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  1. #1191
    Quote Originally Posted by Elvedui View Post
    Deepnight Revelation 2: Near Side of Yonder - the Alien races don't show up on the race tab only in the book when you fully open it. Plus while Deepnight 4 shows up as an Adventure on the Modules Tab...2 doesn't and i purchased 3 and it wasnt showing up as a module to activate? I searched and the naming convention was differen't. It shows up as Deepnight 3: The Crossing and not Deepnight Revelation 3. Not to mention Adventures is a whole new category. The old category was MGT2 Adventures. It would be nice to have them consistent. It makes things easier to find.
    1) I will get the Races added to book 2 and will go through the others and get races added if warranted.

    2) I am still investigating your second comment with regards to category and naming conventions.


    UPDATE:

    1) I have gone through all 5 books in this series and added Races if warranted.

    2) I updated the category of all 5 book to "MGT2 Adventure" and fixed the naming of book 3 to match the others.


    All of these updates have been submitted for review and should be available soon.
    Last edited by Stargrove; February 17th, 2025 at 22:52.

  2. #1192
    Last night my group and I experienced issues with Actions. Skill checks worked fine but whenever any of us tried an Action from the character sheet, NPC sheet, or Combat Tracker we got an error log instead. We have not experienced that previously so I suspect it's related to the latest update. Anyone else experiencing this?

  3. #1193
    Can you elaborate on the error you received and relay what it said here?
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

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    Have a suggestion?-Feature Request

  4. #1194
    Just pushed a hot fix that should address this. Please run a new Check for Updates, and let me know if you still see the issue.

    Regards,
    JPG

  5. #1195
    Just ran the update and tried it again. Issue fixed!! Thanks!!

  6. #1196
    Found two bugs in the damage allocation for destructive weapons.

    When firing a PGMP-14 at a target it incorrectly applies the damage as radiation (first bug) resulting in no damage when the target has Rad protection:
    PGMP-14 HIT no1 (with radiation tag).png

    When the "Radiation" tag in th damage box is removed the damage applied however (second bug) it did not add the attack roll Effect to the damage:
    PGMP-14 HIT no2 (without radiation tag).png
    Destructive weapons should still get the Effect bonus.

    When you modify the damage to normal damage (i.e. from 1DD to 10D) with the tag it stil incorrectly tries to apply the damage vs the Rad armor protection:
    PGMP-14 HIT no3 (without DD - with radiation tag).png

    Again removing the Radiation tag applies damage and also correctly adds the Effect bonus from the attack:
    PGMP-14 HIT no4 (without DD - without radiation tag).png

    Radiation damage is a constant as noted in the following rule from the CRB:
    CRB Radiation effect info.png
    It is separate from the damage roll.
    Also it should be noted that the PGMP (all) does not include the Radiation trait according to the CRB or the CSC. (Third bug?)

    Hope this can be resolved.

    Thanks.
    Last edited by GravityBlade; February 21st, 2025 at 20:28.
    FGU Ultimate License
    FG Discord: GravityBlade
    Time Zone: US Central (GMT -6)
    Running: Traveller (MgT2)

  7. #1197
    So would it be better to have it a separate chat output that the GM or player can drag to try and apply from the 2D x 10 rads and so on?
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

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    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

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    Have a suggestion?-Feature Request

  8. #1198
    I'll see about updating the weapon to not have the radiation added to the damage line as I'm not seeing it listed with the module's book. I will look into seeing if we can add the additional radiation roll and check to that roll instead of it being factored in the initial damage roll. But what kind of damage does it do normally then? I'll need a bit more help on the mechanics of what the initial roll does.
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Feature Request

  9. #1199
    Quote Originally Posted by superteddy57 View Post
    I'll see about updating the weapon to not have the radiation added to the damage line as I'm not seeing it listed with the module's book. I will look into seeing if we can add the additional radiation roll and check to that roll instead of it being factored in the initial damage roll. But what kind of damage does it do normally then? I'll need a bit more help on the mechanics of what the initial roll does.
    Damage is damage in Traveller, there is no separation by "type" (like in many d20 based systems, e.g. Pathfinder) so there is no need to create artificial definitions. Most (all?) additional effects are listed as Traits (e.g. Radiation, Stun, Blast) but those are not types of damage as much as different special effects. Take Blast X where a weapon with this damages all within the 'x' radius but there is no separate type of damage, it's just counted as "damage" with no other definition.

    Radiation is actually accounted for separately in that a character will take "damage" depending on how (and for how long) they are exposed. Immediate vs Cumulative is treated differently as well, see these charts:
    Radiation exposure info.png
    Radiation effects info.png
    I should note that Immediate radiation still counts toward Cumulative radiation for a Traveller character so things can get bad fast.

    Hope that helps and isn't too confusing.
    Last edited by GravityBlade; February 21st, 2025 at 23:04.
    FGU Ultimate License
    FG Discord: GravityBlade
    Time Zone: US Central (GMT -6)
    Running: Traveller (MgT2)

  10. #1200
    Nope, just haven't played this version of Traveller and appreciate the explanation. So what I'm planning is a separate chat output to be the radiation damage that it generates and will attempt to get the radiation system to ping off that separate roll. So using your example, it will roll 3d6 and 1 is for the 1DD and 2d6 will be the radiation generated. Since the code assumes normal damage is kinetic I assigned it that damage type for code purposes and will get hit with the 1DD damage and a separate 2d6 rad roll based on what you provided.
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Feature Request

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