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Caratacus
March 18th, 2025, 15:37
This is the log file right after I tried to apply damage through the CT and Chat box.

superteddy57
March 18th, 2025, 15:54
I took a second look and noticed Vicious wasn't being applied correctly, but the others were. I pushed a hotfix to address Vicious not being applied.

superteddy57
March 18th, 2025, 15:56
The image is very bright, but I checked the line number and the code at that line doesn't match. I would suggest updating with the latest hotfix and see if that resolves the issue.

Caratacus
March 18th, 2025, 15:57
So then something else isn't right, it isn't applying damage at all. Maybe I am somehow messing it up, no damage applies from any rolled damage.

superteddy57
March 18th, 2025, 16:01
It wouldn't apply since you are receiving that error message, but the line it is referencing isn't there anymore. I would suggest updating with the latest update and trying again. Report back with the logs so I can see the error message.

Caratacus
March 18th, 2025, 16:38
So this is what I get applying damage through the CT after rolling on the Chat Box. Note that I built a new campaign, this is between two NPCs as I have no PCs set because it isn't finding my previously created PCs from other campaigns to import. Could there be a broken link on my laptop, maybe not acccessing something properly?
It now applies the damage, but I'm still getting an error message.

:confused:

Note: I ran a SWADE game last night with no issues whatsoever.

superteddy57
March 18th, 2025, 17:06
Ok I was able to replicate it and I pushed a hotfix for that error. Please run another update and try again.

Caratacus
March 18th, 2025, 17:21
Quick playing around with it seems to have fixed the issue. Thanks for the fast response and solution. I appreciate it, as will my players.

Commander1701Dan
March 19th, 2025, 02:13
Greetings,

I'm running into a problem where any NPCs or Ships I create won't let me enter text in the "notes" box. It appears I can enter text in all other boxes normally...

superteddy57
March 19th, 2025, 08:04
Greetings,

I'm running into a problem where any NPCs or Ships I create won't let me enter text in the "notes" box. It appears I can enter text in all other boxes normally...

There should be some text there if it is empty and you click on where that text is located.

Commander1701Dan
March 19th, 2025, 16:11
There should be some text there if it is empty and you click on where that text is located.

Ah, I see... Got it. Yeah, I was admittedly clicking in the middle of the box. Many thanks.

Marmus
April 7th, 2025, 03:54
For manually creating characters....When dragging and dropping an "Environment" into character sheet, it asks to select which Attributes...then asks which Disciplines (1E)...there are three selection boxes that show up for Discipline, but one does not have a name. In the attached image, Command should be one option, but it is not listed. I have seen this several times when dragging and dropping into character sheet for several different items. 2nd image is same issue for Upbringing.

63996
63997

This is not an issue when using the Character Creator. Easy solution, use Character Creator. (I am making a video, going through the Book using the steps in the rules manual and doing character creation manually from the random rolls, thus found the issue. Again, easy solution...roll the random tables but select through Character Creator). Just thought I'd report.

superteddy57
April 7th, 2025, 04:08
Pushed a hotfix for this issue.

MassSailor
April 9th, 2025, 05:06
Having 2 issues with ships with ships added to the Party Sheet:


Player created ships not using camera token when in camera view.
Steps to reproduce:

Create a ship in the Party Sheet by adding Frame and Mission Profile to a new item.
Add Flat and Camera Tokens.
Drag ship from Party Sheet to Combat Tracker
Drag ship from Combat Tracker to map.
Flat token is used in both Flat and Camera map views.


Ships added directly to Party Sheet can't be dragged to Combat Tracker.
Steps to reproduce:

Open Party Sheet
Drag a ship record to the Party Sheet.
Drag ship from Party Sheet to Combat Tracker.


64014

superteddy57
April 9th, 2025, 05:57
I found the issue and thank you for the steps. As the ruleset is in a lock down state for the current clean up the fix will be pushed to the Test server with it's next update. It will become LIVE once this current testing period is over.

Australis
April 10th, 2025, 08:28
Hi I posted this over on the Discord but Dominic suggested I post it here to

8 Layers Deep only has Images, NPCs and Ships there isnt any reference manual or encounters, Better days and Unforseen Consequences also lack Reference manuals and story elements

Marmus
April 13th, 2025, 23:30
Character Sheet 1E - manually adding values to the Disciplines via the Editor - Cannot add values to Career Events.
In image, I circled the "0" vaue. No box around it and cannot change value.

64046

I have found several other items still not properly adding to the Character sheet when dragging to sheet. I know some things are not automated this way due to the complexity of some of the options. Is there a list of what is and what isn't suppose to be automated? As an example, some items dragged to sheet do not increase the "Disciplines."

As always, thanks for all the hard work.

superteddy57
April 14th, 2025, 00:02
That field is not editable and by design. Adding career events will populate the proper fields with those totals. So you could technically add a blank event and add the bonuses you wish. There is no list and you will have to ask here or report what you think is a bug. What items are you referring to exactly?

Marmus
April 14th, 2025, 00:41
When dragging Career Path onto Character sheet (1E), It does not update Disciplines. Nor the Attributes. (The attributes might be because it is a selection of choices?, using "Command Track" as example)

When dragging Career Event "Special Commendation" for example, it added the Attribute, but does not bring up the screen to select Any Discipline.

Marmus
April 14th, 2025, 02:55
Also, When dragging Upbringing to character sheet (1E), getting the empty name for 2nd box. Should be Command, in this screen.

64047

superteddy57
April 14th, 2025, 04:01
Ok, I'll take a look and see if I can replicate.

superteddy57
April 15th, 2025, 04:39
Pushed fix to address the drop issues.

brazouck
April 25th, 2025, 22:15
Hello, when I click on an item, anyone, in the item table, I get the message Script Execution erroro string w:item_main : 9 attempt to call field update a nil value. I created another game, same problem. Other objects (NPC, ships) looks fine; only items

superteddy57
April 26th, 2025, 01:29
Have you updated recently? I have pushed a hotfix for this said issue earlier in the week

MassSailor
April 27th, 2025, 00:10
Have you updated recently? I have pushed a hotfix for this said issue earlier in the week

Getting this same issue after updating today.

superteddy57
April 27th, 2025, 00:28
Pushed the update again to ensure it's been released.

MassSailor
April 27th, 2025, 00:47
Pushed the update again to ensure it's been released.

Just retested - looks good. Thanks!

MassSailor
April 28th, 2025, 17:43
Hi I posted this over on the Discord but Dominic suggested I post it here to

8 Layers Deep only has Images, NPCs and Ships there isnt any reference manual or encounters, Better days and Unforseen Consequences also lack Reference manuals and story elements

Looks like an update to fix was released:
https://www.fantasygrounds.com/forums/showthread.php?84849-Release-Updates-for-April-22nd-2025

MassSailor
May 4th, 2025, 01:31
The Values field on NPC records is not visible. No extensions loaded.

superteddy57
May 5th, 2025, 01:30
Pushed a fix for this issue.

MassSailor
May 5th, 2025, 04:22
Pushed a fix for this issue.

Thanks - looks good!

Lonewolf
May 19th, 2025, 04:49
Found minor typo in 2E rules. Romulan D'Deridex ship / frame is size scale 7
This is value set in the PDF

superteddy57
May 19th, 2025, 05:10
pushed a fix to address this issue.

Lonewolf
May 19th, 2025, 06:32
When creating a ship on the part sheet Talents lose data. Replication steps.
1. Open party sheet ships tab
2. Right click and create item.
3. Name new ship.
4. Drag on Frame record
5. Drag on mission profile
6. Open any Talent added automatically and it will be blank.

Expected data recorded Talents attached to Mission Profile to be copied onto the new ship.
Current workaround to fix is delete Talents with missing data and manually add the back in. This gets back the full information.

Lonewolf
May 19th, 2025, 07:09
[ERROR] Script execution error: [string "CoreRPG:common/scripts/number_linked.lua"]:115: attempt to perform arithmetic on a nil value

Replicate
1. Start a new campaign.
2. Switch on 2E rules.
3. Load 2E rules module.
4. Add a Galaxy ship to party sheet.
5. Open combat tab.

Lonewolf
May 19th, 2025, 07:52
[ERROR] Script execution error: [string "C:ship_main_details_2E:shipprofile"]:22: attempt to call field 'getCompletion' (a nil value)

Replicate
1. Start a new campaign.
2. Switch on 2E rules.
3. Load 2E rules module.
4. Open ships sidebar.
5. Add new record.
6. Start to type into mission profile field.

superteddy57
May 19th, 2025, 08:08
Thank you for reporting. We will take a look.

superteddy57
May 20th, 2025, 03:51
Pushed fixes for the last three reports.

ReelaK
May 31st, 2025, 21:25
In Chapter 3.20, subsection "Step One: Species", the text for the Arbazan race is incorrect. The text here is a duplicate of the Andorian text instead. The species link for Arbazan does have the correct text however.

MOD: moved to STA bug report thread.

Marmus
June 1st, 2025, 19:08
In Chapter 3.20, subsection "Step One: Species", the text for the Arbazan race is incorrect. The text here is a duplicate of the Andorian text instead. The species link for Arbazan does have the correct text however.

MOD: moved to STA bug report thread.

Corrected and sent to Smiteworks.

LordEntrails
June 1st, 2025, 20:30
Moved back to STA sub-forum. I must have messed up when I merged the other thread.

MassSailor
June 2nd, 2025, 02:24
Getting the following error when trying to create a new Talent to a character sheet:

"[6/1/2025 6:18:05 PM] [ERROR] Script execution error: [string "..rek Adventures 2d20:..ts/manager_char.lua"]:578: attempt to index field '?' (a nil value)"

Steps to reproduce:

Open a character sheet and go to Abilities tab.
Select the add button next to Talents.
Select "Custom" and hit "Ok"


Selecting an existing Talent works (which can then be edited), as does dragging and dropping one onto the list, so there is an easy workaround. Get the same error for both 1E and 2E ruleset options.

MassSailor
June 2nd, 2025, 02:29
The Character Sheet doesn't have a way to delete or replace a selected species. Dragging and dropping a species adds or replaces a second species only - there doesn't seem to be a way to delete or change the primary species entry.

superteddy57
June 2nd, 2025, 02:43
The Character Sheet doesn't have a way to delete or replace a selected species. Dragging and dropping a species adds or replaces a second species only - there doesn't seem to be a way to delete or change the primary species entry.

At that point it's best to make a new character. There was never a way to remove the primary species.

MassSailor
July 9th, 2025, 06:11
Issue: When dragging a ship weapon (item) onto an NPC Ship record the weapon type cycler is set to "CU" and the following error is thrown:
[ERROR] Script execution error: [string "..rek Adventures 2d20:..ripts/ship_main.lua"]:157: attempt to call field 'update' (a nil value)

Can manually cycle through the weapon types to set the correct value.

MassSailor
July 9th, 2025, 06:18
Issue: NPC Ship weapon attributes/qualities are not visible on a Ship record once it has been locked. They are still present and apply when an attack is rolled but can't be edited.

Steps to reproduce:

Create an NPC Ship record
Manually add a new weapon & include weapon attribute(s)
Lock the record
Unlock to edit - the line with weapon attributes is no longer visible

MassSailor
July 9th, 2025, 06:24
Issue: some talents/ship specials modify tractor beam strength. NPC Ship Record does not allow the Tractor Beam Strength value to be modified.

superteddy57
July 9th, 2025, 15:58
Issue: NPC Ship weapon attributes/qualities are not visible on a Ship record once it has been locked. They are still present and apply when an attack is rolled but can't be edited.

Steps to reproduce:

Create an NPC Ship record
Manually add a new weapon & include weapon attribute(s)
Lock the record
Unlock to edit - the line with weapon attributes is no longer visible


Not a bug, it's intended.

superteddy57
July 9th, 2025, 15:59
Issue: some talents/ship specials modify tractor beam strength. NPC Ship Record does not allow the Tractor Beam Strength value to be modified.

Will need expansion of the code. Will have to look at that once I've circled back to STA

MassSailor
July 10th, 2025, 05:40
Not a bug, it's intended.

The issue is that the ship weapon attributes do not become visible again when unlocking (not that they are hidden when locked). They can't be edited once the record has been locked and unlocked again.

Note: when weapon type is set to Tractor Beam, the weapon attributes become visible again after locking/unlocking.

superteddy57
July 10th, 2025, 06:07
Pushed update to address an error seen in drag and dropping ship weapons to NPC ship records and weapon properties not showing correctly

MassSailor
July 11th, 2025, 01:24
Pushed update to address an error seen in drag and dropping ship weapons to NPC ship records and weapon properties not showing correctly

Thanks for the quick fix! Not seeing either issue now.

MassSailor
July 17th, 2025, 06:24
Ruleset Mode: STA 2E
Issue: When creating a Party Ship from an NPC ship, the Party Ship Shields and Resistance are being calculated instead of using the NPC ship's values. See screenshot.
Steps to Reproduce:

Select an NPC ship with different scale and resistance values
Drag to Party Sheet to create a Party Ship
Open new Party Ship record and compare Shield and Resistance values


Related - for 2E Reserve Power is no longer a numerical value. It is now a binary that is either available or not. Party Ship and Combat Tracker still show as a numeric value in 2E.

superteddy57
July 17th, 2025, 19:44
I was able to address the first one about the shields and resistance. As for the Reserve Power, I will have to do a more extensive upgrade to show, but for now it will remain a numerical value.

MassSailor
July 20th, 2025, 20:58
When applying damage to a ship - whether directly from one ship to another in the Combat Tracker or using a Player Character Sheet using the Ship Tactical Station, getting the following error:

[7/20/2025 12:19:59 PM] [ERROR] Handler error: [string "..rek Adventures 2d20:..r_action_damage.lua"]:545: attempt to index global 'rDamageOutput' (a nil value)

Moon Wizard
July 21st, 2025, 01:51
We pushed a new build to the Test channel that addresses that issue.

Regards,
JPG

phoenix39000
August 6th, 2025, 15:32
I’m fairly new to Fantasy Grounds Unity, though I’ve been using other rulesets. I’ve been enjoying both the Star Trek Adventures and Captain’s Log rulesets, but I’ve run into a problem:

Whenever I try to have an NPC (for example, a Klingon) make an attack against a PC, I get a console error. I’m simply double‑clicking on the attack button, the same way I normally do in other rulesets. If I double‑click on the damage, that works fine. The error only occurs when I double‑click on the attack.

So far, I’ve:

Tried multiple NPCs (same result)

Tried multiple weapons (same result)

Confirmed that PCs can make attacks without issue

Has anyone else run into this? Am I missing a step, or is this a bug with the ruleset?

Thanks!

65005

superteddy57
August 6th, 2025, 17:58
I’m fairly new to Fantasy Grounds Unity, though I’ve been using other rulesets. I’ve been enjoying both the Star Trek Adventures and Captain’s Log rulesets, but I’ve run into a problem:

Whenever I try to have an NPC (for example, a Klingon) make an attack against a PC, I get a console error. I’m simply double‑clicking on the attack button, the same way I normally do in other rulesets. If I double‑click on the damage, that works fine. The error only occurs when I double‑click on the attack.

So far, I’ve:

Tried multiple NPCs (same result)

Tried multiple weapons (same result)

Confirmed that PCs can make attacks without issue

Has anyone else run into this? Am I missing a step, or is this a bug with the ruleset?

Thanks!

65005

Pushed a fix to address this.

phoenix39000
August 6th, 2025, 19:49
Pushed a fix to address this.

Just checked it out. It's working now. Thanks very much!

phoenix39000
August 9th, 2025, 03:32
I found an issue during Starship combat using the STA and STA:CL module...

When I have the NPC Klingon D-7 attack my homebrew Federation ship, everything works fine until I try to calculate the damage the D-7 inflicted. As soon as I press the button to roll damage, a console error appears. This happens with every weapon on the D-7—disruptors, phasers, photon torpedoes—and it happens every time. I noted the damage was always zero, so I made a copy of the D-7 and added damage. But I still get the error. Note: Player-initiated damage rolls work normally; the issue only occurs when calculating damage done by the NPC ship. Screenshot attached.

65043 D7 Copy

65046 D7 from Module

superteddy57
August 9th, 2025, 04:16
I found an issue during Starship combat using the STA and STA:CL module...

When I have the NPC Klingon D-7 attack my homebrew Federation ship, everything works fine until I try to calculate the damage the D-7 inflicted. As soon as I press the button to roll damage, a console error appears. This happens with every weapon on the D-7—disruptors, phasers, photon torpedoes—and it happens every time. I noted the damage was always zero, so I made a copy of the D-7 and added damage. But I still get the error. Note: Player-initiated damage rolls work normally; the issue only occurs when calculating damage done by the NPC ship. Screenshot attached.

65043 D7 Copy

65046 D7 from Module

Pushed a fix to address this.

phoenix39000
August 9th, 2025, 05:29
Pushed a fix to address this.

Thank you!

ReelaK
August 20th, 2025, 00:48
Characters from the starter set post an popup error to the console when trying to role an Unarmed Strike attack.

Module: Star Trek Adventures 2e Starter Set
Character: Pre-Gen character Burk ven Jaxa
Steps to Reproduce:
1. Goto the action tab.
2. Press the Unarmed Strike attack button.

Issue: The attack does not role an attack check, but instead pops up the following error in the console:

65186

superteddy57
August 20th, 2025, 02:46
Pushed a fix for this report

ReelaK
August 20th, 2025, 16:32
Pushed a fix for this report

Confirmed fixed. Thanks.

Australis
August 22nd, 2025, 13:31
The Talarian Hook Spider seems to have elements of the Targs stat block in the creatures section of STA 2e Core Rulebook

superteddy57
August 22nd, 2025, 19:00
The Talarian Hook Spider seems to have elements of the Targs stat block in the creatures section of STA 2e Core Rulebook

Pushed a fix for this report.

MassSailor
August 23rd, 2025, 20:12
Issue: Can't delete items from the Department Choice list on Career Path records.

To recreate:

Open Career Path records
Create a new Career Path
Go to Other tab
Add items to the Department Choice list.
Select "Edit List" - no delete control appears.

superteddy57
August 23rd, 2025, 20:43
Pushed a hotfix for this issue.

MassSailor
August 23rd, 2025, 21:34
Pushed a hotfix for this issue.

Seeing the delete button now the first time I toggle "Edit List" but then it won't reappear if toggled off and back on. I see it again if I add another new Department Choice while in edit mode, so can work around the issue now.

superteddy57
August 24th, 2025, 02:14
The edit button was removed as the idelete button will appear/disappear when unlocked/locked.

superteddy57
August 24th, 2025, 02:15
Sorry, forgot there was a 2E version. Will get a fix for that version

superteddy57
August 24th, 2025, 02:19
Pushed a fix live for the 2E version of the record.

MassSailor
August 24th, 2025, 04:12
Pushed a fix live for the 2E version of the record.

Thanks - working as expected now!

kronovan
August 30th, 2025, 21:18
Fantasy Grounds - v4.8.2 Ultimate (2025-08-20)
Star Trek Adventures 1E (2025-08-23)
Core RPG ruelset (2025-08-26)
Not using any extensions.

I'm receiving the following script error whenever rolling the Challenge Dice for weapons damage:

[8/30/2025 12:07:05 PM] [ERROR] Handler error: [string "..rek Adventures 2d20:..r_action_damage.lua"]:513: attempt to index local 'sLocation' (a nil value)

I get the error no matter what type of weapon and with both PCs and NPCs. I'm rolling the damage from the weapons listing on PC sheets and NPC sheets. The stress inflicted by the Challenge Dice seems to be inconsistent, sometimes being the correct amount, but at other times higher.

[Edit] And in case it matters...I'm using the Deep Space Nine Player Characters and The Dominion Jem'Hadar Warriors.

Also just noticed this; 1 of the PCs is listed in the Combat Tracker as "Injured L", despite the fact they only sustained 3 stress and have a stress track of 17. There listed on the character sheet as "Fine".

As well, if I manually roll the CD and then drag-&-drop them to the Combat Tracker, I get the following error:

[8/30/2025 1:34:09 PM] [ERROR] Scruot execytub error: [string "..rek Adventures 2d20:..r_action_damage.lua"]:152: attempt to comapare number with nil

The CT does however list the correct stress for the charater I drop it on and the correct icon is displayed in the the Injury / Breach column.

superteddy57
August 30th, 2025, 23:48
Pushed a fix to address the location error.

kronovan
August 31st, 2025, 01:17
Pushed a fix to address the location error.

Awesome - that fixed it! Thank you.

I've got a few questions about math that isn't being applied during damage, but I don't know if these are bugs, or by design? Anyways....


Shouldn't a character's/beast's Security discipline value automatically increase the number of a weapon's or unarmed stike's Challange Dice?
It's currently not, but I can achieve that by adding the Security value in the Modifier box.
Shouldn a a character's/beast's Resistance value automatically decrease the number of damage Challange Dice?
Currently this is being ignored unless I have a Resistance effect on the character/beast in the Combat Tracker.


I'm not too personally concerned about these as I'm experienced with FGU, but I do worry about my players forgetting to add the Securitty value in the Modifier window. As well, I believe only I as GM can add the Resistance Effect to the CT. So I'm worried about occasionally forgetting to do that.

superteddy57
August 31st, 2025, 04:23
I pushed an update to help this, but you can change the discipline that the damage bonus comes from if you click on the gear icon in the weapon entry. The way I understand it is Resistance is a flat deduction of generated damage. Not seeing anywhere it says it removes conflict dice.

kronovan
September 1st, 2025, 18:25
I pushed an update to help this, but you can change the discipline that the damage bonus comes from if you click on the gear icon in the weapon entry. The way I understand it is Resistance is a flat deduction of generated damage. Not seeing anywhere it says it removes conflict dice.

Thanks for the reply and info. My bad about my bullet point 2, I should have stated it like this - resistance removes stress that results from Challege Dice rolls. I was aware of the ability to change the Damage Discipine via clicking the a weapon's gear icon.
But did the update you recently pushed get distributed?
I ask, because my damage discipline is set to Security for all PC's, but that isn't resulting in additional Challenge Dice for damage rolls. I'm confident it should, based upon the Gear & Equipment (Technology & Equipment in original CRB) chapter's Combat Equipment-weapons section (pg 175 of the Rules Digest edition of STA, pg 192 of the original CRB under a subheading of Damage Rating) which states:

"Stress Rating: A number of  [CD], and possibly one or more Stress Effects that trigger when Effects are rolled. All weapons gain additional  [CD] to their Stress rating equal to the Security Discipline of the character."

The "[CD]" in my quote is actually the Starfleet icon for in the Rules Digest, but I can't paste that cool icon in here. I'm not sure resistance is being applied when targets are damaged either, but I need to do more testing.

superteddy57
September 1st, 2025, 18:37
I double checked that it is working on my side and did another push to be safe. I also see the resistance deducting the damage as well. If you update and still continue having issues. please relay the ruleset version (it tends to be a date) to me to ensure you are on the latest version.

kronovan
September 1st, 2025, 20:26
I checked my STA rules version and it lists: 2025-08-30

I just did a test involving Elim Garak (from the STA: Deep Space Nine Player Characters module) going up against a Talarian Hook Spider. Garak fired his Disuptor Pistol 1E (type=Ranged, Damage Rating=3, Size=1H, Dmg.Effects=Viscious, Damage Discipline=Security) and he rolled 2, 7s for a success. When clicking the damage button for the weapon, 3 dice were rolled with a result of 1,1,0 = 2 stress. Garak has a Security of 3, so 6 CD should have been rolled. The Talarian Hook Spider has Resistance 1, yet 2 stress was applied in the CT to its Stress/Shld value - no resistance reduction. I did another test where Garak rolled a 13 & 12 for a success and then rolled a CD damage result of: Effect,1,1. That inflicted 4 damage to the spider, which confirms that the Viscious effect was correctly triggerd for +1 stress, but again the 3 CD for his Security were not rolled. Again, no stress reduction of 1 for the Resistance 1.

[Edit] I'm going to do another test where I build a new PC, just to eliminate the possibilit of there being any issue with the Deep Space 9 PCs.

Just a final test with Garak...I added the Resistance 1 effect to the spider in the CT and stress damage was correctly reduced by 1.

So I created a new PC (Jelik the Vulcan) who has a focus in Hand Phasers with a Security 3.
On his 1st attack with the same Disuptor Pistol stats as Jarak, I rolled a 2,4, which did give him 1 momentum, but I pooled it. For Damage, it rolled 3 CD with a result of Effect,1,Effect = 3 stress. Again it didn't roll 3 CD for his Security score. However he did do 5 stress damage, due to the Vicious effect being applied twice for the disruptor.

superteddy57
September 1st, 2025, 21:04
Are these NPCs or PCs? If NPCs, then the security isn't added as it's assumed the stat block has the required dice to roll. PCs are the only one that should have their damage updated with their security rating. You can see what they are going to roll by mousing over the damage button and seeing the tooltip text. With that break down I was seeing that the code wasn't pulling the resistance for NPCs. I pushed another update to correct that.

kronovan
September 1st, 2025, 21:47
Are these NPCs or PCs? If NPCs, then the security isn't added as it's assumed the stat block has the required dice to roll. PCs are the only one that should have their damage updated with their security rating. You can see what they are going to roll by mousing over the damage button and seeing the tooltip text. With that break down I was seeing that the code wasn't pulling the resistance for NPCs. I pushed another update to correct that.

They're all PCs that I'm testing with. When I mouse over the Disruptor pistol's damage button on the [Actions] tab, the popup displays [Damage:3]. But that's the base damage for the Disruptor Pistol and what you see in its Damage Rating field when you open it in Items. My understanding of how the rules work for Stress CD, is that the correct value should be Damage:6; 3 CD for the pistol's base damage + #CD = to PC's Security discipline; for my test PC it would be 3 + 3 = 6

[Edit] Resistance reduction is working - thanks for fixing it!

Not that I haven't already posted a lot (sorry), but...I've noticed the icon for the I/BR column of the Combat Tracker isnt always set correctly. I've had it display the 'Injured (L)' icon even when only 2 - 4 stress damage is inflicted. Based upon the rules on pg 162 of Rules Digest, pg 176 original CRB, the target should only be Injured if they sustain 5+ stress from a single attack, or their stress was already at max, or the stress applied set their stress to max. It's stated slightly differently between the 2 rule books, but with same result. Anyhow...a NPC that takes 1 - 4 stress without either of the 2nd stress conditions being present, should still display the 'Fine' icon in the I/BR column. Not a biggie, because it's easy to click it and set it to the correct icon, but it's something a GM could miss in the heat of combat.

The status/icons are important because "when a character suffers and injury, they are incapacitated". For a beast like a Talarian Hook Spider, without an intelligent ally with the Medicine discipline, that means they're going to be out of the fight for the rest of the scene. Unless of course the GM burns 2 Threat to avoid injury, but for some GMs that's going to be too a high a cost for jsut a minor charactor/beast.

superteddy57
September 1st, 2025, 23:23
I'm not seeing that issue with the security being added. Might need further investigation with the character sheet involved.
65320

And here is the actions tab result
65321

superteddy57
September 1st, 2025, 23:24
When I get time I'll have a look at the injury system. Just a tad busy with another project. I'll see if I can put some time to it next week.

kronovan
September 1st, 2025, 23:41
I'm not seeing that issue with the security being added. Might need further investigation with the character sheet involved.
65320

And here is the actions tab result
65321

Yep, for sure your Phaser Type-2 is listing the correct Damage in the popup. Howerver your Phaser Type-2 properties are very different than mine. In my Items window, that weapon has the following properties: Category=Weapon, Type=Ranged, Damage Rating=3, Size=1H, Wpn. Qualites=Charge, Cost=Standard Issue. So mine doesn't have an Injury value or Severity rating.
One thing I noticed is different is that you're testing with the 2E version of the rules: Options > Game > Game: Rules Version [2E] ? My setting is Options > Game > Game: Rules Version [1E].

And yes, I appreciate that you're busy and need to look at other projects. Check into this when you have the time.

[Edit] Uploaded a screen shot of my Phaser Type-2 item.

65322

superteddy57
September 2nd, 2025, 01:13
Awesome, thank you for your patience. I see where it went wrong and pushed an update for this issue on the character sheet.

kronovan
September 2nd, 2025, 01:32
Awesome, thank you for your patience. I see where it went wrong and pushed an update for this issue on the character sheet.

Awesome - Weapons damage is now rolling the correct number of CD ! Many thanks for fixing it.

kronovan
September 3rd, 2025, 17:56
I'm still encountering some problems with damage with STA 1E, namely that some damage isn't being applied to the target in the Combat Tracker. It's intermittent though and hard for me to find a consistent test to cause it. Meanwhile running a game is manageable as it's easy to manually edit the target's wound value. It's not ideal though, in than as GM you must pay attention to the existing damage before new damage is rolled and do the math if it didn't update correctly. You already have to do damage manually when dynamic resistance from cover is in play though, so GMs should be aware of the importance of paying attention to damage results.

I'm going to keep testing and try and come up with a consistent scenario.

Shadowmaker
September 6th, 2025, 17:50
All of the ships in 1e also do 0 damage, I wander if everything has been updated for 2e and 1e is broken as a result? TN for NPC's wasn't working until recently repaired by the FGU team.

kronovan
September 6th, 2025, 20:28
All of the ships in 1e also do 0 damage, I wander if everything has been updated for 2e and 1e is broken as a result? TN for NPC's wasn't working until recently repaired by the FGU team.

I have found that the PC's ship can successfully deal damage, but that it's not consistent. I can confirm for NPC ships, that when a weapon's [damage] button is hovered over the pop-up displays "Damage:0".
Is it possible the 1E ship sheet is also reading the 2E fields for ship weapons? I'm firing a Disruptor Bank from a Romulan BoP and the fields I have for that item/weapon are: Category=Ship Weapon; Type=Energy; Delivery Damage=+1; Power=1; Range=Medium; Dmg.Effects=Vicious; Wpn.Qualities=""; Cost=""; Weight=0; Version=1E.

kronovan
September 6th, 2025, 22:30
Something else...regarding NPC ships in the Combat Tracker for STA 1E
I'm sometimes getting a script error in the Combat Tracker when I attempt a roll for a ship action for Crew > Actions:

"Script Excecution Error: [string..."rek Adventures 2d20:...ger.action.task.lua"]:224:attempt to index field '?' (a nil value)"

It's occuring for the following crew role's actions:

Commanding Officer - all actions
Communications - Intercept action
Helm - Impulse action
Internal Systems Control & Main Engineering - Damage Control action, Power Management action
Science Labs - Launch Probe action
Security Oversight - Deploy Security action

You'll notice that if you select those actions that no System or Department text is displayed to the right.

Line 224 of that script involves making this assignment: local sSys = DataCommon.systems[sSystem].abv

I'M guessing though that the error is actually starting in line 222 though where this assignment results in a nil value: local sSystem = w.system.getValue();
The assignment on line 223 is probably getting a nil too: local sDepartment = w.department.getValue();

Haven't got a clue why the task action script isn't getting those values.

A GM can of course roll from the NPC Ship sheet, but I find that awkward as you're actually rolling for the Assist. And for those rolls, the chat display doesn't list the attribute that the NPC TN is based upon.

superteddy57
September 6th, 2025, 23:01
Pushed a fix for the errors when attempting crew actions

kronovan
September 7th, 2025, 01:12
Pushed a fix for the errors when attempting crew actions

Thank you - got it & tested it.

I should have mentioned this in my last post, but "Passenger" should be omitted from the Crew roles drop down, as Passenger isn't a crew role in the core rules. And I can't recall any other STA supplement, guide or book where it is either.
Much more important though - when you select Passengers from the roles drop-down, it produces the error:

"Handler Excecution Error: [string..."rek Adventures 2d20:...ts/manager_char.lua"]:233:bad argument #1 to 'pairs' (table expected, got nil)"

Once you get that error, none of the actions selected for any crew role work - i.e. selected actions don't display in the Actions box and no text for Attributes, Disciplines, Departments or Systems is displayed on the right. Worst of all, I have to /reload the ruleset to get them to work again!

Attempting to roll Science Labs > Launch Probe causes the following script error:

"Script Excecution Error: [string..."rek Adventures 2d20:...ger.action.task.lua"]:155:attempt to index field '?' (a nil value)"

Science Stations (Scence Labs)is an odd role as it's not one of the mandatory Bridge stations. If I'm correctly reading what line 155 is in the script, it looks like it's trying to assign an attribute value. Whereas the other 2 Actions selectable for Science Labs both reference a Department and System.

Rolling Helm > Impulse also produces the script error:

"Script Excecution Error: [string..."rek Adventures 2d20:...ger.action.task.lua"]:155:attempt to index field '?' (a nil value)"

All the other rolls are working. As to whether the correct system+department, attribute+discipline and difficulty level are being used; haven't confirmed, as I can't remember them off the top of my head and it's a heckuva CRB read to confirm them. :p I will eventualy check each one though.

[Edit] Is there a single LUA or XML where those system+department, attribute+discipline values and difficulties are being read from? Having that would make it easier to compare againg the rules.

superteddy57
September 7th, 2025, 06:14
There is some liberties done to ensure proper functionality. The passenger role is used as the empty role, but ensures the actor is connected with the ship. Yes, there isn't a passenger station, but it's used by the ruleset for automation purposes. As for launch probe it's a non-roll action. For actions like that it wasn't supposed to show a roll button. The reason it's throwing errors is that there isn't a attribute, discipline, system, or department part of the roll. I have updated it to hide the roll button.

Shadowmaker
September 8th, 2025, 01:34
65372
Is it expected that during combat the difficulty buttons still function? They work for task rolls, but not in combat. Not sure if this is a bug or I have to work around. Thanks. 1e.

kronovan
September 8th, 2025, 03:41
Thanks for those fixes superteddy. Crew stations in CT are all working correctly now.


There is some liberties done to ensure proper functionality. The passenger role is used as the empty role, but ensures the actor is connected with the ship. Yes, there isn't a passenger station, but it's used by the ruleset for automation purposes.

Fair enough. And I can think of some ways a GM might run the Combat Tracker, where being able to select the Passenger station could be desirable.


As for launch probe it's a non-roll action. For actions like that it wasn't supposed to show a roll button. The reason it's throwing errors is that there isn't a attribute, discipline, system, or department part of the roll. I have updated it to hide the roll button.

That makes sense. And I do recall it being an unsual Sensor Ops task, in that it isn't a 0 difficutly task and doesn't have a Ship assist roll.

Getting back to ships not dealing damage. After digging deeper into it, I noticed that the only ships I have that display the correct damage when I hover over the damage button, and that correctly roll damage, are those from the 'Deep Space Nine Player Characters' group. So I unlocked that group's U.S.S. Defiant and the Shuttlecraft (Armed) from the 'Shuttles and Runabouts' group, and compared the fields. It's then that I noticed the problem - the damage field is a manual entry field and of the DLC I own, only the ships from the 'Deep Space Nine Player Characters' group have a value present.

This is a screenshot of the USS Defiant's Phaser Array showing the correct value (Scale 3+Security 5=8) entered.
65378

This is a screenshot of the Armed Shuttlecraft Phaser Banks showing the value missing.
65379

This is a screenshot of the Armed Shuttelcraft with corrected value (Scale 1+Security 1+Banks delivery type 1=3). Which now displays and rolls the correct damage.
65380

Anyhow...not too big deal for a GM to manually enter the value, as long as they know the correct damage formula. I can't think of anyting that lowers the damage/stress dealt by a weapon (when breached they just can't be used, have a sliding difficulty to operate, or are disabled with a sliding difficulty to repair them), so it would be ideal if that field was auto-populated.

superteddy57
September 8th, 2025, 06:53
65372
Is it expected that during combat the difficulty buttons still function? They work for task rolls, but not in combat. Not sure if this is a bug or I have to work around. Thanks. 1e.

Combat rolls have fixed difficulties based on the type of attack.

Shadowmaker
September 8th, 2025, 17:33
Combat rolls have fixed difficulties based on the type of attack.
Thank you for the clarification and taking the time to respond.

kronovan
September 9th, 2025, 20:54
Strar Trek Adventures 1E

Targeting ships by [Ctrl]+Left Clicking a ship token within a map is not working. The only way to target them is within the Combat Tracker.

kronovan
September 9th, 2025, 23:04
Strar Trek Adventures 1E

Attempting to make a Tractor Beam attack against a ship from the Tactical Systems station, results in a script error. The error occurs at the Tactical Systems station on both the Character Sheet and on the ship's entry in the Combat Tracker. The error is:

"Script Excecution Error: [string..."rek Adventures 2d20:...ger.action.task.lua"]:155:attempt to index field '?' (a nil value)"

superteddy57
September 10th, 2025, 01:08
Will be a moment to address these reports

kronovan
September 10th, 2025, 01:29
Will be a moment to address these reports

OK cool. I saw that big core update - I'm guessing you might be busy putting out a few fires. :p

phoenix39000
September 10th, 2025, 15:26
I just picked up the Star Trek Adventures 2nd Edition rules, and I’m running into something odd (screenshot below). Side note: Turns out it also happens with the 1st Edition rules too.

If I make a map and put a hex grid on it, and then drop a character token on the map, from the combat tracker, it's the size of a grid hex—exactly what I’d expect. But if I drag a ship in from the combat tracker (same way I drag a character), the ship token comes in much bigger.

I’ve got my setting at 80%, but it still feels strange. I’d expect the ship token to match the grid space—whether I’m measuring five AUs or five light-years—so everything lines up consistently.

Am I missing something here? Is there a setting I should be tweaking, or is this just how it works? Thanks in advance!

65395

Follow Up - I notice the range is edge of large token to edge of large token...not center to center.

Thanks Again for any info.

65396

superteddy57
September 10th, 2025, 18:15
I just picked up the Star Trek Adventures 2nd Edition rules, and I’m running into something odd (screenshot below). Side note: Turns out it also happens with the 1st Edition rules too.

If I make a map and put a hex grid on it, and then drop a character token on the map, from the combat tracker, it's the size of a grid hex—exactly what I’d expect. But if I drag a ship in from the combat tracker (same way I drag a character), the ship token comes in much bigger.

I’ve got my setting at 80%, but it still feels strange. I’d expect the ship token to match the grid space—whether I’m measuring five AUs or five light-years—so everything lines up consistently.

Am I missing something here? Is there a setting I should be tweaking, or is this just how it works? Thanks in advance!

65395

Follow Up - I notice the range is edge of large token to edge of large token...not center to center.

Thanks Again for any info.

65396

That's not a bug. The scale of the ship dictates the size of the ship's token on the map.

phoenix39000
September 10th, 2025, 18:23
Ok. Got it. If I wanted my ship token to be scaled to the hex, it's that possible?

superteddy57
September 10th, 2025, 18:35
You'd have to shrink the tokens to the grid size you want. This was asked for back when 1E first came out to fit the square grids for ship combat and to help with scale.

phoenix39000
September 10th, 2025, 18:45
Super. Thanks for the info.

superteddy57
September 11th, 2025, 04:51
Pushed update to fix Tractor Beam issues. I checked the rest and they appear to be working properly.

kronovan
September 11th, 2025, 23:55
Pushed update to fix Tractor Beam issues. I checked the rest and they appear to be working properly.

Thank you. I didn't mention it in my last post, but I tested all the other ship stations too and found them to be working properly.

kronovan
September 13th, 2025, 17:54
This isn't so much a bug, as an inconvenience. The damage entry for star ship weapons is missing and needs to be edited in. The inconvenience, is that with few exceptions the ships are locked - only my ships included with the Deep Space Nine Characters DLC were unlocked. So, that means duplicationg an existing ship to make a copy and then editing it. I'm wondering if newer GMs are even aware of the [Duplicate] button, that you can create copies via drag & drop and that copies are automatically unlocked.

Anyhow...Would it be possible for ships to be unlocked by default?

superteddy57
September 13th, 2025, 21:48
Core rulebooks and supplements are locked by design and adventures are editable.

kronovan
September 15th, 2025, 23:50
Core rulebooks and supplements are locked by design and adventures are editable.

Oh darn, was afraid of that. Looks like duplicating and then editing in damage, is the only possibility.

BumbelBeRock
November 29th, 2025, 08:20
I found a bug in the Star Trek Adventures 2e module under "Ship Actions" at the point "Custom Action." When you select Disc/Dep Science in the first section, in combination with any Att/Sys, you always get the following error: [11/29/2025 9:16:52 AM] [ERROR] Script execution error: [string "..rek Adventures 2d20:..ger_action_task.lua"]:208: attempt to index field '?' (a nil value).

All other combinations work, but as soon as Disc/Dep Science is selected, the error message appears. It also seems to occur only with the Custom Action.

MassSailor
December 1st, 2025, 00:45
I found a bug in the Star Trek Adventures 2e module under "Ship Actions" at the point "Custom Action." When you select Disc/Dep Science in the first section, in combination with any Att/Sys, you always get the following error: [11/29/2025 9:16:52 AM] [ERROR] Script execution error: [string "..rek Adventures 2d20:..ger_action_task.lua"]:208: attempt to index field '?' (a nil value).

All other combinations work, but as soon as Disc/Dep Science is selected, the error message appears. It also seems to occur only with the Custom Action.

Can confirm - seeing the same error.

Additionally, seeing the following issues with Custom Ship Actions:

It looks like the target number for the Ship's Assist is being ignored and all 3 dice are rolling against the Character's target number.
The chat box shows that the ship roll has focus applied (correctly), but it does not appear to be recording 2 successes when rolling under the relevant ship Department value.
When the Focus option is applied to the roll, all 3 dice appear to be using the player character's Department value to determine 2 successes instead of the ship's assist role using it's Department value.

MassSailor
December 1st, 2025, 00:57
Ruleset: 2E

Issue: Player character attack damage is adding their Security value to the attack damage, even when no Department selected. Changing to other Departments adjusts the value added to damage but no Department selected seems to be defaulting back to Security.

To reproduce:

Drag and drop a weapon from Items to character inventory.
Set weapon to equipped.
Edit weapon options on "Actions" tab to set Department to "-".
Attack still adds Security value to attack damage.


Also, a nice to have would be if the Department modifier to damage was set to nothing by default when the 2E ruleset is selected.

MassSailor
December 1st, 2025, 01:09
Ruleset: 2E

Issue: When dragging an NPC ship to the Party Sheet to create a new Party Ship, Resistance and Torpedo damage don't appear to be populating correctly. See attached screenshot (NPC ship used to create party ship on right) - the Resistance values don't match and Torpedo damage and weapon qualities did not make it to the Party Ship.

superteddy57
December 1st, 2025, 02:51
Can confirm - seeing the same error.

Additionally, seeing the following issues with Custom Ship Actions:

It looks like the target number for the Ship's Assist is being ignored and all 3 dice are rolling against the Character's target number.
The chat box shows that the ship roll has focus applied (correctly), but it does not appear to be recording 2 successes when rolling under the relevant ship Department value.
When the Focus option is applied to the roll, all 3 dice appear to be using the player character's Department value to determine 2 successes instead of the ship's assist role using it's Department value.


Pushed update to resolve this


Ruleset: 2E

Issue: Player character attack damage is adding their Security value to the attack damage, even when no Department selected. Changing to other Departments adjusts the value added to damage but no Department selected seems to be defaulting back to Security.

To reproduce:

Drag and drop a weapon from Items to character inventory.
Set weapon to equipped.
Edit weapon options on "Actions" tab to set Department to "-".
Attack still adds Security value to attack damage.


Also, a nice to have would be if the Department modifier to damage was set to nothing by default when the 2E ruleset is selected.

Pushed update to resolve this


Ruleset: 2E

Issue: When dragging an NPC ship to the Party Sheet to create a new Party Ship, Resistance and Torpedo damage don't appear to be populating correctly. See attached screenshot (NPC ship used to create party ship on right) - the Resistance values don't match and Torpedo damage and weapon qualities did not make it to the Party Ship.

Can you export the NPC ship record and post here for me to test with?

MassSailor
December 1st, 2025, 06:14
Pushed update to resolve this



Pushed update to resolve this



Can you export the NPC ship record and post here for me to test with?

Both fixes look good. Can't export single ship records like NPCs - here's a module with just the ships.

superteddy57
December 1st, 2025, 06:27
Thanks, got the module, removed it to ensure it's not being distributed.

BumbelBeRock
December 1st, 2025, 23:02
"Thank you, MassSailor, for confirming the bug. I’m still new here and just trying to help make sure everything runs smoothly. Maybe you can cross‑test this as well, but I have the impression that all melee attacks are being rolled at Difficulty 2 instead of 1—unless I misread the rulebook."

"There it stated, in my opinion, that all melee attacks are always rolled at Difficulty 1—except of course when effects come into play, which I’ll leave aside for now. But even if I roll a success, the system chat tells me 'Failure,' and actually it should display 'Success' when the roll succeeds, shouldn’t it?"

MassSailor
December 2nd, 2025, 05:06
"Thank you, MassSailor, for confirming the bug. I’m still new here and just trying to help make sure everything runs smoothly. Maybe you can cross‑test this as well, but I have the impression that all melee attacks are being rolled at Difficulty 2 instead of 1—unless I misread the rulebook."

"There it stated, in my opinion, that all melee attacks are always rolled at Difficulty 1—except of course when effects come into play, which I’ll leave aside for now. But even if I roll a success, the system chat tells me 'Failure,' and actually it should display 'Success' when the roll succeeds, shouldn’t it?"

I read the rules the same way. Ran a few attacks (see screenshot) and seeing the following issues (1E and 2E):

Attack #1:
-Melee attack (Unarmed Strike) being treated as ranged. At least, I assume that's what ATK (R) is showing. Should be a melee attack w/ Difficulty 1.

Attack #2:
-Melee attack (Unarmed Strike) same as above in addition to second die is not recording what should be a success. TN 16 vs a roll of 7.

Attack #3
-Ranged attack (Phaser Type-2) - looks good

Attack #4
-Ranged attack (Phaser Type-2) - same as Attack #2, the second die should show a success (TN 15 vs a roll of 8).


It looks like 2 issues:

All attacks are being treated as ranged.
The last die rolled is always failing unless it is a critical success. Seeing this whether rolling 2 dice or 5.



Related request: when looking at this - would it be possible to have the Difficulty selector (if a value is selected) override the Melee/Ranged default Difficulty? Both Melee and Ranged attacks can be opposed tasks, where the Difficulty is situational and set by the target.

superteddy57
December 2nd, 2025, 05:21
"Thank you, MassSailor, for confirming the bug. I’m still new here and just trying to help make sure everything runs smoothly. Maybe you can cross‑test this as well, but I have the impression that all melee attacks are being rolled at Difficulty 2 instead of 1—unless I misread the rulebook."

"There it stated, in my opinion, that all melee attacks are always rolled at Difficulty 1—except of course when effects come into play, which I’ll leave aside for now. But even if I roll a success, the system chat tells me 'Failure,' and actually it should display 'Success' when the roll succeeds, shouldn’t it?"

Pushed an update to address this issue. Still looking over the ship drop to the partysheet @MassSailor

MassSailor
December 2nd, 2025, 05:39
Pushed an update to address this issue. Still looking over the ship drop to the partysheet @MassSailor

That fixed the issue with all attacks being ranged. Now seeing melee attacks w/ difficulty of 1 and ranged w/ difficulty of 2.

Still seeing an issue with the last die rolled always failing (unless a critical success).

Related request: when looking at this - would it be possible to have the Difficulty selector (if a value is selected) override the Melee/Ranged default Difficulty? Both Melee and Ranged attacks can be opposed tasks, where the Difficulty is situational and set by the target.

superteddy57
December 2nd, 2025, 08:13
I'm not quite understanding what you mean by last die roll. I looked at your image and 2 were melee and 2 were ranged. Ranged is a 2 difficulty and you only got 1 success. So it is a failure from what I'm seeing. The difficulty can be changed using effects. This is in terms of the attack and set in stone difficulties from the rules. For others with a variable difficulty the desktop buttons can adjust that difficulty.

superteddy57
December 2nd, 2025, 08:20
Ah, I see what you mean about the second die not being factored correctly for the TN of the attack roll. I pushed another update to resolve this issue.

MassSailor
December 3rd, 2025, 05:13
Ah, I see what you mean about the second die not being factored correctly for the TN of the attack roll. I pushed another update to resolve this issue.

Looks good - thanks for the quick turnaround!

superteddy57
December 3rd, 2025, 18:15
Ruleset: 2E

Issue: When dragging an NPC ship to the Party Sheet to create a new Party Ship, Resistance and Torpedo damage don't appear to be populating correctly. See attached screenshot (NPC ship used to create party ship on right) - the Resistance values don't match and Torpedo damage and weapon qualities did not make it to the Party Ship.

Pushed a fix for this.

MassSailor
December 4th, 2025, 05:46
Pushed a fix for this.

Weapons damage matches the NPC ship now.

Shields and Resistance are not using the NPC ship values if they differ from how they would be calculated when constructing a ship.


Shields are calculating correctly per the rules (Structure+Scale+Security) but not using NPC ship value if it differs.
Resistance isn't calculating correctly for 2E - should be 1/2 Scale + modifier from Structure & Resistance Table.

superteddy57
December 4th, 2025, 08:10
Weapons damage matches the NPC ship now.

Shields and Resistance are not using the NPC ship values if they differ from how they would be calculated when constructing a ship.


Shields are calculating correctly per the rules (Structure+Scale+Security) but not using NPC ship value if it differs.
Resistance isn't calculating correctly for 2E - should be 1/2 Scale + modifier from Structure & Resistance Table.


They won't use the NPC ship values and will use the PC ship calculations. I'll see about having it calculate based on the setting.

superteddy57
December 4th, 2025, 09:27
Pushed fix to have those calculations dependent on option for game version.