To clarify point 1 it's on applying damage that the target clears.
And I agree it's annoying.
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To clarify point 1 it's on applying damage that the target clears.
And I agree it's annoying.
Ok, the new setup is pushed on the TEST server if you want to give it a try before it goes LIVE.
Thanks!
I am now entering PC sheets into the system and will let you know what I find in this post (which I will edit so that it is all in one post):
1. When you change a skill's base value, it doesn't keep it when you close FGU and reopen it. For example, I create a new PC and change the starting value of Language, Own from 0 to 70 (which might be INT x 5). With a +3% category bonus, my skill is 73. If I then close the character sheet and close FGU, when I reopen it, the Language, Own starting value reverts to 0 and the total skill value reverts to 3. Of course, I can work around this by including the starting value in the middle skill box, but it would be nice, since the system lets you change starting values, if those changes stuck. Interestingly, if I create a NEW skill (like Intimidate) and drag it onto the Skills tab and assign a new starting value for it, it does stay, even after I quit and restart FGU. So, this problem really only seems to occur with skills that start on the Skill tab but have an option to change the starting value.
2. If you right click on the Main tab under melee weapons it adds a line just fine. But if you right click on the Main tab under missile weapons, it adds a line to the melee weapons section. We should be able to add a line to the missile weapons section.
3. On the Power tab, the actual section for powers can hold exactly 6 powers before it has to start scrolling through them. Meanwhile, the section above it (which seems to only have 2 spaces to fill out on 1 line) is almost as large and the Character Failings section below the Powers section takes up more than half of the page. It seems like the top section should be 1 line high and the failings section should be much much smaller and, therefore, the powers section could be much bigger. I'd really like that, as I have wizard and sorcerer PCs who won't be able to fit all of their spells in this small section.
I can verify it. I'll look into it. I also checked the group bonus and not sure how it was intended to work. I can't edit it to update the skill category bonus. I can look into that too if anyone thinks this is not working as intended.
Thanks, that's what I needed to understand.I was about to rip it apart. I'll look over the other reported issues and see if I can get those working.
I pushed a new build to TEST with updates to resolve the earlier reported issues.
Not sure if this is a bug or just a weird oversight, but item armor bonuses seems to be hard coded into the items somehow, so if you have a vest that gives a penalty to physical skills and change the skill mod field on the item, it still applies the same skill mod no matter what you do.
That hasn't been linked up and will require handling the penalty by hand.