Hello everyone!
Please use this thread here to report any bugs you find with the ruleset so I, @Nightstride, and @Rough Patch can address.
Thanks!
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Hello everyone!
Please use this thread here to report any bugs you find with the ruleset so I, @Nightstride, and @Rough Patch can address.
Thanks!
Not a bug, but a minor formatting issue in the Reference Manual:
The "I" in a couple places looks like it's plain text instead of header text.
Here's a screenshot:
Attachment 56161
Also, I think something's missing under Combat Awareness rules:
In every other place the "for (x)" points" is a bullet point, but here it's not, and it also ends rather abruptly. Seems we're missing text.
Attachment 56162
Just a small bug. The results for "Who's gunning for you?" and "What's Your Operational Territory?" seem to be switched in the character wizard.Attachment 56171
I’ve noticed a few bugs in my first running of the official release. Make no mistake, y’all did a great job. I’m just trying to do my part to help because with this many moving parts things will slip through the cracks.
1. Combat Awareness doesn’t allow NPCs to allocate points into any category other than Threat Detection unless the NPC is unlocked (NPCs are marked as READ ONLY unless copied and can't be unlocked).
2. Nova Cityhunter (excellent heavy pistol) ammo capacity is listed as 6 instead of 8.
3. Armorbreaking Combination (Karate special move) does not ablate the additional 2 SP on success.
4. Black ICE and Demons rolled all checks at -4 mortally wounded.
5. IP distributed from the party sheet went into total IP as it should, but was not put into Current IP and put into Spent IP.
Addendum: If any of these were result of something I missed please let me know.
Hi there! Thanks for reporting.
- This one is a known aspect of locked NPCs in the module. They need to be placed on the Combat Tracker before you can do such interactions with them.
- Good catch, I will fix this one in the next build!
- Same here -- I forgot to add the bonus ablation, for now, just set that to `2` and it should work, and add damage to it! I'll fix this.
- For this yes, place them on the Combat Tracker and that should no longer happen. I'll look at fixing it so that it doesn't happen when rolling from one not in the CT.
- This bug is already fixed in the next build :D
For "Armor Breaking Combination" in the next build it will look like so:
Attachment 56179
Clicking and dragging that effect to a target, or if one is targeted and clicking the effect button, will ablate their armor by 2 more. This should hopefully be in the next release!
Edit: Look for updates on Tuesday for the above and aforementioned fixes.
Hi everyone.
We recently became aware of an issue with clicking and dragging Cyberware from the Cyberware List to a Cyberware Table. It causes errors if both the GM and the Player have the sheet open.
We are actively looking into a fix for this and hope to have a hotfix available soon.
For now please use the following work around, which seems to work:
- Drag cyberware to your gear list
- Click the equip button here to equip the cyberware
I'll post back when it's all fixed!
Hi everyone! Please go ahead and run your updater. All the bugs reported so far have been fixed, including the hotfix for the above cyberware issue.
For the changelog see here:
https://www.fantasygrounds.com/forum...uary-14th-2023
It includes this additional hot fix:
- [Fixed] Shift-click on humanity roll was not halving the loss
- [Fixed] Errors when adding cyberware from the Cyberware List when both GM and Player have sheet open, or from the read-only Cyberware list
- [Fixed] Max HUM not deducted for one Cyberware in a hand/foot
You are doing the absolute most! Thanks for the work!
I do want to report an issue I'm having.
I grabbed Tarot from the Forge and updated FGU afterwards. I went to start up my game and did not find it in the extensions list, so I continued loading the game and looked for it in Modules when it was finished loading and could not find it listed there, either. Forge lists it in my subscriptions as OWNED. FGU does not find anything to download on subsequent update attempts. I checked the Modules directory and found no new files, so I then checked the Extensions directory and found no new files there either.
Thank you!
Regarding the Night City Tarot DLC -- we didn't create an extension for it but in fact opted to add a new option for Tarot with the latest version of the ruleset. You should see this under the House Rules section of the Options menu. We do support the Decked Out extension, so I suggest you Subscribe to that one and then load that extension prior to loading the campaign. (We don't include it automatically, so go to the link to Decked Out from the Night City Tarot Forge page and subscribe there.)
The Module should be there, though! All our DLCs are entered into the Vault, so you won't see the .mod file there (it should show a new file in the vault folder with the same UUID as the Forge DLC, however.) Search under modules for "Tarot." I am seeing it when I try on another machine, so hopefully it is there. You need to run the updater first! (That might be the issue!)
Absolutely know about the Decked Out extension. I remember mentioning it to you back when it was the UNOFFICIAL ruleset. I also use the "Clocks - Blades in the Dark Style" https://forge.fantasygrounds.com/shop/items/928/view to handle drug timing for players.
So, I figured it out. It absolutely did not download and would not. To fix the problem I:
A) went to my Inventory in the Forge and disable Tarot
B) opened FGU, updated it, then closed it
C) enabled Tarot in my Forge Inventory
D) opened FGU and updated it
This time it found it and downloaded it. It is now in my Modules list and has been activated.
I'm still having an issue with IP distributed from the party sheet only being allocated to the total IP and not into the current IP as well. I'm also not able to manually adjust the players current IP value to correct this.
We actually just noticed this ourselves the other day- it has to do with two viewers (Gm and player) both using the sheet at once. We have a fix for this that should go live on Tuesday!
For now as a workaround, once all players have disconnected, you should be able to fix the count by manually adjusting one of the IP spent values.
We had this happen, also. Took a little bit, but discovered that it HAD actually added it and just not updated the field. Found out when I added a negative number to the ip spent field, which it did not accept and turned it to 0 but made it update the field, which reported a correct ip amount.
Yeah - noticed the same workaround myself. The new build on Tuesday should have it finally working right!
Thank you!
The latest build released today should have addressed the IP issue once and for all. It also adds Death Markers to the ruleset!
Testing this out for the first time, learning how to use not only the ruleset, but FG in general, and I think I stumbled over a bug in the Complete Package character creation.
While purchasing skills, I added a Play Instrument skill and an additional language, and it added 4 extra skill points to spend (available skill point total went up by 2 as I added each of them). I had to spend them to finish creating the character, and then edit skills after to remove the extra points.
Hi there, thanks for the report!
I am not able to recreate it locally. Do you have specific steps, or are you able to recreate it again? Note that you get 1 language from your Cultural Origin, and that language is supposed to always be at 4 minimum to start. So when using the Character Wizard you should keep at least one of the "languages" in the Lifepath step. Then on the Skills step it prompts you for the language from that list that you want to be your starting language at 4. (Of course, you can allocate some of your points to that language as well.)
Aha, I see the issue, yes, adding a language does seem to increase that. Thanks for the find! I'll try to have a fix for tomorrow's build.
Be sure to check the fix against adding an instrument to Play Instrument as well, I think they each added 2 points? Or was it all 4 from the language?
Looks like it was only the 4 from language, but good call out! What the code was doing (erroneously) was assuming other languages added were also cultural and giving 4 free points. The next release will do that only for the language added via the "Select Language" step. (So, it's important to make sure that that step is not skipped/ignored!)
The Language Bug in Character Wizard should be all fixed now with the latest live build, thanks again!
It looks like EMP is not taken into consideration anymore in the skills, it is set to Zero whatever score you have in EMP.
Thanks for reporting,
What are your steps to recreate? Are you using the character wizard? If using the Wizard it should all be set appropriately.
Current EMP is set via Current Humanity, so make sure your Current HUM is set right; and your current Emp should be set right. Max Emp should be setting your Max HUM.
Not quite sure if this is intended, or a bug. But after character creation I get these red arrows on some of the cyberware entries. Is this an error on my end, or smth intended?
Attachment 57721
Hi! This is by design.
The tables for Cyberware here use a height-based slot tracking system. So, that arrow row just indicates that the slotted cyberware is using an additional slot.
If more slots are used than the default amount for a location, there’s a darker line to indicate the “overflow”
Hope that makes sense!
Thank you for the quick answer! Makes sense now to me :D
No problem! The "Cyberware" section on the Wiki probably explains it better than I did earlier: https://fantasygroundsunity.atlassia...#Cyberware-Tab
(Screenshots are of an older version but should still be relevant.)
Some very weird behaviour me an my player noticed during yesterdays session, and I just double checked with the newest patch.
The PCs have all their armor set up correctly in the character sheet, but it only gets taken into account after I as the GM open up the armor section in CT. Before that armor is just showing zero, and is treated as such in CT.
Attachment 57738
The first set of damage I dealt was before I opened the armor section, full damage went through. Second damage was after I opened up armor in CT, and then it properly takes armor into account. This is also after everything was deleted and re-added to CT.