DICE PACKS BUNDLE
Page 2 of 27 First 123412 ... Last
  1. #11
    hawkwind's Avatar
    Join Date
    Oct 2012
    Location
    London Calling
    Posts
    2,603
    one question after trying to build my first character , i can't see how you the effects of abilities to the equipment and combat window or indeed drag weapons into it, for example i equipped my character with a fencing sword which has a precise quality but i can see no way of increasing the" to hit" box like wise i couldn't adjust the damage dice to reflect the Shield fighter ability, perhaps I'm missing some thing?

    As for documentation, Youtube is the way to go for me, do a character generation and a combat video for starters

  2. #12
    hawkwind's Avatar
    Join Date
    Oct 2012
    Location
    London Calling
    Posts
    2,603
    worked out the precise thing , still can't get the shield fighter ability to increase my defence and weapon damage

  3. #13
    This is awesome, thanks for making this! I've been waffling on jumping into Symbaroum since I have so many other games in the queue but this just adds to the pressure, and the newest Kickstarter being focused on the forest is pretty tempting.

    Happy gaming!

  4. #14
    Happy, happy, joy, joy!

    (Seriously - this tickles me to no end...)

    One favor for consideration though - can we change fonts on the reference manual? The lettering is blurry and not sharp enough for my weakening old eyesight...

  5. #15
    Valyar/Trenloe: Ok sounds good, I'll make sure to update the wiki with the user-manual once we've written it

    Hawkwind: Sorry for the late answer, I'm in swedish time so had to get some sleep The shield fighter ability should automatically update your weapon damage, but you just found a bug. The weapon-increase functionality was wrongly placed among the defense modifications. I'm fixing this bug right now and the fix should make it into the next patch which makes it into the test branch on tuesday. Thanks for reporting this!

    Thanks NotRusselCrowe

    ProfDogg: Yes there's quite some issues with the font-rendering. We've tried to pick the font which is closest to the one that the book uses, which unfortunately becomes a little hard to read with all the kerning-issues other issues that the font-rendering has. We'll try to look into switching it into something easier to read!

  6. #16
    Here's our bugtracker / working trello to track what we're doing: https://trello.com/b/mmwGpm3I/symbar...rounds-ruleset

    Observe that it's sometimes lacking amount of information on the notes as it's mainly to keep us remembering things. We'd like to be as transparent as possible though so that people can see what we're working on and what the progress is.

  7. #17
    I like the project/bug tracker, it's nice to be able to see what's done and what's on the agenda.

    I had honestly never heard of this game before, but seems to have a solid following so I picked up the core rules to see what it's like. Sadly probably won't have a chance to read it until next week.

  8. #18
    Valyar's Avatar
    Join Date
    Mar 2018
    Location
    Europe
    Posts
    2,116
    Quote Originally Posted by NotRussellCrowe View Post
    I've been waffling on jumping into Symbaroum since I have so many other games in the queue but this just adds to the pressure, and the newest Kickstarter being focused on the forest is pretty tempting.
    And when I thought I am the only one with overflowing queue of games...
    The past is a rudder to guide us, not an anchor to hold us back.

  9. #19
    Thanks esmdev! I suggest that you use the test-branch when you use it since we'll be pushing updates every week for the next few weeks to fix bugs/issues/add more features constantly.

  10. #20
    hawkwind's Avatar
    Join Date
    Oct 2012
    Location
    London Calling
    Posts
    2,603
    well Simpe I wish you luck and hope this rule sets is a bit more successful some the recent FG rule sets

    It would be great if you could enable editing the equipment and combat and have drag and drop functionality from the item list or the reference manual. being able to add your own abilities and traits would be nice as well

Page 2 of 27 First 123412 ... Last

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 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
  •  
GI JOE RPG Launch

Log in

Log in