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Tarkonian
July 23rd, 2024, 23:14
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, 02:59
Tried the ruleset, but received the error: "Unknown ruleset name (HASE20GIJOE)" "Unable to load child ruleset (HASE20GIJOE)(HASE20CORE)"

Moon Wizard
July 24th, 2024, 03:04
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, 16:05
That did it! Thanks!

joen00b
August 18th, 2024, 00:42
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, 03:09
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, 05:25
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, 08:21
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, 17:27
Thank you for the quick response, I look forward to the patch!

Tarkonian
August 18th, 2024, 18:28
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, 19:51
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, 20:00
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, 04:32
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, 18:04
<< 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 21st, 2024, 00:14
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, 02:36
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, 05:53
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, 04:08
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, 20:38
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, 23:02
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, 02:41
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, 08:35
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, 18:28
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, 04:11
Bodyguard focus is missing Protected Target.

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

spoofer
December 2nd, 2024, 15:18
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, 16:15
Focus is found under Roles in the Focus Options button at the top left of Roles page. 62823

Tarkonian
December 2nd, 2024, 18:38
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, 20:21
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, 06:00
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, 12:14
TABLE 9-2: SIZE CLASS COMBAT ADJUSTMENTS MATRIX seems to be missing from Chapter 9.

Tarkonian
December 4th, 2024, 18:02
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 5th, 2024, 00:48
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, 04:30
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, 22:43
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, 08:20
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, 17:23
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, 17:59
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, 12:14
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, 12:19
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, 18:03
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, 13:54
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, 01:42
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, 08:03
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, 08:16
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, 13:41
Thanks for the quick response, and the work your doing.