Thread: 13A Bug Reports
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November 21st, 2018, 19:47 #61
Our policy for ruleset development and content development is that the developer who builds it receives ongoing commissions for all new sales of a product. In exchange, they are required to update it with new bug fixes and to maintain compatibility with updates to our core system. New features are a definite nice-to-have, but not a requirement. We also subjectively review new products to see if they are not getting enough love in the way of new enhancement or feature requests that are popular for the community. If we receive too many of those and the developer is not responding, then we maintain the right to end the commission and re-assign it to another developer or to take it in-house for future development. That also requires that we have another developer available or staff are available to assign.
This particular project was different then pretty much everything else we've done to date. An interested customer really wanted to have support for 13th Age, so he commissioned Dulux Oz to build it for him. We informed him that he would be responsible for maintenance of the project. As part of that agreement, he negotiated with Dulux Oz to maintain it for 1 year. That has blurred the line on who the "developer" is.
Bugs and errors should be fixed in a timely manner
New features can be requested but are not a requirement
After that period is up in May 2019, we may re-assign it or open it up for another dev to take over if the original developer is not interested in continuing to maintain and manage it. That also requires finding another dev that is willing to invest more time and attention on it. That's the obviously flip side of this. While the arrangement is/was unusual, there would not have been a 13th Age Ruleset without it. 13th Age GMs and players would be relegated to playing using CoreRPG or MoreCore. We always offer a 30-day money back guarantee if you ever buy anything and are unsatisfied and we can extend this at our discretion if anyone is very upset.Last edited by Moon Wizard; November 21st, 2018 at 20:17.
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November 23rd, 2018, 07:28 #62
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@Lokaire: It seems the 13th Age Bestiary slipped the latest update, as the updater showed the 13th Age ruleset, the Core rule adventure, and the core rules itself being updated, but not the bestiary. Therefore missing stats like from the Ghoul licklash weren‘t fixed.
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December 3rd, 2018, 06:26 #63
Issue 40.2: The GM can set the DC for any check in the party sheet section. It can be set in the ability check and background section.
Dulux-Oz
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...And it was Delicious!
Alpha-Geek
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GMing Since 1982
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January 6th, 2019, 20:52 #64
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I just got the ruleset, and I believe I am encountering a bug with the calculations to the AC, it is supposed to take the middle mod of Con/Dex/Wis, but right now it is also taking the INT modifier, when it should not.
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January 7th, 2019, 02:25 #65
Dulux-Oz
√(-1) 2^3 Σ Π
...And it was Delicious!
Alpha-Geek
ICT Professional
GMing Since 1982
NSW, Australia, UTC +10
LinkedIn Profile: www.linkedin.com/in/mjblack
Watch our games on Twitch: www.twitch.tv/dulux_oz
Support Me on Patreon: www.patreon.com/duluxoz
Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz
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January 22nd, 2019, 15:57 #66
Something we noticed in our last game was that if the escalation die is modified (eg if a Cleric invoked the Domain of War/Leadership to increase the escalation die by 1), when the next round is triggered by the Combat Tracker, that adjustment is lost.
For example, Round 1 (ED 0), the cleric invokes and increases the ED to 1.
When the CT triggered the next round, it's Round 2, ED 1 instead of ED 2.
Next round it's Round 3, ED 2 instead of ED 3
and so on.
I think what should be happening is that when the Next Round is triggered, it should add +1 to the ED instead of setting the ED to equal Round # -1.
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January 23rd, 2019, 02:13 #67
Dulux-Oz
√(-1) 2^3 Σ Π
...And it was Delicious!
Alpha-Geek
ICT Professional
GMing Since 1982
NSW, Australia, UTC +10
LinkedIn Profile: www.linkedin.com/in/mjblack
Watch our games on Twitch: www.twitch.tv/dulux_oz
Support Me on Patreon: www.patreon.com/duluxoz
Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz
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February 4th, 2019, 07:38 #68
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Drag/drop characters onto the Party Sheet Main Tab, creates a script error:
[string „link“]:1: attempt to index field ‚listbackgrounds‘ (a nil value)
This error just happens once. Removing/adding the char again, will not generate an error.Last edited by Targas; February 4th, 2019 at 09:18.
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February 4th, 2019, 09:21 #69
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Clicking onto the Party attack dice roll button in the Party sheet generates the following script error:
[string „scripts/IsManagerActionAttack.lua“]:288: attempt to perform arithmetic on global ‚nAddMod‘ (a nil value)
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February 4th, 2019, 10:25 #70
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Issue # 19: Ghoul Licklash still missing the HP stat. It reads <<Hit Points>>, should read: 48
Issue # 41: Still not working to create spells manualls (e.g. for 13 True Ways). See 'Burning Hands' example with attached picture showing the error in detail.
Issue # 48.2: Rolling ability check die is still not considering Level bonus. See picture for more detail.
Issue # 48.3: Kobold Archer typo still present, should read Javelin, not Javalin
Issue # 50: Drag/drop of class features will only work with 'Powers', but not with 'Adventurer Feat', 'Champion Feat', or 'Epic Feat'Last edited by Targas; February 4th, 2019 at 10:28.
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