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_Pax_
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Old May 3rd, 2012, 09:26 PM
... nevermind, I was blind. Found what I thought was missing.

Last edited by _Pax_; May 3rd, 2012 at 09:38 PM.
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_Pax_
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Old May 4th, 2012, 07:55 AM
BUG: Cyberarm Armor

Not the same issue I posted abotu recently. This is an error in calculation.

Specifically: Cyberarm Enhanced Armor states it has a capacity cost of "Rating x 2". However, when adding armor to a cyberlimb, it is actually charging "rating x 4". That is to say, 2 points of Enhanced Armor is costing eight capacity, not the four it should be.
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_Pax_
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Old May 4th, 2012, 09:48 AM
Another new one:

Additional Clip, Multiple Ammunition types ... is returning a validation error, when both clips are not loaded with the same kind of ammunition.
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Mathias
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Old May 4th, 2012, 10:23 AM
Quote:
Originally Posted by _Pax_ View Post
Another new one:

Additional Clip, Multiple Ammunition types ... is returning a validation error, when both clips are not loaded with the same kind of ammunition.
Could you give me a set of steps to replicate this, please? I'm not sure exactly what you mean.

I just tried adding two different ammo types to a weapon with an additional clip.

There appears to be a problem that both are defaulting to checked (if there's already a piece of checked ammo, any other ammo should note that when it's purchased and default to unchecked), but once I unchecked one of the ammo types, no errors were reported.
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_Pax_
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Old May 4th, 2012, 10:31 AM
Hmm, I though the checkmarks meant "this is actually loaded into the weapon".

That seems not to be the case, after all?

So what do they mean?
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Mathias
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Old May 4th, 2012, 11:01 AM
The checkmarks mean "this is the next bullet up to be fired - show the damage and AP of the weapon as altered by this type of ammo, and on the in-play tab, subtract our shots from this ammo"

The arrows below the checkbox determine how much of that type of ammo is currently loaded into the weapon.
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_Pax_
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Old May 4th, 2012, 11:15 AM
Ah, okay. Comprehension dawns.
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ahglock
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Old May 4th, 2012, 03:59 PM
Quote:
Originally Posted by _Pax_ View Post
Armor Encumbrance is not a test, squeenabob.
I am not so sure about that.

They use the language test when referring to a single limb or partial limb action, averages are referred to as tasks and wearing armor might fall under that. It also adds weirdness in that someone who replaced their whole body with cyber limbs might get encumbered by low levels of armor since their pretty much nonexistent meat is low.(9 body arms, legs, torso, head, 3 meat body can't wear an armor jacket without being encumbered) This strikes me as a case where calling out the test part is trying to get overly specific with a general rule. I put this in the ambiguous category.
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Canis
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Old May 4th, 2012, 05:15 PM
Adding a force 6 Master shedim to an NPC results in an error for unspent resources - free powers aren't being tracked properly when selected.
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_Pax_
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Old May 4th, 2012, 10:20 PM
Quote:
Originally Posted by ahglock View Post
I am not so sure about that.
A test requires you to roll dice.

When do you roll dice, in order to successfully wear armor?
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