I was testing it with the Mantis from the CMOM library.
Here's a screenshot the Mantis in edit mode: Attachment 48818
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I was testing it with the Mantis from the CMOM library.
Here's a screenshot the Mantis in edit mode: Attachment 48818
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.
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. :)
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?
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.
Attachment 48870
No worries. I fixed that and it will appear in 2 weeks in LIVE. :)
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?
Attachment 48943
Using the VP-153D Kremlin out of the book, having been placed in the combat tracker.