Thread: Official Alien RPG Bugs Thread
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August 22nd, 2021, 21:40 #101
- Join Date
- Jul 2020
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- McAlester, OK
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I was testing it with the Mantis from the CMOM library.
Here's a screenshot the Mantis in edit mode: Mantis Edit.PNGLast edited by gbhenderson; August 22nd, 2021 at 21:43. Reason: Forgot the screenshot of the ship...
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August 22nd, 2021, 21:44 #102
I have two issues:
1. As the GM, I cannot adjust a PCs consumables numbers, even using the ctrl-mousewheel trick.
2. In the colonial marines handbook, there are a million typos with words that have "f"s in them. Every table and story entry with the word "field" for example, says "fifield" instead. "dust off" becomes "dust offf" everywhere. "first" is "fifirst". There are many more examples of this as well.
Is this the correct place to bring this up? I am thinking this forum is just for the ruleset, but I was unable to find a bug forum for this product.
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August 23rd, 2021, 06:52 #103
Thanks, we will look into that.
Yes, here is the correct place, no need to have per product bug thread.
1. The consumables are read-only in the Main tab and editable in the Gear, where ctrl+mouse wheel trick works.
2. This is problem related to fonts and encoding when there is word using fi, fl, ff letter combination in the PDF. There were much more, but it seems I failed to nail down those in my pixel hunting. Will fix today what I find.Last edited by Valyar; August 23rd, 2021 at 07:05.
The past is a rudder to guide us, not an anchor to hold us back.
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August 26th, 2021, 15:16 #104
I assume that missing content counts.
The Last Day's of Hadley's Hope module is missing the section for pre-generated characters. I noticed that they are in the Reference Manual but that is not useful.
The modules for the other scenarios such as Chariots of the Gods have a section for pre-generated characters.
POSTSCRIPT:
I found them just by chance. I had given up and moved on to Chariot of the Gods. Then I happened to have the Hope module still open and when I was adding characters for Chariots of the Gods. The inconsistency between the different modules made me confused. Can that be fixed?
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August 26th, 2021, 18:07 #105
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August 26th, 2021, 18:43 #106
Yeah, that is it. Like I said, having that entry in the other mod files but not in Hope's Last Day really confused me.
missing_pregen.PNG
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August 26th, 2021, 19:46 #107
No worries. I fixed that and it will appear in 2 weeks in LIVE.
The past is a rudder to guide us, not an anchor to hold us back.
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August 26th, 2021, 20:48 #108
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- Jul 2020
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- McAlester, OK
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Hey Valyar, found a problem with the Armat U1 Grenade Launcher.
When the players roll for damage, it's calculating the damage with a 9 base damage die, and not a 9 blast power.
With it set as base damage, the first 6 rolled is automating 9 points of damage instead of the 1 point of damage it should be from blast.
Just spitballing here, and I have no clue how difficult they would be. Maybe you could add a blast damage section to the equipment so that it applies damage using blast damage. Or possibly a blast damage button on the CT with the other combat resolution buttons?Last edited by gbhenderson; August 27th, 2021 at 16:37.
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August 30th, 2021, 21:30 #109
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September 23rd, 2021, 09:36 #110The past is a rudder to guide us, not an anchor to hold us back.
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