GI JOE RPG Launch
Page 4 of 4 First ... 234
  1. #31
    Yes, I am seeing the pictures tab on all of the items I created a few days ago in an older version of FGU. Motehrship Screenshot 2024-08-17 101658.jpg

  2. #32
    I've uploaded a new build to the Forge which rebuilds all of the broken layouts I could find, as well as fixing some functional problems created by changes to the structure of some of the framework layouts. Everything appears to be working now more or less as it was, although for some reason the edit button on a loadout's subitems list is not enabling the delete buttons as it should (you can still delete subitems using the radial menu though).

    Please let me know if you spot anything else that's still broken!

  3. #33
    I've just gone in and checked the scenario I had prepped and there don't appear to be any issues with the new build. Thanks so much for the quick fix on this, I really appreciate it. We're having a session tomorrow, so the timing could not have been better. :-)

  4. #34
    I love the dot-matrix printer paper backgrounds for the character creation windows. The whole vibe is awesome. Thank you for the work you put into this!

    I have a very minor suggestion please - the contrast for the icons in the main menu is pretty light, and I find it difficult to discern the inner portion of the icons.

    Thanks again - I picked up the system yesterday and I was wondering how I could use it with FGU.

  5. #35
    Quote Originally Posted by TeamRodriguez View Post
    I love the dot-matrix printer paper backgrounds for the character creation windows. The whole vibe is awesome. Thank you for the work you put into this!

    I have a very minor suggestion please - the contrast for the icons in the main menu is pretty light, and I find it difficult to discern the inner portion of the icons.

    Thanks again - I picked up the system yesterday and I was wondering how I could use it with FGU.
    Thanks for the suggestion! As you can see from the original screenshot in this thread, the icons used to be a different color but it looks like a CoreRPG update somewhere along the way changed them (since I wasn't setting them explicitly). I've now hardcoded them to a color pretty close to what they were originally, which should give you better contrast. Let me know if that's still not working for you.

    And all credit for the awesome character sheet background goes to Ranzarok!
    Last edited by crleonhard; October 9th, 2024 at 15:33.

  6. #36

    Adv/Dis Issue

    Hello!

    So I've been noticing some inconsistencies in the advantage/disadvantage system. A print is attached. As you can see in the first check, it was rolled a Combat at Advantage and the highest result was picked, the opposite of what should occur. A similar result in the second roll, only now at Disadvantage. The low value being chosen for the result. Third and fourth checks went correctly, but the error came up again in the fifth one, the high result being chosen over the low one in a check at Advantage. I have no mods installed and the same happened in other character sheets.
    Attached Images Attached Images

  7. #37
    Quote Originally Posted by billyorkfellz View Post
    Hello!

    So I've been noticing some inconsistencies in the advantage/disadvantage system. A print is attached. As you can see in the first check, it was rolled a Combat at Advantage and the highest result was picked, the opposite of what should occur. A similar result in the second roll, only now at Disadvantage. The low value being chosen for the result. Third and fourth checks went correctly, but the error came up again in the fifth one, the high result being chosen over the low one in a check at Advantage. I have no mods installed and the same happened in other character sheets.
    It's designed to support opposed checks, which were part of the original rules (when most of this ruleset was written), in that it picks the highest number that's still a success (or a critical, if you rolled one):

    Code:
    OPPOSED CHECKS: Roll equal to or under the relevant Stat or Save on while your opponent rolls under their relevant Stat or Save. Whoever rolls higher, while still rolling under their relevant Stat/Save, wins the Opposed Check.
    This logic won't cause a crit to become a non-crit, or a success to become a failure, it just gives you the highest result within the success/failure level you rolled. (Obviously, reverse this logic for disadvantage.)

  8. #38
    So is it going to remain this way?

  9. #39
    Is there a downside to it? It seems silly to spend time removing a feature that some players still use (opposed rolls) that isn’t hurting anything, but if leaving it in is causing a problem I’m happy to consider it.

  10. #40
    Well, you're quite right. If people are still using it, there's no point in taking it down. Perhaps defaulting to the current 1e way of roll results and making the previous support to opposed checks an option? I don't know how difficult would it be to code that, or even if it's possible at all, but I guess it would be more in line with the recent edition.

    Thanks for considering!

Page 4 of 4 First ... 234

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
DICE PACKS BUNDLE

Log in

Log in