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Stargrove
February 21st, 2026, 00:08
Not a bug per se, but...

Something I have noticed with Locations vs the old System forms. With the old System form when you would mouse over the fields for Bases, Trade Codes, and Travel Codes a small popup would come up with the definitions of the ones listed. I assume the ruleset still has those definitions contained in it but the new Locations form does not take advantage of it.

Toko Loshe
February 21st, 2026, 06:50
Not a bug per se, but...

Something I have noticed with Locations vs the old System forms. With the old System form when you would mouse over the fields for Bases, Trade Codes, and Travel Codes a small popup would come up with the definitions of the ones listed. I assume the ruleset still has those definitions contained in it but the new Locations form does not take advantage of it.

I have updated the code to restore the tooltips it should be included in the next update.

Elvedui
February 25th, 2026, 13:35
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.

I wonder if one of the problems is that the spelling is not standardized. There are British and English spellings used depending on who created a module. Lack of consistency throughout the rules set might cause issues if you aren't looking for all the different ways things are spelled or categories are labeled.

superteddy57
February 25th, 2026, 15:14
Both spellings are checked.
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Toko Loshe
February 25th, 2026, 15:46
I wonder if one of the problems is that the spelling is not standardized. There are British and English spellings used depending on who created a module. Lack of consistency throughout the rules set might cause issues if you aren't looking for all the different ways things are spelled or categories are labeled.

Which fields do you expect to see and on which screen/control? Do you mean you don't see something like STR +6, Dex +4 in the Modifiers section of the armour but its not there?

superteddy57
February 25th, 2026, 15:55
I pushed a fix for the missing fields.

Stargrove
February 25th, 2026, 21:43
I pushed a fix for the missing fields.

I thought this was already addressed back on Feb 1st. It was working then.

superteddy57
February 25th, 2026, 22:05
It was, but looked like it was overwritten with the latest update. I corrected it again.

anstett
February 27th, 2026, 16:18
Working on Locations again and there an entry that needs to be updated please.

Tersta from the Great Rift Book One has a type of "C574522-7" instead of World and is hence missing all the data for that system.

Conspiracy
March 4th, 2026, 02:04
I've activated the Trade Goods Auto Generation in the options, but it doesn't populate anything in the trade tab. Am I missing some step?
The auto generation for Starports does work.

Toko Loshe
March 4th, 2026, 05:11
I've activated the Trade Goods Auto Generation in the options, but it doesn't populate anything in the trade tab. Am I missing some step?

There are three settings in the configuration for trade good generation. 'Off', 'All' or 'World'. When set to 'Off' no trade goods will generate, 'All' will generate for all location types and 'World' Will only generate trade goods where the location type = World.
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Conspiracy
March 4th, 2026, 06:16
Here are the settings and the resultant trade tab. So you can check the settings. This is in a new Campaign with no Extensions. Core Rulebook 2022, High Guard 2022, CSC 2022 modules. It the world also has Trade Codes set.
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Toko Loshe
March 4th, 2026, 10:20
I've loaded the custom loctation using your settings and its working as intended, please check if there are leading or trailing spaces in the Type field? Did you have trade goods loaded before and removed them so the automated system could generate the common goods automatically?

Conspiracy
March 4th, 2026, 22:58
Sorry, I think I misunderstood what it does. It auto generates the amount, not the actual basic goods available and amount?

Toko Loshe
March 5th, 2026, 05:02
I previously attached a screenshot of what the trade goods screen looks like after the auto generator did its thing. The system is designed to auto generate the common trade goods, leaving the refereee the choice of adding the specific goods for the world, or leave it as is.

Please let me know if you're the Host (Referee) or the client (player) when you are attempting to access the trade goods.

Conspiracy
March 5th, 2026, 09:43
I'm the Host (Referee).

Toko Loshe
March 5th, 2026, 15:54
I've checked the code, the only thing that would prevent the automatic generation is if the world type does not match 'World' No leading or trailing spaces. I set up a custom location and the script fires. Please see if the code is working for a location other than the one you have shared before.

moonracer20000
March 5th, 2026, 18:20
The skill "Heavy Weapons" in Core rulebook update 2022 appears to not be working correctly. If it is dragged into a character's skill list it does not remove the -3 DM from heavy weapons. Adding a sub skill like "Heavy Weapons (portable)" will give +1 DM to appropriate weapons and add a second version of "Heavy Weapons" to the character's skill sheet. This second version will remove the -3 DM from all heavy weapons.

Conspiracy
March 6th, 2026, 00:38
I've figured it out.
I need to have the module: Mongoose Traveller 2E - Core Rules activated. If I only activate Mongoose Traveller 2E - Core Rulebook Update 2022 it doesn't work.

Toko Loshe
March 6th, 2026, 07:30
I've figured it out.
I need to have the module: Mongoose Traveller 2E - Core Rules activated. If I only activate Mongoose Traveller 2E - Core Rulebook Update 2022 it doesn't work.

Thanks for letting me know, the code was written before the update was released, I'll have a look to see if I can include the core update 2022 in the list of sources of trade goods.

I encountered an error in the skills section for skills from the update where the data structure differs from the ruleset which prevented the ruleset code from finding the skill. I think the issue you encountered is similar, I'll test and confirm.

*Confirmed* The Core Update 2022 uses a different structure than the Core rulebook to store the trade goods. I've updated the code to cater for this and after testing, will push the fix.

Conspiracy
March 6th, 2026, 07:39
No problem at all. I don't usually use the original Core Rulebook. This is not something I would not have thought of. I wonder if there's anything else I'm missing by not loading it.
Lets hope that the skill problem is caused by this as well.

The latest update works with just the Update 2022 Rulebook. Thanks for the fix.

moonracer20000
March 10th, 2026, 21:47
66777
If you add an NPC to the crew of the ship in the party sheet you can assign them rolls like "Gunner". If you then click the "Show" button to display the available options an error pops up in the console 4 times.

Toko Loshe
March 11th, 2026, 05:33
66777
If you add an NPC to the crew of the ship in the party sheet you can assign them rolls like "Gunner". If you then click the "Show" button to display the available options an error pops up in the console 4 times.

Interesting, I was not aware of this functionality. I am seeing this error - "[ERROR] Script execution error: [string "CoreRPG:common/scripts/number_linked.lua"]:73: createChild: Invalid argument 1" are you seeing the same? I get two errors when using a pre-generated npc and four when I use one I created myself.

I'll need to debug the code to see what its doing and if I can fix it.

* I updated the code, please wait for the hotfix to be deployed.

Vackipleur
March 12th, 2026, 21:05
Hello. I found a bug.
If you set a combat skill (Gun Combat, Melee, etc.) in the 'Skills' tab with a characteristic (DEX, for example), and you set a weapon with the same characteristic in the Actions tab, the 'Skill' field in the 'Actions' tab gains the characteristic's DM. You need to do a full cycle of the characteristic for the bug to occur.
You can reset everything to normal by deselecting the characteristic in the 'Skills' tab and doing a full cycle in the 'Actions' tab.
I hope I'm being clear :)

Stargrove
March 13th, 2026, 00:03
Hello. I found a bug.
If you set a combat skill (Gun Combat, Melee, etc.) in the 'Skills' tab with a characteristic (DEX, for example), and you set a weapon with the same characteristic in the Actions tab, the 'Skill' field in the 'Actions' tab gains the characteristic's DM. You need to do a full cycle of the characteristic for the bug to occur.
You can reset everything to normal by deselecting the characteristic in the 'Skills' tab and doing a full cycle in the 'Actions' tab.
I hope I'm being clear :)

I am not saying you did not find a bug.

But I think you would not set DEX in both the Skills tab and the Actions tab (or for any other skill & action combo). If you do that, then your DEX (or any other stat) bonus is counted twice.

Conspiracy
March 15th, 2026, 08:08
I added melee (unarmed) and Electronic (Sensors) by drag and drop into a new PC.
The following error appeared in the Console: [3/15/2026 5:58:18 PM] [ERROR] Script execution error: [string "MGT2:campaign/scripts/npcs_main.lua"]:170: attempt to index global 'skills' (a nil value).
It was the same error for both.
Note: I only have Mongoose Traveller Core Rulebook Update 2022 loaded.

Toko Loshe
March 16th, 2026, 07:32
I have fixed the bug, it will be deployed during the normal update.

moonracer20000
March 18th, 2026, 14:20
The skill "Jack-of-All-Trades" from Core rulebook 2022 does not work. The skill "Jack of All Trades" from older core rulebook does work as intended. Someone should do a pass comparing the skills in both rulebooks and make sure they all work the same.

Toko Loshe
March 18th, 2026, 16:33
The skill "Jack-of-All-Trades" from Core rulebook 2022 does not work. The skill "Jack of All Trades" from older core rulebook does work as intended. Someone should do a pass comparing the skills in both rulebooks and make sure they all work the same.

I've updated the code to check for the variant name, this will address the immediate issue. As reported on Discord, I've removed the block preventing the deletion of the Jack of All Trades skill and fixed the matching when dropping Heavy Weapons (Portable) from the core rulebook update 2022.

I've pushed a hotfix, your code should be updated once its distributed, please let me know if you find other issues.

Vackipleur
March 22nd, 2026, 20:58
Hello,
The 'Electronics' item type is misconfigured. It expands with 'Electronic' (without the "s") whereas all objects are included in the 'Electronics' type (with the "s").
Normally this should be properly configured as 'Electronics'. This concerns the items from the Central Supply Catalog 2023 Update.
Thank you.

Stargrove
March 22nd, 2026, 21:40
Hello,
The 'Electronics' item type is misconfigured. It expands with 'Electronic' (without the "s") whereas all objects are included in the 'Electronics' type (with the "s").
Normally this should be properly configured as 'Electronics'. This concerns the items from the Central Supply Catalog 2023 Update.
Thank you.

All the Items of the same type from the original CSC and the updated CSC2023 have the word "Electronics" in the Type field.

Also, looking at the ruleset code, I believe it expects the word "Electronics" and not "Electronic" to set up the form properly.

Vackipleur
March 23rd, 2026, 15:31
Actually, if the 'Electronic' type is used, the 'Description' field appears, whereas it does not when using 'Electronics'. This is just to bring it to your attention.

Stargrove
March 23rd, 2026, 21:33
Actually, if the 'Electronic' type is used, the 'Description' field appears, whereas it does not when using 'Electronics'. This is just to bring it to your attention.

The blank Item record already includes the Description field and adding "Electronic" to the Type makes no difference. Note that when you type Electronics into the Type field that the Description field goes away. This is how the code in the ruleset works right now and so it is working as designed. Why the Description field is not included for Electronics Type Item records, I have no idea.

Should Electronics Type records have the Description field? Seems like it should as I did put data in the Description field for many of the Electronics Item records when I imported the data. That would be a job for Toko Loshe.

Toko Loshe
March 24th, 2026, 16:11
I don't see any listing for 'Electronic' in the source data 'Type' Drop down. How are you getting to 'Electronic'? Are you typing the field or changing it? If you are that is why the ruleset is not behaving as you expect. The code sets a flag when the type matches 'Electronics' and based on that flag certain fields (mass, skill and modifiers) are displayed. If the type flag does not match values coded for, it defaults to showing mass, description, skill and modifiers. This is intended behaviour as the code matches on the full text 'Electronics' and 'Electronic' is therefore an unknown type not coded for.

66917

Vackipleur
March 25th, 2026, 13:41
I must be expressing myself poorly.
Currently, all items of the Electronics type do not have a 'Description' field. However, removing the 's' from Electronics makes the 'Description' field of said item appear, as written in the Central Supply Catalogue (see my example with the Binoculars item. By default, this item has its description filled in, but it simply does not appear).

I was simply pointing this out. Nothing more.
If the normal and intended behavior by design is that all 'Electronics' items do not and will never have a 'Description' field, that is fine by me as you are doing an excellent job elsewhere. I will make do with it :)
Thank you.

Toko Loshe
March 25th, 2026, 18:15
Understood, the behaviour you are seeing is by design.

superteddy57
March 25th, 2026, 18:49
I must be expressing myself poorly.
Currently, all items of the Electronics type do not have a 'Description' field. However, removing the 's' from Electronics makes the 'Description' field of said item appear, as written in the Central Supply Catalogue (see my example with the Binoculars item. By default, this item has its description filled in, but it simply does not appear).

I was simply pointing this out. Nothing more.
If the normal and intended behavior by design is that all 'Electronics' items do not and will never have a 'Description' field, that is fine by me as you are doing an excellent job elsewhere. I will make do with it :)
Thank you.

Thanks for the report. What I'm thinking you are seeing is the reference_equipment class for some of those records. If that's the case then you are seeing correctly and we'll need to add in the description field.

Stargrove
March 31st, 2026, 20:02
There might be something wrong with the Trade Goods functionality. Someone was having issues with the Cluster Truck module, but I could not get any Trade Goods to show up for any Location entry. I also cycled through the various settings in the Options Menu, but it made no difference.

Toko Loshe
April 2nd, 2026, 10:11
The trade goods load from the core rules or the core rule update, please make sure those modules are loaded. I don't have the cluster truck module to test with, I can confirm that the auto population is working when the core rules are loaded

Stargrove
April 2nd, 2026, 22:28
The trade goods load from the core rules or the core rule update, please make sure those modules are loaded. I don't have the cluster truck module to test with, I can confirm that the auto population is working when the core rules are loaded

This was definitely my issue. Once I loaded the Core Rules Update 2022, the Trade Goods showed up.

Stargrove
April 5th, 2026, 20:44
Issues with Psionics:
- When I have the newer Core Rule 2022 Update module loaded and drag a PSI Talent to a character, the PSI Abilities on the Actions tab do not populate
- When I have the original Core Rules module loaded and drag a PSI Talent to a character, the PSI Abilities on the Actions tab do populate

cdjensen99
April 5th, 2026, 22:44
Issues with Psionics:
- When I have the newer Core Rule 2022 Update module loaded and drag a PSI Talent to a character, the PSI Abilities on the Actions tab do not populate
- When I have the original Core Rules module loaded and drag a PSI Talent to a character, the PSI Abilities on the Actions tab do populate

Hello, did you add the Psi Talent associated with that ability to the skills tab, When you drag the Talen to the Skills sheet section and then Drag the Ability to the same place the Abilities show up on the Actions Tab, all of them associated with that talent.

Toko Loshe
April 6th, 2026, 17:05
I'm unable to extract the talents from the skills for the core rulebook update - I don't know what the underlying structure is.

Toko Loshe
April 7th, 2026, 14:29
OK so I may have figured it out, I'm testing the code and will hopefully be ready to release soon.

GregRex
April 8th, 2026, 21:04
I had two bugs popup in my game last night which had some spacecraft combat.

1. Spacecraft Combat Tracker. Targeting doesn't behave as expected. Target was clearly working in a target on/target off capacity, but rolling to hit and rolling damage from the PC Spacecraft did not leverage the target method. We found the drag and drop on target token method worked for Spacecraft Combat.

2. (Probably by design so maybe a feature request) Spacecraft Combat Tracker. PC's cannot open the PC Spacecraft Record from the Spacecraft Combat Tracker.

Thanks for all the work!

Toko Loshe
April 9th, 2026, 08:12
The targeting issue was raised previously - I've pushed a change to fix it. In addition, the ability to drag the shortcut of the pc ship from the party sheet was added to the client combat tracker, previously it was a link to the shortcut which caused issues with targeting.

Chiefweasel
April 15th, 2026, 02:38
When the players see the NPCs on the combat tracker, they are marked with a bar that says Dead. Because of this they can not interact with the NPC at all. As the GM I dont see anything different with the NPC, they look fine on the combat tracker. I have done some testing, such as creating NPCs and seeing if they are different, but they all come up the same. This is also true for all the older NPCs I have created and used for the past years.

Is anyone else seeing this or is it just me? Right now FG isnt usable for me since we cant do any encounters.

Toko Loshe
April 15th, 2026, 05:34
When the players see the NPCs on the combat tracker, they are marked with a bar that says Dead. Because of this they can not interact with the NPC at all. As the GM I dont see anything different with the NPC, they look fine on the combat tracker. I have done some testing, such as creating NPCs and seeing if they are different, but they all come up the same. This is also true for all the older NPCs I have created and used for the past years.

Is anyone else seeing this or is it just me? Right now FG isnt usable for me since we cant do any encounters.

The only reason that would happen is if the NPC combat stats are all 0. So for most that would be Str/Dex/End. Robots work differently, they have a 'hits' stat that is used to track damage. I have tested and have not encountered the issue you are seeing, so I'm not sure why your players would not see the correct health status.

Which module are you using as source for the NPC data or did you create your own? Please check with the players if their fantasy grounds install is up to date and recognized by any anti-virus.

Chiefweasel
April 15th, 2026, 05:58
Hey there,

I have checked the stats and they are not 0, so I dont think that is the issue. For the NPCs, I have created some and I have also used a few from the 2ed Core Rule book and a few other books. No extensions running. When I connect to my own system for testing I see that the NPCs are dead as well. Its not just new NPCs but ones that i used years ago are also showing dead on the players screens.

Is a strange one.

Moon Wizard
April 15th, 2026, 06:39
There was a similar report on Discord tied to an extension causing a similar issue.
https://discord.com/channels/274582899045695488/692116657858150410/1493765521777098922

Are you running any extensions?

Regards,
JPG

Chiefweasel
April 15th, 2026, 11:28
Nope, no extensions.

Moon Wizard
April 15th, 2026, 19:01
Toko Loshe is currently working on the Traveller ruleset; and he responded with why he thought it might occur.

Can you provide a zipped up copy of your campaign folder, as well as the specific NPC you are dragging and dropping into combat tracker? Then, we can hopefully see what you are seeing.

Regards,
JPG

Chiefweasel
April 16th, 2026, 01:44
I think I have attached the zip file. This is just one of the campaigns that I am having issues with.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67135&stc=1&d=1776300145

Moon Wizard
April 16th, 2026, 03:17
@Toko Loshe,

It's because the NPCs do not have a Type specified. For the NPC sheet, it looks like it assumes Humanoid for the sheet details; but for the getWoundPercent calculation it is not getting Humanoid.

I think you need to add a check in getWoundPercent.

if sNPCType == "" then
sNPCType = "humanoid";
end

Regards,
JPG

Toko Loshe
April 16th, 2026, 07:05
@Toko Loshe,

It's because the NPCs do not have a Type specified. For the NPC sheet, it looks like it assumes Humanoid for the sheet details; but for the getWoundPercent calculation it is not getting Humanoid.

I think you need to add a check in getWoundPercent.

if sNPCType == "" then
sNPCType = "humanoid";
end

Regards,
JPG

Will do.

Chiefweasel
April 16th, 2026, 07:23
Ah, that seems to have done it. I'll keep an eye on it though. Odd things is, i have created NPCs with that feature on. But looks like i can keep moving forward. Thx.

Toko Loshe
April 29th, 2026, 05:30
I have found an issue where the statistic bonus for STR or DEX from battle dress from source books don't apply correctly. The workaround is to edit the record and ensure that data is captured into the Modifiers field ie (STR +8, Dex +2) for Artillery Battle Dress. I'll work on the ruleset to apply the STR and DEX fields on the record in addition to checking the modifiers text field.

moonracer20000
April 30th, 2026, 20:12
I just picked up High Guard 2022 and it looks like the price of the Scout and Scout/Courier are wrong. Current value is set to MCr 2745.783 for both.

GravityBlade
May 1st, 2026, 17:42
In the Action tab an equipped weapon is getting both the Skill and selected Characteristic as a bonus to the attack roll. This causes a double bonus is a characteristic is also selected for that weapon.
67247
67250

Changing the Skill to not include a characteristic changes the Weapon attack modifier for Skill.
67251
67252

Luckily there is a work around; just select the characteristic modifier to "-" in the Weapons listing.

Hopefully this is an easy fix.

--

Sidenote: is anyone else having issues uploading images to the forums via Chrome? I had to switch to Ff to upload these. Might be a "me" problem but had to check. ;)

GravityBlade
May 1st, 2026, 17:55
Hi,

A couple of issue I found regarding the Psionic animal trait when used.

1) When creating a NPC using the Animal type, assigning the Psionic (x) Trait (CRB Update 2022 p82) is not adding a PSI value. When the Refresh PSI button is clicked on it defaults to "-3" regardless of the Psionic trait value.
67253

2) Manually setting the PSI value causes an incorrect value of the entire PSI value to be added to any/all listed Psi Abilities.
67255

Let me know if more info is needed.

Thanks.

Toko Loshe
May 1st, 2026, 19:19
In the Action tab an equipped weapon is getting both the Skill and selected Characteristic as a bonus to the attack roll. This causes a double bonus is a characteristic is also selected for that weapon.
67247
67250

Changing the Skill to not include a characteristic changes the Weapon attack modifier for Skill.
67251
67252

Luckily there is a work around; just select the characteristic modifier to "-" in the Weapons listing.

Hopefully this is an easy fix.

--

Sidenote: is anyone else having issues uploading images to the forums via Chrome? I had to switch to Ff to upload these. Might be a "me" problem but had to check. ;)

This is a known issue, I'll have a look as soon as I have capacity.

Toko Loshe
May 2nd, 2026, 08:13
I've updated the ruleset to fix the following:

Battle dress stat bonuses should NOT be included in the wound track. It enhances physical str and dex but does NOT make the user more muscular or able to absorb more damage.
Battle dress stat increases were not loading for some source books as the location moved. The code now checks both locations.
Augments when equipped should increase wound track values and reduce when unequipped
Woundtrack colours were not working correctly as the combat tracker implementation differs from the action tab. Each stat on the action tab is now tracked individually.
The actions tab was doube counting stat bonuses if it was selected on the skills tab, now it will take the skill level + Mod only.

Bjorph
May 3rd, 2026, 22:20
- Core 2022 and Companion update 2024 loaded.
- added custom race, tried Hivers and Hiver spelling
- enabled resolve flag
- created hiver and hivers character, dragged race to slot. Closed character and reopened, no resolve.
- restarted FG, still no luck.

anstett
May 3rd, 2026, 23:32
Also tested with direct drag and drop from AoCS 2

That is not Resolve (hah) the issue.

Tested Aslan Territory and that worked as expected.
(Brought over from Discord discussion)

Toko Loshe
May 4th, 2026, 06:10
Also tested with direct drag and drop from AoCS 2

That is not Resolve (hah) the issue.

Tested Aslan Territory and that worked as expected.
(Brought over from Discord discussion)

If you leave fantasy grounds and connect again, the 'Resolve' Stat will show. I'm having a look at the code to see why its not refreshing the statistics when race is added.

*Important* Please make sure the options are set to use 'Territory' and 'Resolve'.

Bjorph
May 4th, 2026, 11:42
that worked.

paragade
May 12th, 2026, 11:40
The destructive trait for weapons seems to be broken at the moment. Tested on a fresh campaign with no extensions and the damage isn't being multiplied, so a 1DD weapon is only doing 1-6 points of damage.

I also went to try out a destructive ship weapon to see if that was also broken and I think all ship weapons are broken? Rolling damage for any ship weapon is spitting an error:
Script execution error: [string "MGT2:scripts/manager_action_shipdamage.lua"]:159: attempt to call field 'isCrit' (a nil value)

Toko Loshe
May 12th, 2026, 17:33
The destructive trait for weapons seems to be broken at the moment. Tested on a fresh campaign with no extensions and the damage isn't being multiplied, so a 1DD weapon is only doing 1-6 points of damage.

I also went to try out a destructive ship weapon to see if that was also broken and I think all ship weapons are broken? Rolling damage for any ship weapon is spitting an error:
Script execution error: [string "MGT2:scripts/manager_action_shipdamage.lua"]:159: attempt to call field 'isCrit' (a nil value)

We have pushed a fix, please update Fantasy Grounds and the issue should be resolved.

GravityBlade
May 13th, 2026, 14:30
I've updated the ruleset to fix the following:
...
The actions tab was doube counting stat bonuses if it was selected on the skills tab, now it will take the skill level + Mod only.

Confirm that this has been fixed.

GravityBlade
May 13th, 2026, 14:31
Hi,

A couple of issue I found regarding the Psionic animal trait when used.

1) When creating a NPC using the Animal type, assigning the Psionic (x) Trait (CRB Update 2022 p82) is not adding a PSI value. When the Refresh PSI button is clicked on it defaults to "-3" regardless of the Psionic trait value.
67253

2) Manually setting the PSI value causes an incorrect value of the entire PSI value to be added to any/all listed Psi Abilities.
67255

Let me know if more info is needed.

Thanks.

Any update on this issue?

Thanks.

Toko Loshe
May 13th, 2026, 16:53
Any update on this issue?

Thanks.

No, no update. The ruleset has never supported non-human psionics. I'll be adding the functionality at a later date.

Toko Loshe
May 13th, 2026, 18:15
No, no update. The ruleset has never supported non-human psionics. I'll be adding the functionality at a later date.

OK so lets update after all. I had a look at the code and could see where I needed to implement the talents drag/drop and the recognition of Psionic (x) in the traits section of the NPC sheet. The coding is done and I will push an update for tuesday next week release.

Please use Psionic (x) in the talents to allow the code to extract the correct value. The parentheses are important here.

GravityBlade
May 15th, 2026, 15:08
Since, uh, recently? I've been seeing this error occur when clicking on the Actions tab of a character.
67478

It's not consistent but happens often.

Not sure if it's a bug but felt I should report it.

Thanks.

Toko Loshe
May 15th, 2026, 17:27
Since, uh, recently? I've been seeing this error occur when clicking on the Actions tab of a character.
67478

It's not consistent but happens often.

Not sure if it's a bug but felt I should report it.

Thanks.

The character does not have any characteristics set and the actions tab derive the damage tracking from them. I'll add a safety check to the code to prevent the error.

Stargrove
May 30th, 2026, 15:13
I noted some issues with various title text missing in the Options menu last night. The images should speak for themselves. I made sure I had not Extensions or modules loaded and the issues still persist.:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67647&d=1733273156
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67648&d=1733273156
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67649&d=1733273156

This last one I just found odd as "Desktop: Restore Windows on start" does not seem to be Vehicle related and found it odd:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67650&d=1733273156

Toko Loshe
May 31st, 2026, 06:52
It looks like some of the strings were renamed, I'm working on a fix to match the pattern.

Stargrove
June 1st, 2026, 21:32
This is not really a bug, per se...

Can the order of the Armour entries on the Vehicle Form match what is in the new Vehicle Handbook and Vehicle Catalogue?


Forward
Port
Dorsal
Aft
Starboard
Ventral


Thanks

Toko Loshe
June 2nd, 2026, 10:23
I'll have a look at it as soon as I've sorted the npc stat augments. I had a look at the tab order issue you mentioned earlier, but I've not been able to figure it out as yet.

NickSmith
June 11th, 2026, 13:38
Hi,
Some weird things happen when I try and make an NPC, and use the type Robot
adding weapons works, adding armour/equipment doesn't
The Robot initially gets all stats of 0, and the -3 'bonus' to skills, from that.

WORKAROUND:
I can do a workaround where I change the NPC type to Android, add stats, eg 777777, add/subtract Armour, weapons, equipment etc. then switch the type back to Robot, and everything works fine.
ie i don't get a skills minus, because stats are now still all 7, although hidden; and armour weapons etc work, and are still on the NPC sheet.

Note: I don't have the Robot Handbook, just 2022 updated Rules and non-updated CSC - so I don't know if that's a factor.

Nick Smith

PS. sorry if this has been mentioned before or I've got any of the above wrong, & keep up the good work.

Toko Loshe
June 11th, 2026, 14:38
Hi,
Some weird things happen when I try and make an NPC, and use the type Robot
adding weapons works, adding armour/equipment doesn't
The Robot initially gets all stats of 0, and the -3 'bonus' to skills, from that.

WORKAROUND:
I can do a workaround where I change the NPC type to Android, add stats, eg 777777, add/subtract Armour, weapons, equipment etc. then switch the type back to Robot, and everything works fine.
ie i don't get a skills minus, because stats are now still all 7, although hidden; and armour weapons etc work, and are still on the NPC sheet.

Note: I don't have the Robot Handbook, just 2022 updated Rules and non-updated CSC - so I don't know if that's a factor.

Nick Smith

PS. sorry if this has been mentioned before or I've got any of the above wrong, & keep up the good work.

Thank you for the feedback. Robots don't work as other NPCs as they have no stats, you can edit the attack modifier to 0 or set it to the fire control mod required. The armour field is a more difficult question to answer as I'll have to extract the armour value from the traits and hide the armour and equipment section used by characters. Your explanation of the workaround assisted greatly with the investigation, thank you.

The new armour and equipment sections should not be visible for animals or robots and the stats should be ignored when calculating the attack mod.

Toko Loshe
June 11th, 2026, 15:58
I have done the basic fixes to hide the armour and equipment sections for animals and robots. I'm also extracting the skill modifier for Melee (natural) skills. I'm NOT coding for the exceptions for which there are many, such as Melee (bite) or Melee (Bite and stomp) as I don't have a complete list of these and the code will become combersome. In these cases, either change the skill to Melee (natural) OR manually edit the attack mod field on the combat tracker prior to combat.

I've pushed a hotfix, please keep a lookout and let me know if the fixes are working as expected.

NickSmith
June 12th, 2026, 12:16
Excellent, don't worry about the exceptions.

When i make a new NPC, and switch the type from Nothing > Robot, i get this error in the console, and also if I then change it back to other Types.
[ERROR] Handler error: [string "MGT2:campaign/scripts/npcs_main.lua"]:75: attempt to call field 'setArmourVisible' (a nil value)

Initially the Armour and Protection fields aren't visible, although when I add a weapon, or lock the NPC and unlock it again, those fields appear.

if i fill in Armour and Protection, eg Hide & 4, then I lock the NPC, close it, then open it & unlock it again, the fields seem to empty themselves.
Also the + buttons for equipment seem to appear sometimes, when i do this.

Best regards
Nick Smith

Toko Loshe
June 12th, 2026, 12:28
Thanks for the feedback, I'll have a look but it seems to be the initial script I added to set the visibility is not working with new npcs. Existing should work fine.

My initial fix did not take new records into account, I focussed on the existing npc records. I've moved the logic to show/hide the sections to the correct place and ensured the add buttons are not shown if the sections are not visible.