View Full Version : Combat Bugs

April 12th, 2021, 02:56
Played the Hope's Last Day mission tonight. Ran into a bunch of bugs during combat:

1. A player fired their weapon and missed. They then pushed the roll. The attack never showed up in the combat tracker. We could never get the push roll to work in combat.
2. Sometimes xenomorph attacks wouldn't show up in the combat tracker.
3. Manually changing people's initiative would result in the combat tracker moving them, but when hitting next player it would act like the initiative hadn't been changed and would select the wrong player.
4. When I as the GM moved items from one players inventory or deleted an item from an inventory, sometimes myself and the players would receive an error in the log.

Overall a great experience, just a couple of small things.

April 12th, 2021, 06:54
Thanks for reporting those, we will try to replicate and fix accordingly.
Can you tell me what kind of move you performed on the inventory object? Did you initiate the move, the player, copy or move object (there is difference when you hold shift), on portrait etc.

April 12th, 2021, 13:20
I believe it happened when I moved something directly from one player's sheet to another. I should have grabbed the logs. Next time we play and it happens I'll make sure to do that.

April 12th, 2021, 19:49
I went back into fantasy grounds today and reread the PDF instructions and I see were some of the issues came from. The big one is you have to fill in your health boxes for health to work correctly. We all assumed it would work like Stress and Radiation, where as things get worse it fills up. I don't see that explained in the PDF. At the very least, if it's supposed to be filled it would be helpful if it defaults to being filled.

Also, I see in the PDF that Monster Attacks don't trigger the combat flow. They should trigger the combat flow, because you can block them and they can deal extra damage. Pg 92 of the rule book calls out that you can block Xenomorphs. Not sure why it was decided to not have them enter the combat flow like other NPCs. Also, as of right now they deal no damage and don't trigger armor rolls.

April 13th, 2021, 07:06
The design of HP/Stress/Radiation can be looked at from different perspectives, though for me the approach of Health getting reduced and Stress/Radiation build up is the logical and many games take this approach as well. Positive things got reduced and negative build up. This is how it is played on the table top and we translated it to FG.

On the automation of monster attacks, we will make them "lightly" automated in future versions as the narrative nature of many attacks opens possibilities for "what happens" after creature successfully executes the attack.