I also found another thing where skill points is not calculating properly. No matter what a character's intelligence, it always shows 14 available points.
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I also found another thing where skill points is not calculating properly. No matter what a character's intelligence, it always shows 14 available points.
Thank you, I'll make a note of it.
I had the same issue tonight. We were playing the Once upon a Time in the Wasteland adventure, the 1B Raiders encounter. (Chapter Two, Act one, Scene Two.) I rolled on the "Table: Vault Raider Loot" found in the "After the Battle" Section of the reference document. This generated a few caps and some .38 rounds. I dropped the parcel into the "Parcel Items" section of the Party Sheet, assigned a party member to receive them and then distributed the loot. This created a second listing of .38 ammo in the Inventory of the character that received them. In the "Party Inventory" section of the Loot tab of the Party Sheet, it did show the correct total number of rounds in the character's possession, however.
Hope that helps.
Thank you for the report. My question was that if more .38 ammo was added to that same character does it continue to increase that newly created entry or create a third entry.
When adding a third trait to a character sheet, the link button is unclickable as it sits behind the edit button and the trait window cannot be resized to account for it. See attached for an example of what I see.
Thank you for the information.
Two things:
1. The Laser Gun is supposed to be Close Quarters and does not have the Two-Handed weapon quality but when I remove the stock from the Laser Rifle it does not convert to a Laser Gun correctly.
2. I noticed that Power Armor is completely absorbing the first hit to any location, no matter how much damage is dealt. I was under the impression that damage that overflows beyond what the PA could take went on to your Hit Points. Maybe I am wrong?
The random animal encounters table seems to be a little out of sorts in gamemasters toolkit. the 20 doesn't look right.
picture attached.
The reroll button on ranged weapons is causing errors on player's side. I haven't been able to duplicate even when I login but it seems to fail frequently for them especially with ranged weapons. I figured I would mention it. I let all my players logoff I thought I could duplicate it but I couldn't. The dice was rolling but not showing results and they were getting a popupbox. The dice showed for a minute in the chatbox but then disappeared. I will try and gather information from players when they are available. Just wanted to give a heads up in case anyone else was having the issue.
Am I missing something or is the small guns (tag) pack missing under Equipment packs?
Thanks, sorry for the delay in response. I'll look into this and see if I can replicate it.
If it's the pack that contains the ammo choice of a gun you currently have, then yes, it was omitted as the player can just drag and drop or increase the ammo in question on their sheet.
I managed to capture some screen shots during tonights game. I got a capture of the rolls and the player captured the log. We played a long time and only saw the error once. last week we saw multiple times.
Those are warnings, not errors and can be ignored. They won't affect your game play. I'll see if I can limit them as they appear to be related to my anchoring I chose for the controls.
Fallout Gamesmaster Toolkit - The Dead Meat table
Seems to be lacking dice values on the table.
Thanks for the report. I'll inform the developer.
Potential new bug: Barbarian perk available too soon. While playing last night, one of the players using the Tallman pre-generated character leveled from 2 to 3 and the Barbarian Perk was available to choose. The pre-reqs for it say it shouldn't be available until level 4.
The requirements might not parse correctly and may require some policing to ensure the perk is eligible for your campaign and fits the requirements. It's on my list to find a better solution than one implemented.
First, great work on the FGU ruleset for this game. I'm pouring over the hard copy rule book trying to learn the game as I really want to offer it to my players in the next couple months. Any documentation on how you USE the FGU ruleset though? I'm talking like a step by step --- "this is how you do combat in the FGU ruleset, this is how AP works (as well as how its tracked) for both GM and player, etc."?
Everything makes good sense that I read in the book but part two is interrupting how to apply the core rules to the FGU version of the game.
We had some confusion playing last night. Player said scrounger gave +3d6. I said no it is 3cd. I had to go and dig out my rule book. Fantasy ground shows in perks a number of times d6 rather than cd (combat die) I think it would be nice if the rules/perk called them CD rather than 1d6.
I will look the text over, but to clarify it's #dC6
Thanks. I saw that in a number of Perks.
The weapon attacks reroll seem to be not causing the errors but the players were saying that the SKill reroll and damage reroll encountered the pop up screens with lots of warnings. I can provide a sample if you need it.
Yes, I will need to see the warnings. Most can be ignored, but would like to see what they are seeing.
Looks like the weapons were fixed but the skill rerolls are still having issues.
Also, I saw something very weird. I put a molerat on the combat tracker. I went it in and changed it hits points (making it mighty :) ) basically doubling hit points. The combat tracker reflected the hit points but when the PC's did 6 points to it died. it showed 12 points done to it and they certainly hadn't done that much. if you need some screen shots or not let me know.
When providing a report or feedback, please provide as much information as possible. Screen shots and logs are a huge help in tracking down errors. I pushed a hotfix for the issues you have reported. Please update and see if the issue has been resolved. You may need to set up the NPCs in the combat tracker again for the fix to take effect for the hp changing issue.
This is not a game breaking bug, but it gets annoying pretty quickly. This occurs in the inventory tab for pieces of equipment that are not weapons or apparel. When you cycle through the Carried/Equipped options and go from "Carried" to "Not Carried" you have to pass through "Equipped." When you do, Error messages pop up (attached picture).
After an encounter when the party heads back to a town where they have a home base, they usually unload anything they don't want to carry immediately by switching from "Carried" to "Not Carried" and then typing "Safehouse stash" or something in the location column. As the party does this, dozens of error messages continually pop up on everyone's screens.
Is there a way to switch non-weapon and non-apparel items from Carried to Not Carried without going through Equipped?
The error at the bottom is a bug and needs to be looked into.
Pushed a hotfix for the issue reported.
Thanks! That works perfectly.
Took me a while to figure out what was going on. It looks like when a Feral ghoul attack for examples rolls radiation damage. it doesn't seem to calculate it correctly from what I am seeing. It is a little bit confusing as to what is happening. Ghouls and Super mutants are still taking rad damage also which they are immune to that may be causing a lot of the confusion. I put a screen shot and it shows damage of 5. The super mutant shouldn't have taken the rad damage.
Also is there a way to set the Adamantium Skeleton to determine how many points causes a critical? A modifiable stat?
Haven't implemented a solution for origin's to have innate immunity and the special case of ghouls and super mutants. It's on my list along with adding an effect to adjust the crit range for damage. You can place an effect on the character's combat tracker entry that would make it immune to radiation damage to help at this time till I am able to tackle those additions.
Updating a NPC sheet that is linked to a character sheet in the Allies section does not update the Target NUmbers correctly
Attachment 57054
IN this IMage you can see that the body equals 8 and the Melee equals 3
Attachment 57055
In this Image you can see that the the attack is set to use body and Melee, however it gives a result of 8 instead of 11
Pushed a hotfix due to an error popping up when attempting to change the ally attributes or stats.
My players gets errors when opening NPC sheets from the NPC menu that I have made public, see attached for the error. I however do not get the error.
Attachment 57056
Pushed another hotfix as was able to locate the issue with NPC records for a player accessing the record.
Greetings!
I've noticed that, when a character has radiation resistance that is higher than the amount of rad damage coming in, it actually heals the rads.
Example: Player starts with 2 rad damage, and is wearing a Vault Suit (Rad DR2). If I attack with a feral ghoul and it does 1 point of radiation, the players total rads will actually decrease from 2 to 1. Is this something I can fix locally, or will it require backend adjustments?
MOD: Moved to Bug Report thread
I will have a look at this issue, but may not be ready for the weekly update.
Sorry for the delay. I have pushed a fix for this. I think it was as intended in the original version because there was no actual random table in the source material. It just gave a list of available options for the GM to choose. I added a random target for a 1d10 roll, however, for GM's who want to randomize the result.
Hello, I noticed that when wearing a character is wearing both the vault jumpsuit and the vault-tec security armor, which each provide 2 Rad damage resistance, the Rad Damage Reduction on the Combat page of the character sheet is 4, but it should be 2 because "Armor can be worn over clothing; for each location, use the highest of the damage resistance ratings of the clothing and any armor worn." (pg 122).
That said, I ran my first game of Fallout on Fantasy Grounds last night (having run it IRL multiple times) and I think overall this is just fantastic.