Ok thanks for testing. Gives me a starting point. Appreciate it.
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Ok thanks for testing. Gives me a starting point. Appreciate it.
My pleasure, no problems!
One of my players managed to level up twice. When correcting his level, we could not correct his hit points, which had gone up twice. How can we correct hit points? Can the box be made editable, or is there some trick I don't know?
Dear Dominic,
another little issues, maybe:
-When adding a "Unique" subtype Mod to a Weapon, put in the character inventory and then equipped, it does not recognize the Damage Type of the former weapon unless you specify it it also within the Mod creation window. Is it Intentional?
-When you equip a weapon from the inventory changing its status, on "Combat" it does not immediately recognize the Weapon Type (not a big problem i can change the type by cycling it, eventually).
-When adding an "Object" to a new Structure that have a numerical influence (for instance on energy or water production) i noticed it does not automatically change energy, water or happiness values; do i have to change it manually or i missed something in spelling?
Regards,
Michele.
I'll add it to the list.
Hello,
I am unable to select a specific hit location on the Pip Boy in the bottom left of the UI. Whenever I click it, it just selects the entire figure, and won't let me select a specific location
This was changed due to the location system that needed to be implemented. Selecting the Vault Boy and then rolling will produce a dialog box asking which location you would like to target.
Nevermind, I figured it out, sorry. Looks like a menu pops up after the pipboy is selected
Ok, sorry to bug you again:
Currently I am making a Mr. Handy Character. I chose the Mr. Gutsy Origin, and am currently equipping the armor and weapons from the inventory screen. From my understanding, when I 'equip' a weapon/amor, it should "disappear" from the inventory screen and appears on the combat screen.
I am trying that, but it only works with the weapons, sort of. The weapon will still be present on the inventory screen, but it will ALSO be present on the combat screen, which is fine. When I try it with the armor, It says it is "equipped" on the inventory screen and even shows increased carry weight, but shows no added defense/damage resistances or any armor worn in the combat screen. I know how to add in the values manually, but i'm unsure if I'm doing something wrong or if this could be a possible bug where it wont automatically populate specific areas on the combat screen when I equip them.
Sorry for the confusion. That was changed early in the release of the ruleset. Many found it confusing that it would disappear from the inventory. So that was changed. As for the Damage Resistances not updating, that would be a bug. It should updated the numbers and clicking on the location should then display the pieces that make up that location. Can you export out the character and post it here for me to investigate? I'm thinking the location on the armor piece is not matching the character's locations.
Dear Dominic,
just some specifications about Vehicles implementation if it can helps you work on it:
- When adding a Vehicle to the Party Sheet and , within character sheet "Vehicle" window, assign the role that has been choosen for the character included in the crew it does not appear immediately on the Party Sheet, but just after a restart of the app.
- Adding a Vehicle directly from the Party Sheet to the CT is possible, but it does consider it a character, so without "Attribute/Skill", "Offense" and "Special abilities" section.
- When a vehicle is added direclty onto the CT it does not consider its Scale (Space), and any Crew attributes for Attacks or driving actions.
Regards,
Michele.
Some more little things to check, sorry:
- Applying a modded weapon to a character NPC does not correctly update Weapon Qualities, Range and Damage rate (also fire rate, i presume). It works perfectly onto PC.
regards,
Michele.
More testing, now i'm working on Companions:
-Put a NPC within section "Allies" (Companion attachment).
-Placed it, as a Master, wihtin CT
-when it's the turn for the Companion to act comes an error from the chat (Companion Master attachment) and it's not possible to let the NPC target anything or acting in anyway.
Regards,
Michele.
Just another little test:
-not possible to add any Item within Character(companion) nor Creature(companion), only values can be changed.
Bow Weapons, when equipped from inventory, do not correctly calculate S.p.e.c.i.a.l. plus skill (should be Agility + Athletics) and in weapons cycling there's no icon for bows weapons.
Regards from Italy.
When exporting a module, NPC "special abilities" are not being exported.
I will see what might have changed when I first attempted this. I might need to register the actor type. Thanks for reporting
Hmm.... I overlooked that oddball. Will look into it further.
I pushed a hotfix for this issue.
Confirm the exporting issue has been solved, thank you!!
More testing:
- scavenging do not work correctly, it does not consider the "Need Effect?" functionality.
In the attached example it always deliver only "Mirelurk meat" and never "Softshell Mirelurk Meat" that should deliver it when an effect happens ("need effect?" set to 1).
- melee damage bonus due to high strength is not being added to unarmed and melee weapons damage rolls.
Best regards and thank you.
Sorry, a little correction for my latest post:
-melee damage bonus is correclty added to melee weapon damage dices, but not to unarmed damage rolls.
Best regards,
Ok thanks, will look it over.
Pushed updates to address the latest reports.
Dear Dominic,
here's my feedback for the updates:
-Bow: well done, correct!
-Melee damage: well done, correct!
-Scavenging: it functions perfectly for "one-effect-needed results"; for "two-effect-needed results" i think it consider as one result and drop also the item that should not.
Thank you again for your fantastic response!
Great work anyway!!!
Michele.
So after the update on the 17th, I am still having an issue with Power Armor. With repeated attempts, I was able to get Helmet an Chest pieces to attach correctly, but I have not been able to get any leg or arm pieces to attach.
Can you check the piece in question and ensure that the Loc(s) Covered is set to the location you are attaching it to? I looked over the items and some are missing this. I added Right Leg to that field and was able to drop the piece to the location in the frame.
called shot pipboy icon is still not working properly. tonite we had a player unable to get the hit location to automate correctly. when they roll TO HIT, it works, but when rolling damage, it breaks. perhaps get a screen shot next time.
Ok, did not know that each leg and arm would need to have the right and left changed in their loc covered since the parts no longer make that distinction in the item list.
Will this be something that we always have to adjust when we give a player a new piece of power armor, or could we get the old method back where there is a distinct left arm, right arm part in the items list? Unless the location on the power armor frame could just accept leg/arm instead of needing the side.
I'm going to be updating the pieces from the core rulebook, but for the time being you have the work around
Ran across this error in the gaming I am going to be playing in. [ERROR] Script excution error:[string "Fallout 2d20:scripts/manager_combat2.lua"]:277: attempt to concatenate a nil value. It appears after I try to attack by location. The location screen is blank then the error shows up.
Thanks for reporting. Can you provide more information on the combat? Who was attacking who? Did the target have locations setup? The error is a great start, but I need more information to understand the situation to try and get it to fire with my testing.
Good Morning eveybody!
-I tried the new "NPC dice", but it seems it does not functions for this ruleset (also "damage dice" does not within Fallout ambient).
It's a bug or it's intentional?
Tried in 5th edition and it functions.
-In "Combat" tab, the "repair" button still create an error (see attachment).
Thank's and have a good day!
damage dice is not setup as there is no damage types to latch onto for it to work. As NPC dice is concerned, I would have to check on it and see as it should be system agnostic.
Good week everybody!!
-Found a functionality issue (don't know if it's a bug or intentional, or even possible to solve): during characters creation when choosing equipment packs related to the character origin, many items have multiple choices (for example some armor let you choose between "Chest armor" or "a piece for a leg and an arm, your choice"), but the option form only permit one choice and only choosen item is correctly put within the inventory, and every time something is lost on the way and must be picked up from the item list and put within the inventory manually (not a big problem, but not so clean). So my question is: could it be possible to have a form with multiple choices? I've turned around this problem introducing some equipment choices with a single item and a null choice, but it's not a very clean solution.
-About ammunitions the problem is just a little different, but connected: it would be better to automatically let the system choose the correct ammunition for the choosen ranged weapon, because it create a bit of confusion when you have to choose from different kinds of ammunition after choosing the ranged weapon you prefer when the rules tells you to choose the correct ammunition for the range weapon choosen.
Thank you again for your kind attention and fantastic work!