It appears per the 4.8.3 Release notes (see below), this may have been fixed. I will post if I see this still happening. Thanks for bringing it forward.
[FIXED] Dice icons could sometimes disappear in chat window after a period of time.
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This would not be a ruleset issue and related to a CoreRPG or client issue.
Yes, this report is what made me look into the issue again, and found a place that could be shored up in v4.8.3.
Regards,
JPG
When attacking using a vehicle weapon, tagged skills are not considered for critical successes.
Astoundingly Awesome Tales Issue No. 4
Hunted!
This is an adventure module and should not be locked.
I put in a bug report for the Adventure.
I purchased the Wanderer’s guide, which has several pages of items and weapons. None of which are populating in the items tab for me to actually add them to people’s inventories.
Hey Sixtysix,
Could you get me some screenshots of your issue? I am unable to replicate it. I have included a screenshot of the windows I am most insterested in seeing to try and track down what is going on here.
Attachment 65834
Preparing to run the Adventure Fully Operational and ran into a few bugs.
It is locked.
NPCs have no skills and generate the following errors:
(1) windowcontrol: Database type mismatch on path (skills) in control (skills) in class (npc_main)
(2) Script execution error: [string "Fallout 2d20:campaign/scripts/npc_main.lua"]:164: attempt to index global 'skills' (a nil value)
Pushed a hotfix for this module
Was just reading the "Fallout 2d20 Quickstart" via "My Library" and noticed that there's a typo in the "Introduction" chapter title
https://www.fantasygrounds.com/forum...1&d=1765918267
Thanks for reporting. We'll get that patched soon.
Regards,
JPG
Further typos in the QuickStart:
Chapter Subchapter Page Location Issue Introduciton Welcome to the Wasteland War. War Never Changes Last sentence of third paragraph "civilization" has a space in the middle of the word. Introduciton Welcome to the Wasteland Welcome to the Commonwealth First paragraph "c" is missing from the word "choices" when referring to events from Fallout 4 Introduciton What You Need To Use This Book Fantasy Grounds Conversion First sentence "c" is missing from the word "products" Introduciton What You Need To Use This Book Character Sheets Second sentence "Information" has a dash and space in the centre. Chapter One: Core Rules Skill Tests Target Number Default Attribute + Skill section "Attribute" has a dash and space in the centre, as does "different" Chapter One: Core Rules Skill Tests Successes And Difficulty Second paragraph "Number" has a dash and space in the centre, as does "different" Chapter One: Core Rules Skill Tests Successes And Difficulty Third paragraph "Difficulty" has a dash and space in the centre Chapter One: Core Rules Skill Tests Opposed Tests Third paragraph in "Action Points in Opposed Tests" section Space missing between Opposed and Test
I'll look those over and get an update pushed once they have been checked.
Fixes pushed Live for typos in Quickstart
Reader should now be updated with those changes!
EDIT: ha! looks like I was too slow drafting this. Many of these have all been reported above.
A few minor typos in the Quickstart. Seen in the Online Reader, but should exist in the in client version as well.
War. War Never changes > word split by space "Yet civili zation has"
Welcome to the Commonwealth > missing 'c' "character hoices."
Character Sheets > "as informa- tion"
Default Attribute + Skill > "differ- ent combination."
Successes and Difficulty > "target num- ber generates" "beat the diffi- culty"
Damage Effects > "reduce the num- ber" and "perma- nently"
Breaking Things > "descriptions of the environ- ment" and "damage rat- ing"
Dying > "they imme- diately gain "
Healing Actions in Combat > These two bullet points are formatted differently, one is bolded, one is not (Take Chem vs First Aid)
Rest > "safe and comfort- able"
Machine Frequency "raids and disap- pearances"
Act One "a lumber- ing man" and "He’s clearly inexpe rienced"
I noticed Encounter 1: Crash Site mentions an encounter (first sentence) with eyebot scouts but no such encounter is detailed. I assume this is an error with the adventure and not the conversion, but someone should check :)
Act Three > Overseer's Note > extra line break in the 3rd/4th paragraph
Where to Go Next > " ill-fated doc- tor’s efforts"
Many of the dash space issues were already resolved. Please update and check again
Some more issues:
Chapter Subchapter Page Location Issue Chapter Two: Combat Combat Encounters MAJOR ACTIONS First Aid There’s a number of items in a list at the end of the First Aid entry in the FGU book but they just appear as a single line in the My Library book. Chapter Two: Combat Combat Encounters Combat Dice Second paragraph Makes reference to “compare the results to the table below”, but no such table exists. Chapter Two: Combat Damage and Injury Damage and Injury Only paragraph “However, once a character’s health points are them.” – this appears to be an error, with the correct text following immediately after. Chapter Two: Combat Healing Healing Actions in Combat First Aid There’s a number of items in a list at the end of the First Aid entry in the FGU book but they just appear as a single line in the My Library book. Chapter Two: Combat Healing Healing Actions in Combat Using Stimpaks Entry for First Aid action is cut off. Chapter Two: Combat Healing Healing Actions in Combat Using Stimpaks The initial text for Healing robots also appears at the end of the Using Stimpaks section. Chapter Two: Combat Healing Long-Term Recovery REST There is no space between the full stop at the end of the second sentence and the first character of the third. “all lost HP.If you’re” Chapter Two: Combat The Environment Environmental Conditions Cover First paragraph, there is an extra space between the opening bracket and the dC6 Chapter Two: Combat The Environment Environmental Conditions Environmental Conditions Examples 2cC6 radiation damage should be 2dC6 radiation damage
I pushed fixes for this report. I am however not the one that does the My Library. Will be updated when the developer working on it pushes the fixes.
Reader should have the latest as of now!
Settlers guide. Protectron- Nukatron. For starting equipment it has listed as a choice of 4 Nuka-Cherry or 2 Nuka-Cherry. It should be 4 Nuka-Cola. Which it does say in the list at the bottom for it just not in the choice section. Attachment 66025
Attachment 66074Attachment 66075
The Boosted Capacitor (Energy Weapons) mod currently sets the damage base of any weapon you equip it to to 1 instead of adding +1 to the DR. Easy fix on my end to just swap the values but I just wanted to put it here in case anyone else spent 10 minutes trying to figure out why their laser pistol suddenly lost all its damage.
Thank you, I'm currently on vacation and will address this when I get back.
pushed update to address this report
In the main rulebook in chapter 2 under Actions, it says "You can attempt one minor action on your turn in combat."
It should read "You can attempt one major and one minor action on your turn in combat."
Thanks for the report. Will be some time till I can tackle this. I will push an update when it's been fixed.
Hey all!
Setting up to run the Machine Frequency starter quest and I've come across some bugs in the system:
I cannot seem to get the COVER effect to work, at all. I have tried it with COVER: # <loc>, COVER: # All, and just COVER: # but the cover dice are never actually rolled when damage is rolled against the character in cover. I've tried different values and different hit locations but had no success (when testing with a specified hit location I also made sure the attack actually went against that location before I rolled for damage).
"Pipe Gun" has 2 entries, both originating from the core rulebook module. One of them has the range listed to Close, the other to Medium. There should only be a Close range one.
"Laser Gun" also has 2 entries, once listed as weighing 5 lb and costing 79 caps, and the other at weighing 4 lb and costing 69 caps. The 79/5 entry shouldn't be there.
Some issues with Mister Handy characters:
You cannot allocate their plating (Body, Arm, Thruster etc.) in the drop-down menu. The list that lets you choose a location is empty. This might not be a bug and just a limitation with how the body system works with non-humans, but I figured I'd mention it anyway (as a workaround, we can just manually adjust their DR to get around this).
There is no "Flamer (Arm Attachment") item, but all the other ones (auto 10mm pistol, buzz-saw, laser emitter, pincer) exist. It's statistically the same as the "Flamer" weapon so we can just use that one, but I figured I mention it since you went through the effort of making attachment versions for all the others.
The Pincer Arm attachment is set up as a Melee Weapon, when it should be Unarmed (Arm Attachment Table, CRB p. 54)
As per CRB, p. 55 Mister Handy characters can carry a flat amount of 150 lb that is not increased by Strength or perks (but IS increased by armour mods). The FG sheet incorrectly takes Strength into account here. (e.g. a 8 Strength Mister Handy should have a carry capacity of 150, but in FG it has 230). Since we cannot edit the "Max Encumbrance" field ourselves, there is no way to manually adjust this for Mister Handy characters.
This last one is technically up for debate (because it's the only place in the rulebook where they use negative weight in writing), but I'm fairly certain the intention behind the Robot Modules (CRB, p. 185) is that your maximum carry weight of 150 gets lowered by the module's weight specified on the table, as a downside that you have to deal with for getting the module's benefit. In FG, the mods are set up to increase a character's weight limit instead of lowering it.
I also want to say that this ruleset has some real nifty automation and mechanics going on! Especially with how you set up letting players do re-rolls and the targeting system. It's super slick one of the best rulesets I've seen on FG! Thank you for all the effort you folks put into making it!
I was able to track down the issue with cover, it will be part of the next update. I will need some time to go through the module data and get it updated. As for Handy characters I'll need to find a solution to adjust some of that process. Thank you for the report and we'll try and get these resolved.
I double checked some of what you provided.
The body and Thruster appear to be working correctly once you have placed the Mr. Handy origin onto the character. For the arms, legs and so on, you'll need to change the location on the item to match the location. Like for the robot arm, Arm 1 or Arm 2.Quote:
Some issues with Mister Handy characters:
You cannot allocate their plating (Body, Arm, Thruster etc.) in the drop-down menu. The list that lets you choose a location is empty. This might not be a bug and just a limitation with how the body system works with non-humans, but I figured I'd mention it anyway (as a workaround, we can just manually adjust their DR to get around this).
Messing around with the ruleset... Making a character using Tribal from Wanderer... He gets a bow with the Naturalist package. Bow shows as "WIP" in its title and no damage die attached.
I’m also experiencing inconsistent mouse DPI and sensitivity behavior in Fallout 2d20, especially after switching DPI profiles. Just adding this here in case it helps with tracking the issue.