A bit of a bumpy start but we will get there. Some things to keep in mind about the Basic version:
Automation is not a priority. Our focus is on character definition and basic rolling functionality. Think of it as a character sheet where you can click and roll your abilities.
That said, there is no applying damage vs defenses, or targeting oppoenents. Basic rolling functionality. The attack rolls calculate margin of success, so that will tell you what DCV you hit. Alternatively, if you specify the DCV as a penalty when you roll, then you'll know the margin of success on the attack vs that DCV.
STR will not add to any damage powers automatically. You can edit the damage field of powers and the effect fields of maneuvers: set the values to what they need to be
All rolls calculate BODY for convenience (e.g., Penetrating attacks). At this point the distinction between Killing, Normal, Standard is nominal only.
The formula is 11 + OCV + Item OCV Mod + Roll Mod and it determines margin of success for the result. That's your DCV, plus any other penalties.
Powers are all in the compendium.
Vehicles will make it eventually.
hdc import is not part of this version
I do appreciate that for some of you there isn't enough automation. That will come. Automation is complex, very prone to bugs, and we want to get it right. The focus right now is making sure all the basic mechanics work properly, that items have all the fields they need to have in order to support automation, and that the system is playable.
I'm running my regular weekly games in Foundry now (just played last night) and things are absolutely playable and functional. If you can't submit bugs on the site yet (at uberwald), just PM me anything you find and I will add it to the list.
I've got techogre's initial round of bugs and the dev is working on them today. There is a new big one that I'm not sure how it happened (since it was working fine last night) where attack rolls are now borked. In the last update the function started concatenating modifiers instead of adding them. Right not that makes attacks unusable, but that should be solved pretty quickly. I'll post when that's fixed.