View Full Version : OFFICIAL - E20 GI JOE RPG Bug Report Thread
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.
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