iMac with macOS 13.7.8. Does that help?

superteddy57
September 25th, 2025, 19:15
Can you show me the gold button you are referring to in your steps? Where I deviated in my steps was clicking on the number box under Total for the skill from my image on the character sheet

LinWood2020
September 25th, 2025, 22:33
I was referring to the little dots to the lower right of the Total number box. But what I was actually doing is selecting the Number box itself.

But this pointed me to what's really going on. If you double-click on the Total (or the NPC skill) everything seems to work as it should. But the modifiers in the table at the bottom of the tabletop don't get included in the die roll if you drag-and-drop the total (or skill in the case of NPCs).

Which seems weird, but okay.

superteddy57
September 25th, 2025, 22:55
Thanks, helps track down the issue. I'll put it in my notes to look it over..

superteddy57
October 3rd, 2025, 09:14
pushed an update to fix the drag issue.

Vackipleur
October 21st, 2025, 23:27
Hi,

I can't find “Weapon Accessories” linked as items in the Central Supply Catalog 2023 Update. These are items such as Bandolier, Scope, Laser Sight, etc.

Stargrove
October 22nd, 2025, 00:29
Hi,

I can't find “Weapon Accessories” linked as items in the Central Supply Catalog 2023 Update. These are items such as Bandolier, Scope, Laser Sight, etc.

I had to go check, and you are right, many of them are missing. I will get a quick update together and posted as soon as I can. Sorry about that.

Stargrove
October 22nd, 2025, 01:33
Hi,

I can't find “Weapon Accessories” linked as items in the Central Supply Catalog 2023 Update. These are items such as Bandolier, Scope, Laser Sight, etc.


I had to go check, and you are right, many of them are missing. I will get a quick update together and posted as soon as I can. Sorry about that.


Hotfix submitted and should be available this week. Let me know if there is anything else missing.

Vackipleur
October 22nd, 2025, 18:28
Solved ! Thank you Stargrove

Egheal
November 2nd, 2025, 11:52
Hi,
a part of a sentence is missing in Races, K'Kree:
65710

Vackipleur
November 8th, 2025, 15:16
The encumbrance rules used are not those from Traveller 2nd Edition, but from the First Edition.
Would it be possible to implement the correct rule from the updated 2023 ruleset, namely:

A Traveller should be able to carry equipment totalling a number of kilograms equal to their combined STR and END without penalty, plus any levels in Athletics (strength and/or endurance).
Travellers can carry up to twice this amount but will suffer DM-2 on all physical actions while they do so. They will also count as performing heavy labour as detailed under Fatigue on page 80.

If it is not possible to include the Athletics skill level directly, could we at least have a field to add a modifier that adjusts the carrying capacity, please?

The First Edition rule was:

Traveller characters sometimes have to carry everything they need to survive. A character can carry a number of kilograms equal to their Strength + Endurance scores before they have to worry about their load. They are lightly encumbered if they carry up to twice this value and heavily encumbered if they carry up to three times their Strength + Endurance. A character can lift more with an Athletics (strength) check—add the Effect to his effective Strength to work out his new maximum lift—but cannot do more than stagger around with his new load at 1.5 metres per round. He may lift it for a number of rounds equal to the Effect of an Athletics (endurance) check.
Lightly encumbered characters suffer a –1 DM to all actions that require free physical movement and become fatigued after a number of minutes equal to their Endurance score (plus the Effect of an Athletics (endurance) check if the character wishes to push himself).
Heavily encumbered characters suffer a –3 DM to all actions that require free physical movement, etc.

So in 2nd Edition it seems one can only carry up to twice their maximum load, and that’s it.

Thank you

superteddy57
November 8th, 2025, 18:08
I can look into it and see how that's handled.

superteddy57
November 8th, 2025, 20:25
The encumbrance rules used are not those from Traveller 2nd Edition, but from the First Edition.
Would it be possible to implement the correct rule from the updated 2023 ruleset, namely:

A Traveller should be able to carry equipment totalling a number of kilograms equal to their combined STR and END without penalty, plus any levels in Athletics (strength and/or endurance).
Travellers can carry up to twice this amount but will suffer DM-2 on all physical actions while they do so. They will also count as performing heavy labour as detailed under Fatigue on page 80.

If it is not possible to include the Athletics skill level directly, could we at least have a field to add a modifier that adjusts the carrying capacity, please?

The First Edition rule was:

Traveller characters sometimes have to carry everything they need to survive. A character can carry a number of kilograms equal to their Strength + Endurance scores before they have to worry about their load. They are lightly encumbered if they carry up to twice this value and heavily encumbered if they carry up to three times their Strength + Endurance. A character can lift more with an Athletics (strength) check—add the Effect to his effective Strength to work out his new maximum lift—but cannot do more than stagger around with his new load at 1.5 metres per round. He may lift it for a number of rounds equal to the Effect of an Athletics (endurance) check.
Lightly encumbered characters suffer a –1 DM to all actions that require free physical movement and become fatigued after a number of minutes equal to their Endurance score (plus the Effect of an Athletics (endurance) check if the character wishes to push himself).
Heavily encumbered characters suffer a –3 DM to all actions that require free physical movement, etc.

So in 2nd Edition it seems one can only carry up to twice their maximum load, and that’s it.

Thank you

Pushed an update to add in athletic skill level as part of the encumbrance calculation

Vackipleur
November 9th, 2025, 15:09
Thank you.
Did you make an update, or is one coming soon? Because I don’t see any change...

superteddy57
November 9th, 2025, 18:50
I've already pushed the update. I verified by testing.

7 Str 7 End 0 Athletics
65765

7 Str 7 End 5 Athletics
65766

Vackipleur
November 10th, 2025, 12:59
I've already pushed the update. I verified by testing.

7 Str 7 End 0 Athletics
65765

7 Str 7 End 5 Athletics
65766

Sorry, but not for me in a new campaign without an extension.

superteddy57
November 10th, 2025, 20:12
The Athletics without parenthesis should change the value

Vackipleur
November 11th, 2025, 12:38
The Athletics without parenthesis should change the value

Okay, I understand my mistake. It works if the character is connected to a player and not directly through the interface by the GM.
That’s not exactly how the system is supposed to work, but it’ll do. You didn’t change the maximum capacity or the “-3,” which doesn’t apply in the 2nd edition, but I understand that it’s not a priority, that there’s no official developer, etc.

Thank you very much.

superteddy57
November 11th, 2025, 13:12
I'm not sure what you mean and might need to elaborate on your response. The current encumbrance follows what you posted with STR+END+(Athletics Levels) if str or end as the stat.
65778
This is the attributes for the test character

65779
This is the skills for the test character

65780
Here is the inventory with the encumbrance levels

From what I saw it looks to be following what you posted. I might be misunderstanding what you are asking, but wanted to show you how I tested. This is without a player and with only the GM side of things.

Vackipleur
November 11th, 2025, 21:24
I had created a new campaign as a GM, and when creating a character, I modified the STR and END attributes and added the skill, but it still didn’t work. It only worked when I started a session as a Player, joined the newly created campaign, and took control of the character... Then everything updated.

Also, I never said that the Athletics skill level should be added to the Strength and Endurance attributes to calculate maximum carrying capacity, but rather the levels of Athletics (strength) and Athletics (endurance) — the ones in parentheses.

Here’s how the game works: the Athletics skill has three specialties — Strength, Dexterity, and Endurance. At the start, you have Athletics at 0. If you gain 1 skill point, you must assign it to one of the three specialties, but your general Athletics skill remains at 0. You gain another skill point, you assign it to one of the three specialties again, and so on — Athletics will always stay at 0.

Read again what I wrote: “plus any levels in Athletics (strength and/or endurance).”

That’s why, in my first screenshot, I had Athletics at 0, but Athletics (strength) at 2 and Athletics (endurance) at 1, because I expected to get 17 (STR 7 + END 7+ Athletics (strength) 2 + Athletics (endurance) 1), yet it stayed at 14.

Is that clearer?
And sorry, English is not my native language, so I probably caused some confusion in my explanation.
Thank you for your patience (and chatgpt for the translation :))

Stargrove
November 24th, 2025, 16:02
Something seems to be wrong with spacecraft combat. Specifically the application of damage from a PC Ship attack to an enemy ship.

I added a PC spacecraft the proper way, assigned a player to the gunner position and made an attack using the Ships tab on that PC. It will register the hit properly, but after rolling damage, none of the damage gets applied to the enemy ship. I have tried various enemy ships of varying sizes and armour levels. No damage gets applied.

However, when the enemy ship makes an attack against the PC ship, damage works as expected.

PS: One other request related to Spacecraft records:

Please make the Description field wrap text and grow to accommodate wrapped text
Please make the Traits field (right under the Description field) wider, the text wrap, and grow to accommodate wrapped text

superteddy57
November 30th, 2025, 10:13
I'm not able to replicate your report. Can you provide more details on the ship attack?
65885

Stargrove
November 30th, 2025, 16:22
I'm not able to replicate your report. Can you provide more details on the ship attack?
65885

Here is a screenshot of my test. I created a new campaign with no extensions loaded. Note that it does not even register the hit.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65886&d=1733273156


Here is when the NPC ship attacks the player ship.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65887&d=1733273156

Stargrove
November 30th, 2025, 16:38
I'm not able to replicate your report. Can you provide more details on the ship attack?
65885

So...more testing.

If I drag the Spacecraft from the Ships tab on the Party Sheet to the Spacecraft Combat Tracker then I get the results above. If I instead drag the entry from the PC SPACECRAFT windows to the Spacecraft Combat Tracker, then it seems to work fine. I certainly can't explain why as they seem to be the same entry. For example, if I edit the name of the ship from the spacecraft sheet after opening the entry in the PC SPACECRAFT window the name updates on the PARTY SHEET. So, they would seem to be the same. However, those two records do not seem to be the same when it comes to dragging them into the SPACECRAFT COMBAT TRACKER.

To recap:
- Dragging the Ship entry from the PARTY SHEET to the SPACECRAFT COMBAT TRACKER does not seem to be working properly.

- Dragging the Ship entry from the PC SPACECRAFT window to the SPACECRAFT COMBAT TRACKER seems to be working properly.

superteddy57
November 30th, 2025, 21:11
The PC ship needs to have it's token dragged from the partysheet to the combat tracker and not the PC Spacecraft window. That record is not linked and doesn't contain the crew.

Stargrove
November 30th, 2025, 21:32
The PC ship needs to have it's token dragged from the partysheet to the combat tracker and not the PC Spacecraft window. That record is not linked and doesn't contain the crew.
That is what I am doing and it is not working.

When I was testing, here are the steps I did.
1) Open the PC Spacecraft window and create a blank PC Spacecraft form
2) Open the Spacecraft window an drag a Spacecraft entry onto the blank PC Spacecraft form
3) Give the new PC Spacecraft a name and drag it onto the Party Sheet
4) Open the Spacecraft Combat Tracker and drag a Spacecraft entry onto it to create an enemy (shows red)
5) Make sure I have a PC in the Party Sheet
6) Drag the ship icon in the Party Sheet to the Space Combat Tracker (shows green)
7) Target the "enemy ship" with the PC Ship
8) Open the character and drag him onto the Crew entry in the Party Sheet
9) Go to the Ships tab on the character and assign him the "gunner" Role and click Show
10) Roll to hit the enemy ship
11) Roll damage

I just did those steps again and confirmed the PC Ship cannot make hits against an enemy ship no matter what I roll on the dice.

superteddy57
November 30th, 2025, 21:48
That is what I am doing and it is not working.

When I was testing, here are the steps I did.
1) Open the PC Spacecraft window and create a blank PC Spacecraft form
2) Open the Spacecraft window an drag a Spacecraft entry onto the blank PC Spacecraft form
3) Give the new PC Spacecraft a name and drag it onto the Party Sheet
4) Open the Spacecraft Combat Tracker and drag a Spacecraft entry onto it to create an enemy (shows red)
5) Make sure I have a PC in the Party Sheet
6) Drag the ship icon in the Party Sheet to the Space Combat Tracker (shows green)
7) Target the "enemy ship" with the PC Ship
8) Open the character and drag him onto the Crew entry in the Party Sheet
9) Go to the Ships tab on the character and assign him the "gunner" Role and click Show
10) Roll to hit the enemy ship
11) Roll damage

I just did those steps again and confirmed the PC Ship cannot make hits against an enemy ship no matter what I roll on the dice.

I did not use the targeting system (not sure if that worked before, but can check it out), but it did work when dragging the damage dice to the token/CT Entry of the enemy ship

Stargrove
November 30th, 2025, 22:09
I did not use the targeting system (not sure if that worked before, but can check it out), but it did work when dragging the damage dice to the token/CT Entry of the enemy ship

I am quite sure this was working before because I have used it in the past. It does work from Enemy to Ally, but not the other way around. Also, I have never dragged damage dice from the chat window.

As I explained previously, if I drag the PC Spacecraft ship entry into the Spacecraft Combat Tracker and remove the entry that I dragged from the Party Sheet and then follow the other steps for targeting, attack, and damage, things seem to work fine.

Toko Loshe
December 1st, 2025, 16:02
I tested this and found that for me, when dragging from the party sheet, there was a delay in registering the systems I added and therefore was a different logical entity from the PC Ship Entry. I found that attacking from the PC character sheet resulted in no hit or damage detection being registered when attacking the targeted ship. (I did not see Gunner as a crew option until added it to Crew Requirements on the main tab) If you open the ship entry from the combat tracker by double clicking it and attacking from the weapons entry the attack and damage registers, just not from the character's Ships tab.

I removed the PC ship from the combat tracker and then dragged the ship from the PC Ship menu to the combat tracker and everything works as intended from the Character sheet.
If you go to the party sheet and double click the ship icon and then drag that to the combat tracker the hits and damage register correctly from the PC ships tab.

If I drag the token straight from the party sheet and then click on the link in the combat tracker I've found that many of the ship systems are not populated in the ship record, including systems and weapons.

Toko Loshe
December 1st, 2025, 16:38
This is what I've found in my code checks so far. I can build it into the extension, but I think it would be better to fix at source as I may be mistaken.

Ships added via the Party Sheet pathway do not properly support attack and damage detection for targeted ships in combat.

**File:** `MGT2/ps/ps_partyship.xml`, lines 123-130
The `onDragStart` handler for the token field incorrectly passes the party sheet database node instead of the actual ship record node.

This results in the combat tracker receiving a path like `partysheet.shipinformation.id-00001` instead of the correct `charspacecraftsheet.id-00001`. The combat system cannot resolve actions against the party sheet node.

superteddy57
December 5th, 2025, 15:07
This is what I've found in my code checks so far. I can build it into the extension, but I think it would be better to fix at source as I may be mistaken.

Ships added via the Party Sheet pathway do not properly support attack and damage detection for targeted ships in combat.

**File:** `MGT2/ps/ps_partyship.xml`, lines 123-130
The `onDragStart` handler for the token field incorrectly passes the party sheet database node instead of the actual ship record node.

This results in the combat tracker receiving a path like `partysheet.shipinformation.id-00001` instead of the correct `charspacecraftsheet.id-00001`. The combat system cannot resolve actions against the party sheet node.

The PC ship record from the masterindex (window that opens when you click on the sidebar) is just a place to create the ships that you would like to be able to use within the campaign. These can be exported for multiple campaigns. Think of them as templates. The drop to the partysheet is meant to copy the record like the combat tracker (for NPCs) and not to link them. So the drag from the partysheet is the intended source when added to the combat tracker. So the combat tracker needs to link back to the partysheet.

superteddy57
December 5th, 2025, 15:10
I am quite sure this was working before because I have used it in the past. It does work from Enemy to Ally, but not the other way around. Also, I have never dragged damage dice from the chat window.

As I explained previously, if I drag the PC Spacecraft ship entry into the Spacecraft Combat Tracker and remove the entry that I dragged from the Party Sheet and then follow the other steps for targeting, attack, and damage, things seem to work fine.

The process is to drop the PC ship record into the partysheet and only use the partysheet to link things properly. The record from the sidebar does not help in automation and nothing is linked to this record. Think of it like a template that is added to the partysheet and the ship on the partysheet is what the players and the GM interact with.

Toko Loshe
December 5th, 2025, 19:08
There is a bug where if you drag from the party sheet like you suggest and then attack from the pc character sheet who is assigned as gunner the damage is not applied correctly to the enemy ship. If the ship record is opened from the party sheet and then the attack is made the code works.

Clean slate before dragging from the party sheet
65922

After dragging from party sheet and targeting
65923

No Pending attack registered after attacking from PC Ships tab
65924

Removed ship from Combat tracker, clicked on the link on the party sheet and added that to the combat tracker
65925

After rolling attack and damage from the gunner character's sheet showing incoming damage as it should
65926

Elvedui
December 15th, 2025, 13:03
It seems that the action tab wont include the relevant skill level. For example, First Aid or the various other medical Actions don't pull in the relevant medic skill. Seems to be an issue for all actions so far.

superteddy57
December 15th, 2025, 13:21
It seems that the action tab wont include the relevant skill level. For example, First Aid or the various other medical Actions don't pull in the relevant medic skill. Seems to be an issue for all actions so far.

Please provide exact steps to reproduce and images to help me reproduce the issue. Are you referring the to 'Heal' action?

superteddy57
December 15th, 2025, 13:37
I did spot some issues with the misc actions not updating first aid and so on when changing the ranks of the medic skill. I pushed an update for that. If this is related then please check if the update resolves the issue. If not, then what I requested earlier will be helpful in tracking down the issue.

Elvedui
December 16th, 2025, 18:49
I did spot some issues with the misc actions not updating first aid and so on when changing the ranks of the medic skill. I pushed an update for that. If this is related then please check if the update resolves the issue. If not, then what I requested earlier will be helpful in tracking down the issue.

Yes i am talking about First Aid, Long-term Care and Treat Poison or Disease. None of those bring in the skill modifier. They only bring in the characteristic modifier. The same is true for the Tactics actions. i am not sure if there are other actions since i am just looking at the PCs in my campaign and what actions they have on their action TAB. Previously this occured for the Psionic actions, but you fixed that.

Of note, the TDM on NPCs does not auto fill based on the skills either. I am looking a PSI skills specifically.

Moon Wizard
December 16th, 2025, 21:05
Thanks for reporting. @superteddy57 is taking a look at it.

Regards,
JPG

superteddy57
December 17th, 2025, 06:33
Yes i am talking about First Aid, Long-term Care and Treat Poison or Disease. None of those bring in the skill modifier. They only bring in the characteristic modifier. The same is true for the Tactics actions. i am not sure if there are other actions since i am just looking at the PCs in my campaign and what actions they have on their action TAB. Previously this occured for the Psionic actions, but you fixed that.

Of note, the TDM on NPCs does not auto fill based on the skills either. I am looking a PSI skills specifically.

Pushed a fix for the psi DMs not updating. I also did some further clean up. I merged homeworlds and worlds into locations. Setting the type will set the correct information to display.

Elvedui
December 17th, 2025, 14:06
Pushed a fix for the psi DMs not updating. I also did some further clean up. I merged homeworlds and worlds into locations. Setting the type will set the correct information to display.

Youre a hero of the Republic. Thanks.

Elvedui
December 17th, 2025, 20:05
So after my update i get a bunch of error messages. I've attached the logs. And the fixes to the Actions doesn't appear to have worked.

superteddy57
December 17th, 2025, 20:12
Have you tried without extensions?

superteddy57
December 17th, 2025, 20:16
I did see a typo in the module that reported an error and pushed another fix LIVE to address that module.

Elvedui
December 17th, 2025, 21:34
I did see a typo in the module that reported an error and pushed another fix LIVE to address that module.

I have the language, calendar, shipslocker and Solomani Worlds Kurland Cluster extenstions, but no others at the moment.

LinWood2020
December 18th, 2025, 00:40
We are also experiencing problems with skill checks for PCs. The system is adding in the characteristic DM but not the skill level. You can see it in the Totals column on the Skills tab.

Seems to be working fine with NPCs.

superteddy57
December 18th, 2025, 05:03
Pushed a fix for your report. Please update and verify that the skill total correctly shows the proper total.

Vackipleur
December 18th, 2025, 09:57
Pushed a fix for your report. Please update and verify that the skill total correctly shows the proper total.

Yes, I ran into this issue during my session yesterday, but it has been resolved. Thank you very much.

Elvedui
December 18th, 2025, 13:41
Pushed a fix for your report. Please update and verify that the skill total correctly shows the proper total.

This still isn't working for me. I turned off the few extensions that i have and no change. the skill still doesn't show up. On the extension issue, not to be cynical, but I feel like I shouldn't buy extensions on the FORGE ever because there is no guarantee that the developer of that extension will support needed changes as FGU is updated?

superteddy57
December 18th, 2025, 13:51
I can you show you my tests:
66014

66015

66016

LinWood2020
December 18th, 2025, 15:12
Pushed a fix for your report. Please update and verify that the skill total correctly shows the proper total.

All appears to be working fine this AM. Thanks!! And Merry Christmas!!!

NickSmith
December 18th, 2025, 15:15
I can you show you my tests:
66014

66015

66016

There's something weird about stat bonusses not filtering through to the First Aid section:
we had trouble with this last night, (Doc was +2Medic skill, but First Aid section said Skill 0)

I just had a test, and:

If you change your (Main Tab)STAT itself, it doesn't automatically send the new bonus on to the First Aid section, and seems sort of mess up the connection between the other sections

##changing the players Med Skill on the Skills tab(and then changing it back so it's correct), somehow triggers any updated STAT/skill bonusses to filter through to the First Aid section.##
< cant get this to work now, probably ignore

Also deleting the First Aid skill and remaking it, seems to work, as does deleting and re-adding Medic on the skills tab.


I hope i got that correct

superteddy57
December 18th, 2025, 15:28
There's something weird about stat bonusses not filtering through to the First Aid section:
we had trouble with this last night, (Doc was +2Medic skill, but First Aid section said Skill 0)

I just had a test, and:

If you change your (Main Tab)STAT itself, it doesn't automatically send the new bonus on to the First Aid section, and seems sort of mess up the connection between the other sections

##changing the players Med Skill on the Skills tab(and then changing it back so it's correct), somehow triggers any updated STAT/skill bonusses to filter through to the First Aid section.##
cant get this to work now, probably ignore

Also deleting the First Aid skill and remaking it, seems to work, as does deleting and re-adding Medic on the skills tab.


I hope i got that correct

Thanks for more of a breakdown of what you were seeing. I was able to verify and replicate. I pushed a fix to address this report.

NickSmith
December 18th, 2025, 15:52
actually i just noticed another thing, sorry.

First aid Healing = Effect number of hit points, minimum 1,
Now if you roll an 8 you get 0 HP back, it should be 1 on an 8 or 9

superteddy57
December 18th, 2025, 15:59
actually i just noticed another thing, sorry.

First aid Healing = Effect number of hit points, minimum 1,
Now if you roll an 8 you get 0 HP back, it should be 1 on an 8 or 9

Is this a 2022 update? I'm not seeing that mentioned with the original core rulebook. If it is in there, can you tell me the location? Please no page numbers, but would appreciate chapter and section header.

NickSmith
December 18th, 2025, 16:42
Is this a 2022 update? I'm not seeing that mentioned with the original core rulebook. If it is in there, can you tell me the location? Please no page numbers, but would appreciate chapter and section header.

Yes: 2022 update corebook, so ignore if we're not using that

They hid it in:

Encounters & Dangers section,
Healing > Medical Treatment >
First aid


(although in the example given in the description of the Medic skill itself, it still just says "Healing = Effect", like in the pre 2022 book)

superteddy57
December 18th, 2025, 16:52
Not sure how to approach that besides for now asking for it to be handled manually. Since I don't want to alienate anyone using pre-2022 update. You can manually still adjust things by 1. I will have to examine the 2022 update and see what else has changed and see if a version option might be warranted.

NickSmith
December 18th, 2025, 16:55
Not sure how to approach that besides for now asking for it to be handled manually. Since I don't want to alienate anyone using pre-2022 update. You can manually still adjust things by 1. I will have to examine the 2022 update and see what else has changed and see if a version option might be warranted.


No Problem :-)

Stargrove
December 18th, 2025, 21:46
It would seem that the Item entry form is kind of broken. For example, if I create a new item record and then enter "Weapons" into the Type field and then leave the field, the proper fields do not show up in the form like I would expect for me to be able to create a weapon entry. I also tried entering "Armour" in the "Type" field and the proper fields are not showing up either. If you are not creating new items and just open up already existing items from a module like the Central Supply Catalog, then all the data is there. I have found that if I enter Weapons in the Type field, close the Item form, and then reopen it, the proper fields are there. However, this is not expected behavior as the fields used to just show up once you designated the Type and left the field.


EDIT: Looks like this is also the case for the NPC form as well.Once I select the Type in the drop-down, I need to close the form and reopen it for the proper fields to be there.

superteddy57
December 19th, 2025, 04:33
It would seem that the Item entry form is kind of broken. For example, if I create a new item record and then enter "Weapons" into the Type field and then leave the field, the proper fields do not show up in the form like I would expect for me to be able to create a weapon entry. I also tried entering "Armour" in the "Type" field and the proper fields are not showing up either. If you are not creating new items and just open up already existing items from a module like the Central Supply Catalog, then all the data is there. I have found that if I enter Weapons in the Type field, close the Item form, and then reopen it, the proper fields are there. However, this is not expected behavior as the fields used to just show up once you designated the Type and left the field.


EDIT: Looks like this is also the case for the NPC form as well.Once I select the Type in the drop-down, I need to close the form and reopen it for the proper fields to be there.

Pushed update to address this issue.

Stargrove
December 19th, 2025, 14:38
Pushed update to address this issue.

Cool. Confirming both forms are now working. Thanks.

superteddy57
December 19th, 2025, 15:14
Thanks for the patience with this as I'm attempting to clean up the code and bring it in line with current designs to help it be more future proof and to streamline things. Once the ruleset is solid with the current way of doing things, expansions can be looked at to improve the experience.

LinWood2020
December 20th, 2025, 03:34
I am now experiencing an issue with adding skills to an NPC template. When I drag a skill from the Skills table to the NPC template Skill field I get a script execution error (according to the Compile Logs). Makes it impossible to create new NPCs or modify existing ones.

superteddy57
December 20th, 2025, 03:43
I am now experiencing an issue with adding skills to an NPC template. When I drag a skill from the Skills table to the NPC template Skill field I get a script execution error (according to the Compile Logs). Makes it impossible to create new NPCs or modify existing ones.

This system is a tad complicated and will take some time to resolve. You can just type the skills and the number for the ranks without the need for drag and dropping the skill record. This does not throw an error.

LinWood2020
December 21st, 2025, 13:55
That'll work for now.

Our next game session won't be until after New Year's so I'm in no hurry.

Conspiracy
December 22nd, 2025, 05:31
I'm getting the following warning in the console when opening/creating a new world.
[12/22/2025 4:19:43 PM] [WARNING] Could not load script file (MGT2) (W:location_main_world) (campaign/scripts/worlds_main.lua)

It doesn't seem to affect opening or creating a new world.

superteddy57
December 22nd, 2025, 09:14
Thank you for letting us know, but Warnings are not game breaking so it is safe to continue playing. I pushed a fix to address your report.

Conspiracy
December 22nd, 2025, 10:44
No problem, thanks for the quick fix.

NickSmith
December 26th, 2025, 15:18
at the moment I'm getting
[ERROR] Script execution error: [string "MGT2:campaign/scripts/npcs_main.lua"]:129 attempt to index global 'skills' (a nil value)

(hopefully not something I did)
when trying to drag a skill onto a(new or existing) NPC, with or without add-ons. I tried on 2 campaigns, same thing
- it works ok on characters, however

superteddy57
December 26th, 2025, 19:34
at the moment I'm getting
[ERROR] Script execution error: [string "MGT2:campaign/scripts/npcs_main.lua"]:129 attempt to index global 'skills' (a nil value)

(hopefully not something I did)
when trying to drag a skill onto a(new or existing) NPC, with or without add-ons. I tried on 2 campaigns, same thing
- it works ok on characters, however

You can type out the skill name and it should auto complete. I pushed a new update to address the issue.

Elvedui
December 28th, 2025, 18:22
So at some point the Starsystems were moved from the campaign tab to the world/locations tab. Unfortunately, the side affect of that was to delete a massive amount of my campaign data. The systems used to have a notes tab where i entered several hundred planetary notes as well as spaceport and trade data. It has now all been deleted by the update.

superteddy57
December 28th, 2025, 18:48
I would check the main tab and scroll down to the GM Notes section. Please provide your db.xml and the latest db.sesssion file here and I will take a look if they are empty.

Elvedui
December 28th, 2025, 19:03
I would check the main tab and scroll down to the GM Notes section. Please provide your db.xml and the latest db.sesssion file here and I will take a look if they are empty.

No the main tab with player and GM notes doesn't have anything. That includes those few planets that come with descriptions in the MGT2 books. For example, Behind the Claw usually has a few descriptions per subsector. All of these are gone.

Additionally, i had entered data on the starports tabs for several hundred planets and data on the trade tab. They are all gone now.

superteddy57
December 28th, 2025, 19:30
Can you update again as I am seeing a reported issue that was addressed. As for the the type field, I added Planet to the available types that will show the fields like atmosphere and what not to the main tab. I did check your records and see them being displayed with notes.

66072

If there are any specific ones that you can direct me to I'll give that a look over.

I checked also this product (if its not the correct one, please let me know):
https://www.fantasygrounds.com/store/product.php?id=MGP40025GTRVMG2E

It unfortunately didn't contain any notes in the locations and I even checked the parsing data from the original developer.

superteddy57
December 28th, 2025, 19:32
Also for those type fields that contain more than just Planet, they will need to be adjusted to just Planet for the fields to appear.

Elvedui
December 28th, 2025, 21:49
Can you update again as I am seeing a reported issue that was addressed. As for the the type field, I added Planet to the available types that will show the fields like atmosphere and what not to the main tab. I did check your records and see them being displayed with notes.

66072

If there are any specific ones that you can direct me to I'll give that a look over.

I checked also this product (if its not the correct one, please let me know):
https://www.fantasygrounds.com/store/product.php?id=MGP40025GTRVMG2E

It unfortunately didn't contain any notes in the locations and I even checked the parsing data from the original developer.

You have the correct product, but i talked to the creator when it was first released (don't remember who that was now) and they added the planet descriptions in the notes fields. It used to be there.

I updated and a very few are showing up now, but still all of my starport and trade data is gone and most of the data is gone. I had every planet in Trin's Veil, Glisten, Distric 268, Sword Worlds and some others added to my campaign. I had descriptions, trade and starport data. Some had maps in the notes sections as well. I had started creating new entries for a few planets (assuming the system data was still present) before i realized all my system data was deleted.

Not sure i understand your comment on the type and atmosphere? I know that the new location tab allows me to create types and i did create a planet type, but none of the system type data shows up unless i type it in???

superteddy57
December 28th, 2025, 23:51
Can you provide me with the next oldest db.session file as the latest one didn't contain world or location data?

As for my type comment, I was referring to having only 'Planet', 'World', 'System' as the type with no other text to have it display the system data fields:
66078

Elvedui
December 29th, 2025, 13:26
Can you provide me with the next oldest db.session file as the latest one didn't contain world or location data?

As for my type comment, I was referring to having only 'Planet', 'World', 'System' as the type with no other text to have it display the system data fields:
66078

Try this one. I have some older ones.

Elvedui
December 29th, 2025, 13:54
I noticed that the Marches Adventure 2 has the location spelled wrong. It is spelled Sworld Worlds instead of Sword. The problem when you have too much content purchased is there are so many duplicate systems. Rather than one system with additional tabs for adventure content or something along those lines.

I am also seeing that when you pull up the locations tab there is a reference to where the location came from (ie the book). For some of the ones where i added content it has created a new category which is just a subsector name such as District 268. So because of how the ruleset is set up/organized, i have 4 entries for 567-908. One from Behind the Claw, one from Spinward Marches 1 - The Bowman Arm, one from Marches Adventure 1 - High and Dry and one from my addition.

Due to all of this confusion with too many copies for each system, when i was setting up my campaign, i copied my notes into each of the two, three or four planets that showed up in my library so that I wouldn't miss the data depending on which one i pulled up. Now it is just more confusing since one of the updates has created new planets for some of the ones i entered data on, but now even those i need to clean up formatting since it doesn't carry over the same data.

I now also noticed that you deleted the sublocations from the planets so now that has deleted a ton of other work that i have done. All of my detail has been deleted.

superteddy57
December 29th, 2025, 14:34
i think you may have just updated the systems in the module records directly. Please check the moduledb folder and post that file here for me to look at. I''m not seeing any systems stored within the campaign itself. Which leads me to believe it's just altered systems instead of copied records to the campaign

Elvedui
December 29th, 2025, 15:44
i think you may have just updated the systems in the module records directly. Please check the moduledb folder and post that file here for me to look at. I''m not seeing any systems stored within the campaign itself. Which leads me to believe it's just altered systems instead of copied records to the campaign

I definitely just updated the behind the claw and others since it leads to confusion and this was all done well before the whole new section on Worlds/locations was added. However, i also created new entries when the locations was added and made lets say Flammarion as a planet and added sublocations to that for bars, shops and a few other items. Those are now all gone too.

superteddy57
December 29th, 2025, 16:11
I would copy those out to your desktop for safe keeping and try to plug these files into the moduledb folder and see if it is still missing the notes for those records.

anstett
December 31st, 2025, 18:11
In exploring Locations I found one from the Great Rift Book one that is incorrectly formatted.

Tersta in the Khouth subsector of the Corridor sector (all names are correct in the filter) - no data for the entry. In the Type filter this is the only entry that shows the Statistics numbers rather than "World".


Detail from the book (Great Rift Book one, page 25):
Name - Tersta
Location - 0102
Bases - (no entry)
Statistics - C574522-7
Trade Codes - Ag Ni
Travel Code - (no entry)
Allegiance - Imperium
Gas Giants - (no entry)

MoNeart
December 31st, 2025, 18:20
Hi, in ship combat getting [ERROR] Script execution error: [string "MGT2:scripts/manager_spacecraft_combat.lua"]:546: attempt to perform arithmetic on local nThrustMod' (a nil value) when I tried to have it calculate initiative. I suspect I'm doing something wrong with how the ship is setup or something.

anstett
December 31st, 2025, 18:40
One more Locations quirk that feels like a bug to fix.

When entering a new location if the Type is not "World" or "Planet" the window suppresses the Sector and Subsector Fields.

Use case: Entering in all the various other planets in a system. Each should/can have its own Location entry.

So when searching the Trojan Reach as a Sector and then a listing of Planet - Gas Giant it brings up a listing of all the systems in the sector with gas giants.

If the Type is changed from World to a Starport, Planet - Gas Giant, etc. as a Type then currently the two Sector and Subsector fields are not available to enter information. Which prevents searching/filtering by those two fields.

The entry does correctly filter down below for any new Type we create. I would like to still keep the other two dropdown filters.

Edit:
After changing the Type to World or Planet and adding in the Sector and Subsector data, lock to commit, then change the Type back to something different the fields are still suppressed from showing but do work in the drop down filters as expected.

superteddy57
December 31st, 2025, 19:25
In exploring Locations I found one from the Great Rift Book one that is incorrectly formatted.

Tersta in the Khouth subsector of the Corridor sector (all names are correct in the filter) - no data for the entry. In the Type filter this is the only entry that shows the Statistics numbers rather than "World".


Detail from the book (Great Rift Book one, page 25):
Name - Tersta
Location - 0102
Bases - (no entry)
Statistics - C574522-7
Trade Codes - Ag Ni
Travel Code - (no entry)
Allegiance - Imperium
Gas Giants - (no entry)


Hi, in ship combat getting [ERROR] Script execution error: [string "MGT2:scripts/manager_spacecraft_combat.lua"]:546: attempt to perform arithmetic on local nThrustMod' (a nil value) when I tried to have it calculate initiative. I suspect I'm doing something wrong with how the ship is setup or something.

I'm currently on vacation, but will tackle these on monday.


One more Locations quirk that feels like a bug to fix.

When entering a new location if the Type is not "World" or "Planet" the window suppresses the Sector and Subsector Fields.

Use case: Entering in all the various other planets in a system. Each should/can have its own Location entry.

So when searching the Trojan Reach as a Sector and then a listing of Planet - Gas Giant it brings up a listing of all the systems in the sector with gas giants.

If the Type is changed from World to a Starport, Planet - Gas Giant, etc. as a Type then currently the two Sector and Subsector fields are not available to enter information. Which prevents searching/filtering by those two fields.

The entry does correctly filter down below for any new Type we create. I would like to still keep the other two dropdown filters.

Edit:
After changing the Type to World or Planet and adding in the Sector and Subsector data, lock to commit, then change the Type back to something different the fields are still suppressed from showing but do work in the drop down filters as expected.

I can expand the types to have it, but wasn't sure spaceports had the same setup. If you can make a list, I'll make that available.

anstett
December 31st, 2025, 23:54
Enjoy the holidays!

The Sector and Subsector fields should be available for all Locations. That keeps the filters the same across all of them.

superteddy57
January 5th, 2026, 18:49
I pushed an update to address the recent reports.

Elvedui
January 6th, 2026, 23:36
I don't know that it is technically a bug, but when you create an NPC you can't add more than one piece of armor. There are a few that stack in game. But the easiest example is say an energy shield and any other armor. When you drag it onto the NPC it just replaces the other item.

superteddy57
January 7th, 2026, 00:52
I don't know that it is technically a bug, but when you create an NPC you can't add more than one piece of armor. There are a few that stack in game. But the easiest example is say an energy shield and any other armor. When you drag it onto the NPC it just replaces the other item.

It was how it was built. You can list all the armor in the armour type field and just have the total protection in that field.

peterfdh
January 7th, 2026, 01:05
Hi, in an older version of FGU, I had put in place loads of planetary data for each system. This included a lot of bespoke stuff like trade information that the players could then access through shareable links on a system map that I'd created.

I note, however, that all this information has now been erased. The links have been broken as a result. I also note that the Location template has been updated (there is now a tab for a picture). I'm not sure this was even called 'Locations' before? Is this the reason for me losing all this data? Is there any way I can get it back as I spent loads of time putting this together?

superteddy57
January 7th, 2026, 01:23
all systems and homeworlds were merged with locations. Links would have to be updated. Did you replace the data from the module records or did you create new records?

peterfdh
January 7th, 2026, 10:04
all systems and homeworlds were merged with locations. Links would have to be updated. Did you replace the data from the module records or did you create new records?

I took the existing data forms and modified them, so usually adding a ton of stuff to the skeleton info that was already there. I think IIRC that these were System templates. All of that stuff has gone.

NickSmith
January 7th, 2026, 14:02
Hi, brave FG developers

I have now updated to the 2022 update of the Core Book :-) , and having just tested First Aid, it seems to be behaving the same in the 2022 update, as the previous version.
ie. first aid does not have "min. 1 point"
I rolled a final total of 8, therefore effect 0, and ended up with
[0 Healing]

Good luck

Elvedui
January 7th, 2026, 14:52
It was how it was built. You can list all the armor in the armour type field and just have the total protection in that field.

Hopefully, this can be fixed at some point so we can just drag and drop, but yes there is a workaround.

superteddy57
January 7th, 2026, 15:16
Hi, brave FG developers

I have now updated to the 2022 update of the Core Book :-) , and having just tested First Aid, it seems to be behaving the same in the 2022 update, as the previous version.
ie. first aid does not have "min. 1 point"
I rolled a final total of 8, therefore effect 0, and ended up with
[0 Healing]

Good luck

The 2022 "update" is just a module. It provides no rule changes or updates to the ruleset code.

superteddy57
January 7th, 2026, 21:19
Hi, in an older version of FGU, I had put in place loads of planetary data for each system. This included a lot of bespoke stuff like trade information that the players could then access through shareable links on a system map that I'd created.

I note, however, that all this information has now been erased. The links have been broken as a result. I also note that the Location template has been updated (there is now a tab for a picture). I'm not sure this was even called 'Locations' before? Is this the reason for me losing all this data? Is there any way I can get it back as I spent loads of time putting this together?

Can you post your contents of your moduledb file in the folder of the same name of that campaign? I can take a look at the file and see what might be going wrong.

peterfdh
January 8th, 2026, 00:05
Can you post your contents of your moduledb file in the folder of the same name of that campaign? I can take a look at the file and see what might be going wrong.

Thanks. Is this what you're looking for? That folder has 20 files and it won't let me attach a whole folder here and I'm limited to just 5. Sorry, I've little experience of doing this.

I've replaced all the broken links for Regina locations as I need those for my game tomorrow. Historically, there are loads of other planets I detailed, e.g. Lanth.

peterfdh
January 8th, 2026, 00:10
Ignore the previous post. I've figured it out, I think.:)

superteddy57
January 8th, 2026, 00:12
It might have been better to put these on a web storage and provided the link if it's 20 files. I'll look these over though, but if you can look into setting that up, that would be very helpful.

superteddy57
January 8th, 2026, 19:16
Here is the updated files. I would recommend copying out the ones that are already there to another location for safe keeping. This will ensure we can catch any issues. Just place these in their place.

Elvedui
January 12th, 2026, 15:46
Not necessarily a bug; however, when you pull up item list there are many inconsistencies that lead to not properly grouping items ultimately making things more difficult to find:

Vehicle Brain
Vehicle Brains

WEAPONS
Weapon
Weapons
Weapons (this seems similar to the last one, but really should just be one?)

Weapon Accessorites (spelling issue)

Armor
Armour (i think pick a spelling and stick with that one.)

Computers
Computers and Software

Medical Care and Supplies
Medical Supplies

Spacecraft Scael Weaponry
Spacecraft Scale Weapons

Survival Gear
Survival Gear and Supplies

Tools
Tools and Engineering

superteddy57
January 12th, 2026, 15:53
That comes from the item records themselves and would need to be updated within those modules. The ruleset doesn't impact that. I would suggest also mentioning the modules you are seeing those inconsistencies to better help find the culprits. We can alert the developer of your post and see if they can be improved.

Stargrove
January 12th, 2026, 22:10
Not necessarily a bug; however, when you pull up item list there are many inconsistencies that lead to not properly grouping items ultimately making things more difficult to find:

Vehicle Brain
Vehicle Brains

WEAPONS
Weapon
Weapons
Weapons (this seems similar to the last one, but really should just be one?)

Weapon Accessorites (spelling issue)

Armor
Armour (i think pick a spelling and stick with that one.)

Computers
Computers and Software

Medical Care and Supplies
Medical Supplies

Spacecraft Scael Weaponry
Spacecraft Scale Weapons

Survival Gear
Survival Gear and Supplies

Tools
Tools and Engineering

As SuperTeddy mentioned, knowing the modules you are seeing this in would be helpful. FWIW...here are the categories that I used (and continue to use for all my modules) when converting the CSC earlier this year:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66194&d=1733273156

The first column (Type) is what generally tells the ruleset which fields show up on the form when filling in new items. If there are more than a handful of items in a module I have an Extension that I created to import the CSV of a spreadsheet I fill out so I can keep things consistent when I do conversions. For most items it is pretty clear, but for some we just have to guess where they fit best.

I also did a quick search for some of the misspellings like armor (wrong) or armour (right), "Weapon Accessorites", "Spacecraft Scael Weaponry" you mentioned and didn't come up with any of them in the modules I have converted thus far.

Elvedui
January 12th, 2026, 23:33
That comes from the item records themselves and would need to be updated within those modules. The ruleset doesn't impact that. I would suggest also mentioning the modules you are seeing those inconsistencies to better help find the culprits. We can alert the developer of your post and see if they can be improved.

Well i just pull up the Items tab...it doesn't tell me what module they are from. I will see if i can figure that out.

Stargrove
January 13th, 2026, 02:19
Well i just pull up the Items tab...it doesn't tell me what module they are from. I will see if i can figure that out.

If an Item is part of a Module, then that info should be listed to the right of the Item:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66196&d=1733273156

Elvedui
January 13th, 2026, 16:06
If an Item is part of a Module, then that info should be listed to the right of the Item:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66196&d=1733273156

I don't know why it didn't show up before, but i have them now.

Vehicle Brain – Robot Handbook
Vehicle Brains – Robot Handbook

WEAPONS (JTAS 2, Whispers on the Abyss, Field Catalog, The Fifthe Frontier War: Armies Of, MGT2 Players Reference, CSC 2023 Update, Reach Adventure 8, Secrets of the Ancients, MGT2 CSC)
Weapon (Fifth Frontier: Opening Moves, Deepnight Revelation Expeditions, Vehicle Handbook, Mysteries of the Ancients, Reach Adventure 7, Third Imperium, Tripwire, Secrets of the Ancients,Fifth Frontier War: Riverlands
Weapons (JTAS 2, Field Catalogue, Whispers On the Abyss, Fifth Frontier War: Armies Of, MGT2 Players Ref, CSC 2023 Update, Reach Adventure 8, MGT2 Core Rules, MGT2 CSC, Fifth Frontier Wars: Opening Moves, Secrets of the Ancients, MGT2 Core Rules 2022 update
Weapons – Reach Adventure 8 (Just the stun stick is in this category)

Weapon Accessorites (spelling issue) – Central Supply Catalog 2023 Update

Armor – Mysteries of the Ancients, Third Imperium
Armour – CSC 2023, Core 2022, CSC, Aliens of Chartered Space, Pirates of Drinax....seems like everything else

Computers – Core Update 2022, Fifth Frontier Wars: Armies Of, Core Rules, Field Catalogue, Aliens of Chartered Space 1, Players Reference, Core Rules, Pirates of D, CSC
Computers and Software – CSC 2023, Bounty Hunter

Medical Care and Supplies CSC 2023, Solomani Adventure 1
Medical Supplies – CSC, Core Rules, Pirates of D, Aliens of Chartered Space 1, Secrets of the Ancients, Players Reference, Core Update 2022, Death Station, Stranded, Aliens 2,

Spacecraft Scale Weaponry – Wrath of Ancients
Spacecraft Scale Weapons – Everything Else

Survival Gear CSC 2023, CSC, Spinward Extents, Stranded, Marches Adventure 2, Reach Adventure 4,
Survival Gear and Supplies – Core Update 2022, Tripwire, Player Reference, Core, Behind the Claw

Tools – CSC 2023, Fifth Frontier War: Armies of, Riveland, Opening Moves,
Tools and Engineering – CSC, Aliens 1, Behind the Claw, Reach Adv 4, Stranded, Field Catalogue, Death Station, Drinaxian Companion,

superteddy57
January 13th, 2026, 16:15
Thanks, I'll have a look at the modules that don't have a current developer attached to them, but will take some time to look this over as I'm working on the current Test and a few undisclosed projects. I will try and get these done as time permits.

Elvedui
January 13th, 2026, 17:48
Thanks, I'll have a look at the modules that don't have a current developer attached to them, but will take some time to look this over as I'm working on the current Test and a few undisclosed projects. I will try and get these done as time permits.

No worries. I get that this is more of a back burner issue. I think when you have numerous developers of mods/rulesets there is no standardization between the developers. Not a surprise, of course.

Stargrove
January 14th, 2026, 01:59
I don't know why it didn't show up before, but i have them now.

Vehicle Brain – Robot Handbook
Vehicle Brains – Robot Handbook

WEAPONS (JTAS 2, Whispers on the Abyss, Field Catalog, The Fifth Frontier War: Armies Of, MGT2 Players Reference, CSC 2023 Update, Reach Adventure 8, Secrets of the Ancients, MGT2 CSC)
Weapon (Fifth Frontier: Opening Moves, Deepnight Revelation Expeditions, Vehicle Handbook, Mysteries of the Ancients, Reach Adventure 7, Third Imperium, Tripwire, Secrets of the Ancients, Fifth Frontier War: Riverlands
Weapons (JTAS 2, Field Catalogue, Whispers On the Abyss, Fifth Frontier War: Armies Of, MGT2 Players Ref, CSC 2023 Update, Reach Adventure 8, MGT2 Core Rules, MGT2 CSC, Fifth Frontier Wars: Opening Moves, Secrets of the Ancients, MGT2 Core Rules 2022 update
Weapons – Reach Adventure 8 (Just the stun stick is in this category)

Weapon Accessorites (spelling issue) – Central Supply Catalog 2023 Update

Armor – Mysteries of the Ancients, Third Imperium
Armour – CSC 2023, Core 2022, CSC, Aliens of Chartered Space, Pirates of Drinax....seems like everything else

Computers – Core Update 2022, Fifth Frontier Wars: Armies Of, Core Rules, Field Catalogue, Aliens of Chartered Space 1, Players Reference, Core Rules, Pirates of D, CSC
Computers and Software – CSC 2023, Bounty Hunter

Medical Care and Supplies CSC 2023, Solomani Adventure 1
Medical Supplies – CSC, Core Rules, Pirates of D, Aliens of Chartered Space 1, Secrets of the Ancients, Players Reference, Core Update 2022, Death Station, Stranded, Aliens 2,

Spacecraft Scale Weaponry – Wrath of Ancients
Spacecraft Scale Weapons – Everything Else

Survival Gear CSC 2023, CSC, Spinward Extents, Stranded, Marches Adventure 2, Reach Adventure 4,
Survival Gear and Supplies – Core Update 2022, Tripwire, Player Reference, Core, Behind the Claw

Tools – CSC 2023, Fifth Frontier War: Armies of, Riveland, Opening Moves,
Tools and Engineering – CSC, Aliens 1, Behind the Claw, Reach Adv 4, Stranded, Field Catalogue, Death Station, Drinaxian Companion,

First, I assumed you are speaking of item Type and sub-Type in an Item record.

As a start, I looked at the CSC 2023:
- Didn't you know, 'Weapon Accessorites' are weapon accessories, just smaller :D. But, I fixed them all to say, 'Weapon Accessories'.
- Survival Gear in the CSC 2023 is the heading of the Chapter and so the items in that chapter are listed as such. I will not be changing that.
- Computers and Software in the CSC 2023 is the heading of the Chapter and so the items in that chapter are listed as such. I will not be changing that.
- I was unable to locate WEAPONS as a Type or otherwise in the CSC 2023 on any items. Can you provide an example item or two I can look at?
- Medical Care and Supplies in the CSC 2023 is the heading of the Chapter and so the items in that chapter are listed as such. I will not be changing that.
- Tools in the CSC 2023 is the heading of the Chapter and so the items in that chapter are listed as such. I will not be changing that.

I think a lot of these are more about how Mongoose, as anyone who reads their materials, are, shall we say, editing challenged and some of these issues come down to being consistent with the book that is being converted at the time. I certainly don't make changes to what Type an item is because it is different from one book to another. I try and stay true to the book I am converting.

I will look at the other books I have done this weekend:
- Mysteries, Secrets, and Wrath of the Ancients
- All the Fifth Frontier books (Armies, Opening Moves)
- Riverland
- Whispers on the Abyss

FWIW...for an Item record that is a weapon, the Ruleset works with either Weapon or Weapons in the Type field as the proper fields show up when either one is used.

Egheal
January 15th, 2026, 19:48
little typo: New High Guard 2022: section Ship Design - Step 2: Install Drive - "Manouevre And Reation Drives" must be Manoeuvre And Reaction Drives.

Stargrove
January 16th, 2026, 00:55
little typo: New High Guard 2022: section Ship Design - Step 2: Install Drive - "Manouevre And Reation Drives" must be Manoeuvre And Reaction Drives.

Fixed and uploaded as a hotfix.

Egheal
January 16th, 2026, 19:33
Sorry, still written Manouevre instead of Manoeuvre :)

Elvedui
January 28th, 2026, 17:11
First, I assumed you are speaking of item Type and sub-Type in an Item record.

As a start, I looked at the CSC 2023:
- Didn't you know, 'Weapon Accessorites' are weapon accessories, just smaller :D. But, I fixed them all to say, 'Weapon Accessories'.
- Survival Gear in the CSC 2023 is the heading of the Chapter and so the items in that chapter are listed as such. I will not be changing that.
- Computers and Software in the CSC 2023 is the heading of the Chapter and so the items in that chapter are listed as such. I will not be changing that.
- I was unable to locate WEAPONS as a Type or otherwise in the CSC 2023 on any items. Can you provide an example item or two I can look at?
- Medical Care and Supplies in the CSC 2023 is the heading of the Chapter and so the items in that chapter are listed as such. I will not be changing that.
- Tools in the CSC 2023 is the heading of the Chapter and so the items in that chapter are listed as such. I will not be changing that.

I think a lot of these are more about how Mongoose, as anyone who reads their materials, are, shall we say, editing challenged and some of these issues come down to being consistent with the book that is being converted at the time. I certainly don't make changes to what Type an item is because it is different from one book to another. I try and stay true to the book I am converting.

I will look at the other books I have done this weekend:
- Mysteries, Secrets, and Wrath of the Ancients
- All the Fifth Frontier books (Armies, Opening Moves)
- Riverland
- Whispers on the Abyss

FWIW...for an Item record that is a weapon, the Ruleset works with either Weapon or Weapons in the Type field as the proper fields show up when either one is used.

Well maybe someone needs to tell Mongoose. The poor editing or lack of consistency on their part is fine when you are only dealing with books, but when you convert to a computer program it causes a mess.

Elvedui
January 28th, 2026, 17:14
I have an issue with NPCs and Psionics again. When you have a NPC with Psionics the PDM and TDM are not calculated correctly or at all really. The PSI stat might say a 1 or 2, but that doesn't flow down to the action tab when i pull over lets say Assault as a psionic skill. If i also have the skill in the NPC as Telepathy 1 or 2...pick a number...that doesn't display in the Action section for the Assault skill. I also don't have the ability to manually edit PDM or TDM to fix this issue. Lastly, the cost of the psi skill isn't populated for the NPC either.

superteddy57
January 28th, 2026, 18:28
I have an issue with NPCs and Psionics again. When you have a NPC with Psionics the PDM and TDM are not calculated correctly or at all really. The PSI stat might say a 1 or 2, but that doesn't flow down to the action tab when i pull over lets say Assault as a psionic skill. If i also have the skill in the NPC as Telepathy 1 or 2...pick a number...that doesn't display in the Action section for the Assault skill. I also don't have the ability to manually edit PDM or TDM to fix this issue. Lastly, the cost of the psi skill isn't populated for the NPC either.

Pushed fixes to address some hiccups within the calculations. I was able to adjust the TDM by adding a psi talent to the 'PSI Talents' field and putting a number there. The PDM is adjusted by the psi wound tracker at the bottom of the NPC record.

66408

Elvedui
January 28th, 2026, 18:58
Pushed fixes to address some hiccups within the calculations. I was able to adjust the TDM by adding a psi talent to the 'PSI Talents' field and putting a number there. The PDM is adjusted by the psi wound tracker at the bottom of the NPC record.

66408

Youre a hero of the republic. PDM and TDM are working now. However, the cost still isn't showing up in the cost box. Yes i know you can type it in, but it should autopopulate from the skill?

superteddy57
January 28th, 2026, 22:19
When I dragged an ability it populated. Is this when you change it within the record?

Elvedui
January 28th, 2026, 23:17
When I dragged an ability it populated. Is this when you change it within the record?

This was a preexisting NPC. I had assault already in there and none of the skills that were already on the sheet populated. Then i pulled over a second assault and it still didn't populate the cost.

LinWood2020
January 29th, 2026, 15:52
My group ran into a problem with the Items listing last night. For some reason we were unable to filter it for FGMP and PGMP weaponry (the group Marine's getting delusions of grandeur again). The weapons are in there (2023 CSC listings) - they show up in the list when you chose the Weapons button - but apparently we can't filter for just them. Selecting a specific group (like CSC 2023 in the dropdown list at the top of the window) doesn't appear to change this behavior. Didn't try filtering for anything else so I don't know how broken that function may be.

Stargrove
January 29th, 2026, 20:37
My group ran into a problem with the Items listing last night. For some reason we were unable to filter it for FGMP and PGMP weaponry (the group Marine's getting delusions of grandeur again). The weapons are in there (2023 CSC listings) - they show up in the list when you chose the Weapons button - but apparently we can't filter for just them. Selecting a specific group (like CSC 2023 in the dropdown list at the top of the window) doesn't appear to change this behavior. Didn't try filtering for anything else so I don't know how broken that function may be.

Probably because FGMP and PGMP are now FGHP and PGHP.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66418&d=1733273156


They are both now..."Human Portable" instead of ..."Man Portable", probably to be more gender neutral.

LinWood2020
January 30th, 2026, 03:39
I should have thought of that! <slaps forehead with vacc suit gauntlet>
Thx, Stargrove!!!

NickSmith
January 30th, 2026, 11:45
Hi,
I don't know if someone already posted this, sorry if they have.

If i get an NPC, and drag a skill onto their sheet:
If the skill's name has () in it, I get a console error:
script execution error: [string "MGT2:campaign/scripts/npcs_mail.lua"]: 170: attempt to index global 'skills' (a nil value)

also if the skill name has a - in it like "Engineer (m-drive) 1"
the 1 doesn't add on to the roll, on NPCs
whereas "Engineer (m drive) 1" (no hyphen) adds the 1

Best regards

superteddy57
January 30th, 2026, 19:08
Hi,
I don't know if someone already posted this, sorry if they have.

If i get an NPC, and drag a skill onto their sheet:
If the skill's name has () in it, I get a console error:
script execution error: [string "MGT2:campaign/scripts/npcs_mail.lua"]: 170: attempt to index global 'skills' (a nil value)

also if the skill name has a - in it like "Engineer (m-drive) 1"
the 1 doesn't add on to the roll, on NPCs
whereas "Engineer (m drive) 1" (no hyphen) adds the 1

Best regards

I'm happy to assist, but wonder why the drag and drop is preferred to just clicking and adjusting the string itself? Seems a bit easier when increasing the number than just drag and dropping.

superteddy57
January 30th, 2026, 20:14
Pushed fixes to the skill drops to the NPC record

Stargrove
February 1st, 2026, 03:41
I do not believe that all of the proper fields are showing up when and Item Record is set to Type Armour. Fields like DEX, STR, Slots are all missing.

Looking at the ref_equipment.xml in the ruleset, all those fiends should be made visible on the form when the Type is set to Armour, but something seems to be preventing that.

superteddy57
February 1st, 2026, 04:03
Pushed update to address missing fields.

Stargrove
February 1st, 2026, 04:55
Pushed update to address missing fields.

Hmmm...I have checked all the Channels and still do not see the missing fields.

superteddy57
February 1st, 2026, 04:59
Pushed the update again, please try updating again for me

Stargrove
February 1st, 2026, 16:01
Pushed the update again, please try updating again for me

Working now. Thank you.

NickSmith
February 5th, 2026, 14:15
Ship crits from Effect and Damage simultaneously

Hi there
Ship crits from Effect and Damage simultaneously don't seem to be registering.

If with a single shot I score a crit via Effect, and with the same shot, get enough damage to score more crits, only one crit is registered. I suspect it's only the first Effect crit.

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A crit from Effect ONLY works fine.
A crit(or multiple crits) from sustained damage ONLY, work fine

I have tested it with Player Ship attacking NPC Ship, and vice versa, it seems to be the same.

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in settings I have
Apply sustained damage base criticals: on
Automatically roll for spacecraft criticals: on

best
Nick Smith

superteddy57
February 5th, 2026, 17:45
Thanks for the report, I'll have to look into it.

Toko Loshe
February 6th, 2026, 05:34
Thanks for the report, I'll have to look into it.

Hi, Superteddy! I think I've found the issue, will chat to you later to confirm, but here are screenshots of my initial testing.
Sustained damage with critical: 66503
Sustained damage: 66504

superteddy57
February 6th, 2026, 07:47
I honestly not sure what I'm looking at. I will need help from you to break it down

Toko Loshe
February 6th, 2026, 17:12
I have pushed a fix for the spacecraft critical issue, it should go live Tuesday