Since last update my users are having issues equipping weapons. Once equipped they do not show up under their combat tab
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Since last update my users are having issues equipping weapons. Once equipped they do not show up under their combat tab
I am not able to replicate this. If you can provide a copy of the characters in question, I can have a look at them and see if something has messed up. Have you tried creating a new character and seeing if it can be replicated?
Good evening everyone from Italy!
We've recently started a new campaign (two weeks ago precisely), but, after last ruleset update, some functionalities seems messed up:
- (see attachment) clicking onto the weapon type icon does not change it anymore between weapon types, and, after changing type manually, it does not calculate correctly the dice range (S.P.E.C.I.A.L. + Skill).
- NPC does deliver damage to characters (it appears correctly in chat box), but the damage does not change in the CT, but critical does apply the effect in CT.
- The "butcher" icon in the party sheet scavenging section does not produce any result if it's a player to click it.
- The damage problem comes only from the DM side; if a character does damage to an NPC or even to another player, it delivers the result correctly also in CT.
Thank you for your patience and fantastic work!
Sorry for my poor english...
Michele.
Can you provide me with some chat outputs you are getting for the attack/damage rolls. I'm not seeing this with the current testing of a Bloodbug and my test character. Check to see if the damage is being resisted as that would diminish the damage. As for the weapon type icon, it wasn't supposed to cycle and was a bug that I noticed from my revision. What would be the purpose of changing the attack type exactly? If I hear some details on how it was being used before, I may try and find a solution for those situatons. As for the scavenging issue, I will look at it and try and see where its failing.
Dear Dominic,
thank you for answering so quickly!
Answering to your question about the weapon type cycle: some weapons, such as handy rock and throwing knife, comes under "Melee and Throwing Weapons" table and have the weapon quality "Thrown".
These weapons can be thrown, usually at close range, using AGI+Throwing. Before the last update cycling through weapon types permitted to "transform" a melee weapon in a throwing weapon with correct S.P.E.C.I.A.L. and skill calculation. This can be handy also if you want to throw other objects or weapons (also without the "Thrown" weapon quality, for example, if i want to throw my out-of-ammo pipe gun to a Radroach!).
This evening i will prepare more pictures for the damage problems.
Thank you very much for your efforts and good work!
Michele.
I pushed some fixes for what was reported and did see some issues in the damage code. Please run some tests with the latest update to see if you spot the same issues as you saw earlier. As for the equipment issue, I am still not able to see this and will need a copy of those character sheets to see what the it's doing.
Dear Dominic,
damage, weapon cycling and scavenging...all solved! Fantastic work!
We found another issue about hit locations: when you try to choose a body part at which aim directly, all limbs, body and head activate at ones (see attachment).
Best regards, and thank you again for your prompt and precise response!!!
Michele.
Yes, with the new location system that was put in for vehicles, when you attack/damage the actor you are targeting it will ask what location you would like to target with a dialog box. This was the only way to allow aiming with the mixture of location types and different table rolls for those locations.
Dear Dominic, perfectly understood!!
All issues solved in no time...astonishing!!
Thank you again for your help!!
Best regards from Italy!!
In regards to the inventory issue I went trawling through the past chat logs and session XMLs and got the info I needed to recreate the last of missing inventory.
Hey all, made this report in the discord, but needed to post it here, as well. I, too, am having issues with weapons properly equipping. I've saved logs, but I'll include images down here as well. Created a "Brotherhood Scribe Initiate"Attachment 61399 Attachment 61400 Attachment 61401 Attachment 61402
Stats in order on the character sheet, represented numerically: 2, 0, 0, 0, 4*, 3, 0, 4*, 0, 3*, 0, 0, 0, 0, 2, 4*, 3
4 Specialized skills per Brotherhood trait. Have logs if needed.
I've been running into the same problem, occasionally, with just the Laser Gun (so far). There are two (a 2H variant and a 1H variant) in the 2d20 rules. I haven't been able to nail down the exact set of steps to make it reproduce the problem every time.
It would be best if you can export the character in question and post it here. You can provide a link to a cloud drive or some way to download it for me to look at it. I have not been able to replicate the weapons not showing up.
Apologies for the late reply, but here we go: https://drive.google.com/file/d/1sds...usp=drive_link
Thanks, I can see an issue with the weapon in the inventory. Did this item come from the equipment packs? I verified the sidebar (masterindex) items work properly when I dragged them and dropped to the character sheet. So not sure where this one came from.
I think I may have found the issue and have pushed a hotfix to help address your report.
Hi again from Italy!
Playing around we found some other little problems:
- After loot distribution using party sheet implementation, if a weapon , derived from the sorting, is being equipped, changing its status from the inventory, it does not appear in the "Combat" section.
This issue happens only if the item comes from the party sheet distribution; if it has been choosen from the standard item list it's all correct.
- We found also a "Road Leather" clothing in a loot and, when equipping it from the inventory, we find out there's a new functionality for choosing the body part in which apply it, but the "Road Leather"
covers 3 locations: Torso , arms and legs and it's not possible to choose multiple locations. My question is: do i have to put 3 items to cover all the locations, or changing the status to "equipped" without
choosing any body part covers all 3 locations utomatically?
- Supermutants and Ghouls are immune to radiation damage, but, if irradiated food or water it's ingested, the damage is uncorrectly calculated in the combat tracker.
Thank you for your patience,
Michele.
Sorry, just have read now you have already solved the weapon problem!
I wanted to let you know about some issues my group recently experienced.
1. Using the Vault Boy to choose where a damage will be applied isn't working, the entire Vault Boy is highlighting
2. Reroll isn't working, it brings up the reroll pop-up but no dice are available to be rerolled
3. Some of the NPCs in Orange Colored Sky and Fully Operational will no longer open
4. The ability to MOD weapons has been changed for the worse. Previously one could simple select the mods available for the weapon from the by selecting the mods tab and the weapon name and effects were updated automatically. Now it seems that each mod needs to be added to a weapon manually, including changing the name and weapon effects.
1. 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.
2. Reroll does appear to be working with my test. The only issue I see is the frame is a bit shrunk and need adjustment to see the dice. I can look into that.
3. I might need access to that material to look them over.
4. You can add mods by drag and dropping the mod link to item. This will act as it did before without the need to select the installed mods.
Excellent, and thank you very much for your fast response!
Pushed bug fixes for all reported issues. Will be looking over the Fully Operational module and get back with you.
When firing a ranged weapon (rolling the d20 on the Combat tab), the ammo used is not auto decremented. Is that intentional? I seem to remember prior to the recent update, it did auto decrement.
Thanks for the report. Pushed a hotfix for this issue.
Working. Thanks!
It appears that PERSISTENT is not working. Tested with the Stingwing and Twinjaw Rattler. When they get an Effect that is added to the target, the PERSISTENT damage does not happen (neither on the end of the PC turn nor top/bottom of combat round).
What exactly was the effect wording?
PERSISTENT: # dmgtype, location
Example, auto applied from the Twinjaw Rattler:
PERSISTENT: 3 physical, Torso
Attachment 61425
Pushed hotfix for this issue.
Dear Dominic,
all my issues has been solved, brilliant, but here's another problem i ran into:
- I've tried to create a fresh vehicle and i followed these steps: create a new vehicle, put my two tests characters within the "crew" section of the vehicle, setting one as a pilot and the other as a passanger, put it onto the Party Sheet tab dedicated to the vehicles. This last step caused some errors (logs in the attachment).
- In the tab "Vehicles" on the character sheet the vehicle has been correctly calculcated, but, if i place the vehicle on the combat tracker it does not consider the crew skills values (see png attached).
- no extensions or theme loaded.
Thank you again and sorry for bothering again.
Michele from Italy.
Dear Dominic,
just another little issue i found lately:
- When a vehicle pilot try a manouver, within the character sheet "vehicle" tab (see attachment), the difficulty is set to 0 for a "Focused Driving" check, although it should be 1, and also for "Defensive Piloting" that should be a difficulty test equal to the vehicle size.
Thanks again.
I will look these over. The ruleset however is now in lockdown and my fixes will take some time to get to the live server. I will be pushing my fixes to the Test server moving forward in preparation for that.
Thank you very much, no problems!
Best reagards from Italy!
I think the issue is the characters were added prior to dropping it into the partysheet. Have you tried a fresh vehicle, drop it to the partysheet, and then add the characters? I didn't consider the steps you posted above and a block will need to be placed for PC crew to be dropped into campaign records.
Dear Dominic,
just have tried now, but still there's an issue (log in the attachemt).