GI JOE RPG Launch
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  1. #201
    Quote Originally Posted by georgelaiacona111 View Post
    Tested. Using 1E matrices. Cleric and Fighter matrix is correct. Thieves and Magic Users is not. All 20s or all 11s. Cannot edit them on the character sheet to change. Monsters also appears correct. Or, at least trying them out with a couple of low-level characters and a Bugbear gets me the stated results. [Critical Hit] also shows in the chat window when a 20 is rolled, though this is not really an issue. Damage: Critical hit type set to "none."
    I can't reproduce the issue with rolls of 20 still showing "Critical" when criticals are set to none. Thanks for talking me through the matrix issue, which we determined is because you're using 2e modules. This is now supported and should work. Also, I built in a facility to auto-correct matrices if they've been previously set to all the same number. Also, found an issue with weapon proficiencies - fixed.
    Twitter: @Doomswords
    Discord: Doomsword#0669

  2. #202
    New version to resolve issues with dragging skills to a charsheet. Thank you to the individual who reported this.
    Twitter: @Doomswords
    Discord: Doomsword#0669

  3. #203
    Any progress with my armour type/weapon hit modifier issue?

  4. #204
    Quote Originally Posted by PaulChatterton View Post
    Any progress with my armour type/weapon hit modifier issue?
    Yes. I got some of it in there on the last bugfix, but I'll bring the rest out as soon as I have the time. Hopefully, quite soon. It won't currently affect anything, but you can see the plan in a weapon or an npc actor...
    Twitter: @Doomswords
    Discord: Doomsword#0669

  5. #205
    Thanks. Looking forward to seeing it in action.

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