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Tarkonian
July 23rd, 2024, 22:14
Please post bugs related to the ruleset here. Please provide as much detail as possible. This would include steps taken before bug/error appears and images of the console output or issue. Also please ensure you are disabling all extensions and testing again prior to reporting bugs/errors. If this resolves the issue, then it would be best to report the issue in the extension's thread instead.

When reporting please use the tips from this post to help give as much information as needed:
How to Report Issues, Bugs, and Problems (https://www.fantasygrounds.com/forums/showthread.php?51687-How-to-Report-Issues-Bugs-and-Problems)

kessler25
July 24th, 2024, 01:59
Tried the ruleset, but received the error: "Unknown ruleset name (HASE20GIJOE)" "Unable to load child ruleset (HASE20GIJOE)(HASE20CORE)"

Moon Wizard
July 24th, 2024, 02:04
Please run a new Check for Updates; and try again. It worked if you already owned Transformers, but now it will work with GI Joe stand-alone as well.

Regards,
JPG

kessler25
July 24th, 2024, 15:05
That did it! Thanks!

joen00b
August 17th, 2024, 23:42
Since the latest update, I cannot get the combat tracker to show actions. I click the button for an attack and it doesn't add it to anything. The Attack Prompts part of the screen remains empty. I've ran the updater a few times now and still can't attack automatically.
EDIT: I also removed all themes and extras from the game and it still won't show the combat.

Tarkonian
August 18th, 2024, 02:09
Since the latest update, I cannot get the combat tracker to show actions. I click the button for an attack and it doesn't add it to anything. The Attack Prompts part of the screen remains empty. I've ran the updater a few times now and still can't attack automatically.
EDIT: I also removed all themes and extras from the game and it still won't show the combat.

I'll look into this right away. Are there any errors or warnings being shown in the console when you try to add an attack? And you're sure you're Targeting someone (Just checking, it won't add anything without a target).

joen00b
August 18th, 2024, 04:25
I tried again. I made sure nothing was loaded (extensions, etc), no themes or anything. I go to make an attack and the Combat Tracker becomes the 'active' window, but it still doesn't show an attack in the Attack Prompts section:

61625

There are no prompts or popups or errors that happen. It only makes the Combat Tracker as the active window, but adds nothing.
EDIT: The characters are targeting the bad guys.

Tarkonian
August 18th, 2024, 07:21
I tried again. I made sure nothing was loaded (extensions, etc), no themes or anything. I go to make an attack and the Combat Tracker becomes the 'active' window, but it still doesn't show an attack in the Attack Prompts section:

61625

There are no prompts or popups or errors that happen. It only makes the Combat Tracker as the active window, but adds nothing.
EDIT: The characters are targeting the bad guys.

I see the problem. The Attack Prompt is too small to show the attacks being queued up. It must have gotten change as we updated some UI for it. I will have a patch out for this tomorrow. Expect it deployed by EOD Monday or sooner.

joen00b
August 18th, 2024, 16:27
Thank you for the quick response, I look forward to the patch!

Tarkonian
August 18th, 2024, 17:28
Thank you for the quick response, I look forward to the patch!

Not a problem. We just pushed a hotfix to live. So if you update you should be able to see the attack prompts looking more like this: 61628


We tried to get the prompt window to resize to the prompts inside it, and it didn't quite work. So it's set to a standard size for now. We'll circle back to this and try to get it to resize properly in a few weeks.

joen00b
August 18th, 2024, 18:51
Not a problem. We just pushed a hotfix to live. So if you update you should be able to see the attack prompts looking more like this: 61628


We tried to get the prompt window to resize to the prompts inside it, and it didn't quite work. So it's set to a standard size for now. We'll circle back to this and try to get it to resize properly in a few weeks.

Thank you for the quick fix, that was an amazing turn around!

joen00b
August 18th, 2024, 19:00
One new wrinkle: It now adds to the Attack Prompts but will not attack. Pressing the dice button in the attack prompts does nothing.

Thanks in advance.

Tarkonian
August 20th, 2024, 03:32
One new wrinkle: It now adds to the Attack Prompts but will not attack. Pressing the dice button in the attack prompts does nothing.

Thanks in advance.

This was posted in response to the same bug report in Transformers.


Hello!

I have good news! This was reported in the GI JOE Bug Report thread over the weekend, and after some work, it appears to be working again on my machine. I am running some more tests tonight and tomorrow to make sure it's up an running again before we push out an update this week. I will post here again as soon as I get it pushed though. Thank you for letting us know!

Tarkonian
August 20th, 2024, 17:04
<< Making this post for both E20 GI JOE & E20 Transformers >>

I've pushed a fix for the Attack Prompt System (APS) to live, as well as adjusted the APS size in both client and host so they can see the attacks.

Please test this on your local machines and let me know if you continue to have any issues with queue'ing an attack, or rolling damage from that attack. Or if the APS window is not showing any attacks in it.

joen00b
August 20th, 2024, 23:14
EDIT!

Hi Tarkonian, I take it all back, I updated and it works perfect now. THanks for the prompt fix as always!

Tarkonian
August 21st, 2024, 01:36
EDIT!

Hi Tarkonian, I take it all back, I updated and it works perfect now. THanks for the prompt fix as always!

That's a warning because we've been making a lot of changes to the UI. That was already scheduled to be updated with the upcoming update that will prepare the ruleset for the Power Rangers changes to NPCs. So that will go away in about 2-3 weeks. It doesn't stop any gameplay and the windows still close out.

joen00b
August 21st, 2024, 04:53
That's a warning because we've been making a lot of changes to the UI. That was already scheduled to be updated with the upcoming update that will prepare the ruleset for the Power Rangers changes to NPCs. So that will go away in about 2-3 weeks. It doesn't stop any gameplay and the windows still close out.

Thanks for the update! I'll ignore it for now.

Iain Little
August 28th, 2024, 03:08
Fantasy Grounds v4.5.10 ULTIMATE (2024-08-20)
Essence20 GI JOE (2024-08-13) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
Essence20 Core (2024-08-13) for Fantasy Grounds
Copyright 2024 Smiteworks USA, LLC
Core RPG ruleset (2024-08-27) for Fantasy Grounds
Copyright 2024 Smiteworks USA, LLC


LIBRARY --> BOOKS --> GI JOE RPG (PLAYERS) --> Chapter 4 Origin --> Overview --> Origin Descriptions

The button links for "Origin:Soldier" and "Origin:Sailor" result in (different) <<Empty Origin>> windows opening, with no text beyond labels, and with corresponding entries being added to the Origins list for the campaign.

The "Soldier" and "Sailor" entries in the ORIGINS window under the CHARACTER header in the right-side menu work correctly.

* * * * *

The "Yo, JOE!" perk is supposed to add +1 health to the character, but does not affect the listed health on the character sheet. (Indeed, I could not find any way to alter the starting health of a character.)

* * * * *
* * * * *

EDIT: Removed some items that are listed in the Transformers forum as design choices.

Tarkonian
August 28th, 2024, 19:38
Fantasy Grounds v4.5.10 ULTIMATE (2024-08-20)
Essence20 GI JOE (2024-08-13) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
Essence20 Core (2024-08-13) for Fantasy Grounds
Copyright 2024 Smiteworks USA, LLC
Core RPG ruleset (2024-08-27) for Fantasy Grounds
Copyright 2024 Smiteworks USA, LLC


LIBRARY --> BOOKS --> GI JOE RPG (PLAYERS) --> Chapter 4 Origin --> Overview --> Origin Descriptions

The button links for "Origin:Soldier" and "Origin:Sailor" result in (different) <<Empty Origin>> windows opening, with no text beyond labels, and with corresponding entries being added to the Origins list for the campaign.

The "Soldier" and "Sailor" entries in the ORIGINS window under the CHARACTER header in the right-side menu work correctly.

* * * * *

The "Yo, JOE!" perk is supposed to add +1 health to the character, but does not affect the listed health on the character sheet. (Indeed, I could not find any way to alter the starting health of a character.)

* * * * *
* * * * *

EDIT: Removed some items that are listed in the Transformers forum as design choices.

I'll update the "Soldier" and "Sailor" links as I make a pass over the Essence20 Rulesets after Power Rangers is ready. There has been some discussions on this in Discord and there are a few options and changes that have been requested already.

The "YO JOE" perk doesn't automatically update your health. To alter the health of your character, use CTRL + Mousewheel to increase the max health value. It will add another pip to your character sheet and increase the health.

Iain Little
September 28th, 2024, 22:02
TYPOS:

G I JOE RPG (Players) book, Chapter 1: Introduction, section General Hawk's Debriefing, subsection "Combra Commander"

Chapter 8: Equipment, section Weapons, subsection About Weapons, heading Weapon Effects and Traits; the "Consumable" weapon trait appears as the second-half of the "Blunt" weapon trait instead of as a separate entry.

Section Vehicles, subsection "Vehicle Poerks, Powers, And Traits"

Section G.I. JOE Vehicles, subsection "A.P.C. Ambibious Personel Carrier" instead of "Amphibous Personnel Carrier"

The Drone Upgrade "Wearable" starts its Notes entry with "This drone transformers" where it should say "This drone transforms"

= = = = = =

Also, this may be because I lack the correct fonts, but for me throughout the G I JOE RPG (Players) module neither the Up Shift arrows nor the Down Shift arrows display in the text. I see only hollow rectangles.

Tarkonian
September 29th, 2024, 01:41
TYPOS:

G I JOE RPG (Players) book, Chapter 1: Introduction, section General Hawk's Debriefing, subsection "Combra Commander"

Chapter 8: Equipment, section Weapons, subsection About Weapons, heading Weapon Effects and Traits; the "Consumable" weapon trait appears as the second-half of the "Blunt" weapon trait instead of as a separate entry.

Section Vehicles, subsection "Vehicle Poerks, Powers, And Traits"

Section G.I. JOE Vehicles, subsection "A.P.C. Ambibious Personel Carrier" instead of "Amphibous Personnel Carrier"

The Drone Upgrade "Wearable" starts its Notes entry with "This drone transformers" where it should say "This drone transforms"

= = = = = =

Also, this may be because I lack the correct fonts, but for me throughout the G I JOE RPG (Players) module neither the Up Shift arrows nor the Down Shift arrows display in the text. I see only hollow rectangles.


I'll update these modules next week with the corrections.

If you're seeing squares on the Upshift/Downshift sections, can you point those out to me too? I thought I got them, but there were a lot so some probably got by.

Iain Little
October 2nd, 2024, 07:35
Missing Upshift & Downshift Arrows:

In Chapter 6: Essence Scores and Skills, section Using Skills, subsection Step Three: Edge, Snag or Both, in the 'sidebar' for Lend Assistance near the end of the first paragraph ". . .either an Edge or []1 shift. . ."

Chapter 8: Equipment, section Overview, subsection Equipment In Action, fourth paragrah "He suffers []2 on the attack." Fifth paragraph "(his Targeting d10 []2," seventh paragraph ". . .(disreagarding the []1 normally. . ."

Chapter 8: Equipment, section Weapons, subsection About Weapons, heading WEAPON EFFECTS AND TRAITS, sub-heading Electric "Electric weapons gain []1 on attacks."
Sub-heading Electromagnetic ". . .and are []3 against computers. . . but []3 against all other targets."
Sub-heading Sonic ". . .targets Willpower with a []2."

Chapter 8: Equipment, section Kits, subsection Sample Kits, STANDARD MEDICINE KIT, ". . .Limited medicine kit with []1. . . Restricted medicine kit with []3. . . or gain []1 for 1 minute. . ."
LIMITED BURGLARY KIT ". . .with []2 instead of a Snag."
STANDARD KIT (CONSUMABLE) ". . .Limited kit with []1 instead of a Snag. . . Restricted kit with [3] instead of a Snag. . . or gain []1 for 1 minute. . ."
LIMITED KIT (CONSUMABLE) ". . .Restricted kit with []2 instead of a Snag."

Chapter 9: Combat, section Combat Actions, subsection Lend Assistance, final paragraph ". . .automatic []1 shift. . ."

Chapter 9: Combat, section Making An Attack, subsection Step One - Acquire Targets, heading MULTI-WEAPON ATTACKS; sub-heading Knowing is Half the Battle: Multi-Weapon Attacks Example "A four-armed Cobra B.A.T. . . a single target grants a [][]2 (3 minus 1). . ."
- This is also a typo. Both the hardcover & the PDF core rules (pg 200) includes only one upshift arrow.

Chapter 9: Combat, section Making An Attack, subsection Step One - Acquire Targets, heading GRAPPLING; third paragraph "Additionally there is a []1 die shift for each Size class. . ."

Chapter 9: Combat, section Making An Attack, subsection Step One - Acquire Targets, heading RANGED ATTACKS, sub-heading RANGED ATTACKS IN CLOSE COMBAT; ". . .automatic []1 dice shift on the attack."

Special: Chapter 9: Combat, section Making An Attack, subsection Step Two - Shift Skill Modifiers, heading THE DICE SHIFT LADDER. After the table and the explanation for "Fumble" the next paragraph starts "[] : These are steps on the Dice Shift Ladder. . ." In the GIJOE RPG hardcover & PDF (pg 201) this paragraph begins with a square of colour that is used to shade parts of the Dice Shift Ladder table. In the FG module these portions of the table are not coloured or shaded.

Chapter 9: Combat, section Making An Attack, subsection Step Two - Shift Skill Modifiers, heading POSSIBLE DICE SHIFT MODIFIERS BEYOND SKILL LEVELS, sub-heading Knowing is Half the Battle: Shifting Past Natural Limits Example. "Scarlett, perched unseen in a tree. . . because she aimed she gains [][]1 shift. . . an additional [][]1 shift. . ."
- Again, doubled boxes in sidebar text.

Chapter 9: Combat, section Making An Attack, subsection Step Two - Shift Skill Modifiers, heading SIZE CLASS VARIATIONS, sub-heading Knowing is Half the Battle: Attacks With Multiple Shift Skill Modifiers Example. "Duke battle Zarana. . . Aim for another []1 shift."
- Technically, it's "anoth er" but there are literally hundreds of words in the module with extra spaces in them. I suspect the hyphens in the original text were converted to non-printing characters.

Chapter 9: Combat, section Making An Attack, subsection Step Five - Apply Effects, heading DEGREES OF SUCCESS, sub-heading Knowig is Half the Battle: Degrees of Success. "Low-light fires. . . decides to suffer []1 shift to increase his damage. . ."

Chapter 9: Combat, section Making An Attack, subsection Damage and Healing, heading DAMAGE TYPES, sub-heading Electric "Electric weapons gain []1 on attacks."
Sub-heading Electromagnetic ". . .and are []3 against computers. . . but []3 against all other targets."
Sub-heading Sonic ". . .targets Willpower with a []2."

Chapter 9: Combat, section Making An Attack, subsection Damage and Healing, heading ESSENCE DAMAGE, sub-heading Essence Scores of 0, Speed 0 is paralyzed, ". . .suffers a []2 dice shift. . ."
Social 0 is mired in ennui, ". . .suffer a []1 dice shift."

Chapter 9: Combat, section Making An Attack, subsection Other Forms of Combat, heading UNDERWATER COMBAT, paragraph four, "Making a Ranged. . . suffers a []3 dice shift."

Chapter 10: Exploration, section Overview, subsection Vision and Light, first paragraph "Darkness. . . the Skill Test suffers []1 in areas. . ."

Chapter 10: Exploration, section Overview, subsection Extreme Condition, heading HOSTILE WEATHER, ". . .impose a []2 dice shift. . ."

Chapter 10: Exploration, section Overview, subsection Diseases, heading SAMPLE DISEASE, sub-heading Allergies. The first paragraph (other than the first six words) is in bold font.

Chapter 10: Exploration, section Overview, subsection Conditions, heading FRIGHTENED, "Frightened characters suffer a []2 die shift. . ."

Chapter 10: Exploration, section Overview, subsection Conditions, heading IMMOBILIZED, ". . .All attackers gain a []1 die shift. . ."

Chapter 10: Exploration, section Overview, subsection Conditions, heading IMPAIRED, "Impaired characters suffer a []1 die shift. . ."

Chapter 10: Exploration, section Overview, subsection Conditions, heading PRONE, ". . .you suffer []1 shift on your attack rolls."

Tarkonian
October 2nd, 2024, 17:28
Missing Upshift & Downshift Arrows:

... "

Thank you. This was very helpful in finding these. These edits have been made and I'll be pushing it out with the next update this week.

spoofer
November 30th, 2024, 03:11
Bodyguard focus is missing Protected Target.

Darkrite
November 30th, 2024, 19:20
The S.H.A.R.C. is missing its movement speeds. Should be 60 aerial and 60 aquatic.

spoofer
December 2nd, 2024, 14:18
Focuses are missing from the right side menu.

Focus is an section of the Player Module. The name stands out and feels awkward as it is the only singular form. Focuses is now a possible plural form in English and feels more natural. Please add Focuses to the right side menu.

Darkrite
December 2nd, 2024, 15:15
Focus is found under Roles in the Focus Options button at the top left of Roles page. 62823

Tarkonian
December 2nd, 2024, 17:38
The S.H.A.R.C. is missing its movement speeds. Should be 60 aerial and 60 aquatic.

Thanks for letting me know. I'll be looking at the modules this week and pushing an update as soon as I can with the changes.

Darkrite
December 3rd, 2024, 19:21
Submachine gun should have a Shift -1 on its Area attack

Also Medium Blade (finesse and Might) are both missing their Traits.

spoofer
December 4th, 2024, 05:00
Focus is found under Roles in the Focus Options button at the top left of Roles page. 62823

Ahh so it is! Thanks!

spoofer
December 4th, 2024, 11:14
TABLE 9-2: SIZE CLASS COMBAT ADJUSTMENTS MATRIX seems to be missing from Chapter 9.

Tarkonian
December 4th, 2024, 17:02
I've fixed the missing vehicle speed, missing weapon downshift, missing weapon traits, and missing table from the book.
These changes will be available to players at the end of the week after I finish testing another ruleset and will be pushed with those changes.

If you see anymore, especially with the weapons, please let me know. I like how the weapons are laid out in the printed book, but with the PDF I used the tables are split between two different pages and I was worried there would be a few that got by with errors. So if you see anymore then let me know and I'll get it fixed right away.

62848

Darkrite
December 4th, 2024, 23:48
The Greenshirt Influence Perk under both Influences and Perks missing the upshift

When you lend assistance, your ally gains both an Edge and 1 on their Skill Test.


Also Infantry Role Perks has Warfighter at level 1, it should be level 17.

Tarkonian
December 5th, 2024, 03:30
The Greenshirt Influence Perk under both Influences and Perks missing the upshift

When you lend assistance, your ally gains both an Edge and 1 on their Skill Test.


Also Infantry Role Perks has Warfighter at level 1, it should be level 17.

Adjusted and will be in the next update with the rest.

Darkrite
December 5th, 2024, 21:43
The following Perks are all missing an Upshift.

Influential
Safecracker
Danger Sense
The Heavy

Hope I'm not pestering too much

spoofer
December 31st, 2024, 07:20
I noticed a few more things...

Storybook text:
-There is a line break in the middle of "Military Armaments" that should not be there.
-There are many occurrences of a space in the middle of a word. Here are some examples:
Assign ment
unsu pervised
rendez vous
conse quences
medi cine
addi tional
sig nal
spi der
selec tion
etc.
-In the mission Story, the Observation Meeting section is repeated.

Gear
-The same issue can also be seen in the gear descriptions.
For example:
dura tion
spe cialization
etc.
-The HTB gear item is missing. Players want access to the description of its abilities given in the core book via the PC equipment tab.
-The classification entry for the Hard Body Armor item is missing.

Perks
-And in the perk descriptions.
For example:
excep tion
etc.
-The Handler perk description is truncated.

NPCs
-"Reach Multipliar" should be "Reach Multiplier"
-Baroness: First attack is called "(targeting)"
-Dropping a Perk on to a newly created NPC results in a perk record with an empty name label.
-NPCs are missing some way to consume gear. This is important for the tracking of grenade / projectile usage by NPCs. Some weapons a 1x, some are 2x, some are 4x.
-Opening up an item, such as Destro's Regilia Armor, shows a locked record that is stuck in edit mode.

Combat
Attacking and damaging multiple targets with a single multi-target attack may result in some targets being hit and some not. The chat window output reports the hits and misses, but it does not report the target name, so the player does not know which target was hit and which target was missed.

My group is having a great time playing G.I. Joe. We love everything about it, from the silly one liners, to the awesome ruleset implementation.

Tarkonian
January 3rd, 2025, 16:23
I noticed a few more things...

Storybook text:
-There is a line break in the middle of "Military Armaments" that should not be there.
-There are many occurrences of a space in the middle of a word. Here are some examples:
Assign ment
unsu pervised
rendez vous
conse quences
medi cine
addi tional
sig nal
spi der
selec tion
etc.
-In the mission Story, the Observation Meeting section is repeated.

Gear
-The same issue can also be seen in the gear descriptions.
For example:
dura tion
spe cialization
etc.
-The HTB gear item is missing. Players want access to the description of its abilities given in the core book via the PC equipment tab.
-The classification entry for the Hard Body Armor item is missing.

Perks
-And in the perk descriptions.
For example:
excep tion
etc.
-The Handler perk description is truncated.

NPCs
-"Reach Multipliar" should be "Reach Multiplier"
-Baroness: First attack is called "(targeting)"
-Dropping a Perk on to a newly created NPC results in a perk record with an empty name label.
-NPCs are missing some way to consume gear. This is important for the tracking of grenade / projectile usage by NPCs. Some weapons a 1x, some are 2x, some are 4x.
-Opening up an item, such as Destro's Regilia Armor, shows a locked record that is stuck in edit mode.

Combat
Attacking and damaging multiple targets with a single multi-target attack may result in some targets being hit and some not. The chat window output reports the hits and misses, but it does not report the target name, so the player does not know which target was hit and which target was missed.

My group is having a great time playing G.I. Joe. We love everything about it, from the silly one liners, to the awesome ruleset implementation.

I just got back from xmas vacation yesterday and I'm getting around to this today. I'll get these cleaned up and pushed in an update for next week. Thanks for letting me know!

Tarkonian
January 7th, 2025, 16:59
I noticed a few more things...

Storybook text:
-There is a line break in the middle of "Military Armaments" that should not be there.
-There are many occurrences of a space in the middle of a word. Here are some examples:
Assign ment
unsu pervised
rendez vous
conse quences
medi cine
addi tional
sig nal
spi der
selec tion
etc.
-In the mission Story, the Observation Meeting section is repeated.

Gear
-The same issue can also be seen in the gear descriptions.
For example:
dura tion
spe cialization
etc.
-The HTB gear item is missing. Players want access to the description of its abilities given in the core book via the PC equipment tab.
-The classification entry for the Hard Body Armor item is missing.

Perks
-And in the perk descriptions.
For example:
excep tion
etc.
-The Handler perk description is truncated.

NPCs
-"Reach Multipliar" should be "Reach Multiplier"
-Baroness: First attack is called "(targeting)"
-Dropping a Perk on to a newly created NPC results in a perk record with an empty name label.
-NPCs are missing some way to consume gear. This is important for the tracking of grenade / projectile usage by NPCs. Some weapons a 1x, some are 2x, some are 4x.
-Opening up an item, such as Destro's Regilia Armor, shows a locked record that is stuck in edit mode.

Combat
Attacking and damaging multiple targets with a single multi-target attack may result in some targets being hit and some not. The chat window output reports the hits and misses, but it does not report the target name, so the player does not know which target was hit and which target was missed.

My group is having a great time playing G.I. Joe. We love everything about it, from the silly one liners, to the awesome ruleset implementation.


Some of these I can fix up without much direction, like adding the HTB Gear item and updating Hard Body Armor's classification, and fixing the Handler Perk.

But the split text issues I need to know what records have them. Converting the text from the PDF to text in FG isn't perfect and it can split words like this, but I can't find the specific records these issues are in and flipping through them 1 by 1 isn't getting me anywhere. Let me know which records (names of the story, gear, etc) have the split-text and which module it came from (Players, GM, Adventure).

I'll look into the NPC issues and Combat printing out more information today.

spoofer
January 8th, 2025, 11:14
I also work directly from pdf files, so I understand your pain. I parsed the pdf directly, and found 1074 potential error sites. I filtered out false positives and repeated errors, leaving 598 unique split-word errors. I spot checked three randomly chosen errors against the actual contents inside FG. I found two as is, so it looks like all of these errors are still there,right? That is too many to fix by hand. If I send you the list as txt file, can you use a script to fix the errors directly in the db.xml files? As for the third one, it was located at the beginning of chapter 12, but it seems like the initial sections of chapter 12 Threats, pages 244 to 247 are missing. Also, and the image on 248 is missing.

spoofer
January 13th, 2025, 11:19
The VAMP vehicle record for Mission: Snake Pit has a typo. Stinger XK2 has two attack options that are almost the same. The -1 shift and radius 20' is not correct for the second option.
I am trying to add the Conditioning skill to an NPC. It appears as a die (+d2, +d4, etc.) but should be a value (1, 2, etc.)
Creating a new NPC and populating the Abilities tab by dropping records results in records with no names shown.

Tarkonian
January 13th, 2025, 17:03
The VAMP vehicle record for Mission: Snake Pit has a typo. Stinger XK2 has two attack options that are almost the same. The -1 shift and radius 20' is not correct for the second option.
I am trying to add the Conditioning skill to an NPC. It appears as a die (+d2, +d4, etc.) but should be a value (1, 2, etc.)
Creating a new NPC and populating the Abilities tab by dropping records results in records with no names shown.

I'm updating the VAMP attack today, and will be looking at Conditioning.
--nevermind, I see the issue--

spoofer
January 19th, 2025, 12:54
Thanks for all of our amazing work and the bug fixes. I found a few more...

Attacks with downward shifts that result result in a skill die roll smaller than d2 result in an error. The game should follow TABLE 9-1: THE DICE SHIFT LADDER of the core book when handling downward shifts the reduce the die smaller than d2.

Vehicle attacks can be linked to the driver via the CT, but there is no way to link the attacks to passengers. Vehicles often have passengers firing the vehicle's weapons.

Story points can be set by the GM, but the value is not reflected in the client view. Also, we cannot figure out how to decrement story points when we use them.
Unskilled Initiative rolls do not roll initiative with a snag. (They should.)

The ruleset reports a roll of a 20 on the d20 during a Skill Check as a crtical success. However, according to the G.I. JOE Roleplaying Game FAQ Version 1.06, the d20 is not a Skill Die. Therefore, rolling a 20 on the d20 is not a critical success.

URBANxWRAITH
January 21st, 2025, 00:42
Not sure if I am missing something or if it is not working. When I go to add a a skill specialization (Explosives for Technology for example) it does not give me anything on the skill list to show that I have a specialization. It will add to my total points spent for smarts.

Tarkonian
January 21st, 2025, 07:03
Thanks for all of our amazing work and the bug fixes. I found a few more...

Attacks with downward shifts that result result in a skill die roll smaller than d2 result in an error. The game should follow TABLE 9-1: THE DICE SHIFT LADDER of the core book when handling downward shifts the reduce the die smaller than d2.

Vehicle attacks can be linked to the driver via the CT, but there is no way to link the attacks to passengers. Vehicles often have passengers firing the vehicle's weapons.

Story points can be set by the GM, but the value is not reflected in the client view. Also, we cannot figure out how to decrement story points when we use them.
Unskilled Initiative rolls do not roll initiative with a snag. (They should.)

The ruleset reports a roll of a 20 on the d20 during a Skill Check as a crtical success. However, according to the G.I. JOE Roleplaying Game FAQ Version 1.06, the d20 is not a Skill Die. Therefore, rolling a 20 on the d20 is not a critical success.

Downward Shifts work normally but specialized downshifts past the base d20 did not. I have this fixed and will be in the next update. Same with initiatives, forcing the rolls from the CT worked but skillsheet initiative rolls did not include the snag. Good catch, it'll be fixed in the next patch.

The d20 critical handling looks like it was a misreading on our end. I've suppressed all the critical checks for the d20 die itself. It should be working how the ruleset intended now. (pending next update, of course)

I'm looking at storypoints but it seems to be working on my end. The storypoints count in the bottom is a collection of storypoints from each -active- player sheet. If a player lowers the storypoint count on their sheet, it should lower it on the desktop window the GM uses (CTRL + MOUSEWHEEL to change an editable numeric value). GM storypoints are only for the GM. If no players are connected, the storypoint count won't update.

Vehicles don't have anything for passengers in the side guns. You can just take the gunner and put them in the driver seat to sync their stats then make the roll. Vehicles and Pets are still something we're fine tuning how we want to handle in the CT so there are some limits to what we can and can't do. This may be a good place for an extension developer to go in and rework it to something that works better.

Tarkonian
January 21st, 2025, 07:16
Not sure if I am missing something or if it is not working. When I go to add a a skill specialization (Explosives for Technology for example) it does not give me anything on the skill list to show that I have a specialization. It will add to my total points spent for smarts.

We just changed up the charactersheets and I can see this. I'll have a fix for it by the next update.

There is a workaround. You can click to add the specializations (you won't see them but they're there). Then close your charactersheet and the GM can restart the game. on startup, the specializations will show as empty and you can set them from there. If there is 1 specialization showing, the button will work like it's supposed to. Again, I'll have an update this week to fix this so you won't have to use this workaround for long.

URBANxWRAITH
January 21st, 2025, 12:41
Thanks for the quick response, and the work your doing.

Darkrite
January 28th, 2025, 20:20
The Commando Role Perk: Sneak Attack refers to the Commando Role chart to determine the amount of extra damage it does. I can't seem to find the chart.

Same for the Ranger's Adaptation Points.

Tarkonian
January 29th, 2025, 06:32
The Commando Role Perk: Sneak Attack refers to the Commando Role chart to determine the amount of extra damage it does. I can't seem to find the chart.

Same for the Ranger's Adaptation Points.

You should be able to update and find the table on the Sneak Attack Perk in the Perks section or the linked Sneak Attack perk on the Commando Role.

spoofer
January 29th, 2025, 12:35
The Bodyguard Focus record Main Tab lists perks gained by level. Below the table are links. The links section is missing Protected Target and Defender's Oath.

Tarkonian
January 29th, 2025, 17:46
The Bodyguard Focus record Main Tab lists perks gained by level. Below the table are links. The links section is missing Protected Target and Defender's Oath.

Try pulling an update and let me know if they're still missing.

Darkrite
January 29th, 2025, 22:24
Thank you. Commando's Sneak attack damage chart is now visible.

Can you do the same for the Ranger's Adaptation Points?

Tarkonian
January 29th, 2025, 22:25
Thank you. Commando's Sneak attack damage chart is now visible.

Can you do the same for the Ranger's Adaptation Points?

Yeah. I'll look at that right now.

Tarkonian
January 29th, 2025, 23:12
Thank you. Commando's Sneak attack damage chart is now visible.

Can you do the same for the Ranger's Adaptation Points?

Took me a minute to realize you weren't talking about Power Rangers. lol.
But the Ranger's Adaption Points for GI JOE should be updated to show a quick reference too.

spoofer
February 17th, 2025, 11:29
1. We are trying to get armor piercing ammo to work. Is there a way to do that?

2. In the following image, the bonus to the attack has been added twice. It should only be added once.

63478

superteddy57
February 17th, 2025, 17:44
Is the actor performing the attack a PC or NPC? If it's a PC please export the character out and share here for me to use to test it out. I'm not able to reproduce the report with the information you have provided.

Darkrite
February 20th, 2025, 19:00
When rolling an Unskilled check, it's rolling 2d20 and adding them together instead of dropping the highest.

63543

superteddy57
February 21st, 2025, 07:39
I'll have to look this over, haven't had a chance to test it out.

superteddy57
February 21st, 2025, 18:12
I pushed a hotfix for your reported issue.

spoofer
February 21st, 2025, 23:16
I was not able to reproduce the double modifier bonus bug. Strike that one off. If you have not already done so, please fix the "Result of a 20 on the d20 is a Critical Success" (it is not) bug. Thanks.

superteddy57
February 22nd, 2025, 01:09
I was not able to reproduce the double modifier bonus bug. Strike that one off. If you have not already done so, please fix the "Result of a 20 on the d20 is a Critical Success" (it is not) bug. Thanks.

Can you elaborate? I may have missed the report. When a 20 is rolled it's not registering as a Crit?

Darkrite
February 22nd, 2025, 12:36
I think he's referring to the rules stating...

"d20 + Skill Die = Skill Test Result" and...

"Critical Success – If the result of the Skill Dice
(not including the d2 result) of the roll shows the
highest number value on one or more Skill Dice
AND the Skill Test is successful, this is considered
a Critical Success."

Those 2 quotes suggest that the d20 doesn't determine a critical; only the "Skill die" does.

superteddy57
February 23rd, 2025, 04:01
I checked a few rolls where the d20 rolled 20 and the skill die didn't roll max and it's not outputting a crit result. Can you give me a scenario that is repeatable I can see this happening?

spoofer
March 6th, 2025, 11:05
This was fixed. Thanks!

spoofer
March 6th, 2025, 11:06
Bug: The level up tables, for example, TABLE 5-21: RENEGADE, are missing from the storybook.

Suggestion: Players would really appreciate if this ruleset followed the D&D ruleset and provided more information and feedback to players in the chatbox when a player characters level up. For example, the players would really appreciate knowing when an essence score was increased or when a perk was added to the character sheet. This really important given that the level tables are missing from the storybook.

spoofer
March 6th, 2025, 11:23
We are encountered something strange when levelling up. We experimented and it seems that everytime we drag the focus lick to the level box, we gain an essence point. I just did this with a Renegade - Door Kicker, every time I levelled up and dropped the Door Kicker record, I gained a Speed essence.

spoofer
March 6th, 2025, 11:26
Another bug... After adding a specialization to a skill in a PC sheet (Edit Mode > Add Specialization), I see [ Specialization ] . I cannot edit the label (i.e., type over the word "Specialization" ) to change the name of the specialization.

spoofer
March 6th, 2025, 12:57
We cannot get upgrade records to appear on weapons. We tried every combination of locked and unlocked, edit, etc. that we can think of.

Darkrite
March 6th, 2025, 18:09
I can confirm that initial essence points are being added with every level-up.

Specializations I found after adding it I have to toggle the edit mode off and on again to edit the label.

Upgrades are working for me. It took me a couple attempts, though. I had to be precise and drop it on the word "Upgrades" on the weapon's main tab.

superteddy57
March 6th, 2025, 18:32
I'm thinking the Role's Essence boosts aren't on the roles. Can someone check and confirm that these are not available as I believe these are what help with the essence increases as you level. I will also be looking this over and smoothing it out. I think we will use the 5e logic of just drag and dropping the role again to level up.

Darkrite
March 6th, 2025, 22:54
I can confirm that the Essence Boosts per level are missing. Also, the Focus options are giving their level 1 boost at every level-up.

superteddy57
March 6th, 2025, 23:47
Thank you. I'll take a look at this and try to find a smoother way for this whole process.

spoofer
March 13th, 2025, 14:07
Thank you for all of your work on this amazing rule set. We ran into some difficulties with PC items...

PC inventory tab issues:
1. You cannot delete an item from the list. We have stuff left over from last mission that we cannot ger rid of.
2. The stars (to open up a record) are missing for records in the inventory tab (but are present for other types of records such as perks, etc.).

superteddy57
March 13th, 2025, 21:04
Thanks I'll add it to the streamlining we are doing.

superteddy57
March 15th, 2025, 23:04
Pushed hotfixes for the inventory not able to remove items and smoothed out the creation/level up process. If you have questions, please ask away

Darkrite
March 16th, 2025, 13:24
Thanks, Dom.

When creating a character, Perks aren't showing up at first level, then as I level up starting at level 2, it repeats all the level 1 perks.

Also, it doesn't seem to be adding the Focus perks at all.

superteddy57
March 16th, 2025, 22:15
Pushed a hotfix for this issue

Darkrite
March 16th, 2025, 23:00
Thanks, Perks are now showing up properly.

One last issue is the Focus essence boost. It's getting the boost every level instead of just at level 1 and 10

superteddy57
March 16th, 2025, 23:42
That is something that was there before and require more insight in fixing as I will need some time to add the essence boost system from roles to the focus record.

spoofer
April 3rd, 2025, 12:44
Please fix the Story Points bug. Players cannot see the changes in the story point value made by the GM, and keep asking, "How many story points do we have now? How about now? And now?"

Running the game would be easier if players could see this value.

superteddy57
April 3rd, 2025, 12:51
Please fix the Story Points bug. Players cannot see the changes in the story point value made by the GM, and keep asking, "How many stroy points do we have now? How about now? And now?

I'm not aware of this bug, please provide more details and steps to replicate.

spoofer
April 3rd, 2025, 23:42
The Player Story Points are tracked in the bottom left-hand corner. At the start of session, this value is shared so that host and clients see the same value. In session, players earn and spend these points. The GM / host tracks the current value by adjusting the tracker in the bottom left-hand corner. Unlike at the start of session, these in-session adjustments are not reflected in the client sessions.

superteddy57
April 4th, 2025, 02:22
I will place it on my list to investigate. I'm currently cleaning up rulesets for the current beta. When I get around to Essence20 I'll take a look.

superteddy57
April 23rd, 2025, 17:28
The latest update didn't touch the story points issue. I am still investigating the issue.

spoofer
April 24th, 2025, 15:30
Awesome! Thank you!

superteddy57
April 28th, 2025, 19:44
The fix for story points should be in this latest update.

Darkrite
May 20th, 2025, 19:39
I seem to have lost the ability to add a specialization to a vehicle's skills tab.

superteddy57
May 20th, 2025, 20:48
Pushed a fix to address this issue.

Darkrite
May 20th, 2025, 21:59
It's working now. Thank you

spoofer
June 19th, 2025, 14:19
Two feature requests:

1. The ability for players to move their pets around the map on their own.

2. A way for players to make a initiative roll even when they are not trained in the skill. Training in initiative is optional and some characters are not trained in it. Rolling an unskilled check does not update the the CT.

Iain Little
July 5th, 2025, 20:35
Two feature requests:

1. The ability for players to move their pets around the map on their own.

2. A way for players to make a initiative roll even when they are not trained in the skill. Training in initiative is optional and some characters are not trained in it. Rolling an unskilled check does not update the the CT.

1 - Drag & drop the pet onto the Combat Tracker. (This may happen automatically when you add the pet to a battle map.) Open the pet description on the Combat Tracker and you should see "Owner: <<owner>>" immediately beneath the pet's name. Drag & drop the PC here and any controllers of the PC can control the pet.

Iain Little
July 5th, 2025, 20:36
BOOK - G.I. JOE ROLEPLAYING GAME OPERATION COLD IRON ADVENTURE
CH 02 MISSION 1 SLITHER ABOUT
Part 1: Briefing
Requisition Phase

The link to the new Battledress "Upgrade: Weather Gear" opens an unlockable (rather than read-only) window titled "Frangible Rounds" with the option button to "Revert Changes to Module Record" in the top left, though the item description is correct for Weather Gear. (Note that this is the same upgrade entry that is installed on the Whisper Armor of the Tele-Viper in 'Area 9: Server Room' of Extensive Enterprises.) Opening the "Weather Gear" battledress upgrade from the "GEAR" window opens a correctly-titled upgrade window, though it is described as an "Armor Upgrade" whereas the G.I. JOE RPG terminology is "Battledress Upgrade".


BOOK - G.I. JOE ROLEPLAYING GAME OPERATION COLD IRON ADVENTURE
CH 02 MISSION 1 SLITHER ABOUT
Part 2: Boots on the Ground
Speak to the Archaeologists

Both NPCs have their entries for Cleverness, Willpower, Looks, & Wants repeated inside their physical descriptions without headers or formatting.


BOOK - G.I. JOE ROLEPLAYING GAME OPERATION COLD IRON ADVENTURE
CH 02 MISSION 1 SLITHER ABOUT
Part 2: Boots on the Ground
Being Watched

Taye Mekuria (NPC) likewise has his entries for Cleverness, Willpower, Looks, & Wants repeated inside his physical description, without headers or formatting.

BOOK - G.I. JOE ROLEPLAYING GAME OPERATION COLD IRON ADVENTURE
CH 02 MISSION 1 SLITHER ABOUT
Extensive Enterprises Locations
Area 3: Senior Partner Offices

Sasmita Chuol (NPC) likewise has his entries for Cleverness, Willpower, Looks, Wants & KNows repeated inside his physical description, without headers or formatting.

Katariina Ranta's (Threat) character sheet, on the Abilities tab, under the Gear heading, lists "Standard Bluffing Kit Related to Under Cover Profession" - which links to a mostly-blank custom 'Mission Gear' item. (Compare to Zoyrbek Vedzizhev's "Limited Bluffing Kit" item.)

spoofer
July 6th, 2025, 09:27
I appreciate the way that you have carefully noted and shared so many bugs. Thanks! I will fix and update.

Iain Little
July 30th, 2025, 21:12
BOOK - G.I. JOE ADVENTURE (SNAKE PIT)
CHAPTER 13
Running A Mission
Overview
(Second paragraph, third sentence) ". . .like snapshots of the PCs'greatest hits. . ." is missing a space between the apostrophe and the 'g' of greatest. (To be fair, the space is also missing in the hardcover print edition.)


BOOK - G.I. JOE ADVENTURE (SNAKE PIT)
CHAPTER 13
Running A Mission
6: Have Fun
(Second-last sentence) "While the GM pro vides conflicts. . ." As usual, where the print & PDF versions have a hyphen at a line break, the FG version has replaced it with a space.


BOOK - G.I. JOE ADVENTURE (SNAKE PIT)
CHAPTER 13
Running A Mission
Mission Breakdown
The second text example, "Italicized text like this is something an NPC might say. . ." is not actually italicized, nor does it appear in the format Fantasy Grounds uses for NPC speech.


BOOK - G.I. JOE ADVENTURE (SNAKE PIT)
CHAPTER 13
Running A Mission
Mission Breakdown
"Gaming Terms:
Campaign vs. Session vs. Mission. . ." seems to have a second [space] character between "Campagin vs." and "Mission"


BOOK - G.I. JOE ADVENTURE (SNAKE PIT)
CHAPTER 13
Snake Pit
Sit Rep
(Third paragraph, first sentence) ". . .many private documents in his thrust. . ." The 'h' is present in the print & PDF versions as well.


BOOK - G.I. JOE ADVENTURE (SNAKE PIT)
CHAPTER 13
Snake Pit
Running the Mission
(Final paragraph, second-last sentence) ". . .Game Master is to be a fun facilita tor." Another instance of 'hyphen & line break replaced by space'


BOOK - G.I. JOE ADVENTURE (SNAKE PIT)
CHAPTER 13
Snake Pit
Running SCAR Squad
"Knowing is Half the Battle
Scaling the Mission" seems to have an extra [space] between "Scaling the" and "Mission"


BOOK - G.I. JOE ADVENTURE (SNAKE PIT)
THE ADVENTURE
Part 1
Welcome to the Pit
(Second NPC text) "Here are two sentences you need to remem ber. . ." Another instance of 'hyphen & line break replaced by space'


BOOK - G.I. JOE ADVENTURE (SNAKE PIT)
THE ADVENTURE
Part 1 - The Pit Areas
"Area - Enviro Control"
The title is missing its ordinal number, and ought to be called "Area 2 - Enviro Control"


BOOK - G.I. JOE ADVENTURE (SNAKE PIT)
THE ADVENTURE
Part 1 - After Training
BLACK OUT
The title & first three paragraphs of 'OBSERVATORY MEETING' (the next section) also appear in this section, immediately before the "Knowing is Half the Battle: Speaking of the Observatory" box text.


BOOK - G.I. JOE ADVENTURE (SNAKE PIT)
THE ADVENTURE
Part 1 - After Training
Observatory Meeting
"EQUIPMENT ASSIGNMENT AND REQUISITION" seems to have an extra [space] between "ASSIGNMENT" and "AND"


BOOK - G.I. JOE ADVENTURE (SNAKE PIT)
THE ADVENTURE
Part 1 - After Training
Observatory Meeting
The "Knowing is Half the Battle: "I'm an officer and I'm pulling rank!"" text box / sidebar is completely missing.


BOOK - G.I. JOE ADVENTURE (SNAKE PIT)
THE ADVENTURE
Part 2
Faceless Invasion
The subtitle (Handling the Spiders) for the first "Knowing Is Half the Battle:" text box appears below the intended text (which is not boxed) instead of above it, and is missing its final 's'.

"Knowing Is Half the Battle:" seems to have extra spaces betwen "Knowing" and "IS" and again between "the" and "Battle"

It is unclear if the "NOTE FOR GM: R.A.W is considered a pet. . ." paragraph ought to be boxed text, or not. Either way, there ought to be a '.' after the 'W' in "R.A.W."

"Spiders? Why did it have to be spiders?" seems to have an extra [space] between "Why" and "did"


BOOK - G.I. JOE ADVENTURE (SNAKE PIT)
THE ADVENTURE
Part 2
Aftermath (the first one)
"Knowing Is Half The Battle:
Cobra's Through What Do You Do?" seems to have extra spaces between "Knowing" and "IS", between "The" and "Battle", between "Cobra's" and "Through", and between "What" and "Do"

superteddy57
July 31st, 2025, 03:28
I will look into this when I get a moment.

Darkrite
August 7th, 2025, 20:15
There doesn't seem to be a way to remove perks from a character once they've been added. Edit mode will let me change the name of the perk but won't allow me to remove it or override the link with another.

superteddy57
August 8th, 2025, 15:19
There doesn't seem to be a way to remove perks from a character once they've been added. Edit mode will let me change the name of the perk but won't allow me to remove it or override the link with another.

Pushed an update to fix this issue.

spoofer
November 6th, 2025, 11:44
All of the NPCs now seem to have toughness zero. All PC attacks now hit every time, even when they should miss. See the image.

65734

superteddy57
November 6th, 2025, 18:05
It appears to work when I have selected the defense stat.
65739

WyrdWik
March 6th, 2026, 21:16
Hi all, it seems when my players drag their specialized attack into one of the hotkey slots the attack is there but it strips the specialization out. When I've done the same for NPCs it seems to work. Is there a way to keep the specialization in (I know I can add it when vetting attacks in the queue). Thansk!

superteddy57
March 6th, 2026, 21:57
can you give me a copy of one of the player characters involved so i can test directly with the same sheet?

WyrdWik
March 6th, 2026, 22:42
66754

Screenshot of what I see when a specialized attack is added. I had the same result with a character I created fresh just today (Faust (https://drive.google.com/file/d/1weA3oB_COV0c2WBXL5wMPZxVs9dileAY/view?usp=sharing)).

Thanks!

WyrdWik
March 6th, 2026, 22:46
66754

Screenshot of what I see when a specialized attack is added. I had the same result with a character I created fresh just today (Faust (https://drive.google.com/file/d/1weA3oB_COV0c2WBXL5wMPZxVs9dileAY/view?usp=sharing)).

And also looks like I may have been mistaken re NPCs. I get the same result with Duke.

66755

Thanks!

superteddy57
March 6th, 2026, 23:12
I'll have a look. I'm just not really familiar with the rules, so may take some time to walk through the code. For the time being if it's working from the roll buttons, then I would recommend using them for the time being.

ProfDogg
April 12th, 2026, 16:15
The features called Hangups (i.e. flaws, disadvantages, etc) earned from the Influences cannot be dragged into the character sheet.

superteddy57
April 12th, 2026, 16:36
Can you show me what you are dragging onto the sheet?

ProfDogg
April 12th, 2026, 18:37
Can you show me what you are dragging onto the sheet?

So the Perk and the Hang-up generate from the Influence (here shown as the Adventurer selection). Although both Perk (blue line and circles in image) and Hang-up (red line and circles) are shown in the Influence box, you always get the Perk but you don't always get the Hang-up (mechanically the Hang-up is the "cost" of selecting more than one Influence but your first Influence is "free" and does not earn the Hang-up).

After you drag the Influence in, you can then manually drag the Perk in. But you are unable to drag the Hang-up (which between the two would be the more important to indicate separately as you don't always get it but you can always reference the Perk from the Influence box).

My current work-around is just sticking a text note beside the Perk to mark it has the Hang-up (bc that naming field can be edited). But it would be good to have it dragged in separately...

superteddy57
April 12th, 2026, 19:14
So the Perk and the Hang-up generate from the Influence (here shown as the Adventurer selection). Although both Perk (blue line and circles in image) and Hang-up (red line and circles) are shown in the Influence box, you always get the Perk but you don't always get the Hang-up (mechanically the Hang-up is the "cost" of selecting more than one Influence but your first Influence is "free" and does not earn the Hang-up).

After you drag the Influence in, you can then manually drag the Perk in. But you are unable to drag the Hang-up (which between the two would be the more important to indicate separately as you don't always get it but you can always reference the Perk from the Influence box).

My current work-around is just sticking a text note beside the Perk to mark it has the Hang-up (bc that naming field can be edited). But it would be good to have it dragged in separately...

Thanks that is a huge help. I will work on this after the weekend and see if I can get the hang up to be drag and dropped. I don't believe they were set up in the code to do so automatically, but I will double check that as well.

Darkrite
April 12th, 2026, 21:55
This seems to only be an issue with the Influence Hang-ups from the Core Rule Book. The other books seem to be working right.

Another Work Around that works for me is to drag directly from the Hang-Up sidebar button and drag and drop the link directly from there. Not sure why it's not working from the link inside the Influence itself.

superteddy57
April 12th, 2026, 21:56
This seems to only be an issue with the Influence Hang-ups from the Core Rule Book. The other books seem to be working right.

Another Work Around that works for me is to drag directly from the Hang-Up sidebar button and drag and drop the link directly from there. Not sure why it's not working from the link inside the Influence itself.

Thanks for the clarification. I'll check both and see what the difference is.

superteddy57
April 15th, 2026, 21:00
Sorry for the delay, been having some internal issues and will be looking this over once I have them resolved.

ProfDogg
April 15th, 2026, 22:22
Sorry for the delay, been having some internal issues and will be looking this over once I have them resolved.

No hurries, no worries... It don't break the game and even if it did it's just a game ;)

superteddy57
April 16th, 2026, 15:49
I've found the issue and it will be available once the ruleset leaves the current beta.

ProfDogg
April 16th, 2026, 15:51
I've found the issue and it will be available once the ruleset leaves the current beta.

Thank you much... You know, learning is only half the battle...

(The rest of the battle is blue lasers vs red lasers)

Iain Little
April 30th, 2026, 19:25
Levelling up a PC by dragging & dropping the role from the Roles window onto their character sheet seems to be adding the Essence increase for the Focus (i.e. sub-Role) every level, instead of only levels 1 & 10.

(I have the Operation: Cold Iron Adventure module installed for this campaign -- and, apparently, the Tranformers RPG - Winner's Cup.)

superteddy57
April 30th, 2026, 19:56
Levelling up a PC by dragging & dropping the role from the Roles window onto their character sheet seems to be adding the Essence increase for the Focus (i.e. sub-Role) every level, instead of only levels 1 & 10.

(I have the Operation: Cold Iron Adventure module installed for this campaign -- and, apparently, the Tranformers RPG - Winner's Cup.)

I don't play the system and it appears to be set that way by the original developer. Is this universal or only for Transformers? Also is this for every role?

Iain Little
May 2nd, 2026, 09:46
I don't play the system and it appears to be set that way by the original developer. Is this universal or only for Transformers? Also is this for every role?

I only have the GIJOE ruleset installed (not Transformers), but I tested all seven Roles with one or two of their Focuses and saw the same bug.