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November 20th, 2021, 03:55 #1941
- Join Date
- Apr 2009
- Posts
- 1,098
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November 23rd, 2021, 02:00 #1942
Updated Libraries
Edge of the Empire Libraries
- Added Armored Drop Suit and Rocket Boots vehicle stats from No disintegrations.
Age of Rebellion
- Added Monokinfe included in the Concealed Escape Kit from Cyphers and Masks.
- Added Explosive Belt Charge stats from Cyphers and Masks.
- Adjusted the Military Modular Backpack Frame to have 2 HP and changed modules for it from being items to being attachments.
- Added several items for gear items that act as weapons as well.
- Added "Breaker" Heavy Hydrospanner item from Fully Operational.
Force and Destiny
- Added Unlimited Power source book to the libraries.
- Changed Field Ration Pack rarity from -5 to 0.
- Made Spacesuit item 1 word instead of Space suit.
- Fixed typo in the name of AL-DR8 Grav-Binders from Keeping the Peace.
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November 29th, 2021, 00:06 #1943
- Join Date
- Dec 2019
- Posts
- 221
@johniba how is updating for the update coming along?
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November 29th, 2021, 18:45 #1944
Pardon my ignorance. I've been using Classic for my SW game for like two years and I'm poking at Unity for the first time.
The first thing I tried was creating a Character (a PC, not an NPC) and it won't let me enter a name. The field doesn't do anything on a single- or double-click, and right-clicking just brings up the option to Close, Export, or Minimize. Can the GM not enter character names in this new version, or am I doing something wrong?
UPDATE: Nevermind. The text field is under the label.Last edited by chikininabizkit; November 29th, 2021 at 18:52. Reason: I answered my own question.
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November 30th, 2021, 01:33 #1945
- Join Date
- Apr 2009
- Posts
- 1,098
I have been running tests everytime FG updates the TEST version, and I have fixed some issues and incompatibilities.
So far I can say we are ready to go, so as soon as they release it LIVE, I will release the new version of the rulesets...
Also, I dont think anyone will have to worry on updating databases, they should all work as soon as it updates
The only thing is that I am holding off on adding features to the ruleset in this next release, as I wanted to focus on any possible defects that the live version could add, but as soon as we release this, I will resume working on them, and adding talent trees and party vehicle/vehicle sharing
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December 3rd, 2021, 13:32 #1946
I apologize if this has already been discussed. I tried searching through old posts but to no avail.
How do you handle Force powers? From what I can see, they just... aren't in here. I have all 3 modules open (EotE, AoR, F&D) and I don't see them in the Library. The "Special Abilities" section of the sidebar is blank. Am I missing something?
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December 3rd, 2021, 14:23 #1947
No you aren't missing anything. Since force powers are in a tree format and is one of the next updates as I understand it. That being said if I wanted to add the force move power what I would do for now is create a special ability and call "Force Power: Move" Every force power stars with Force Power: so that it keeps it tidy when I have other special abilties. Inside the force move power I would use the paragraph formatting to make headers and such, to define what upgrades I have, rather than simply add all the upgrades.
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December 4th, 2021, 19:10 #1948
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December 6th, 2021, 01:02 #1949
So we played last night and I noticed 2 things
1st The tokens that let you add damage or strain to your character dont allow you to toggle soak from damage. It does for strain though.
2nd Is there a way to roll pc allies initiative differently than enemy NPCs? I only ask because we have a dog in our group that acts as a friendly npc. We were surprised so we rolled Vigilance and the enemy's roll cool. But when you roll NPCs initiatives in a batch it counts npc friendly to the PCs rolling cool along with the enemies.
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December 6th, 2021, 11:55 #1950
- Join Date
- Apr 2009
- Posts
- 1,098
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