View Full Version : Official Fallout 2d20 Bug Report Thread
superteddy57
March 9th, 2025, 03:19
Pushed a hotfix to address this issue.
The_Great_DM
March 15th, 2025, 03:02
While playing tonight. Whenever a player got damaged it would reset the wound to whatever the attack was. So if someone was at 10 wound and an attack did 3 damage they would then set the player to 3 wound. Healing worked fine and it didn't happen to bad guys we fought.
superteddy57
March 15th, 2025, 03:29
Pushed a hotfix for this issue.
kromtor
March 27th, 2025, 08:36
We experienced a little bug with radioactive damage:
A Bloatfly attacked our supermutant character and deals physical and radioactive damage. The output in CT correctly modify physical damage, but also rad damage was dealt to the character although Supermutants are immune to radiation damage.
Regards from Italy.
superteddy57
March 27th, 2025, 08:45
Does the supermutant character have the radiation immunity button pressed on their sheet?
kromtor
March 27th, 2025, 15:52
Yes, rad and poison immunities button pressed
AlaskanBastage
April 8th, 2025, 06:45
Hey there. Have an issue with power armor, and I looked back a bit to see if it was Addressed. I may be doing something wrong as well. I dont know. I cannot edit Power Armor. Every time i try to drag a power armor piece into my Frame, It gives me an error. I am the DM, and have been trying to figure this out for my players. Any help would be appreciated.
superteddy57
April 8th, 2025, 06:53
It's best to help us with providing the error message. I would suggest to make a copy of the power armor frame as that is the base for the power armor. Then unlock the record and drag and drop the pieces that will make the power armor. A locked record can't accept drops. I just tested this and it's not throwing errors on my end. I might need the exact steps you are attempting to replicate it.
AlaskanBastage
April 14th, 2025, 22:57
sorry it took so long for a reply. This is what I am getting in my log. Attempted to add Raider II leg piece to the left leg.
AlaskanBastage
April 14th, 2025, 23:00
didnt upload with last post.
superteddy57
April 15th, 2025, 07:08
Ok I checked the module data you were using and you will need to make a copy of the piece if it's for an arm or leg and add left or right to ensure the right slot is being attached. it won't accept Leg or Arm as a location covered. As for the error I am not able to reproduce on the latest TEST version that is going live soon. So it appears resolved on there. See if other locations can be dropped to the frame.
AlaskanBastage
April 15th, 2025, 16:17
Unfortunately it wont allow any pieces to be slotted. Lemme try copying then doing what you said. It worked. I had to rename Helm To head, Chest Piece to Torso, then Left Arm and Right arm like you said. Appreciated.
superteddy57
April 15th, 2025, 18:38
I will try and circle back and update those pieces to help with this area
DrakePD
May 24th, 2025, 17:31
Orange Colored Sky and Fully Operational Reference Manuals are Locked.
Adventures are supposed to be unlocked?
With a Bang and a Whimper is unlocked already.
WishX
May 24th, 2025, 19:43
Bug reports sent for locked adventures.
banesorka
June 17th, 2025, 20:22
I have been working on some new equipment packs and have run into what I think is a bug, or lost feature. When trying to add items to the Included Equipment and Choice Equipment areas, I can not drag and drop items into those lists. If I recall correctly, this used to be something we could do.
Screenshot for reference.64617
superteddy57
June 17th, 2025, 22:36
Thank you for the report. I'll have a look.
superteddy57
June 18th, 2025, 00:34
Pushed a fix for the issue reported.
banesorka
June 18th, 2025, 17:58
Many Thanks!
banesorka
June 18th, 2025, 19:01
Another bug just apeared with this update, not urgent in anyway.
The add item button on the a choice, does not add a empty record.
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superteddy57
June 18th, 2025, 19:08
Pushed hotfix to address this.
banesorka
June 18th, 2025, 19:12
Thanks!
Got a quick question, is it possible that pacels could ever be added to equipment packs? An example instance is when a choice involves two peices of armor, or a choice of other items.
Direct example from the core rules would be the merc pack for wastelanders: A leather armor chest piece, or a leather armor arm and a leather armor leg (your choice as to which arm and leg)
superteddy57
June 18th, 2025, 19:22
It's on my list of notes for future expansion and something I was going to try if I'm able to circle back for any expansion work. Right now it looks like an involved project as adding parcels requires adding them and factor them differently than a base item record. So it wouldn't be quick and needs some time to implement and test that it works with the old packs.
banesorka
June 18th, 2025, 19:42
Understood. I figured it would be a more involved item from what I know of the listing structure. Thanks for adding it to the possible future expansion work!
LtAugie
June 24th, 2025, 04:40
Per the Core Rule Book, pg. 124, Road Leathers should have Physical and Energy Damage Resistance of 1 each. The FG Fallout 2d20 Module has Road Leathers at 0 for both Physical and Energy Damage Resistance.
superteddy57
June 24th, 2025, 05:29
Ok thank you for the report.
superteddy57
June 26th, 2025, 07:05
Per the Core Rule Book, pg. 124, Road Leathers should have Physical and Energy Damage Resistance of 1 each. The FG Fallout 2d20 Module has Road Leathers at 0 for both Physical and Energy Damage Resistance.
Pushed update to address this report.
LtAugie
July 10th, 2025, 18:40
Per the Winter of Atom rules, pg. 38, there is a Reputation Rank of 0 (Hostile). However, the Factions tool (under World > Faction tab) does not allow you type in just the number "0" in the first column. You can type any number (i.e., 100, 2, 9, 1000, etc.), but not just a plain zero. It stays blank when you do.
superteddy57
July 10th, 2025, 19:21
Blank is zero. It's how the control operates when a 0 is placed there is to hide the number.
LtAugie
July 11th, 2025, 02:57
Blank is zero. It's how the control operates when a 0 is placed there is to hide the number.
Good to know. Thanks for explaining.
banesorka
July 18th, 2025, 18:34
Got a few items that we have been seeing in our sessions.
1. Hit location is not consistent. Some times when we roll the d20s to attack, it will say hit on torso, but when the damage is rolled, it applies the damage to another location. The only thing I can see that may be causing this, is that maybe another player rolling something inbetween the current players d20 and damage roll is throwing something off? 64881
2. When PC is the target: Power armor, or something else, is still providing damage resistance even when power armor peice is broken. In this example image, the PC has nothing but power armor equiped, he has toughness rank 1, so there is only 1 physical DR to be used, yet the PC still resisted all 3 damage points some howinstead of just 1. If we remove the Power Armor, everything works as expected. 64884
3. When NPC is the target: Similar to above, except it is only wrong in the chat log. 7 damage dealth to the toros where the armor is broken, chat log shows only 4 being applied, though the combat tracker shows the full 7. 64883
Let me know if you need any more info. Happy to help anyway I can.
superteddy57
July 18th, 2025, 19:55
I've refined the power armor factoring and it will be available on the Test server. As for the inconsistent locations, I'm not able to replicate, so if you can find exact steps to replicate it, that would be very helpful to track down what is causing that issue.
banesorka
July 18th, 2025, 19:58
Thanks!
We have a session tomorrow so we will pay extra attention to target location. That Screenshot was just grabbed mid session last time so I am unsure of what happened, just know it was about 3rd or 4th time we saw it. Will update you when I have more info.
Urqy
July 21st, 2025, 21:50
Got a new easy one needing a fix. The .44 pistol is missing the "Vicious" effect under damage effects.
superteddy57
July 22nd, 2025, 03:30
I'm seeing the Vicious effect on the .44.
64914
Urqy
July 22nd, 2025, 04:09
I'm seeing the Vicious effect on the .44.
64914
Thanks! You helped me identify a bigger problem on my end. I hit the revert changes button and it appeared.
superteddy57
July 22nd, 2025, 04:49
No problem, thanks for reaching out for the double check.
LtAugie
August 6th, 2025, 00:07
The following Effect does not seem to work when applied to a character...
COVER: 1 (or any other number)
From the FG Fallout 2D20 Ruleset
COVER
COVER: # <loc>
Cover provides conflict dice that will be rolled if an damage roll is targeting the location of the cover effect. This roll is done automatically and is part of the damage roll process. Cover subtracts the damage rolled by the amount rolled on the cover dice. This is applied first before damage reduction. The effect will need the number of dice to be rolled and the location(s) covered.
EDIT: I would like to add, Damage is not registering on the PC sheets nor the Combat Tracker.
superteddy57
August 6th, 2025, 05:14
Need a location for the cover. COVER: 3 head. I can't verify your issue. Damage is working with my tests. You will need to provide more information for me to see it in action.
Australis
August 6th, 2025, 05:38
*Minor typo corrections for Winter of Atom: "Crater" in Crater of Atom is missing its 1st R both in its Sub chapter and Page headings in Chapter 4
*Protectrons in "Protectrons in Winter of Atoms" in chapter 1 is missing its N
*On the Winter wasteland page the heading Winter Environment there is an E between the N and M in Environment
*On the page Traversing the Commonwealth the heading "Journey Complication Table" the E is missing from Journey
*on the same page as the above the line "Table: Commonwealth Winter Random Encounter table" the word Random has an E at the end of it
*On the page Diamond City in Chapter 2 the heading "Journey to Beatsville" Journey is missing its E and Beatsville is currently spelled Beastville
*In the page Goodneighbour the entry Hotel Rexford the heading is missing its D
*On the page "Staging the Gigapede Attacks" The Heading for Diamond city is missing its second D
*On the same page as above the heading for Beatsville has been misspelled as Beastville
*On the page Main quest a 1000 feet of Terror the heading "Scene One: The Gigapede Rises" the word Scene is missing its 2nd E
LtAugie
August 6th, 2025, 05:39
Need a location for the cover. COVER: 3 head. I can't verify your issue. Damage is working with my tests. You will need to provide more information for me to see it in action.
* In regard to COVER, thanks. I wrongly assumed that leaving it blank meant it covered all.
* Below is a snapshot. The damage is showing chat, but is not being applied to character WND in the Combat Tracker.
superteddy57
August 6th, 2025, 05:46
You can use "all" as a location type to cover all of your character's locations.
I tested the damage rolls and seeing it apply the damage:
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superteddy57
August 6th, 2025, 05:48
I would recommend removing any special characters out of names like dashes and so on. Could play havoc with many features.
LtAugie
August 6th, 2025, 06:39
I would recommend removing any special characters out of names like dashes and so on. Could play havoc with many features.
Thanks for the suggestion. After some troubleshooting, apparently one of the six extensions that I had gotten from Forge caused the issue. Turning off that extension resolved it.
banesorka
August 6th, 2025, 14:24
*Minor typo corrections for Winter of Atom: "Crater" in Crater of Atom is missing its 1st R both in its Sub chapter and Page headings in Chapter 4
*Protectrons in "Protectrons in Winter of Atoms" in chapter 1 is missing its N
*On the Winter wasteland page the heading Winter Environment there is an E between the N and M in Environment
*On the page Traversing the Commonwealth the heading "Journey Complication Table" the E is missing from Journey
*on the same page as the above the line "Table: Commonwealth Winter Random Encounter table" the word Random has an E at the end of it
*On the page Diamond City in Chapter 2 the heading "Journey to Beatsville" Journey is missing its E and Beatsville is currently spelled Beastville
*In the page Goodneighbour the entry Hotel Rexford the heading is missing its D
*On the page "Staging the Gigapede Attacks" The Heading for Diamond city is missing its second D
*On the same page as above the heading for Beatsville has been misspelled as Beastville
*On the page Main quest a 1000 feet of Terror the heading "Scene One: The Gigapede Rises" the word Scene is missing its 2nd E
Thanks for the report. I think my fingers got tired at some point. I’ll get this fixed and updated by the end of the week, currently out camping and don’t have access to my pc.
LtAugie
August 7th, 2025, 19:41
Damage Resistance does not seem to be working. Updated FG before the test. There are no Extensions loaded.
superteddy57
August 8th, 2025, 15:41
Damage Resistance does not seem to be working. Updated FG before the test. There are no Extensions loaded.
Pushed an update to fix this report.
kromtor
August 14th, 2025, 19:13
Some little problems:
1) as you can see within the attached image NPC locations and resistances coloumn are not correctly aligned.
2) MELEEDMG effect does not function and so also related items that grants this effect does not properly function.
3) Junk Jet "Electrification module" from the Fallout 2d20 manual does not contain any information.
Regards from Italy.
superteddy57
August 14th, 2025, 20:55
What items provide MELEEDMG effect? Please provide examples to help narrow down the issue.
superteddy57
August 14th, 2025, 21:31
I pushed updates for the electrification module and the headers, but not sure what you are meaning about the MELEEDMG effect. That is add to the actor on the combat tracker to add additional damage dice when attempting a melee damage. It's not applied to the item.
Dalthius
August 15th, 2025, 04:36
Greetings!
We had session zero for Fallout tonight and just messed around with the system. Unfortunately we had problems with weapon damage types; all the energy weapons are listed as “energy” under damage type, but have the physical damage icon (bone) under character weapons, and do physical damage in combat. Also, the Brotherhood Outcast knight equipment has issues; the rifle appears to have less damage than a pistol (3 vs 4 for pistol), and when you click on the rifle info in inventory, every single mod suddenly gets added.
superteddy57
August 15th, 2025, 05:53
I've pushed a fix to address the attack type not updating when adding a weapon. I've replaced it with a string control as with the latest supplements it can have multiple damage types. I can't find the equipment pack you mentioned. What module is that from?
kromtor
August 15th, 2025, 08:36
I pushed updates for the electrification module and the headers, but not sure what you are meaning about the MELEEDMG effect. That is add to the actor on the combat tracker to add additional damage dice when attempting a melee damage. It's not applied to the item.
Well done about module and the MELEEDMG effect.
The item that grant MELEEDMG automatically is Fury chem, but with the last hotfix for MELLEDMG all is correctly funtcional.
Thank's again!!!
Dalthius
August 15th, 2025, 12:07
I've pushed a fix to address the attack type not updating when adding a weapon. I've replaced it with a string control as with the latest supplements it can have multiple damage types. I can't find the equipment pack you mentioned. What module is that from?
It’s from the Brotherhood Outcast - Ex-Knight equipment pack from Wanderer’s Guidebook.
Urqy
August 16th, 2025, 23:31
When creating a new NPC, specifically a creature (Companion), the character sheet still includes SPECIAL attributes instead of Body/Mind.65171
superteddy57
August 16th, 2025, 23:53
When creating a new NPC, specifically a creature (Companion), the character sheet still includes SPECIAL attributes instead of Body/Mind.65171
Pushed a fix to address this
Urqy
August 17th, 2025, 00:44
Thanks for the quick fix! I'm still working companions and I don't know if this is a bug or just operator head space and timing, but I can't seem to add attack properties to a companions attack (specifically, range, damage type, qualities and effects).
Here are locked and unlocked character sheets for example:
65172
65173
superteddy57
August 17th, 2025, 02:37
Pushed another update to address this issue.
LtAugie
August 17th, 2025, 23:07
Feral Ghoul Loot is not working correctly. The 2dC6 Random Junk does not generate random quantity of Junk, but a magazine instead (perhaps need a new Random Junk Table for Feral Ghouls?). In addition, unable to delete the loot profile of copied versions of the Feral Ghoul. Not sure if these Loot issues occur on other NPCs. See attached. Updated FG before the test. There are no Extensions loaded.
superteddy57
August 18th, 2025, 00:30
I pushed an update for the npcs to have items for their scavenge loot. Since there is a junk item I placed it there instead of using the random loot table. I also updated the entry for junk to be the correct record.
LtAugie
August 18th, 2025, 01:56
I pushed an update for the npcs to have items for their scavenge loot. Since there is a junk item I placed it there instead of using the random loot table. I also updated the entry for junk to be the correct record.
Works! Thanks.
LtAugie
August 25th, 2025, 04:28
Both Food and Beverage items do not show how much HP they heal. Players consuming them in via their inventory seems to apply correctly though. Updated FG before the test. There are no Extensions loaded.
superteddy57
August 25th, 2025, 05:06
Pushed a fix for this issue.
LtAugie
August 25th, 2025, 16:07
Pushed a fix for this issue.
It works. Thanks!
Urqy
August 26th, 2025, 16:57
I don't understand what is happening in this sequence of events:
After creating a companion NPC in a Campaign Book, I open it:
65256
Then I unlock it and the WND column in Locations disappears:
65257
When I re-lock the character, the WND column is still gone:
65258
I did update this morning prior to opening this campaign.
superteddy57
August 26th, 2025, 17:30
Pushed an update to fix this.
Urqy
August 26th, 2025, 17:46
Thanks much!
LtAugie
August 27th, 2025, 02:58
Small Guns items (ex: Pipe Gun, Pipe Bolt-Action, etc.) list in their Stock Mods section "Mod: Standard Stock". However, per the Core Book Errata log "Changes 6th September 2022, p.97-99" it says "Change all instances of Standard Stock under the mods for each Small Guns weapon to Full Stock". The mod exists in the FGU Fallout Items. But it is not correctly listed in the various Small Guns. *Other: Updated FG before the test. There are no Extensions loaded.
superteddy57
August 27th, 2025, 03:48
Small Guns items (ex: Pipe Gun, Pipe Bolt-Action, etc.) list in their Stock Mods section "Mod: Standard Stock". However, per the Core Book Errata log "Changes 6th September 2022, p.97-99" it says "Change all instances of Standard Stock under the mods for each Small Guns weapon to Full Stock". The mod exists in the FGU Fallout Items. But it is not correctly listed in the various Small Guns. *Other: Updated FG before the test. There are no Extensions loaded.
Well an extension wouldn't mess with that information. Just needs to be updated.
Urqy
August 27th, 2025, 17:04
I'm getting a batch of errors when I open any of the standard plating apparel (Robot Armor) items.
65271
Log attached
superteddy57
August 28th, 2025, 11:05
I'm getting a batch of errors when I open any of the standard plating apparel (Robot Armor) items.
65271
Log attached
Pushed an update to address this report
LtAugie
August 29th, 2025, 14:50
Many Melee Weapons have incorrect ranges. Pic attached of some of them. **Additional note, when you unlock them for edit, they show as being Close.
superteddy57
August 29th, 2025, 18:10
Pushed a fix to address this report.
LtAugie
August 31st, 2025, 17:40
That worked.
LtAugie
August 31st, 2025, 18:01
I am seeing unusual behavior in the chat box with 2d20 rolls. Initial 2d20 rolls are fine, but after about 20 minutes, the recorded rolls change. The non-success d20 roll disappears and the success d20 roll changes to look like a d6 roll. See attached.
superteddy57
August 31st, 2025, 21:25
I'm not seeing an issue with the ruleset code. I'll toss this up to the higher ups as it may be a client issue.
LtAugie
September 1st, 2025, 22:26
Armor items are not showing Physical DR, but when it is unlocked, it shows. Game play Physical DR automation appears to work. Seems to display Energy and Radiation DR correctly. See attachment.
superteddy57
September 1st, 2025, 23:20
Thanks for the report. I pushed a fix for this.
LtAugie
September 1st, 2025, 23:35
Thanks for the report. I pushed a fix for this.
Armor is showing correct Physical DR now. Thanks.
LtAugie
September 8th, 2025, 04:40
The "Standard Plating Main Body" when equipped in the inventory does not show a Physical DR 2 on the Combat Tab for a MR Handy Robot PC. All the other locations for "Standard Plating" (i.e. Arms, Thruster, Optics) show Physical DR 2.
superteddy57
September 10th, 2025, 01:07
I added this to my list to investigate. Will be a moment to address this
superteddy57
September 11th, 2025, 04:22
The "Standard Plating Main Body" when equipped in the inventory does not show a Physical DR 2 on the Combat Tab for a MR Handy Robot PC. All the other locations for "Standard Plating" (i.e. Arms, Thruster, Optics) show Physical DR 2.
I'm not seeing this issue with a fresh Mr. Handy PC. Can you give me the steps and more information on how you got there?
65404
LtAugie
September 11th, 2025, 04:55
I'm not seeing this issue with a fresh Mr. Handy PC. Can you give me the steps and more information on how you got there?
65404
I did another Mr Handy build, and now none of the DR are showing. Pulled the equipment from the Origin Equipment Pack. See attached.
superteddy57
September 11th, 2025, 05:43
Please provide me the exact steps you are performing in creating your character. Also, can you show me the chat output when you first get into the ruleset?
LtAugie
September 11th, 2025, 15:40
Please provide me the exact steps you are performing in creating your character. Also, can you show me the chat output when you first get into the ruleset?
See attachments with step order. It follows (I believe) basic character creation. Chat output is captured in the steps. I have 8 steps/attachments, which I will need two posts to add them all.
LtAugie
September 11th, 2025, 15:41
See attachments with step order. It follows (I believe) basic character creation. Chat output is captured in the steps. I have 8 steps/attachments, which I will need two posts to add them all.
steps 6-8
superteddy57
September 11th, 2025, 15:42
Did you drag and drop the equipment pack onto the character sheet?
LtAugie
September 11th, 2025, 15:44
Did you drag and drop the equipment pack onto the character sheet?
Yes -- I drag the equipment individually (not the entire pack).
EDIT -- I just deleted the individual dragged equipment and dragged the entire pack, and there was no difference. DR still not showing.
superteddy57
September 11th, 2025, 15:48
Try opening the equipment pack from the sidebar instead of the origin and attempt to drag and drop those items. I think it might be the pack in the origin that is broken.
LtAugie
September 11th, 2025, 16:08
Try opening the equipment pack from the sidebar instead of the origin and attempt to drag and drop those items. I think it might be the pack in the origin that is broken.
Sidebar drag works! Physical DR 2 showing correctly.
superteddy57
September 11th, 2025, 16:10
Thanks for checking. The pack in the origin needs to be corrected.
LtAugie
September 11th, 2025, 16:36
Thanks for checking. The pack in the origin needs to be corrected.
I can't recall specifics at this time, but I've seen other anomalous behaviors from other Origin equipment packs.
superteddy57
September 11th, 2025, 16:41
I will check them all when I'm able to look them over and update them.
LtAugie
September 15th, 2025, 04:51
When a PC targets an enemy, and does an Attack, the 2d20 dice rolls are displayed. However, if a reroll is done, the new dice roll is not displayed with the number of Successes. The chat does show it hits though.
This problem does not seem to happen if it is not an attack (or targeting). As an example, an END+Survival test, which if a d20 is re-rolled it will show the new 2d20 results. Picture attached, which had a single d20 re-rolled.
superteddy57
September 15th, 2025, 07:01
Pushed a fix Live. Looks like I had it skipping the dice message by mistake.
LtAugie
September 15th, 2025, 16:47
Pushed a fix Live. Looks like I had it skipping the dice message by mistake.
That fixed it. Thanks!
LtAugie
September 15th, 2025, 20:56
Noticed another chat anomaly while GM'ing last night. When damage is taken to a Treaty Injury location, a CD roll is not observed. This caused us to manually roll a CD to see if the Injury Reopens on an Effect. However, testing shows that this is actually 'silently' done automatically. Unfortunately, it does show it in the chat - just a text result if a Critical Injury Reopens. See attachments: 1=PC with Treated Injuries. 2=Damage taken and Injury not reopened. 3=Damage taken and Injury re-opened.
superteddy57
September 15th, 2025, 21:20
The ruleset isn't setup to show every roll and does some rolls behind the scenes. As that is handled near the end, it handles it within the roll with a random number created.
LtAugie
September 16th, 2025, 02:31
The ruleset isn't setup to show every roll and does some rolls behind the scenes. As that is handled near the end, it handles it within the roll with a random number created.
Good to know, and the auto roll is definitely appreciated. It would be nice to be made aware of it being made somehow (specifically when it doesn't cause a re-opened wound), whether it is as text in the chat or in the FG Fallout Wiki pages.
superteddy57
September 16th, 2025, 02:33
I'll put it in my notes and when I circle back I'll look to see if we can make the chat more descriptive.
LtAugie
September 19th, 2025, 02:18
I am seeing unusual behavior in the chat box with 2d20 rolls. Initial 2d20 rolls are fine, but after about 20 minutes, the recorded rolls change. The non-success d20 roll disappears and the success d20 roll changes to look like a d6 roll. See attached.
It appears per the 4.8.3 Release notes (see below), this may have been fixed. I will post if I see this still happening. Thanks for bringing it forward.
[FIXED] Dice icons could sometimes disappear in chat window after a period of time.
superteddy57
September 19th, 2025, 02:21
This would not be a ruleset issue and related to a CoreRPG or client issue.
Moon Wizard
September 20th, 2025, 04:50
Yes, this report is what made me look into the issue again, and found a place that could be shored up in v4.8.3.
Regards,
JPG
SamuraiZ3R0
October 25th, 2025, 13:02
When attacking using a vehicle weapon, tagged skills are not considered for critical successes.
DrakePD
October 25th, 2025, 17:42
Astoundingly Awesome Tales Issue No. 4
Hunted!
This is an adventure module and should not be locked.
Josith
October 26th, 2025, 19:09
I put in a bug report for the Adventure.
Sixtysix
November 19th, 2025, 21:48
I purchased the Wanderer’s guide, which has several pages of items and weapons. None of which are populating in the items tab for me to actually add them to people’s inventories.
WishX
November 19th, 2025, 22:00
I purchased the Wanderer’s guide, which has several pages of items and weapons. None of which are populating in the items tab for me to actually add them to people’s inventories.
I have submitted a bug report for this as well.
banesorka
November 20th, 2025, 07:23
I purchased the Wanderer’s guide, which has several pages of items and weapons. None of which are populating in the items tab for me to actually add them to people’s inventories.
Hey Sixtysix,
Could you get me some screenshots of your issue? I am unable to replicate it. I have included a screenshot of the windows I am most insterested in seeing to try and track down what is going on here.
65834
banesorka
November 20th, 2025, 07:24
Astoundingly Awesome Tales Issue No. 4
Hunted!
This is an adventure module and should not be locked.
Hey DrakePD,
This should be fixed now.
banesorka
November 20th, 2025, 08:14
Preparing to run the Adventure Fully Operational and ran into a few bugs.
It is locked.
NPCs have no skills and generate the following errors:
(1) windowcontrol: Database type mismatch on path (skills) in control (skills) in class (npc_main)
(2) Script execution error: [string "Fallout 2d20:campaign/scripts/npc_main.lua"]:164: attempt to index global 'skills' (a nil value)
superteddy57
November 20th, 2025, 10:57
Pushed a hotfix for this module
humby
December 16th, 2025, 20:52
Was just reading the "Fallout 2d20 Quickstart" via "My Library" and noticed that there's a typo in the "Introduction" chapter title
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65999&stc=1&d=1765918267
Moon Wizard
December 16th, 2025, 21:10
Thanks for reporting. We'll get that patched soon.
Regards,
JPG
humby
December 16th, 2025, 21:31
Further typos in the QuickStart:
Chapter
Subchapter
Page
Location
Issue
Introduciton
Welcome to the Wasteland
War. War Never Changes
Last sentence of third paragraph
"civilization" has a space in the middle of the word.
Introduciton
Welcome to the Wasteland
Welcome to the Commonwealth
First paragraph
"c" is missing from the word "choices" when referring to events from Fallout 4
Introduciton
What You Need To Use This Book
Fantasy Grounds Conversion
First sentence
"c" is missing from the word "products"
Introduciton
What You Need To Use This Book
Character Sheets
Second sentence
"Information" has a dash and space in the centre.
Chapter One: Core Rules
Skill Tests
Target Number
Default Attribute + Skill section
"Attribute" has a dash and space in the centre, as does "different"
Chapter One: Core Rules
Skill Tests
Successes And Difficulty
Second paragraph
"Number" has a dash and space in the centre, as does "different"
Chapter One: Core Rules
Skill Tests
Successes And Difficulty
Third paragraph
"Difficulty" has a dash and space in the centre
Chapter One: Core Rules
Skill Tests
Opposed Tests
Third paragraph in "Action Points in Opposed Tests" section
Space missing between Opposed and Test
superteddy57
December 16th, 2025, 21:39
I'll look those over and get an update pushed once they have been checked.
superteddy57
December 16th, 2025, 21:53
Fixes pushed Live for typos in Quickstart
Molster
December 16th, 2025, 22:03
Reader should now be updated with those changes!
LordEntrails
December 16th, 2025, 22:26
EDIT: ha! looks like I was too slow drafting this. Many of these have all been reported above.
A few minor typos in the Quickstart. Seen in the Online Reader, but should exist in the in client version as well.
War. War Never changes > word split by space "Yet civili zation has"
Welcome to the Commonwealth > missing 'c' "character hoices."
Character Sheets > "as informa- tion"
Default Attribute + Skill > "differ- ent combination."
Successes and Difficulty > "target num- ber generates" "beat the diffi- culty"
Damage Effects > "reduce the num- ber" and "perma- nently"
Breaking Things > "descriptions of the environ- ment" and "damage rat- ing"
Dying > "they imme- diately gain "
Healing Actions in Combat > These two bullet points are formatted differently, one is bolded, one is not (Take Chem vs First Aid)
Rest > "safe and comfort- able"
Machine Frequency "raids and disap- pearances"
Act One "a lumber- ing man" and "He’s clearly inexpe rienced"
I noticed Encounter 1: Crash Site mentions an encounter (first sentence) with eyebot scouts but no such encounter is detailed. I assume this is an error with the adventure and not the conversion, but someone should check :)
Act Three > Overseer's Note > extra line break in the 3rd/4th paragraph
Where to Go Next > " ill-fated doc- tor’s efforts"
superteddy57
December 16th, 2025, 23:43
Many of the dash space issues were already resolved. Please update and check again
humby
December 17th, 2025, 00:16
Some more issues:
ChapterSubchapterPageLocationIssue
Chapter Two: CombatCombat EncountersMAJOR ACTIONSFirst AidThere’s a number of items in a list at the end of the First Aid entry in the FGU book but they just appear as a single line in the My Library book.
Chapter Two: CombatCombat EncountersCombat DiceSecond paragraphMakes reference to “compare the results to the table below”, but no such table exists.
Chapter Two: CombatDamage and InjuryDamage and InjuryOnly paragraph“However, once a character’s health points are them.” – this appears to be an error, with the correct text following immediately after.
Chapter Two: CombatHealingHealing Actions in CombatFirst AidThere’s a number of items in a list at the end of the First Aid entry in the FGU book but they just appear as a single line in the My Library book.
Chapter Two: CombatHealingHealing Actions in CombatUsing StimpaksEntry for First Aid action is cut off.
Chapter Two: CombatHealingHealing Actions in CombatUsing StimpaksThe initial text for Healing robots also appears at the end of the Using Stimpaks section.
Chapter Two: CombatHealingLong-Term RecoveryRESTThere is no space between the full stop at the end of the second sentence and the first character of the third. “all lost HP.If you’re”
Chapter Two: CombatThe EnvironmentEnvironmental ConditionsCoverFirst paragraph, there is an extra space between the opening bracket and the dC6
Chapter Two: CombatThe EnvironmentEnvironmental ConditionsEnvironmental Conditions Examples2cC6 radiation damage should be 2dC6 radiation damage
superteddy57
December 17th, 2025, 00:50
I pushed fixes for this report. I am however not the one that does the My Library. Will be updated when the developer working on it pushes the fixes.
Molster
December 17th, 2025, 02:24
Reader should have the latest as of now!
The_Great_DM
December 19th, 2025, 19:33
Settlers guide. Protectron- Nukatron. For starting equipment it has listed as a choice of 4 Nuka-Cherry or 2 Nuka-Cherry. It should be 4 Nuka-Cola. Which it does say in the list at the bottom for it just not in the choice section. 66025
Josith
December 20th, 2025, 00:57
Settlers guide. Protectron- Nukatron. For starting equipment it has listed as a choice of 4 Nuka-Cherry or 2 Nuka-Cherry. It should be 4 Nuka-Cola. Which it does say in the list at the bottom for it just not in the choice section. 66025
I entered a bug report.
banesorka
December 22nd, 2025, 13:19
Settlers guide. Protectron- Nukatron. For starting equipment it has listed as a choice of 4 Nuka-Cherry or 2 Nuka-Cherry. It should be 4 Nuka-Cola. Which it does say in the list at the bottom for it just not in the choice section. 66025
Update for this has been submitted and should go out in the next update.
VladimirXVI
December 28th, 2025, 19:46
6607466075
The Boosted Capacitor (Energy Weapons) mod currently sets the damage base of any weapon you equip it to to 1 instead of adding +1 to the DR. Easy fix on my end to just swap the values but I just wanted to put it here in case anyone else spent 10 minutes trying to figure out why their laser pistol suddenly lost all its damage.
superteddy57
December 28th, 2025, 20:09
Thank you, I'm currently on vacation and will address this when I get back.
superteddy57
January 5th, 2026, 19:00
pushed update to address this report
havokman98
January 14th, 2026, 20:51
In the main rulebook in chapter 2 under Actions, it says "You can attempt one minor action on your turn in combat."
It should read "You can attempt one major and one minor action on your turn in combat."
superteddy57
January 14th, 2026, 20:59
Thanks for the report. Will be some time till I can tackle this. I will push an update when it's been fixed.
Calirae
January 17th, 2026, 06:27
Hey all!
Setting up to run the Machine Frequency starter quest and I've come across some bugs in the system:
I cannot seem to get the COVER effect to work, at all. I have tried it with COVER: # <loc>, COVER: # All, and just COVER: # but the cover dice are never actually rolled when damage is rolled against the character in cover. I've tried different values and different hit locations but had no success (when testing with a specified hit location I also made sure the attack actually went against that location before I rolled for damage).
"Pipe Gun" has 2 entries, both originating from the core rulebook module. One of them has the range listed to Close, the other to Medium. There should only be a Close range one.
"Laser Gun" also has 2 entries, once listed as weighing 5 lb and costing 79 caps, and the other at weighing 4 lb and costing 69 caps. The 79/5 entry shouldn't be there.
Some issues with Mister Handy characters:
You cannot allocate their plating (Body, Arm, Thruster etc.) in the drop-down menu. The list that lets you choose a location is empty. This might not be a bug and just a limitation with how the body system works with non-humans, but I figured I'd mention it anyway (as a workaround, we can just manually adjust their DR to get around this).
There is no "Flamer (Arm Attachment") item, but all the other ones (auto 10mm pistol, buzz-saw, laser emitter, pincer) exist. It's statistically the same as the "Flamer" weapon so we can just use that one, but I figured I mention it since you went through the effort of making attachment versions for all the others.
The Pincer Arm attachment is set up as a Melee Weapon, when it should be Unarmed (Arm Attachment Table, CRB p. 54)
As per CRB, p. 55 Mister Handy characters can carry a flat amount of 150 lb that is not increased by Strength or perks (but IS increased by armour mods). The FG sheet incorrectly takes Strength into account here. (e.g. a 8 Strength Mister Handy should have a carry capacity of 150, but in FG it has 230). Since we cannot edit the "Max Encumbrance" field ourselves, there is no way to manually adjust this for Mister Handy characters.
This last one is technically up for debate (because it's the only place in the rulebook where they use negative weight in writing), but I'm fairly certain the intention behind the Robot Modules (CRB, p. 185) is that your maximum carry weight of 150 gets lowered by the module's weight specified on the table, as a downside that you have to deal with for getting the module's benefit. In FG, the mods are set up to increase a character's weight limit instead of lowering it.
I also want to say that this ruleset has some real nifty automation and mechanics going on! Especially with how you set up letting players do re-rolls and the targeting system. It's super slick one of the best rulesets I've seen on FG! Thank you for all the effort you folks put into making it!
superteddy57
January 17th, 2026, 08:41
I was able to track down the issue with cover, it will be part of the next update. I will need some time to go through the module data and get it updated. As for Handy characters I'll need to find a solution to adjust some of that process. Thank you for the report and we'll try and get these resolved.
superteddy57
January 17th, 2026, 08:47
I double checked some of what you provided.
Some issues with Mister Handy characters:
You cannot allocate their plating (Body, Arm, Thruster etc.) in the drop-down menu. The list that lets you choose a location is empty. This might not be a bug and just a limitation with how the body system works with non-humans, but I figured I'd mention it anyway (as a workaround, we can just manually adjust their DR to get around this).
The body and Thruster appear to be working correctly once you have placed the Mr. Handy origin onto the character. For the arms, legs and so on, you'll need to change the location on the item to match the location. Like for the robot arm, Arm 1 or Arm 2.
superteddy57
February 10th, 2026, 17:29
In the main rulebook in chapter 2 under Actions, it says "You can attempt one minor action on your turn in combat."
It should read "You can attempt one major and one minor action on your turn in combat."
Pushed a fix to address this report.
ProfDogg
February 13th, 2026, 12:52
Messing around with the ruleset... Making a character using Tribal from Wanderer... He gets a bow with the Naturalist package. Bow shows as "WIP" in its title and no damage die attached.
superteddy57
February 13th, 2026, 13:07
Messing around with the ruleset... Making a character using Tribal from Wanderer... He gets a bow with the Naturalist package. Bow shows as "WIP" in its title and no damage die attached.
what module? You mean the Wanderer's Guide?
ProfDogg
February 13th, 2026, 13:53
what module? You mean the Wanderer's Guide?
Yep... Sorry, should have been clearer...
alex johnson
February 13th, 2026, 14:13
I’m also experiencing inconsistent mouse DPI and sensitivity behavior in Fallout 2d20, especially after switching DPI profiles. Just adding this here in case it helps with tracking the issue.
superteddy57
February 13th, 2026, 15:28
I’m also experiencing inconsistent mouse DPI and sensitivity behavior in Fallout 2d20, especially after switching DPI profiles. Just adding this here in case it helps with tracking the issue.
This wouldn't be a ruleset specific issue if you are having that issue. It would be a general issue and best to report it in the support forums above the ruleset specific ones.
banesorka
March 3rd, 2026, 13:44
Messing around with the ruleset... Making a character using Tribal from Wanderer... He gets a bow with the Naturalist package. Bow shows as "WIP" in its title and no damage die attached.
This bow name and other issues with the bow in that equipment package has been fixed. Should be out in the next Tuesday update.
Hiiler
April 14th, 2026, 16:01
In my game two of my players who's origins came from wanderers guide told me that after trying to look at their weapons descriptions that came from their equipment packs ,those weapons changed names. It seems it automatically added a lot of mods and messed with damage rating. Those weapons came from equipment packs, but I was unable to find them in general items list.
One player also had problem with radio, once they tried to look at this radios descriptio the name of the radio dissapeared and now it was an empty item with no name and description.
I myself tried to add to one of the players their Skull mask, but there was no description or anything except the name in the equipment pack. And as with the wepons I was unable to find tha item in the general items list.
What could cause it and how to fix it? (Also those characters where made at the end of last year or at the start of this year.)
banesorka
April 15th, 2026, 08:02
In my game two of my players who's origins came from wanderers guide told me that after trying to look at their weapons descriptions that came from their equipment packs ,those weapons changed names. It seems it automatically added a lot of mods and messed with damage rating. Those weapons came from equipment packs, but I was unable to find them in general items list.
One player also had problem with radio, once they tried to look at this radios descriptio the name of the radio dissapeared and now it was an empty item with no name and description.
I myself tried to add to one of the players their Skull mask, but there was no description or anything except the name in the equipment pack. And as with the wepons I was unable to find tha item in the general items list.
What could cause it and how to fix it? (Also those characters where made at the end of last year or at the start of this year.)
Hi, got these fixed and pushed for the next update. Just wanted to let you know and also just a heads up, the Skull Mask will still be without a proper description as it is only mentioned once in the Wanderer's Guide book where it is listed as part of an equipment pack. I set its category to apparel and head gear, but other than that it has no official stats of any kind. However, now that it is fixed, you should be able to edit it how ever you like once it is on the PC, or by duplicating it.
banesorka
April 15th, 2026, 08:18
Hi, got a question/bug for the core rules regarding vehicle combat.
When attacking a vehicle, from another vehicle, there is no location being rolled, and the damage does not apply. The roll results also do not give the expected results (ie. Hit, miss, etc)
Attached are two screenshots, one where I rolled the attack from the vehicle record using one of the PCs in the gunner seat, and the other where I rolled the attack from the PC's sheet using the vehicle weapons on their combat tab.
67125
67124
superteddy57
April 15th, 2026, 15:13
It's always intended for players to roll from their sheets, not the vehicle record.
banesorka
April 15th, 2026, 15:41
Ok, so I went back to test it again with this information. From the PC Sheet, the PC targets the other vehicle, and rolls their vehicle weapon from their sheet. I get this error in the console when rolling damage.
"Hanlder error: [string "Fallout2d20:..ts/manager_action_damage.lua"]:571:attempt to compare number with nil"
The damage is not applied. This error also happens when attacking the PC vehicle from the NPC Vehicle.
Sir Onyx
May 8th, 2026, 03:45
For some reason, in the middle of our session, and it doesn't fix when we restart it, the game simply refuses to count successes or handle targeting/attacks at all.
When rolling any kind of attacks, it rolls d20's as if they are regular d20s (counting total number) rather than counting successes against the target number. regular skill rolls seem unaffected.
67345
Sir Onyx
May 8th, 2026, 03:58
Consumables also seem to be broken
Hiiler
May 8th, 2026, 11:22
Hi, I have issues with clothing/armor in my game. For excample i see that "Tough clothing" gives resistances and damage reductions correctly, but Gas mask should give it but nothing is shown in combat tab. Both are equipped. One other item that has that issue is Brotherhood of steel fatigues.
superteddy57
May 8th, 2026, 15:16
For some reason, in the middle of our session, and it doesn't fix when we restart it, the game simply refuses to count successes or handle targeting/attacks at all.
When rolling any kind of attacks, it rolls d20's as if they are regular d20s (counting total number) rather than counting successes against the target number. regular skill rolls seem unaffected.
67345
Pushed a hotfix to address this report
superteddy57
May 8th, 2026, 15:17
Consumables also seem to be broken
Looks like I can't verify, please provide me with some steps I can replicate to see it failing.
superteddy57
May 8th, 2026, 15:20
Hi, I have issues with clothing/armor in my game. For excample i see that "Tough clothing" gives resistances and damage reductions correctly, but Gas mask should give it but nothing is shown in combat tab. Both are equipped. One other item that has that issue is Brotherhood of steel fatigues.
I tested with a test character and was able top see the gas mask provide the armor in the head slot. Ensure it's equipped and the location covered is Head.
Navigat0r
May 8th, 2026, 17:54
Hello,
I have encountered a few errors after updating to the latest version. These errors occurred in a fresh campaign with no extensions and only official purchased modules.
The first error occurs when using the "consume" button from the inventory menu (I tested with pork and beans). Health was restored as it should be however an error popped up in the console.
EDIT: Further testing seems to indicate that the food error only occurs with food that makes your randomly roll for radiation (pork and beans, bloatfly meat). Nothing seemed to happen when eating food with no random roll component such as Noodle Cup
The second error is in regards to combat related rolls. When making a roll, success/failure is indicated as it should be, however an error message appears in the console. The same error appears when rolling damage. Additionally, the damage is not properly applied to the targeted creature. All rolls were tested from the character sheet via ctrl+click targeting, dropping the relevant dice on the creature token, or via the combat tracker targeting. The same problems appear when dragging the results from the chat onto the tokens.
superteddy57
May 8th, 2026, 18:19
I'm not able to verify the consumable issue. It rolls without throwing errors. The error points to the the character not having locations set from the looks of it. It might be best for you to export the character and share it here.
As for the combat issue, it appears to be not getting the difficulty for the roll. I placed a nil check to ensure no errors should appear, but I might get more information from the character in question when you share it here.
Navigat0r
May 8th, 2026, 18:51
Here is the character I was testing with. It is one of the pregens from the quickstart "Machine Frequency" adventure. The only changes I have made are adding a portrait and adding more items (ammo, consumables) in the course of testing. I also made the character window a bit bigger by dragging the lower right corner
I did more testing of the combat/consumable stuff and the other pregens seem to have the same problem.
superteddy57
May 8th, 2026, 19:10
Here is the character I was testing with. It is one of the pregens from the quickstart "Machine Frequency" adventure. The only changes I have made are adding a portrait and adding more items (ammo, consumables) in the course of testing. I also made the character window a bit bigger by dragging the lower right corner
I did more testing of the combat/consumable stuff and the other pregens seem to have the same problem.
I tested the consumables on the character and wasn't able to throw errors. I did push another hotfix for the location issue when attacking. Can you retest the consumables and the attacking for me with your character with the latest update?
Navigat0r
May 8th, 2026, 19:27
Thank you SuperTeddy57, the update has fixed the issues. Attack rolls now properly display the origin and target of the attack as well as hit location. Damage is applied properly. Eating food also rolls randomly as it should.
Hiiler
May 10th, 2026, 10:25
Got the brotherhood of steel fatiques working. For some reason the location covered part was empty.
Hiiler
May 10th, 2026, 10:27
I tested with a test character and was able top see the gas mask provide the armor in the head slot. Ensure it's equipped and the location covered is Head.
Got the brotherhood of steel fatiques working. For some reason the location covered part was empty, for the character item.
kromtor
May 16th, 2026, 09:00
1)Consumables (food or chems) still does not apply effects on characters within CT (food and chems does cure, but other effects instead of cure does not apply, or does not shown onto the CT)
2)Criticals not properly apply on CT: when multiple criticals onto different locations occurs, on the chat shown "critical already exist" and it does not apply other effects (for example bleeding when a critical occurs onto the body, or prone when on a leg)
superteddy57
May 18th, 2026, 16:34
1)Consumables (food or chems) still does not apply effects on characters within CT (food and chems does cure, but other effects instead of cure does not apply, or does not shown onto the CT)
2)Criticals not properly apply on CT: when multiple criticals onto different locations occurs, on the chat shown "critical already exist" and it does not apply other effects (for example bleeding when a critical occurs onto the body, or prone when on a leg)
1) Was able to see where the issue was and will be part of the next weekly update.
2) I'm still tracking down this issue and having a hard time replicating it over and over to see where it's failing. Will need more time with this one.
Glass Violet
May 28th, 2026, 06:40
The font and underlined area for identified items are not displaying in character sheet. Unidentified items display the unidentified text just fine though. Attached a cropped screenshot of the inventory and two items, one identified[the bobbleheads] one unidentified[the supplies]. I have no extensions or themes loaded[As I quite like the default theme the ruleset has]. And the only two modules loaded are Fallout 2d20 and Fallout Wasteland Wanderer. Thank you for your time.
[Edit 1] It appears if I lock the item box so it can't be edited the name of the item then appears in the inventory while identified. So if I click the little bag next to the item and in the box that shows up type in what I want then lock it, The name will then appear in the inventory.
banesorka
May 28th, 2026, 07:22
The font and underlined area for identified items are not displaying in character sheet. Unidentified items display the unidentified text just fine though. Attached a cropped screenshot of the inventory and two items, one identified[the bobbleheads] one unidentified[the supplies]. I have no extensions or themes loaded[As I quite like the default theme the ruleset has]. And the only two modules loaded are Fallout 2d20 and Fallout Wasteland Wanderer. Thank you for your time.
[Edit 1] It appears if I lock the item box so it can't be edited the name of the item then appears in the inventory while identified. So if I click the little bag next to the item and in the box that shows up type in what I want then lock it, The name will then appear in the inventory.
Hey Glass Violet,
Looks like this is probably related to the Wasteland Wanderer still. The items you are using are from there. Could you give me the steps to replicate where you ended up with your inventory? I was not able to replicate it just yet.
For reference, since these items are just listed in the starting equipment area, and not in the items window, I created them from the character sheet inventory tab. After adding their name, and then locking the record window, they showed up in the inventory tab as expected.
Glass Violet
May 28th, 2026, 07:27
The steps you listed are exactly what I did, I just never locked the item. The text doesn't show up till you lock the manually created item, maybe this is fully intentional and I'm simply used to other rulesets where you can always edit the items name in your character sheet without having to fully open the item up to change the name.
banesorka
May 28th, 2026, 07:35
From what I know, it is intentional for Fallout 2d20. I don't have much experience with other official rule sets aside from using them as a reference for some development. I have only used one community ruleset, and the Fallout ruleset so far. So for me, locking the item record in order to push any updates I made to it out to the character sheet was just muscle memory.
Based on how you are using the new Solo RPG though, I have a few updates I should make to the module to make it a bit more friendly to use.
Glass Violet
May 28th, 2026, 07:38
Oh okay, that makes sense, If that's just how it's programmed then it's simply a teething issue I hit as a newcomer from other rulesets and not actually a bug.
Navigat0r
May 31st, 2026, 18:07
Hello all, I found a few issues with the ruleset and was told on the discord to post here, so I am copying what I wrote there. This is in a campaign with no extensions and only official modules.
First issue:
Using AP to purchase dice or the modifier window to roll extra dice works fine when clicking the "dice" icon on PC and NPC sheets. However, when trying to roll skills from an NPC sheet (the ones that don;t have a dice icon and only have a "highlight-able" skill), any modifiers in the modifier box disappear the moment you highlight the rollable skill. and only the basic 2d20 are rolled. this happens if you set the modifier manually or use AP to purchase extra dice. Things work properly and extra dice are rolled as needed if the roll comes from a "clickable" dice icon (as opposed to a highlightable skill with no dice icon).
Second Issue:
Additionally, I have had trouble dragging and dropping damage effects onto targets. An error message appears and the damage doesn't go through as it should.
superteddy57
May 31st, 2026, 19:26
Hello all, I found a few issues with the ruleset and was told on the discord to post here, so I am copying what I wrote there. This is in a campaign with no extensions and only official modules.
First issue:
Using AP to purchase dice or the modifier window to roll extra dice works fine when clicking the "dice" icon on PC and NPC sheets. However, when trying to roll skills from an NPC sheet (the ones that don;t have a dice icon and only have a "highlight-able" skill), any modifiers in the modifier box disappear the moment you highlight the rollable skill. and only the basic 2d20 are rolled. this happens if you set the modifier manually or use AP to purchase extra dice. Things work properly and extra dice are rolled as needed if the roll comes from a "clickable" dice icon (as opposed to a highlightable skill with no dice icon).
Second Issue:
Additionally, I have had trouble dragging and dropping damage effects onto targets. An error message appears and the damage doesn't go through as it should.
Thanks, I have noted it and will look it over
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