All of the ships have not been updated to accommodate this and will be relayed to the dev to get those updated.
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I tested this with a few characters and was not able to replicate the -4 to the AC results you seem to be reporting. I tested with a ranged attack from an NPC and it was removing -2 from the AC of the attack as you have mentioned is the rules. Can you further test this and see if you can give me more information on the combat scenario that this is appearing?
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This was found and will be updated with the Tuesday update.
A fix for the faction buttons will be added with the next Tuesday update. The creation of ship encounters is on the list of features to be expanded. Currently new features can't be focused on till majority of the bugs have been taken cared of and a great base game is available. Once that is in place we will start adding in new features.
The attacker, attacking with a DEX-based (ranged) weapon, must be the one who is entangled (not the Target, not AC); you will see that they will get a -4 to the attack instead of -2.
To recreate:
1. PC#1 is hit with a stickybomb grenade and becomes entangled for 4 rounds; as GM I use a custom effect from the Effects icon: Entangled (4 rounds) and drag-drop it to PC#1.
2. It's PC#1's turn and attacks with an Azimuth Laser Rifle (a DEX-based (ranged) weapon).
3. Since PC#1 is entangled, they should only receive a -2 penalty to the attack per SF CRB (3rd Printing p.275-276); however, FG gives them a -4 to the attack roll instead (in error).
Please let me know if you have any questions.
Thanks for the clarification. I'll dig a bit to see why it's doubling up.
I checked it over and it gets factored in two different places. I will need some more testing to ensure my new code doesn't affect other effects. I'll plan on an update later in the week, but will not be part of today's update.
Running into a couple of weird bugs.
1. Starship system seems wonk'd when it comes to a bunch of different stuff on NPCs, namely that the automation for NPCs seems nonexistent other than for attacks. But the BUG here is that it seems that double clicking on INIT doesn't seem to work right, namely it doesn't apply the piloting bonus of the ship (Example tested: Crypt Warden from Dead Suns 6)
2. New Vechicles as NPCs system seems a little broken in practice. Namely that vehicles with weapons have no way to properly roll for them through the NPC, since they're manned emplacements, or to auto-apply the penalties to the emplacements or the NPC riding it.
3. Dead Suns 6: Hangar Bay Encounter: Switching it to the Vehicle as NPC is cool for the encounter record, but it still needs the regular NPC record because its not an independent NPC.
4. I can't figure out why I have a PC that is getting resistance applied against them improperly. This PC (xml attached) is using a custom weapon coded as damage "4d4+11 C; Corrode 1d6" but when attacking (Dead Suns 6) Corpsefolk Marine, which only has DR 5/magic, it is being partly resisted, which is inaccurate. This is not having the same issue as another PC's Zero pistol, hailstorm.
5. Enemy starships are showing all the HP/Shield stats to Players despite not being configured for such for regular encounters. Granted, this is something that is easily accessible via Scan, but should be a quick-access toggle (preferably tied to the Identified tag, since that's where you get the info from), and not visible by default
1) I tested with a random ship NPC and everything seems to be working as intended. The crew fields are double clickable as well to help GMs roll crew actions.
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2 & 3) Vehicles have not really been expanded upon besides adding attacks. The reasoning behind merging them was to allow them to be available on the CT and to track damage. There are plans to expand vehicles, but act as solo entities when it comes to the CT.
5) Thanks for the feedback, it will be considered
Initiative rolls from the crew tab of the PC Ship Sheet are not added to the Ship-CT.
Initiative rolls from the Ship-CT as the GM, for a PC Ship only add the Pilot Ranks, when it should add the total modifier.