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June 11th, 2025, 13:49 #121
We've run into an issue with Quickhacks on the player's view of their character sheet. Here's the setup:
My player adds the "Cyberware Malfunction" quickhack into their inventory and then activates it to load the quickhack onto their cyberdeck. On MY GM view, I can now see the quickhack in its category above their usual programs, but on their view the quickhack doesn't show up. They can still manually open the link to their cyberdeck and look at all the quickhacks from there, but that does not come with any of the nifty convenience features of letting them do the rolls right off their sheet (or rolling damage in the case of Synapse Burnout).
Interestingly, if I locally connect as a "player account" to my own game, I can see the quickhack show up fine.
I've picked Cyberware Malfunction as an example here, but it is the same with every quickhack.We've triple-checked that we have the same modules loaded (and also they can see the quickhacks just fine in the item menu and inside their cyberdeck).
The ruleset is set to 2077 mode.
And just to make sure it wasn't some freak issue just between me and one of my players, I rolled up a Netrunner with another player but they also can't see the quickhacks.Last edited by Calirae; June 11th, 2025 at 13:54.
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June 11th, 2025, 17:19 #122High Templar
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- Jun 2017
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- 174
Hmm...I'll take a look
EDIT: I don't appear to be able to reproduce the issue. A few things to try:
- Make sure you're on the latest version - Delete the cyberpunk red ruleset from your rulesets folder, and click update in fg (you can access the folder by opening the assets in fg and clicking the folder button; you might need to navigate around a bit, but it should be relative to the root fantasy grounds unity folder somewhere)
- Make sure your players are on the latest version of FG
- double check the options setting across your version and your players - make sure there's only 2 options, there was a brief instance there were 3 that, and the extra was causing issues
- create a new campaign with a netrunner and a setting, make sure they have at least one quickhack, open a second instance of fg and connect to your own session, then open the charsheet on the second instance and check if there's quickhacks
EDIT: I just reproduced it, I had to ask on of my players to check, and it appears it only occurs over network connections...I'll see if I can find a solution.Last edited by Nightstride; June 12th, 2025 at 00:40.
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June 12th, 2025, 02:44 #123High Templar
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- Jun 2017
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I worked with my players a bit, and I think I found the problem. I'll be submitting a fix for next tuesday's release.
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June 12th, 2025, 20:57 #124
That's awesome to hear!
Thanks for all the work you (and whoever else works on the ruleset) keep doing on Cyberpunk RED! I really think it's one of the best, if not the best, ruleset implementation on FG I've ever seen!
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July 29th, 2025, 13:21 #125High Patriarch
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- Mar 2017
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- 677
The Cyberpunk Red Dark theme causes a very faint handle (i.e. character name) due to it being black font on a dark background. Could someone change the font color? That peach-white font for the other fields works perfect.
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July 29th, 2025, 15:42 #126High Patriarch
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- Jun 2020
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July 29th, 2025, 17:47 #127
Hey chooms!
I'm not 100% sure if this is a bug, or if I am misremembering how Cyberware works, but I swear when a player character equipped and activated cyberware which had a coded buff, it automatically applied that effect to them on the combat tracker? I can't seem to get this to work anymore, and it's also not possible to copy-paste anything from the "Effects" tab of an item, so the only way to get the buff from an equipped cyberware is to manually type out the whole string.
E.g. Our Medtech has a right cyberarm with a Medscanner, which gives "UNSTACKABLE: Medcanner; SKILL: First Aid 2; SKILL: Paramedic 2;". Turning this on/off requires manually adding that entire line to the character's effects on the combat tracker and I swear this used to be automated in the past?
This is not THAT big of a deal (albeit still a litte tedious) on cyberware that you always want to have enabled, but when wanting to turn off a piece of 'ware, or dealing with enemies that have Microwavers (which can disable cyberware) it gets cumbersome real fast.
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July 29th, 2025, 17:52 #128High Templar
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- Jun 2017
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The only effects that should need to be applied to the combat tracker from gear or cyberware are the ones that are of the format ACTION...(Stuff). And those ones will create a move under the moves section. Otherwise all effects should only affect the associated character sheet. If you equip that item for example, you should see a little plus next to both the paramedic skill and the first aid skill, and those skills should be marked 2 higher than they would be without them. Double clicking the plus will show the breakdown.
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July 29th, 2025, 18:04 #129
Oh wow, so the system just handles those without even putting up the effect on the combat sheet - that's super cool! Sorry for the wrong bug report.
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July 29th, 2025, 19:02 #130High Templar
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- Jun 2017
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Yup, we automated just about everything we could. There were a few bits around moves that were too ambiguous to automate, but I tried to explain how to get results for those ones when needed.
I'd rather people ask if they don't understand rather than the alternative.
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