View Full Version : Starfinder Ruleset Official Products bug Reports
Blahness98
July 15th, 2018, 15:42
Now with that said there are a ton of stuff that has miss chance listed in the rule book. (did find miss chance) We might need to expand more but got alot of reading to do.
There really isn't too many. And all of those are either a 20% chance (concealment) or 50% chance (total concealment). Effects for anything with a miss chance can simply use CONC or TCONC tags.
Blahness98
July 15th, 2018, 16:37
Spell issues encountered while creating effects for spells that need them.
Ruleset Version: 1.0.10
Starfinder Core Rulebook:
Fear I-IV, part of the spell text is in the SR box.
Flight I-VI, part of the spell text is in the SR box.
Life Bubble, part of the spell text is in the SR box.
Ray of Exhaustion, part of the spell text is in the SR box.
Pact Worlds Players:
Digital Doorway, part of the spell text is in the SR box.
Mental Block, there is a "than 30 ft. apart" in the spell text box when it should be in the target box.
Samarex
July 16th, 2018, 05:16
Spell issues encountered while creating effects for spells that need them.
Ruleset Version: 1.0.10
Starfinder Core Rulebook:
Fear I-IV, part of the spell text is in the SR box.
Flight I-VI, part of the spell text is in the SR box.
Life Bubble, part of the spell text is in the SR box.
Ray of Exhaustion, part of the spell text is in the SR box.
Pact Worlds Players:
Digital Doorway, part of the spell text is in the SR box.
Mental Block, there is a "than 30 ft. apart" in the spell text box when it should be in the target box.
I have fixed these spells and requested the modules be updates.
ssj4megaman
July 17th, 2018, 02:00
Samarex,
I know this was asked before but I di not find an updated answer, but there are npcs that do not have weapons links. All their weapons need to be manually looked up to see things like range etc. Is this something that will be updated?
Example: Security Guard- Has a pulsecaster pistol but no way to look up the weapon directly.
Cult Initiate - frostbite class- zero pistol
Gang Machinist - Static Arc pistol
Space Pirate - Tactical semi-auto pistol
Some npcs do seem to have item links listed for easy lookup.
Samarex
July 17th, 2018, 03:09
Samarex,
I know this was asked before but I di not find an updated answer, but there are npcs that do not have weapons links. All their weapons need to be manually looked up to see things like range etc. Is this something that will be updated?
Example: Security Guard- Has a pulsecaster pistol but no way to look up the weapon directly.
Cult Initiate - frostbite class- zero pistol
Gang Machinist - Static Arc pistol
Space Pirate - Tactical semi-auto pistol
Some npcs do seem to have item links listed for easy lookup.
I will Add this to my list. To go thru and add links.
Blacklamb
July 18th, 2018, 20:45
Found a bug in 1.0.11 with concealment, once I trigger it all the rolls have the miss chance until combat ends with a rest or I restart the game. I don't think that is how it should be working.
Samarex
July 18th, 2018, 22:23
Found a bug in 1.0.11 with concealment, once I trigger it all the rolls have the miss chance until combat ends with a rest or I restart the game. I don't think that is how it should be working.
Your right I will look at it this morning.
Samarex
July 19th, 2018, 01:33
Found a bug in 1.0.11 with concealment, once I trigger it all the rolls have the miss chance until combat ends with a rest or I restart the game. I don't think that is how it should be working.
I found the problem and fixed it.
Waiting for the update to be pushed to test.
Thanks for the report
mfairchild365
July 22nd, 2018, 22:19
I looked all over for this, but I can't find the "sickened" condition. Am I just missing it?
Samarex
July 22nd, 2018, 22:23
I looked all over for this, but I can't find the "sickened" condition. Am I just missing it?
Iots probally not there. That is what I have scheduled ffor version 1.0.12 is to work on effects and conditions to get them all configured for SF and automated as much as possable
stephan_
July 22nd, 2018, 22:34
I looked all over for this, but I can't find the "sickened" condition. Am I just missing it?
It's not in the effects window. As it's exactly the same as in Pathfinder however, you can just add a custom effect with just "sickened". DO NOT put any -2 modifiers after sickened yourself as that will apply them two times: -2 by the "baked-in" PF-sickened and one by the -2 you specified (happened to me). So just make a new effect with "sickened" and nothing else in it for now.
Blahness98
July 22nd, 2018, 23:38
It's not in the effects window. As it's exactly the same as in Pathfinder however, you can just add a custom effect with just "sickened". DO NOT put any -2 modifiers after sickened yourself as that will apply them two times: -2 by the "baked-in" PF-sickened and one by the -2 you specified (happened to me). So just make a new effect with "sickened" and nothing else in it for now.
This is correct, it is baked into the system. The conditions should be in the button that looks like a sick guy and if hovered over will have the "Effects" mouse over text. You can then drag the conditions you need onto the person using the combat tracker. Or you can type the name in a blank effect and it will do the same thing.
Samarex
July 23rd, 2018, 00:25
It's not in the effects window. As it's exactly the same as in Pathfinder however, you can just add a custom effect with just "sickened". DO NOT put any -2 modifiers after sickened yourself as that will apply them two times: -2 by the "baked-in" PF-sickened and one by the -2 you specified (happened to me). So just make a new effect with "sickened" and nothing else in it for now.
I have added it to the effects list it was not in the data common
mfairchild365
July 23rd, 2018, 00:33
I have added it to the effects list it was not in the data common
That is great. Thank you!
Samarex
July 23rd, 2018, 00:36
That is great. Thank you!
I am now going thru the effects list 1 by 1 to see which ones are not already coded to work. Sickened was already coded so it works. I will get the rest of the effects that are missing the code coded in.
Blahness98
July 23rd, 2018, 01:50
I am now going thru the effects list 1 by 1 to see which ones are not already coded to work. Sickened was already coded so it works. I will get the rest of the effects that are missing the code coded in.
Check my effects post. That has everything that is currently in and my fixed. Think it is the start of the 3rd page.
Samarex
July 23rd, 2018, 22:38
Check my effects post. That has everything that is currently in and my fixed. Think it is the start of the 3rd page.
Yep I will, right now Im working on fixing the attack n damage side of things I found that for weapons that had multiple types of damage that they were only reporting one. I have got it reporting all types correct now, just adjustung the critical report so I can get it decide if you get the critical effect or not. If you do I will have it apply the effect to the target also.
Samarex
July 24th, 2018, 03:20
Yep I will, right now Im working on fixing the attack n damage side of things I found that for weapons that had multiple types of damage that they were only reporting one. I have got it reporting all types correct now, just adjustung the critical report so I can get it decide if you get the critical effect or not. If you do I will have it apply the effect to the target also.
Ok been working on the Effects Coding. Here is what I got so far.
1- Weapons will now show Critical Effect in the Damage string of the weapon on the Actions Tab [I.E 1d8 S,Bleed 1d4].
2- Weapons with more than 1 Damage Type will now display Both types in the damage report in chat [see attachment].
3- If Roll is a Critical Hit then the Critical Effect (if any) will display at the end of the damage report. [see attachment].
I will now work on getting the Effect to automatically apply to the target.
Once I got that working I will go thru all the Critical Effects and make sure they all Automatically apply with a Critical Hit.
imjedi
July 24th, 2018, 03:30
Looking really good. Can’t wait to have these to try out in game. Now I just need to get my players to embrace the tech instead of holding on to the paper and pencil and manual dice rolls.
Samarex
August 1st, 2018, 00:41
Revision 1.0.11 is now Live and the first two messages in the Known Bug thread have been updated
Enjoy
Curaidh
August 3rd, 2018, 14:18
One of the last updates "broke" the combat tracker in an inconvenient way.
Please see attached screenshot for easier explanation
24167
Basically what happens is this:
Whenever the GM clicks on one of the Icons next to an NPC or a PC to bring up the corresponding stats, be it Offense, Defense, Effects, Targeting etc., instead of separating the different fields, the top row overlays with everything else.
If you e.g. want the offense of your npc as well as the targeting, you're out of luck because since targeting only has exactly one row, it gets overlayed entirely with the offense section. This means you cannot drag the targeting icon onto anything, because you will now grab the "Speed"-text of the creature instead.
As you can also see in the screenshot it actually leaves the empty rows where the top rows of the sections are supposed to end up (marked with the stylish red arrows) but they don't end up there anymore.
The only way to currently fix it is to only ever have one section open at a time, this is very inconvenient and annoying. ;)
Edit: I forgot to mention: This happens no matter which theme is used. Default theme is just as affected as "Simple Brown" or "Simple Grey".
Curaidh
August 3rd, 2018, 17:54
Temporary Hitpoints are not working as intended in Starfinder.
Add temporary HP to a PC that has stamina, damage them.
-> The damage gets applied directly to stamina, which is wrong.
Correct: Damage needs to be dealt to temporary Hitpoints first, then to stamina, then to HP.
Core Rulebook pg. 251:
TEMPORARY HIT POINTS
Certain effects, such as force fields, give you temporary Hit Points. These Hit Points are in addition to your current Hit Points and Stamina Points, and any damage you take is subtracted from your temporary Hit Points first. Any damage in excess of these temporary HP reduces your Stamina Points (and then your actual Hit Points) as normal.
Samarex
August 4th, 2018, 01:14
Temporary Hitpoints are not working as intended in Starfinder.
Add temporary HP to a PC that has stamina, damage them.
-> The damage gets applied directly to stamina, which is wrong.
Correct: Damage needs to be dealt to temporary Hitpoints first, then to stamina, then to HP.
Core Rulebook pg. 251:
TEMPORARY HIT POINTS
Certain effects, such as force fields, give you temporary Hit Points. These Hit Points are in addition to your current Hit Points and Stamina Points, and any damage you take is subtracted from your temporary Hit Points first. Any damage in excess of these temporary HP reduces your Stamina Points (and then your actual Hit Points) as normal.
I noticed that last night when I was doing some effects coding.
I will look into it and see what has changed to make that happen. it use to be
Temp HP ,Stamina, HP
Will have to find why they switched.
I am also looking to see why the combat tracker is acting that way it seems to be in the Updates to 3.3.6 I need to update something in the SFRPG to make it compatible.
I am working on this and will get a fix out asap
damned
August 4th, 2018, 01:22
Samarex a lot of CT windowclass names were changed so the old definitions are no longer there.
Samarex
August 4th, 2018, 15:39
One of the last updates "broke" the combat tracker in an inconvenient way.
Please see attached screenshot for easier explanation
24167
Basically what happens is this:
Whenever the GM clicks on one of the Icons next to an NPC or a PC to bring up the corresponding stats, be it Offense, Defense, Effects, Targeting etc., instead of separating the different fields, the top row overlays with everything else.
If you e.g. want the offense of your npc as well as the targeting, you're out of luck because since targeting only has exactly one row, it gets overlayed entirely with the offense section. This means you cannot drag the targeting icon onto anything, because you will now grab the "Speed"-text of the creature instead.
As you can also see in the screenshot it actually leaves the empty rows where the top rows of the sections are supposed to end up (marked with the stylish red arrows) but they don't end up there anymore.
The only way to currently fix it is to only ever have one section open at a time, this is very inconvenient and annoying. ;)
Edit: I forgot to mention: This happens no matter which theme is used. Default theme is just as affected as "Simple Brown" or "Simple Grey".
UPDATE
Found the issue, I am working on a fix with the CT
Samarex
August 7th, 2018, 11:20
Temporary Hitpoints are not working as intended in Starfinder.
Add temporary HP to a PC that has stamina, damage them.
-> The damage gets applied directly to stamina, which is wrong.
Correct: Damage needs to be dealt to temporary Hitpoints first, then to stamina, then to HP.
Core Rulebook pg. 251:
TEMPORARY HIT POINTS
Certain effects, such as force fields, give you temporary Hit Points. These Hit Points are in addition to your current Hit Points and Stamina Points, and any damage you take is subtracted from your temporary Hit Points first. Any damage in excess of these temporary HP reduces your Stamina Points (and then your actual Hit Points) as normal.
Ok got the Combat tracker fixed along with the ID system for NPCs, I forgot about the temp HP going out if order, I will fix that too
Samarex
August 9th, 2018, 23:01
Ok got the Combat tracker fixed along with the ID system for NPCs, I forgot about the temp HP going out if order, I will fix that too
There is a small issue with 1.0.11a , The NPC ID system has a little bug, when the GM swithes a NPC from ID to Non ID it changes the name on both the GM and Players combat tracker to Unknown. Kit is suspose to only change the Players combat tracker.
I have already found and fixed it. It will probally go out with the weekly update.
Thaks all
jwfitt
August 11th, 2018, 16:59
I wasn't sure if this has been discussed yet (couldn't find anything), but the expanded Races (any from Dead Suns AP2-AP6) and Class Options (Mystic Devourer in Dead Suns AP2) from Adventure Paths like Dead Suns do not show up as options when these modules are loaded. It seems like new spells do though (Carnivorous from Dead Suns AP2).
Are there any plans to include these in future updates?
Also, not sure if it's a viable option but a big problem with 5e was the memory bloat you would hit with wanting to load a ton of books/modules for a lot of little rules. Is there any way to consolidate and load all core player options without the need to have every module loaded (other than creating our own merged copies)?
Regardless, the updates have been amazing! Thanks for all the great work Samarex!
lokiare
August 12th, 2018, 00:07
Thre isn't a way to load parts of modules. It's all or nothing.
I'll let the developer know about the missing parts .
Samarex
August 12th, 2018, 01:25
I wasn't sure if this has been discussed yet (couldn't find anything), but the expanded Races (any from Dead Suns AP2-AP6) and Class Options (Mystic Devourer in Dead Suns AP2) from Adventure Paths like Dead Suns do not show up as options when these modules are loaded. It seems like new spells do though (Carnivorous from Dead Suns AP2).
Are there any plans to include these in future updates?
Also, not sure if it's a viable option but a big problem with 5e was the memory bloat you would hit with wanting to load a ton of books/modules for a lot of little rules. Is there any way to consolidate and load all core player options without the need to have every module loaded (other than creating our own merged copies)?
Regardless, the updates have been amazing! Thanks for all the great work Samarex!
First - I didnt do the APs so I was not aware that this content was there. But the same issue has presented itself in the Armory.
Present we have no way to include new content to classes but GOOD NEWS, I am working on rev 1.0.12
to address this specific issue. Once I get the ruleset configured I will be able to pass on the information on what needs done to our module creation software,.
Then we can have the devopeper add the content to the modules.
We didnt want to have to create a specific class in every module that added content to a class. I have figured out a way to do it in the ruleset.
So its comming
Blahness98
August 12th, 2018, 07:42
I wasn't sure if this has been discussed yet (couldn't find anything), but the expanded Races (any from Dead Suns AP2-AP6) and Class Options (Mystic Devourer in Dead Suns AP2) from Adventure Paths like Dead Suns do not show up as options when these modules are loaded. It seems like new spells do though (Carnivorous from Dead Suns AP2).
Are there any plans to include these in future updates?
I built a module for all the Dead Sun's player options. I have it coded, but I don't have the necessary OGL/Community Statements. I have other modules in the pipeline that I was planning on actually releasing which have all the options included.
We didnt want to have to create a specific class in every module that added content to a class. I have figured out a way to do it in the ruleset.
Another reason I am holding off on releasing my mods..
JohnQPublic
August 14th, 2018, 16:20
8/14/2018
Patch Notes:
Starfinder RPG - Dead Suns AP 1
[Added] Player Resources module
After the update I see Player Resource modules for Dead Suns 2, 3, 4, 5 and 6, but not for 1.
imjedi
August 14th, 2018, 17:50
8/14/2018
Patch Notes:
After the update I see Player Resource modules for Dead Suns 2, 3, 4, 5 and 6, but not for 1.
Confirmed. I see no AP 1 Player resources either. That said, AP 1 doesn't have any new races to play and info is somewhat limited on what in that module would be general Player access information anyways.
Blacklamb
August 14th, 2018, 17:54
Confirmed. I see no AP 1 Player resources either. That said, AP 1 doesn't have any new races to play and info is somewhat limited on what in that module would be general Player access information anyways.
It does have some items and fusions that would be nice to have easier access too.
sciencephile
August 15th, 2018, 03:47
First - I didnt do the APs so I was not aware that this content was there. But the same issue has presented itself in the Armory.
...
We didnt want to have to create a specific class in every module that added content to a class. I have figured out a way to do it in the ruleset.
So its comming
I did create a copy of the mystic for AP 2 with it only having the devastator connection. Dead Suns AP 2 is the only one thus far that delves into classes and it was only one.
Once Samarex has the fixed ruleset that allows for new parts of a class (such as a mystic connection) as he mentioned, I will update the AP to that method. I figured it was important to get this out in case folks wanted to use it before the update.
-Danny
sciencephile
August 15th, 2018, 03:52
It does have some items and fusions that would be nice to have easier access too.
Noted. This is on the list of to-do's but I wanted to get the races/classes out first as a quick update asap. The GM can always share the items as a work around in the meantime. I figured the races and the class were more important, particularly since they were the ones reported as missing. I will do a more comprehensive look into what should be included in the player's resources and update within the week.
-Danny
Blacklamb
August 20th, 2018, 21:40
Ignore this I now can't get it to reproduce
I been testing 1.0.12 on the test channel and think I found a bug with damage. When my PC’s get attacked it is all going to SP and not moving on to health after all the SP is done
Azaran
August 20th, 2018, 23:26
That's the way it's supposed to be. Stamina points are like hit points for heros. once the SP which are easy to recover are gone, hit points which require more time/magic to heal start coming down.
Blacklamb
August 21st, 2018, 00:07
That's the way it's supposed to be. Stamina points are like hit points for heros. once the SP which are easy to recover are gone, hit points which require more time/magic to heal start coming down.
Yes I understand that the situation I had a character in that I can not reproduce was this. They had 15 total stamina 18 health. As I damaged them there remaining stamina went to 0 but instead of rolling over to health avalible stamina stayed at 0 and fatigued kept going up I stayed when it was at 35, 20 points over stamina. My expectation would be that after avalible stamina hit zero and fatigue was 15 they would have taken 18 health and be dying.
Azaran
August 21st, 2018, 00:23
Yes I understand that the situation I had a character in that I can not reproduce was this. They had 15 total stamina 18 health. As I damaged them there remaining stamina went to 0 but instead of rolling over to health avalible stamina stayed at 0 and fatigued kept going up I stayed when it was at 35, 20 points over stamina. My expectation would be that after avalible stamina hit zero and fatigue was 15 they would have taken 18 health and be dying.
Sorry, misread that :) didn't realise it was piling on to fatigue. That'll teach me to answer posts this late at night lol
Calirae
August 21st, 2018, 10:51
Hey everybody,
I hope this is the right thread to report this! I've tried to use the search option to see if this was already reported and it doesn't seem like it was.
Whenever I create a new inventory entry on a PC sheet, I am getting the following error messages (the inventory itself is still fully usable and it does create a new entry, so the error messages are mostly a nuisance):
Script Error: [string "campaign/scripts/char_invlist.lua"]:125: attempt to call field 'setValue' (a nil value)
Ruleset Warning: window: Anchored static height ignored for control (aug_label) in windowclass (charsheet_inventory)
Ruleset Warning: window: Anchored static height ignored for control (android_upgrade label) in windowclass (charsheet inventory)
Ruleset Warning: window: Anchored static height ignored for control (aug_label) in windowclass (charsheet_inventory)
Ruleset Warning: window: Anchored static height ignored for control (android_upgrade_label) in windowclass (charsheet inventory)
Additionally, we seem to be unable to edit hardness and HP values on armour and weapons. I don't know if this is strictly a bug or intended behaviour, but it's making it a tad harder to track effects like from the tensile reinforcement armour upgrade.
Samarex
August 21st, 2018, 11:42
Hey everybody,
I hope this is the right thread to report this! I've tried to use the search option to see if this was already reported and it doesn't seem like it was.
Whenever I create a new inventory entry on a PC sheet, I am getting the following error messages (the inventory itself is still fully usable and it does create a new entry, so the error messages are mostly a nuisance):
Script Error: [string "campaign/scripts/char_invlist.lua"]:125: attempt to call field 'setValue' (a nil value)
Ruleset Warning: window: Anchored static height ignored for control (aug_label) in windowclass (charsheet_inventory)
Ruleset Warning: window: Anchored static height ignored for control (android_upgrade label) in windowclass (charsheet inventory)
Ruleset Warning: window: Anchored static height ignored for control (aug_label) in windowclass (charsheet_inventory)
Ruleset Warning: window: Anchored static height ignored for control (android_upgrade_label) in windowclass (charsheet inventory)
Additionally, we seem to be unable to edit hardness and HP values on armour and weapons. I don't know if this is strictly a bug or intended behaviour, but it's making it a tad harder to track effects like from the tensile reinforcement armour upgrade.
I am know of the anchor issue Im trying to fix it.
For the hardness and HP values, those are calulated numbers, I will have to look and see how Zeph did those and see what I can do.
Curaidh
August 22nd, 2018, 19:08
I'm not sure this should be reported as a bug or feature request:
- The Starship cargo doesn't work like an inventory, it's not possible to drag&drop items into it.
Would be very nice if it simply behaved like inventory so the party can store excess gear there they don't want to sell off etc.
sciencephile
August 22nd, 2018, 19:23
That does sound like a nice feature. I'm not a Starfinder ruleset developer so I can't actually say for sure but my guess is that it is more of a feature request. The developers are still improving the ruleset.
Some advice in the meantime is to create a group in your inventory called "On Ship" (or something similar). That's what I do in the Starfinder game I play in.
Eru the One
August 23rd, 2018, 06:34
More of a formatting problem, the Lesser spells use lower case for their name "lesser Confusion" and the book/pdf/ref manual lists them as "Confusion, Lesser". Just wanting consistency between the different sources :).
lesser Confusion
lesser Remove Condition
lesser Resistant Armor
lesser Restoration
Greater Command
Greater Discharge
Greater Dispel Magic
Greater Invisibility
Greater Remove Condition
Greater Resistant Armor
Greater Synaptic Pulse
lokiare
August 23rd, 2018, 14:41
I'm not sure this should be reported as a bug or feature request:
- The Starship cargo doesn't work like an inventory, it's not possible to drag&drop items into it.
Would be very nice if it simply behaved like inventory so the party can store excess gear there they don't want to sell off etc.
I just use the party sheets inventory, then players can grab what they want when they want.
sciencephile
August 24th, 2018, 00:25
It does have some items and fusions that would be nice to have easier access too.
I updated all the Dead Suns APs to include items, fusions, etc. as part of the player's guides. Code still needs to be tested fully in Test to make sure the revision to class abilities and features work correctly and that the AP mods work as expected. This is a FYI so you will know that it is in the works and you should see the changes in the near future.
-Danny
Blacklamb
August 24th, 2018, 00:30
I updated all the Dead Suns APs to include items, fusions, etc. as part of the player's guides. Code still needs to be tested fully in Test to make sure the revision to class abilities and features work correctly and that the AP mods work as expected. This is a FYI so you will know that it is in the works and you should see the changes in the near future.
-Danny
Thank you for the update, I look forward to seeing the changes in place. Thank you to all the devs for all the hard work and quick fixes.
KillerRabbit
August 25th, 2018, 21:03
When i make a trap, and enter something in the type entry field, i get this error each time I type a letter:
Script Error: [string "type"]:1: attempt to call field 'updateSummary' (a nil value)
Samarex
August 26th, 2018, 00:49
When i make a trap, and enter something in the type entry field, i get this error each time I type a letter:
Script Error: [string "type"]:1: attempt to call field 'updateSummary' (a nil value)
I know what that is. I will get it fixed.
Edited-
Actually a Trap is a type of NPC record and this issue has already been addressed the fix will be coming soon.
Was having the same issue with creating a new NPC.
jwfitt
August 26th, 2018, 09:51
The Cyberborn Theme has missing text for its Theme Knowledge feature.
Currently Is:
"You enthusiastically study the field of cybernetics and seek to keep abreast of new applications and experimental technologies. Reduce the DCs of
Engineering checks to identify cybernetic augmentations and of Life Science checks"
Should be:
"You enthusiastically study the field of cybernetics and seek to keep abreast of new applications and experimental technologies. Reduce the DCs of Engineering checks to identify cybernetic augmentations and of Life Science checks to recall knowledge about cybernetic augmentation techniques, as well as corporations and other research facilities involved in the production of and experimentation with cybernetic augmentations, by 5. Computers is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Computers checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation."
Eru the One
August 26th, 2018, 21:35
Serum of Healing Mk 1/2/3 all have "null" on the "Other" tab description.
I've seen it reported earlier, but it hasn't been fixed, the level 0 spells for mystic/technomancer still want you to prepare them.
Samarex
August 27th, 2018, 00:21
Serum of Healing Mk 1/2/3 all have "null" on the "Other" tab description.
I've seen it reported earlier, but it hasn't been fixed, the level 0 spells for mystic/technomancer still want you to prepare them.
I will look at these and try to get them taken care of for next update
Skillkoil
August 27th, 2018, 05:36
Is there any way to have the Add Power function added to the character sheet in Starfinder similar to D&D 5E? The reason I ask is that many classes that have abilities that aren't spells that can't be coded right now in Starfinder. Examples would be Mystic with Backlash, Share Pain etc.. It would make it much easier to remember and apply these abilities if we could add it to our action tab without confusing it with a spell.
Thanks in advance!!
**EDIT**
Also on the Main Page of the Character Sheet where the resolve point buttons are could you add a button for "Ability Use". Right now if I want to use an ability that costs a resolve I have to just edit the number and with the above issue the GM has to make the save and then add damage or remember an effect.
Thanks again!
Trenloe
August 27th, 2018, 05:42
Is there any way to have the Add Power function added to the character sheet in Starfinder similar to D&D 5E? The reason I ask is that many classes that have abilities that aren't spells that can't be coded right now in Starfinder. Examples would be Mystic with Backlash, Share Pain etc.. It would make it much easier to remember and apply these abilities if we could add it to our action tab without confusing it with a spell.
Don't get hung up on the wording. Create a new spell class, call it "Abilities" or whatever, add a 1 in level 0 or 1 so that the level heading appears (depending how you want to track things), then right-click on the level heading and create a "spell" - but it's not a spell, you'll be using it for an ability. Right-click on the newly made ability and add effects, actions, etc..
Skillkoil
August 27th, 2018, 05:45
One other small issue. When a character reaches a level where they can increase ability scores. If you are a caster like mystic/technomancer and you increase your wisdom/intelligence the spell slot allotment isn't changed to represent that. I saw this when at level 5 with a 20 wisdom I was supposed to have 6 level 1 slots and 3 level 2. I had to manually increase my spell slot levels in 1st from 5 to 6. If this isn't an easy fix it isn't very hard to keep track of as a player. I was just wondering if it was a bug or just simply limited by the coding.
Thanks!!
Skillkoil
August 27th, 2018, 05:48
Don't get hung up on the wording. Create a new spell class, call it "Abilities" or whatever, add a 1 in level 0 or 1 so that the level heading appears (depending how you want to track things), then right-click on the level heading and create a "spell" - but it's not a spell, you'll be using it for an ability. Right-click on the newly made ability and add effects, actions, etc..
Ok I'll give it a try. I thought I tried this before and I couldn't get the ability I coded out of the spell list it was in. In fact I used it with my racial heal. It is still sitting in my level 0 spell list even when I changed the box on the right to state that it was a Racial.
Samarex
August 27th, 2018, 15:27
Is there any way to have the Add Power function added to the character sheet in Starfinder similar to D&D 5E? The reason I ask is that many classes that have abilities that aren't spells that can't be coded right now in Starfinder. Examples would be Mystic with Backlash, Share Pain etc.. It would make it much easier to remember and apply these abilities if we could add it to our action tab without confusing it with a spell.
Thanks in advance!!
**EDIT**
Also on the Main Page of the Character Sheet where the resolve point buttons are could you add a button for "Ability Use". Right now if I want to use an ability that costs a resolve I have to just edit the number and with the above issue the GM has to make the save and then add damage or remember an effect.
Thanks again!
For the Resolve. Just double click the Current RP and it will spend a RP and report to chat. Its a button also
Skillkoil
August 27th, 2018, 15:29
For the Resolve. Just double click the Current RP and it will spend a RP and report to chat. Its a button also
Thank you!
Samarex
September 3rd, 2018, 00:38
Last Update 1.0.11b
There were some minor changes made that involved NPC's if you are getting Console errors when trying to roll damage you can try removing the NPC from the CT and replace it.
This resets links and all with the NPC and it seems to clear up the issues.
Blacklamb
September 6th, 2018, 23:25
I know ships combat is still a ways off but I noticed something that may or may not be a known issue by the developer. The ship frame record does not have a field for health increases so when your ship hits level 5 and each of the other HP granting levels it's health does not go up, nor can you manually change it. Like I said this may already be on the developers radar but since I did not see that stat in the frames record I thought I would check.
Everyone working on the Starfinder Projects keep up the good work and thank you.
dodger8000
September 7th, 2018, 13:38
I tried to create a graft to add to an NPC and didn’t see a place to do that. Will graft creation be a coming feature or is it a bug that add isn’t available.
Samarex
September 7th, 2018, 13:51
I tried to create a graft to add to an NPC and didn’t see a place to do that. Will graft creation be a coming feature or is it a bug that add isn’t available.
I will have to look and see. The other developer did NPCs but, I will look and see what I can do.
Azaran
September 11th, 2018, 19:05
My players have been getting runtime errors since the last SFRPG update. I'll see if we can get some screenshots during the game this thursday, made it a bit unplayable in the last game though.
Skillkoil
September 11th, 2018, 19:08
My players have been getting runtime errors since the last SFRPG update. I'll see if we can get some screenshots during the game this thursday, made it a bit unplayable in the last game though.
Did you remove them from the combat tracker and then re-add them? We had a similar issue after the last update but doing that fixed our problems.
Azaran
September 11th, 2018, 20:30
Did you remove them from the combat tracker and then re-add them? We had a similar issue after the last update but doing that fixed our problems.
thanks i'll give it a try
Extaminos
September 20th, 2018, 15:27
Edit: My bad, didn't figure AC penalty.
stephan_
September 20th, 2018, 15:54
Made an operative and the skills don't add up correctly. Observe the STR and DEX skills.24686
Could it be you have an armor with Armor Check Penalty?
Samarex
September 20th, 2018, 17:31
Could it be you have an armor with Armor Check Penalty?
I believe he is.correct, if you look at the Dex skills that dont have rhe little aarmor check they are right.
Curaidh
September 23rd, 2018, 12:32
There's a general issue with 2hd melee weapons.
Issue: When dragging two-handed weapons into the inventory, the weapon action gets filled with a damage entry that features 1.5x Str bonus.
Correct: There is no 1.5x Str multiplier on two-handed weapons in Starfinder, the multiplier needs to go on ALL two-handed weapons.
stephan_
October 1st, 2018, 21:44
I think 2/3 BAB classes are treated as full BAB classes instead (after the first level).
Tested with Ace-Pilot-Android-Envoy:
(1st level starts correctly as 0 BAB)
5th level and 9th level increase BAB.
Also confirmed with an already built level 9 operative.
Samarex
October 1st, 2018, 23:48
I think 2/3 BAB classes are treated as full BAB classes instead (after the first level).
Tested with Ace-Pilot-Android-Envoy:
(1st level starts correctly as 0 BAB)
5th level and 9th level increase BAB.
Also confirmed with an already built level 9 operative.
I have confirmed this issue, I have also found the problem and fixed it.
This will be corrected in the next update.
Thanks for your input.
MrDoctorScience
October 15th, 2018, 10:42
Hi there! New to the thread and I don't know if this is the proper place or if it has been reported already or if its even note worthy. But I noticed a small error with this chart in the reference for turns in the core Starfinder rule book. The information is correct but the Value for clumsy maneuverability in the chart is misplaced.
Thanks for looking!
Picture here for better reference: 24976
Samarex
October 15th, 2018, 14:46
Hi there! New to the thread and I don't know if this is the proper place or if it has been reported already or if its even note worthy. But I noticed a small error with this chart in the reference for turns in the core Starfinder rule book. The information is correct but the Value for clumsy maneuverability in the chart is misplaced.
Thanks for looking!
Picture here for better reference: 24976
Welcome, and thank you for the report. Yes this is right place.
FYI I have fixed it and it will go out with the next update.
Again
Thanks
JohnQPublic
October 21st, 2018, 00:12
Possibly already noted - sorry if so.
I'm getting pop ups occasionally when clicking on items from parcels contained within the Dead Suns adventures.
No extensions loaded.
Only Starfinder Core Rules and (for this specific example) Dead Suns, Part 2, Temple of the Twelve.
Open the parcel for "Gear, Tahomen."
Click the 'thing' (what is that?) to the right of Comm Unit, Personal.
Pop up with: Ruleset Error: windowcontrol: Database type mismatch for control (hands) in windowclass (item_main)
Ruleset Error: windowcontrol: Database type mismatch for control (capacity) in windowclass (item_main)
Close the pop up and everything below "HP" is stacked on top of each other (pictured).
https://i.imgur.com/1XAE23F.png
There are more items that do the same thing. I haven't compiled a list, but they do seem to all be items in parcels from the Dead Suns AP.
sciencephile
October 21st, 2018, 02:32
Thank you for reporting this. Since the ruleset has evolved with time, there was a change to the data type for a couple of fields and AP 1 - 3 of Dead Suns did indeed need to be modified. I have fixed the issue and have turned them in for the next time Starfinder's patches are released to production.
Calirae
October 29th, 2018, 03:09
The Visual Data Processor (Ex) Mechanic Trick appears to be missing from the list of tricks listed in the "Mechanic Tricks" feature on the Mechanic class (both drone and exocortex).
tanatoaster
October 29th, 2018, 18:31
so not sure if this is a glitch or not so thought id bring it here. i was having my players make their characters yesterday and when they joined i had them load the moduals but when they saw the starfinder core rules. it stated blocked by gm according to them. i didn't see this myself i should have had one of them screen shot it now that i think about it, but it basically meant that iv had to manually share all classes and races and well... everything really. i didn't even know i could block stuff from the players so im not sure how the core rules ended up being "blocked".
stephan_
October 29th, 2018, 21:46
Does your library show the checkmark next to the CRB (see image)? If not, you might have to drag the checkmark from the bottom left corner onto it.
tanatoaster
October 30th, 2018, 01:28
sorry for late responce just got off work. yes it does show the check. 25136i remeber my players seeing it their aswell but it telling them that i "the gm" had blocked their access to it
Calirae
October 30th, 2018, 01:34
The way it is set up right now, you are preventing your players from accessing the Core Rulebook (the X icon). You need to drag the checkmark icon (next to the X in the bottom left) onto the Starfinder Core Rulebook, otherwise its content won't be shared with the players.
tanatoaster
October 30th, 2018, 01:34
ahh ok so i just need to drag the check mark on it and ask them to try and load it again?
tanatoaster
October 30th, 2018, 01:36
thanks calirae i realize now that i am a blind man. lol thanks for pointing that out to me
darthmask
November 5th, 2018, 00:08
Quick report, hopefully not a repeat:
The Hit Points entry for the Borai entry in Pact Worlds Player materials says 4, however according to the book, Borai have 6 racial HP.
Samarex
November 5th, 2018, 00:45
Quick report, hopefully not a repeat:
The Hit Points entry for the Borai entry in Pact Worlds Player materials says 4, however according to the book, Borai have 6 racial HP.
Thanks for the report, I have fixed and will get it out ASAP.
KILLGORE
November 6th, 2018, 21:55
Night Vision Processor, Visual Data Processor of the mechanic tricks level 2 abilities are missing from the core rules Starfinder product.
GreatRedDragonhunter
November 6th, 2018, 22:17
Hello I am new and I am trying to figure out what I need to do to install the starfinder rules set.
I have already updated the starfinder book I have on the web site from pizo to fantasy ground.but there is not any rule set for it.
Need help
Samarex
November 6th, 2018, 22:54
Hello I am new and I am trying to figure out what I need to do to install the starfinder rules set.
I have already updated the starfinder book I have on the web site from pizo to fantasy ground.but there is not any rule set for it.
Need help
https://www.fantasygrounds.com/store/product.php?id=PZOSMWPZO7101FG
You can find the Core Rules and Ruleset here
shartahl
November 7th, 2018, 03:00
I was told to post this here. I have a thread in the support area about players in my games having issues with memory maxing out and crashing the program. All my baselines and testing data is in the thread. Luckily, one of my players is in the same household, so I am able to recreate all the issues on the fly and provide live memory stats with each component activated and deactivated.
https://www.fantasygrounds.com/forums/showthread.php?46422-Players-Experiencing-Very-High-Memory
Trenloe
November 7th, 2018, 09:53
I was told to post this here. I have a thread in the support area about players in my games having issues with memory maxing out and crashing the program. All my baselines and testing data is in the thread. Luckily, one of my players is in the same household, so I am able to recreate all the issues on the fly and provide live memory stats with each component activated and deactivated.
https://www.fantasygrounds.com/forums/showthread.php?46422-Players-Experiencing-Very-High-Memory
Yeah, looking at the Starfinder Core module, there are about 300 lovely images. These are all set to the FG developer recommendations of maximum 1000 pixel width and 700 pixel height. However, because there are so many, this is having a serious impact on player side memory use - 2,200MB in testing! Add to this the recently released Armory (approx 700MB use) and the base FG app use, and players are well into the dreaded 3GB memory use zone and start to experience issues.
Compare this with:
1) The 5E PHB - approx 150 images. Approx memory use 800MB.
2) Pathfinder Core rules - around 230 images (but a lot of these are quite small). Approx memory use 700MB.
If the Starfinder images are reduced by 10% in dimensions, then a pixel size saving is approximately double this (19% saving). Whereas reducing the dimensions by 20% is a 36% pixel count saving. Assuming this has a similar reduction in memory use, 20% image dimension reduction would result in 1,400MB player side use - still quite high.
Size reduction in the player orientated module could be taken even further than 10-20% reduction. Making an assumption that, as far as players are concerned, most of the images will be viewed inline in the reference manual - which usually has a width of around 500 pixels. So - to really reduce player module memory impact, the images could be reduced to 500 pixels wide. This would result in some of the very nice images not being great to view in the image window, so as has been mentioned in the thread startahl references - a good idea could be to create a GM only image module - with nice sized images the GM can share as required.
This needs to be looked at as a matter of urgency as we now have 2 player orientated core books causing serious memory issues if both are loaded on the players side.
Samarex
November 7th, 2018, 11:05
I have been looking into this all day, I am playing around with the Idea of a Core Rules Ref Manual and a Core Rules Data Manual.
The data manual would not have any Reference Manual or Images. It would just be the in game data
This would reduce the memory on the player side drastically.
One Question for you Trenloe, images that are use multi-able time in the reference manual, do the get loaded into memory once or once for each time they are called?
The attachment shows some numbers to start. This is only just parsing out the Core Rule Book Data only , I had not done anything with the other books yet
Also the Core (Ref) numbers don't include any adjustment on the images, I have found some issues with image sizes and such that can be corrected and adjusted.
But I am working on something, of course this all would require approval from the boss.....
Trenloe
November 7th, 2018, 12:24
One Question for you Trenloe, images that are use multi-able time in the reference manual, do the get loaded into memory once or once for each time they are called?
I've just done some testing, and each time the same image is called in a reference manual it is loaded into memory. For example: the same image file used 3 times in a reference manual #wb;image; entry is loaded into memory 3 times as soon as the module is opened on the FG player client.
lokiare
November 8th, 2018, 14:45
The Starfinder Ruleset has been pushed to TEST. If no one reports any problems, we will push to LIVE on Tuesday. A list of updates can be found here:
https://www.fantasygrounds.com/forums/showthread.php?46432-Release-Updates-for-November-6th-2018
shartahl
November 8th, 2018, 22:12
This post can be deleted. can't figure how to remove
madman
November 11th, 2018, 06:07
estex suit III seems to be missing from the core book lvl 7 light armor..
and are the spells for alien archive npc's going to be input at some point?
madman
November 12th, 2018, 23:34
Or at least link the spells from the core rulebook so we don't have to dig out spells, after unlocking every NPC?
Samarex
November 13th, 2018, 00:56
estex suit III seems to be missing from the core book lvl 7 light armor..
and are the spells for alien archive npc's going to be input at some point?
The Estex suit III is added to the armor list.
Will be added once the updated Core Rules book goes out. (Working on the memory issue related to the Core Manual.)
Spells- I will look as to why they did not go in. (I will fix and update).
Calirae
November 13th, 2018, 05:48
The "Weaknesses" field on the NPC sheet seems to not have any coding to it; instead we have to put the weaknesses of a creature into the "Defensive Abil." line and prefix it with "weaknesses". I'm assuming this is not intended behaviour, since it renders the Weaknesses field obsolete and it makes the formatting look quite odd.
Example:
I'm wanting to create a creature that is vulnerable to electricity. Putting "vulnerable to electricity" into the weakness field does not apply the creature's weakness when dragged into the Combat Tracker. However, typing "Weaknesses vulnerable to electricity" into the "Defensive Abil." applies the effect to the creature when dragged into the Combat Tracker. I've also tried just putting "electricity" into the Weaknesses field, but that does not work either.
25283
Samarex
November 13th, 2018, 05:56
The "Weaknesses" field on the NPC sheet seems to not have any coding to it; instead we have to put the weaknesses of a creature into the "Defensive Abil." line and prefix it with "weaknesses". I'm assuming this is not intended behaviour, since it renders the Weaknesses field obsolete and it makes the formatting look quite odd.
Example:
I'm wanting to create a creature that is vulnerable to electricity. Putting "vulnerable to electricity" into the weakness field does not apply the creature's weakness when dragged into the Combat Tracker. However, typing "Weaknesses vulnerable to electricity" into the "Defensive Abil." applies the effect to the creature when dragged into the Combat Tracker. I've also tried just putting "electricity" into the Weaknesses field, but that does not work either.
25283
I will take a look an seewhats going on
Im currently working on a fix for the Client memory issue.
For now use your way too get it in.
shartahl
November 14th, 2018, 03:33
Some updates that went through seems to have lightened the memory load a bit.
Using a new campaign as a baseline:
Starfinder Core: 1656MB (almost 600MB reduction)
Starfinder Armory: 600MB
Pact Worlds: 240MB
Alien Archive (players): 262MB
I have able to have all four of those open, plus the player resource for an adventure path and be at 3066MB, which give more wiggle room for sharing images and such.
Samarex
November 14th, 2018, 05:32
Some updates that went through seems to have lightened the memory load a bit.
Using a new campaign as a baseline:
Starfinder Core: 1656MB (almost 600MB reduction)
Starfinder Armory: 600MB
Pact Worlds: 240MB
Alien Archive (players): 262MB
I have able to have all four of those open, plus the player resource for an adventure path and be at 3066MB, which give more wiggle room for sharing images and such.
Stll got more to come in reguards to memory issue.
tahl_liadon
November 15th, 2018, 22:20
.
will there be announcement made once this is tweaked and ready to update?
we have gm with most of the mods and i wanted to know what players should do on their side: anything? flush cache to download updated optimized files? whut?
Samarex
November 15th, 2018, 23:28
.
will there be announcement made once this is tweaked and ready to update?
we have gm with most of the mods and i wanted to know what players should do on their side: anything? flush cache to download updated optimized files? whut?
Yes they should flush and update.
The current Live update for the Core Rules Book did some image optimizing.
- This reduced the clients memory a little but not to a desired level.
We have the Starfinder Core Rules (Players) version on the test server and are verifying.
This gives the player a module that looks the same as the GM except the images don't have links so they are only viewable inside the reference manual. They also do not have all the images in the Sidebar Images window. If the player really wants to see a larger image of a item or something the GM can share the image from is image list.
from what I seen this was the biggest contributor to the memory usage.
If all goes well it should go out with are next weekly update
- With this additional update, the GM will have the standard module with all images with links to open the larger size image. These all also show in the Images window from the sidebar.
(Pretty much not much change other than some file optimizing.)
-The GM will share the Starfinder Core Rules (Players) version.
With this my test I had the following loaded and open as a client.
[Starfinder Core Rules Book (Players), Armory, Pact Worlds Players, Alien Archive Players, Deadsun's Part 2 Temple of the Twelve Players Resourses.]
My testing here and had a couple players connect to me an do the same, the clients memory came in 1975MB - 2020 MB. this is way down from the reported close to 3000 MB with just the Core Rules and Armory open.
So again it is in testing and if all goes well it will push out with next weekly.
If anything goes wrong with test I will inform you all of the status.
Thank you all for your patience with this.
RJC
Calirae
November 16th, 2018, 21:27
It seems an old error has snuck back into the program. Me and all my players get an error message whenever they create a new inventory item in their inventories. I remember this happening a while ago and having been fixed.
25309
Samarex
November 18th, 2018, 10:19
It seems an old error has snuck back into the program. Me and all my players get an error message whenever they create a new inventory item in their inventories. I remember this happening a while ago and having been fixed.
25309
I have pushed the fix, Hope to make this weeks update.
Davido1000
November 21st, 2018, 17:38
Hello,
Ive just bought the starfinder core. when i go to create a game i dont seem to have the official theme as an extension, can anyone help?
Moon Wizard
November 21st, 2018, 17:45
There is no separate theme extension for Starfinder. The theme that comes with the ruleset (game system framework) is the official theme.
Regards,
JPG
Davido1000
November 21st, 2018, 17:47
ah thank you, sorry first time using FG
madman
November 21st, 2018, 19:13
Well then Welcome
shartahl
November 21st, 2018, 21:06
Worked like a charm!! awesome job!
Clear cache and had the player client load Dead Suns Player module for 1, 2, 3, 4 and 5, Pact World Players, Alien Archive Players, Core Rules Players, and Armory. Sitting at 2062 MB
Yes they should flush and update.
The current Live update for the Core Rules Book did some image optimizing.
- This reduced the clients memory a little but not to a desired level.
We have the Starfinder Core Rules (Players) version on the test server and are verifying.
This gives the player a module that looks the same as the GM except the images don't have links so they are only viewable inside the reference manual. They also do not have all the images in the Sidebar Images window. If the player really wants to see a larger image of a item or something the GM can share the image from is image list.
from what I seen this was the biggest contributor to the memory usage.
If all goes well it should go out with are next weekly update
- With this additional update, the GM will have the standard module with all images with links to open the larger size image. These all also show in the Images window from the sidebar.
(Pretty much not much change other than some file optimizing.)
-The GM will share the Starfinder Core Rules (Players) version.
With this my test I had the following loaded and open as a client.
[Starfinder Core Rules Book (Players), Armory, Pact Worlds Players, Alien Archive Players, Deadsun's Part 2 Temple of the Twelve Players Resourses.]
My testing here and had a couple players connect to me an do the same, the clients memory came in 1975MB - 2020 MB. this is way down from the reported close to 3000 MB with just the Core Rules and Armory open.
So again it is in testing and if all goes well it will push out with next weekly.
If anything goes wrong with test I will inform you all of the status.
Thank you all for your patience with this.
RJC
msbranin
November 21st, 2018, 23:05
Space map from Temple of the Twelve is facing the wrong direction by 45 degrees so when you drop a token on it (Ringworks wanderer for example) It faces one of the 6 corners instead of one one of the 6 sides. And when you rotate the token it always faces a corner.
25347
eseell
November 21st, 2018, 23:32
Space map from Temple of the Twelve is facing the wrong direction by 45 degrees so when you drop a token on it (Ringworks wanderer for example) It faces one of the 6 corners instead of one one of the 6 sides. And when you rotate the token it always faces a corner.
25347
There really needs to be a better way to indicate starship facing in FG than depending on the tokens as they are.
sciencephile
November 21st, 2018, 23:40
msbranin, thank you and welcome to the forum. I cannot seem to replicate the issue with token not rotating. Perhaps this is an issue with how sensitive (or not) your mouse wheel might be? It seems to rotate to both of the corners and the sides for me.
One bit of advice I have learned (I play a Ysoki pilot in the Dead Suns games and I had to learn the hard way)... Trying to utilize the picture itself as the direction indicator can be a bit confusing at times as the tokens can be small. My group has reverted to utilizing the line pointer to indicate direction as it is a lot easier for direction than trying to gauge the direction from the token itself. This is particularly helpful when there are multiple ships and torpedos/missiles on the map.
25348
msbranin
November 22nd, 2018, 01:04
Good Idea but ... Look at your pic vs my pic. When I load up the space map the Grid is 45 degrees off from yours. Going left to right the hex side should butt up to the next. But when I choose the space map the corners but up next to each other going left to right. Is there an easy way to fix this issue. Your maps hexes are the correct orientation which is why your ships rotation is correct.
sciencephile
November 22nd, 2018, 01:35
Actually, I tried it in both configurations and it works in both configurations for me.
You can re-orient any map by right-clicking on the map, select "Layers" (5 o'clock position) and then "Grid off" (6 o'clock position). Then you can redraw the map to whatever specifications you want by right-clicking again, selecting "Layers" again, then "Set Hex Grid" (6 o'clock position). You can drag the square (or in this case hex) to whichever orientation (or even size) that you want. They are set for 50 pixels currently but you can change to more or less for your preferences (as well as orientation preferences).
Samarex
November 22nd, 2018, 02:18
Worked like a charm!! awesome job!
Clear cache and had the player client load Dead Suns Player module for 1, 2, 3, 4 and 5, Pact World Players, Alien Archive Players, Core Rules Players, and Armory. Sitting at 2062 MB
Thanks,
But they don't really need them all open. I.E Dead Suns players module 1 only has a Race and a Theme, if the player is not using either one then its not really needed, and don't need to be open.
So they should look at the modules and decide "Do I really need this open", and close the ones they don't need to save on memory usage.
msbranin
November 22nd, 2018, 03:09
Actually, I tried it in both configurations and it works in both configurations for me.
You can re-orient any map by right-clicking on the map, select "Layers" (5 o'clock position) and then "Grid off" (6 o'clock position). Then you can redraw the map to whatever specifications you want by right-clicking again, selecting "Layers" again, then "Set Hex Grid" (6 o'clock position). You can drag the square (or in this case hex) to whichever orientation (or even size) that you want. They are set for 50 pixels currently but you can change to more or less for your preferences (as well as orientation preferences).
Thank you/ I had no idea you could re-orientate the grid like that.
shartahl
November 22nd, 2018, 04:28
Thanks,
But they don't really need them all open. I.E Dead Suns players module 1 only has a Race and a Theme, if the player is not using either one then its not really needed, and don't need to be open.
So they should look at the modules and decide "Do I really need this open", and close the ones they don't need to save on memory usage.
yeah. I was just running a stress test on the computer my wife uses as a player. I will let them know that when we play next, but this definitely helps loads
msbranin
November 22nd, 2018, 20:43
Bug
Choose mystic as a class and your key ability is Wisdom, Now choose Soldier which allows you to choose Strength or dexterity as your key ability. It will not give you the option to choose. It will force Strength on you.
Now if you select soldier first you get to choose your key ability and then if you choose mystic second the key abilities are correct.
Also am I doing something wrong. I select mystic. I choose the healer connection. I should get healing channel as my connection power but I do not see it listed anywhere on the sheet. I see a blank entry under abilities called connection power. But no what to select it or even see what the ability is.
Samarex
November 22nd, 2018, 22:08
Bug
Choose mystic as a class and your key ability is Wisdom, Now choose Soldier which allows you to choose Strength or dexterity as your key ability. It will not give you the option to choose. It will force Strength on you.
Now if you select soldier first you get to choose your key ability and then if you choose mystic second the key abilities are correct.
Also am I doing something wrong. I select mystic. I choose the healer connection. I should get healing channel as my connection power but I do not see it listed anywhere on the sheet. I see a blank entry under abilities called connection power. But no what to select it or even see what the ability is.
Key Ability-With multi classing your key ability can be set to which ever is rhe highest bonus. So with the above you would look at Wis, Str, Dex and which ever had the highest bonus set you Key Ability in the Abilities editor to that.
Cinnection-If you Open your Class record and go to the Special Tab you will seeall the conections. Drag the 1st level version of the connection you want to youe character and your set
msbranin
November 22nd, 2018, 22:31
I am sorry .. no matter what I do or drag. Healing Channel does not appear in my abilities tab
25358
Samarex
November 22nd, 2018, 23:13
I am sorry .. no matter what I do or drag. Healing Channel does not appear in my abilities tab
25358
Open your Connection Healer and go to other tab.
The Connection Power Ability that appears as you level is to inform that you have a new power. The Powers are listed in your Connection
You can actually delete the Connection Power Ability if you wish.
I did it this way to keep the list from getting so long in a small box. Those are Abilities you dont need to select from So you have them all they will just be bundled up in the 1 Ability.
For Features that you get to select from a list those you will drag the one you select from the list to you Abilities Box I.E Your Soldier's Gear Boosts You would select 1 and DRag to sheet.
msbranin
November 23rd, 2018, 16:18
Key Ability-With multi classing your key ability can be set to which ever is the highest bonus. So with the above you would look at Wis, Str, Dex and which ever had the highest bonus set you Key Ability in the Abilities editor to that.
Cinnection-If you Open your Class record and go to the Special Tab you will see all the connections. Drag the 1st level version of the connection you want to youe character and your set
You still need to be able to select which key ability the soldier goes off of for class abilities ect.
This update also looked at the difference between Class and Non-Class Key Ability.
So now you have two areas for Key Ability
First- You still have the Key Ability that's in the Ability Score Editor.
It can still be changed and is used for non-class related items. I.E. Resolve Points will include this Key Ability Bonus.
Second- In your Class editor you will now see a Key Ability named after the Class name. This is your Class Key Ability, it is not editable as it is locked to your class (Even the soldier once he selects what he wants his key ability to be at character creation it can not be changed.
This key ability will be used for things like Spells that use Key abilities (not coded in yet but hope to get that functionality added in when I work more on the Spell system.) But anything that uses your class key ability will use this.
Multi-Class Characters-
You can have a character that has classes with different key Abilities. The Class key abilities will be used with class abilities.
The non Class Key Ability can be changed to use your key ability from your classes that has the larger bonus value.
The system should still allow you to choose your soldier key ability when you multi class into it instead of locking you to Strength... Look at the next to the last line of your second quote. Class Key abilities will be used with class abilities. Does this make sense?
Samarex
November 23rd, 2018, 22:11
You still need to be able to select which key ability the soldier goes off of for class abilities ect.
The system should still allow you to choose your soldier key ability when you multi class into it instead of locking you to Strength... Look at the next to the last line of your second quote. Class Key abilities will be used with class abilities. Does this make sense?
I will look at it as to why its not letting you select.
The line that you say does not make sense is refering to the key ability thats in you Class editor not the one in your Ability Editor
The Ability Editor Key ability is for RP SP and Resolve
The one in the Class editor is for Class specific Abilities IE spells and thing like that.
msbranin
November 23rd, 2018, 22:26
That line made sense to me. I was using that as a reference as to why there needs to be a way to select a Soldiers Key Ability especially when multi classing into soldier from another class.
The one in the Class editor is for Class specific Abilities IE spells and thing like that.
Yep this is the one that is defaulting to STR if you multi-class. It is as if the Editor looks at the key ability and says hey this character has a key ability, So it errors out and does not let you make the choice between STR or DEX
I hope you do not take any of my post as criticism.. I absolutely love Fantasy Grounds and the Starfinder content in general.. I tried Roll20 first and even paid for a 1 one year sub for it, I then tried D20Pro. I took one look at Fantasy grounds Starfinder stuff and Subscribed immediately. I know a lot of my issues are due to me not having learned the whole system yet.
Samarex
November 23rd, 2018, 23:33
That line made sense to me. I was using that as a reference as to why there needs to be a way to select a Soldiers Key Ability especially when multi classing into soldier from another class.
Yep this is the one that is defaulting to STR if you multi-class. It is as if the Editor looks at the key ability and says hey this character has a key ability, So it errors out and does not let you make the choice between STR or DEX
I hope you do not take any of my post as criticism.. I absolutely love Fantasy Grounds and the Starfinder content in general.. I tried Roll20 first and even paid for a 1 one year sub for it, I then tried D20Pro. I took one look at Fantasy grounds Starfinder stuff and Subscribed immediately. I know a lot of my issues are due to me not having learned the whole system yet.
Ok found it. Got it fixed and will go out with the next Ruleset update. 1.0.13
The Class Drop.jpg shows what happens when you Drop a Soldier Class in as a Second Class.
You can see the Ability Selection Box now pops up.
After Key ability Select.jpg is after you select it.
I selected Dex and as you see the Key Ability changed to Dex.
Samarex
November 24th, 2018, 02:03
Bug
Choose mystic as a class and your key ability is Wisdom, Now choose Soldier which allows you to choose Strength or dexterity as your key ability. It will not give you the option to choose. It will force Strength on you.
Now if you select soldier first you get to choose your key ability and then if you choose mystic second the key abilities are correct.
Also am I doing something wrong. I select mystic. I choose the healer connection. I should get healing channel as my connection power but I do not see it listed anywhere on the sheet. I see a blank entry under abilities called connection power. But no what to select it or even see what the ability is.
And a side note.
If the campaign was made with 1.0.11 or earlier and is now in 1.0.12 some of the Abilites on the Characters Ability Tab might need to be redraged frim the Class record to updste them to the new structure.
So if a ability shows blank text then first try replacing it from the Class record.
msbranin
November 29th, 2018, 05:00
Forcefield Armor upgrades missing from Core rule book (Table 7-18) Pg. 206
Edit Strike that .. It is listed under item templates but No idea how to add it to a character's inventory.
Samarex
November 29th, 2018, 05:13
Forcefield Armor upgrades missing from Core rule book (Table 7-18) Pg. 206
Edit Strike that .. It is listed under item templates but No idea how to add it to a character's inventory.
You open the Forge- take the armor you want and place it in Equipment side of the Forge. Take the Forcefield Upgrade and put it in Item Templates side.
hit Forge Item
You will have a new Armor with the upgrade.
Note this only put the Text into the item if there are adjustments to the armor the upgrade gives the Armor stats will need to be adjusted.
msbranin
November 29th, 2018, 05:46
Starfinder back pack does not seem to be calculating carrying capacity correctly if at all. Wearing a starfinder backpack should treat your strength as 4 higher when calculating carrying capacity
Samarex
November 29th, 2018, 11:24
Starfinder back pack does not seem to be calculating carrying capacity correctly if at all. Wearing a starfinder backpack should treat your strength as 4 higher when calculating carrying capacity
Its working correct
When a back pack is worn the weigt of the backpack does not count against encumbrance but the items inside do.
A backpack increases you Str for encumbrance only.
A Consumer bp increases 1 Str a Industrial bp by 2 Str.
If you have the Backpck in your inventory and its set to Carry your encumbrance will show the backpack as weight. When you set it to Worn you will see you Encumbrance value decrease and the values of you limits increase 1 or 2 depending on which type you have.
I have it adjusting your limit values for encumbrance not adjusting your Str at all.
msbranin
November 29th, 2018, 14:55
Correct and that does work for those 2 backpacks, but the 3rd backpack from starfinder armory does not work. Its supposed to increase the value to 4 but it does nothing currently when worn.
consumer backpack 1
industrial backpack 2
starfinder backpack 4
first 2 work correctly 3rd does not
brunocalado
November 29th, 2018, 15:16
[MODERATOR: moved post to the Starfinder bug report thread.]
After move the Signal Basic starship item to a starship, i got the error:
Script Error: [string "campaign/scripts/manager_charstarship.lua"]:902: attempt to compare number with nil
25431
msbranin
November 29th, 2018, 18:33
Multi class 2nd level operative ... now add 1 level of soldier. Not getting the +2 to fort saves and can not find where to edit the saves at.
I found where to edit it. I am just not sure if it is a bug though not adding automatically or if it is something we are supposed to add manually
Samarex
November 30th, 2018, 02:47
Correct and that does work for those 2 backpacks, but the 3rd backpack from starfinder armory does not work. Its supposed to increase the value to 4 but it does nothing currently when worn.
consumer backpack 1
industrial backpack 2
starfinder backpack 4
first 2 work correctly 3rd does not
Ok I have fixed it in the Armory, will send it in for update.
Until then just open the backpack and unlock it. You will see a Str box at the bottom of the item put a 4 in there and it will work fine.
I missed the 4 in the data entry...
Samarex
November 30th, 2018, 03:34
[MODERATOR: moved post to the Starfinder bug report thread.]
After move the Signal Basic starship item to a starship, i got the error:
Script Error: [string "campaign/scripts/manager_charstarship.lua"]:902: attempt to compare number with nil
25431
I built a ship and added Signal Basic with no error.
After looking at your attachment I believe ts because of your Power Core. You have just written in 150 so the system does not have all the Power Core information for collections.
This also makes you build point off and the Power core cost is not included.
madman
December 1st, 2018, 00:30
Thanks for spells in the Alien Archive 2.
0 level or at will does not function except for the first use.
Extra text in Special ability, Image Name is wrong..
Samarex
December 1st, 2018, 02:00
Thanks for spells in the Alien Archive 2.
0 level or at will does not function except for the first use.
Extra text in Special ability, Image Name is wrong..
Yes I am aware of the 0 Level and the At-Will its on my list.
msbranin
December 1st, 2018, 03:37
Pact worlds has all the core rulebook spells listed in it even though they are not in the actual pact worlds book so if you have core rule book and pact worlds and pact worlds player modules loaded . the spells are all listed 3 times each
Samarex
December 2nd, 2018, 22:54
Pact worlds has all the core rulebook spells listed in it even though they are not in the actual pact worlds book so if you have core rule book and pact worlds and pact worlds player modules loaded . the spells are all listed 3 times each
Yes I am aware of this issue, I am trying to figure out how to do it.
This is the only way I currently know of to get the spells to populate into NPC's (I am checking with others to see if we need to make a change or Im doing something wrong).
madman
December 4th, 2018, 01:34
So I just added the Biohacker class into FG and i get an error when i drop onto character..
Script Error: [string "campaign/scripts/manager_char.lua"]:2102: attempt to index field '?' (a nil value)
Any insight as to what I am doing wrong. Same error (LIVE or TEST)
Madman..
Samarex
December 4th, 2018, 02:24
So I just added the Biohacker class into FG and i get an error when i drop onto character..
Any insight as to what I am doing wrong. Same error (LIVE or TEST)
Madman..
Yep I know... I will have to make a hotfix for this...
Its looking at the datacommon file for some information. But when making a new class the class is not in there.
So i will need to make some changes.
I will do that today also as I am working on the modules for the New Playtest classes.
Blahness98
December 5th, 2018, 05:17
DMGTYPE effect tag does not work on attacks that use the energy type short codes (ex A, B, C, E, F, ect). The effect will work when using the full word damage type (ex acid, bludgeoning, cold, electricity, fire, ect). Might have to do with the translation of the short code damage type to the full word version somewhere in the back end. Posted same analysis here (https://www.fantasygrounds.com/forums/showthread.php?46590-Dmgtype&p=416892&viewfull=1#post416892).
Also noted, mixed damage types in the damage line on weapons that do not use the full word or the short code for all damage types will be left off. An example would be if I used B, fire, C. The only output would be the short code items ( bludgeoning and cold in this example). Order of the damage type tags does not matter as any full word damage types on the damage type lines are ignored if there are any short codes present. Using the same example as before, if I have bludgeoning, fire, cold on the damage line all the damage types will show properly.
Samarex
December 7th, 2018, 00:42
Yes I am aware of this issue, I am trying to figure out how to do it.
This is the only way I currently know of to get the spells to populate into NPC's (I am checking with others to see if we need to make a change or Im doing something wrong).
This has been fixed see the following thread
https://www.fantasygrounds.com/forums/showthread.php?46871-Source-Books-Update-7-Dec-2018&p=417167&viewfull=1#post417167
Blacklamb
December 7th, 2018, 17:34
I'm running Ruleset v1.0.12c It looks like my Human player in my party is not getting their racial trait of Skilled. My example is a Human Technomancer with an int mod of 5. FG says they have 9 (5 int + 4 class) skills per level but being a Human it should be 10 (5 int + 4 class + 1 racial)
Samarex
December 7th, 2018, 18:16
I'm running Ruleset v1.0.12c It looks like my Human player in my party is not getting their racial trait of Skilled. My example is a Human Technomancer with an int mod of 5. FG says they have 9 (5 int + 4 class) skills per level but being a Human it should be 10 (5 int + 4 class + 1 racial)
What hi Int bonus?
Blacklamb
December 7th, 2018, 18:29
He is level 5 with a personal upgrade his int bonus is +5 21 int total. 19 int and 2 more mod for the upgrade for a for 21. That makes the modifier 5 as I showed in the math above. It's either skilled not getting added in or the bump from the upgrade. as for the Chat log I see Skill ranks for class 'Technomancer' added to 'Anastasis'.(4+5+1) so maybe it is that the modified int is not getting used.
KillerRabbit
December 7th, 2018, 19:46
3.04.02 The Glimmshar Pirates
The questions asked - and link to the answers are wrong. It links to the answers given by Glest. The information that the pirates give is not shown
It is actually so for all the residents in the station
Samarex
December 8th, 2018, 00:11
He is level 5 with a personal upgrade his int bonus is +5 21 int total. 19 int and 2 more mod for the upgrade for a for 21. That makes the modifier 5 as I showed in the math above. It's either skilled not getting added in or the bump from the upgrade. as for the Chat log I see Skill ranks for class 'Technomancer' added to 'Anastasis'.(4+5+1) so maybe it is that the modified int is not getting used.
Ok I created a Human Technomancer. and brought him up to level 6. The total number of skills is correct but the is a issue with Int increase.
And I know whats going on.
It has to do with changing your Int score. I had done it this way to prevent confusion with Ability Damage. Didn't want skill point dropping when you got Temp Int Damage and the player having to remove skill ranks and put back. So the only time I had it change them is when you leveled and your Int increased enough to increase the bonus. At that point it increases it for all your levels.
Technomancer Human
Level Int Skills Chat Note
1 18 9 4+4+1 Creation
2 18 9 4+4+1 Added Level
2 20 0 --- Added +2 Int
3 20 10 4+5+1 Added Level
4 20 10 4+5+1 Added Level
5 21 12 4+5+1 10 + 2 for level 1/2
6 21 10 4+5+1 Added Level
Now as shown above this is the result of my test leveling the character.
As you can see I add the Upgrade to Int at Level 2 (This should give the character 2 more skill points because his bonus went to +5)
then he started getting 10 and when he hit level 5 the skill points updated. It gave him 12 because it detected the shortage of skill points from levels 1 and 2.
(If I would have manually added the 2 points when I increased my Int then it would have only gave me 10 at level 5)
So what I think might have happened is that when he added the Upgrade and his Int went to 20 the Skill points were manually adjusted for the proper amount, and the player may have given 1 more skill point than he should have. When the Character levels to level 5 and selects his Ability score increase's the Skill point section does a calculation taking all into considertion
Level, Class Skill Points, Int Bonus, and Skilled Feat to get what the total Skill points should be and updates it to that.
So I can look at making some changes but will need to see if it will cause more problems.
sciencephile
December 8th, 2018, 02:08
3.04.02 The Glimmshar Pirates
The questions asked - and link to the answers are wrong. It links to the answers given by Glest. The information that the pirates give is not shown
It is actually so for all the residents in the station
Thanks for finding and reporting this. I have fixed the issue and have checked it into the system for the next update. I believe that the next update should be on Tuesday.
-Danny
msbranin
December 12th, 2018, 03:29
1. Create a character,
2. Drag Ysoki race to character.
3. Drag Robotocist theme to character
4. Set stats
5. Drag Mechanic class to character
ERROR
Script Error: [string "campaign/scripts/manager_char.lua"]:2468: attempt to index global 'sKeyAbility' (a nil value)
Can I continue. Is this something to worry about? am I dead in the water. I am going to go out on a limb and say no I can not continue as none of the race abilities transfered over. It Stopped the moment it encountered that bug.
Samarex
December 12th, 2018, 04:24
1. Create a character,
2. Drag Ysoki race to character.
3. Drag Robotocist theme to character
4. Set stats
5. Drag Mechanic class to character
ERROR
Script Error: [string "campaign/scripts/manager_char.lua"]:2468: attempt to index global 'sKeyAbility' (a nil value)
Can I continue. Is this something to worry about? am I dead in the water. I am going to go out on a limb and say no I can not continue as none of the race abilities transfered over. It Stopped the moment it encountered that bug.
Open your Library then module activation,
Right click the Starfinder Core Rules you should see a circle icon with arrows. Click it, this will set the Core Rules Book to Defualt.
Then unload and reload the Core rule book and try again.
msbranin
December 12th, 2018, 04:55
Did not help I unloaded everything Only Have the core rules loaded and still get the error.
I unloaded everything but the core then I reset the core like you said.
I then unloaded it and reloaded it.
Create new character Choose Ysoki
choose Scholar theme and set ability scores
choose mechanic and error.
Script Error: [string "campaign/scripts/manager_char.lua"]:2468: attempt to index global 'sKeyAbility' (a nil value)
Database Notice: Campaign saved.
QUICK FOLLOWUP
I created a brand new campaign with only the core rulebook gm loaded. Same Error
Samarex
December 12th, 2018, 07:59
Did not help I unloaded everything Only Have the core rules loaded and still get the error.
I unloaded everything but the core then I reset the core like you said.
I then unloaded it and reloaded it.
Create new character Choose Ysoki
choose Scholar theme and set ability scores
choose mechanic and error.
Script Error: [string "campaign/scripts/manager_char.lua"]:2468: attempt to index global 'sKeyAbility' (a nil value)
Database Notice: Campaign saved.
QUICK FOLLOWUP
I created a brand new campaign with only the core rulebook gm loaded. Same Error
Ok Found it....
I have it fixed its the only class that the Key Ability statement does not say Your (stat) it starts out You rely on your (stat).
That messed up my search to fin the key ability. So changed how it searches and the Mech is working now.
I will do a little more testing (Basically create every Class there is and Level to 20 for each) to make sure everything is working. then will see if I can geta Hot Fix pushed out.
Thanks for the Report.
msbranin
December 13th, 2018, 20:34
Any word on getting this out? Is there a work around I can do until then? All my players have their characters finished. Only one character is dead in the water unable to create a character. not sure how to hold our session with him not having a character
Samarex
December 13th, 2018, 22:47
Any word on getting this out? Is there a work around I can do until then? All my players have their characters finished. Only one character is dead in the water unable to create a character. not sure how to hold our session with him not having a character
The fix is on the test server, You can
Update your FG using the test channel
Create a NEW Champaign
Open it and make the Mechanic
Race, Theme, Adjust stats, Class.
Then export the character.
Reupdate back to Live
Open your Campaign and import the character.
The player can then finish rhe creation process.
The updste probably won't be till Tuesday update.
msbranin
December 14th, 2018, 02:38
Heads up ... Drones can not be created on live or test, Same error.
Script Error: [string "campaign/scripts/manager_char.lua"]:2474: attempt to index global 'sKeyAbility' (a nil value)
On a plus note I got the Mechanic created using your notes above. Sorry to be a pain
Samarex
December 14th, 2018, 10:34
Heads up ... Drones can not be created on live or test, Same error.
Script Error: [string "campaign/scripts/manager_char.lua"]:2474: attempt to index global 'sKeyAbility' (a nil value)
On a plus note I got the Mechanic created using your notes above. Sorry to be a pain
First, Your not being a pain. Thank You so much for testing they system and finding issues. That's how we get things fixed.
On that note. I have fixed the Drone issue. I reworked the code for key-ability, I tested by making every class on the list including the Playtest Classes and created a new Class inside FG and it worked also.
No more error and the PC's key ability works correct.
Again Thank you for the report
This has been requested to be pushed to test. I will update when its there.
UPDATE this in now on Test server.
Samarex
JohnQPublic
December 15th, 2018, 16:47
Identification does nothing?
During our game last night I dropped an unidentified item into the party inventory. It showed up as 'Unidentified Item' because it didn't have anything in the field for Non-ID Name. So far so good.
Then one of my players said, 'Oh, it's something to do with hiding or searching.'.
I said 'What? Why do you think that?' and he said, 'because it describes the item on the 'Other' tab.'
I've now checked several items. It appears that the descriptive text on the 'Other' tab is completely available at all times regardless of the id/non-id state of the item. This can't be right.
Samarex
December 16th, 2018, 11:27
Identification does nothing?
During our game last night I dropped an unidentified item into the party inventory. It showed up as 'Unidentified Item' because it didn't have anything in the field for Non-ID Name. So far so good.
Then one of my players said, 'Oh, it's something to do with hiding or searching.'.
I said 'What? Why do you think that?' and he said, 'because it describes the item on the 'Other' tab.'
I've now checked several items. It appears that the descriptive text on the 'Other' tab is completely available at all times regardless of the id/non-id state of the item. This can't be right.
Got taken care of.
Asked for a Test server update.
[UPDATE] This is now live and working. Other tab no longer shows text to client in item is not identified.
Blacklamb
December 17th, 2018, 17:42
Running 1.0.12e but also saw it current live version, My operative duel classed in mystic and now his freebie points are getting included in skill ranks spent. reducing the number of ranks he has available.
@ Level 4 Operative 4
Int Mod +1 9 skills per level = 36 skill points + 8 free skill points in Stealth and Acrobatics Shows 44 available and spent. This worked fine
@ Level 5 Operative 4 / Mystic 1
Int Mod +2 10 skills per level Op = 40 + 8 Skill points for Mystic total of 48 to spend I would expect to see 12 available points I see 4. 8 look to be eaten by the free ranks
I'm attaching the exports if that helps.
25621
25622
Samarex
December 17th, 2018, 23:25
Running 1.0.12e but also saw it current live version, My operative duel classed in mystic and now his freebie points are getting included in skill ranks spent. reducing the number of ranks he has available.
@ Level 4 Operative 4
Int Mod +1 9 skills per level = 36 skill points + 8 free skill points in Stealth and Acrobatics Shows 44 available and spent. This worked fine
@ Level 5 Operative 4 / Mystic 1
Int Mod +2 10 skills per level Op = 40 + 8 Skill points for Mystic total of 48 to spend I would expect to see 12 available points I see 4. 8 look to be eaten by the free ranks
I'm attaching the exports if that helps.
25621
25622
Ok I am able to repeat this.
First just open your Class editor from your main tab and add 8 skill points to your Operative and everything will be correct).
When I tested everything was fine until the Ability Points Increase kicked in then the Operative lost his Free Skill points in his total skills on the Editor Panel
@ Level 5 Operative 4 / Mystic 1 you should have
Operative [8+2(Int Mod) + 2(Free Skills) x 4 Levels for 48 Total Points]
Mystic [ 6+2 (Int Mod) x 1 Level for 8 Total Points]
Total Skill Point [56]
I will look into whats going on. But you can fix the count manually from the Class Editor. And this should be fine when leveling until you get to level 10 when the next Ability score adjustment comes into play. But this should be fixed by then unless you go thru a hot fired week of playing Starfinder and get him up in levels before I get it fixed and out.
Thanks for the Report.
Samarex
Curaidh
January 27th, 2019, 13:13
The free ranks of the operative are broken in general again.
Create a new operative following standard procedure
Pick operative Specialization
Add another level of Operative
-> free skill ranks are counted as ranks spent
I don't quite get why they are actually flagged in the XML but it doesn't do anything.
I know it worked fine before, but some way down the line it broke again.
<freeskill type="number">1</freeskill> - Probably just for the square that flags the skill as "free"?
<ranksfree type="number">2</ranksfree> - This seems to not work?
tanatoaster
January 29th, 2019, 02:23
hey guys i doubt this is a bug, probly just my own ineptitude but can any one tell me where im meant to add the playtest classes to my starfinder game i haven't for the life of me been able to find it and im not sure if this is a tech issue or i just dont know where to look lol
thanks guys again sorry wasn't sure where to post this
stephan_
January 29th, 2019, 09:23
See here (https://www.fantasygrounds.com/forums/showthread.php?46934-Starfinder-Operations-Manual-Playtest).
tanatoaster
January 29th, 2019, 17:25
See here (https://www.fantasygrounds.com/forums/showthread.php?46934-Starfinder-Operations-Manual-Playtest).
thanks man i really appreciate it. some of my players were asking about this and i wanted to have it ready for this sunday lol. saved my butt
OtakuSmurf
March 3rd, 2019, 15:15
I tried searching the thread, but I did not come across this specific issue. I am running v3.3.7 Ultimate
I am creating a multi-class Operative Soldier. The issue is when going back to Operative, the free skills are added, but they are brought up to the characters total level, not the operative level.
Nevermind, I see that it was reported back in December.
deer_buster
March 11th, 2019, 03:30
Daze (Lashunta racial magic) does not have the Will negates descriptor on the actions tab
rdwulfe
March 12th, 2019, 01:22
Hello all,
I've noticed that sickness seems to be missing in the effects. I put in a place holder for myself, but I'm not 100% sure it works correctly. Just thought I'd point this out, as others have not seemed to notice yet.
I'm bringing my players through Dead Suns, and ... we'll just say, it figures heavily.
ystiki
March 29th, 2019, 02:26
I was actually just about to put this up too. Also running my group through dead suns. I noticed it a couple of months ago but felt it had to have been recognized by now but didn't want to go through 60+ pages of forum to find it. Finally I felt like maybe I was wrong and was going to post it anyways. Sickened needs to be added. It's a pretty common thing in dead suns.
Samarex
March 30th, 2019, 00:45
I was actually just about to put this up too. Also running my group through dead suns. I noticed it a couple of months ago but felt it had to have been recognized by now but didn't want to go through 60+ pages of forum to find it. Finally I felt like maybe I was wrong and was going to post it anyways. Sickened needs to be added. It's a pretty common thing in dead suns.
I have this fixed. Sickened is now added (and the effect is active).
I will go thru all the effects again and check for operation then push to the system for a update.
ystiki
March 30th, 2019, 12:58
Excellent! Thanks Samarex. Keep up the amazing work!
madchappy
April 12th, 2019, 19:52
This is my first post, so my apologies if I am not following some format or something. My group has been using Fantasy Grounds for almost two years and love it. We started a Starfinder Campaign (AP 1 - Dead Suns) and are really enjoying it. We did want to report a few bugs, they may have been mentioned earlier but I did a quick scan and did not see these. So my apologies if you already have logged them:
1. Arrow for which direction on a Starship Token doesn't work. Would really be helpful to have the arrow like we have on PC's in combat for the ships so we would know which direction they are facing.
2. Portrait on the Sunrise Maiden PC ship can't be changed, if I change the portrait it seems linked to one of the PC's and changes their portrait to the Sunrise Maiden. If I change the PC portrait back, it changes the Sunrise Maiden portrait to the PC.
3. PC Ship sheet - unable to pull in drift engine
4. PC Ship sheet - crew actions do not work
5. PC Ship sheet - cargo doesn't work - we cant add anything at all
6. PC Ship sheet - unable to drag vehicles into Sunrise Maiden
7. GM Attack on Combat tracker by a monster takes multiple clicks - sometimes 2 or more to get it to roll, same with damage
8. No CHARGE effect (but maybe not supposed to be in there?)
9. No Suppression or Cover Fire in Effects (maybe I need to just create it, not really sure how)
10. In the AP 2 - Temple of the Twelve - the B5 map link in the encounter doesn't open up the map and takes me to something else. Unable to open B5 map.
Thank you for giving us a great tool for a bunch of friends that have moved away a place to play. Really enjoying it. Of course would love to see Starship Combat implemented, but understand there have been some challenges. Improvements to the PC Ship Sheet would definitely help.
Keep up the great work as always!!!
Samarex
April 13th, 2019, 06:52
This is my first post, so my apologies if I am not following some format or something. My group has been using Fantasy Grounds for almost two years and love it. We started a Starfinder Campaign (AP 1 - Dead Suns) and are really enjoying it. We did want to report a few bugs, they may have been mentioned earlier but I did a quick scan and did not see these. So my apologies if you already have logged them:
1. Arrow for which direction on a Starship Token doesn't work. Would really be helpful to have the arrow like we have on PC's in combat for the ships so we would know which direction they are facing.
2. Portrait on the Sunrise Maiden PC ship can't be changed, if I change the portrait it seems linked to one of the PC's and changes their portrait to the Sunrise Maiden. If I change the PC portrait back, it changes the Sunrise Maiden portrait to the PC.
3. PC Ship sheet - unable to pull in drift engine
4. PC Ship sheet - crew actions do not work
5. PC Ship sheet - cargo doesn't work - we cant add anything at all
6. PC Ship sheet - unable to drag vehicles into Sunrise Maiden
7. GM Attack on Combat tracker by a monster takes multiple clicks - sometimes 2 or more to get it to roll, same with damage
8. No CHARGE effect (but maybe not supposed to be in there?)
9. No Suppression or Cover Fire in Effects (maybe I need to just create it, not really sure how)
10. In the AP 2 - Temple of the Twelve - the B5 map link in the encounter doesn't open up the map and takes me to something else. Unable to open B5 map.
Thank you for giving us a great tool for a bunch of friends that have moved away a place to play. Really enjoying it. Of course would love to see Starship Combat implemented, but understand there have been some challenges. Improvements to the PC Ship Sheet would definitely help.
Keep up the great work as always!!!
#7. GM Attack on Combat tracker by a monster takes multiple clicks - sometimes 2 or more to get it to roll, same with damage
---- Can't repeat this, I mouse over a attack or damage, it turns blue and I double click tha the attack or damage rolls....
As for the Ship related stuff that is still a work in progress for ship combat. I believe they are looking for a developer to take over the coding for Ships.
stephan_
April 18th, 2019, 16:15
BAB and saves do not calculate correctly when multiclassing.
Confirmed with Envoy 4 / Soldier 1 and Mystic 4 / Soldier 1.
Multiclassing class skills are also missing but that might be difficult to automate (CRB p. 132: " If you have more than one class, you gain the class skills from all your classes. ").
7. GM Attack on Combat tracker by a monster takes multiple clicks - sometimes 2 or more to get it to roll, same with damage
8. No CHARGE effect (but maybe not supposed to be in there?)
9. No Suppression or Cover Fire in Effects (maybe I need to just create it, not really sure how)
10. In the AP 2 - Temple of the Twelve - the B5 map link in the encounter doesn't open up the map and takes me to something else. Unable to open B5 map.
7. It might also depend on where exactly you drop the dice (especially with the damage dice) as it's easier than fiddling around with effects.
8. Some of my players have automated it, some do it manually (as it can also be slightly changed by class abilities).
9. I usually tell my players to adjust the next roll manually (e.g. the +2 to the attack).
10. I might be misunderstanding you here but as far as I know, there is no seperate map for B5, there's only the same map the other areas of B are also on (see GM map).
UltimateGM
April 22nd, 2019, 00:50
When building the Hippocampus starship after dropping the starship frame into the ship builder window it adds the +2 piloting check into the armor class and target lock. Is this accurate because the adventure path shows it to have an AC of 14 and TL of 14?
Edit: Maybe it is because the +2 added from piloting checks is dropped in from the starships frame? It probably assumes that the bonuses from that persons piloting skill is going to automatically use the +2 piloting check when calculating the total modifier.
swbuza
April 22nd, 2019, 01:26
The 0-level Technomancer Junk Armor spell applies an unconscious effect. What should this be instead?
UltimateGM
June 2nd, 2019, 03:06
In Incident at Absalom station the disruptive fusion seal is a level 5 not 3.
Marswipp
June 7th, 2019, 18:40
Many ship equipment items found in the player resource versions of some of the rule set modules don't have the expected drag and drop functionality. This ranges from expansion bay luxuries, to core ship pieces such as shield systems, sensor arrays and weapons systems. I'm guessing something was forgotten?
Samarex
June 7th, 2019, 22:17
Many ship equipment items found in the player resource versions of some of the rule set modules don't have the expected drag and drop functionality. This ranges from expansion bay luxuries, to core ship pieces such as shield systems, sensor arrays and weapons systems. I'm guessing something was forgotten?
You will find rhat there are alot of issues when it xomes to Starships. That part of the ruleset is not complete.
Marswipp
June 8th, 2019, 17:25
I'm well aware of the incomplete state of the ship combat system. I figured I would bring it up as missing functionality.
sciencephile
June 8th, 2019, 18:17
In Incident at Absalom station the disruptive fusion seal is a level 5 not 3.
Thank you for reporting this. I have fixed the module and have checked it back in. The updated version will be released in the very near future.
Eru the One
June 13th, 2019, 21:58
Creature grafts are being applied to all combat tracker entries.
Construct, Dragon, Fey, Magical Beast, Monstrous Humanoid, and Outsider are all getting ATK:1 (even Fey who should get -1)
Also a SAVE effect that doesn't even work was being applied (SAVE:2 Refl, for example)
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=27572&d=1560459401
From what I can tell the stat blocks in the book(s) already include the grafts, so the ruleset is applying it a second time and it shouldn't be. I was able to see this on AA1/2, Pact Worlds, but I don't own the APs, but would assume it does there as well.
Eru the One
Samarex
June 14th, 2019, 06:16
Creature grafts are being applied to all combat tracker entries.
Construct, Dragon, Fey, Magical Beast, Monstrous Humanoid, and Outsider are all getting ATK:1 (even Fey who should get -1)
Also a SAVE effect that doesn't even work was being applied (SAVE:2 Refl, for example)
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=27572&d=1560459401
From what I can tell the stat blocks in the book(s) already include the grafts, so the ruleset is applying it a second time and it shouldn't be. I was able to see this on AA1/2, Pact Worlds, but I don't own the APs, but would assume it does there as well.
Eru the One
I will look at it today
Transmission89
June 16th, 2019, 20:39
Hi, just a couple of quick ones for feedback. 1) It would be nice to see the BAB somewhere on the char sheet (maybe I can't see it). 2) Urgathoa's entry is under Weydan's entry in the reference manual and vice versa. 3) The Nuar ability Mind Maze from Alien Archive 2 has only half the actual text description in it.
Samarex
June 16th, 2019, 21:56
Hi, just a couple of quick ones for feedback. 1) It would be nice to see the BAB somewhere on the char sheet (maybe I can't see it). 2) Urgathoa's entry is under Weydan's entry in the reference manual and vice versa. 3) The Nuar ability Mind Maze from Alien Archive 2 has only half the actual text description in it.
I will check them out roday.
Samarex
June 21st, 2019, 03:04
Hi, just a couple of quick ones for feedback. 1) It would be nice to see the BAB somewhere on the char sheet (maybe I can't see it). 2) Urgathoa's entry is under Weydan's entry in the reference manual and vice versa. 3) The Nuar ability Mind Maze from Alien Archive 2 has only half the actual text description in it.
27635 BAB is in the Combat Editor (See Attachment)
Transmission89
June 21st, 2019, 04:39
Ah that’s brilliant. Thanks. Couldn’t find it anywhere when I was talking my players through! Hopefully the other two points are just as easy to fix! :D
Davido1000
June 22nd, 2019, 10:41
DR/ magic doesnt work against energy based weapons
Samarex
June 22nd, 2019, 13:53
DR/ magic doesnt work against energy based weapons
I believe its because in Starfinder DR is for P/B/S damage only
Page 263 Core Rules
Damage Reduction (DR)
Some creatures have the ability to instantly heal damage from
attacks or ignore blows altogether; this is referred to as the
damage reduction special ability. Damage reduction (DR) applies
to kinetic damage—any bludgeoning, piercing, or slashing
damage—that a character takes, regardless of that damage’s
source. It does not apply against damage with no damage type
or any other damage type, including acid, cold, electricity, fire,
or sonic, though these can be mitigated by energy resistance
(see page 264).
Samarex
June 24th, 2019, 04:30
Ok I am able to repeat this.
First just open your Class editor from your main tab and add 8 skill points to your Operative and everything will be correct).
When I tested everything was fine until the Ability Points Increase kicked in then the Operative lost his Free Skill points in his total skills on the Editor Panel
@ Level 5 Operative 4 / Mystic 1 you should have
Operative [8+2(Int Mod) + 2(Free Skills) x 4 Levels for 48 Total Points]
Mystic [ 6+2 (Int Mod) x 1 Level for 8 Total Points]
Total Skill Point [56]
I will look into whats going on. But you can fix the count manually from the Class Editor. And this should be fine when leveling until you get to level 10 when the next Ability score adjustment comes into play. But this should be fixed by then unless you go thru a hot fired week of playing Starfinder and get him up in levels before I get it fixed and out.
Thanks for the Report.
Samarex
Working on this issue right now.
I think I see whats going on, just got to find it in the code.
It looks like it not a issue that the Free Skill eat up the 8 points, reather that you are not getting your 8 points for the Mystic.
When you added the Mystic at level 5 you got a Ability Point increase. Im sure you selected Int as one of them.
This increased you Int to 2, so you gained 4 more skill points for your Operative levels
Something caused the Mystic points not to be added in.
So I will try and fix it.
Rendran
June 25th, 2019, 04:32
Working on this issue right now.
I think I see whats going on, just got to find it in the code.
It looks like it not a issue that the Free Skill eat up the 8 points, reather that you are not getting your 8 points for the Mystic.
When you added the Mystic at level 5 you got a Ability Point increase. Im sure you selected Int as one of them.
This increased you Int to 2, so you gained 4 more skill points for your Operative levels
Something caused the Mystic points not to be added in.
So I will try and fix it.
One of my players got this bug after reaching Operative lvl 5 (no multi-class), after increasing his Int modifier he didn't get any new skill points to spend for his 5th level.
We went on with adding the skills anyway and ignoring the negative available points.
Marswipp
June 25th, 2019, 22:06
I noticed that the digital harrow deck item (CRB module) has twice the description. Not sure how that happened.
Samarex
June 26th, 2019, 07:45
Hello All,
I pushed Rev 1.13.0 to the system, should be sent to test server soon.
https://www.fantasygrounds.com/forums/showthread.php?42771-Starfinder-Known-Bugs&p=380142&viewfull=1#post380142
Update Fixes and Changes (Rev 1.13)
General Items
Updated Suggested Books List in the Starting setup.
Bugs and Fixes
--[Combat] Fixed Weapons with Multi Damage Types- Damage is now handled correct with a damage type I.E- P & C
--[Combat] Fixed Immune/Vuln/Resist/ and DR section works correct with Multi Damage types
--[Char Sheet] Fixed Primary Stat disappears off Class Editor when you Level up.
--[Skills] Fixed Class Skills for Multi Class incorrect. Class skills now mark correct for Multi Class
--[Skills] Fixed Operative Free Skill system now works correct (seperate box for Free Skill)
--[Char Sheet] Verified BAB for Multi Class is working correct.
New Added Content
--[Ability Score Editor] Added Ability modifier to the editor. (Shows what the Bonus will be on the Editor window)
NOTE: For previous characters (Operatives) when you first open the character you will see ranks in the freeskill box and the ranks box. Just subtract Operatives level from the standard ranks box.
Now with this update out, good news for all you Starfinder Fans....
I am now starting on the attempt to get the Starship Combat System working. (Yes you read it right)......
Enjoy and if you see any issues on the test server let me know so I can fix them before live.
I will post when I know its gone to test server.
Samarex
brunocalado
June 26th, 2019, 14:15
Starfinder SRO (small) race
Hi.
When you pick the SRO (small) race from Pact Worlds it cames with 20 feet of movement instead of 30 feet.
Can you fix it?
Thank you.
Eru the One
June 26th, 2019, 17:58
Still nothing on the creature grafts? Removing them is annoying when you have multiple enemies.
https://www.fantasygrounds.com/forums/showthread.php?42165-Starfinder-Ruleset-Official-Products-bug-Reports&p=441171&viewfull=1#post441171
Samarex
June 26th, 2019, 23:34
Still nothing on the creature grafts? Removing them is annoying when you have multiple enemies.
https://www.fantasygrounds.com/forums/showthread.php?42165-Starfinder-Ruleset-Official-Products-bug-Reports&p=441171&viewfull=1#post441171
First off...Sorry Eru I forgot to add this to my Project manager to do.
I went thru and removed the ATKs and Save's from the list as both should as you said Already included in the NPC Stats.
AHAV 1 Before Fix AHAV 2 After Fix
The (Construct traits) is nothing more than a tag telling you where the immunities come from.
madman
June 27th, 2019, 18:01
Now with this update out, good news for all you Starfinder Fans....
I am now starting on the attempt to get the Starship Combat System working. (Yes you read it right)......
Samarex
Great news! I have no doubt you can get it all working!
ReverendJ
June 27th, 2019, 20:23
A tiny one: In the Data Module Activation window, for Starfinder Armory Paizo is miss-spelled as Pazio
Samarex
June 27th, 2019, 22:50
Great news! I have no doubt you can get it all working!
Yep I think I can with some help here and there, the biggest hurdle tho is figuring out what the original developer was doing. Got to read and decifer what he wrote.
.
Treviron Riaxx
June 27th, 2019, 23:26
Everytime I try to load modules I keep getting Script Error (scripts/manager_gamesystem.lua] 82. Attempt to call field 'isPFRPG' (a nil value) when I create a new starfinder module to work on.
Then when I'm loading the core rulebook I get a script error "scripts/manager_class.lua"] 33. attempt to index field '?' 9a nil value)
same error when loading the players module of the core rulebook.
I tried deleting and re-installing and the error stays regardless.
(I have core, archive 1 and 2, armory, pact world)
classes don't exist, and going into making a pc character floods the screen with errors etc.
Samarex
June 27th, 2019, 23:48
Everytime I try to load modules I keep getting Script Error (scripts/manager_gamesystem.lua] 82. Attempt to call field 'isPFRPG' (a nil value) when I create a new starfinder module to work on.
Then when I'm loading the core rulebook I get a script error "scripts/manager_class.lua"] 33. attempt to index field '?' 9a nil value)
same error when loading the players module of the core rulebook.
I tried deleting and re-installing and the error stays regardless.
(I have core, archive 1 and 2, armory, pact world)
classes don't exist, and going into making a pc character floods the screen with errors etc.
Which server you on Live or Test?
And do you have any Extensions loaded?
I just did a search of all the files in SFRPG and the are 0 PFRPG found.
Treviron Riaxx
June 28th, 2019, 00:57
Which server you on Live or Test?
And do you have any Extensions loaded?
I just did a search of all the files in SFRPG and the are 0 PFRPG found.
I figured it out. I hadn't touched fg for a while and apparently the extension the module was using was causing it.
Eru the One
June 28th, 2019, 02:07
First off...Sorry Eru I forgot to add this to my Project manager to do.
I went thru and removed the ATKs and Save's from the list as both should as you said Already included in the NPC Stats.
AHAV 1 Before Fix AHAV 2 After Fix
The (Construct traits) is nothing more than a tag telling you where the immunities come from.
Thanks!
Samarex
June 28th, 2019, 03:01
I figured it out. I hadn't touched fg for a while and apparently the extension the module was using was causing it.
What extension?
Samarex
June 28th, 2019, 04:40
A tiny one: In the Data Module Activation window, for Starfinder Armory Paizo is miss-spelled as Pazio
Well I don't believe that Paizo would consider that tiny.......
Anyhow I fixed it and sent in for update.
Thanks for the report...
DDM869
July 3rd, 2019, 05:22
My players are running into an issue when using the Item Forge. Whenever they drag an Item or Item Template into the Forge, they receive an error.
Script Error: [string "forge/scripts/manager_forge_item.lua"]:28: copyNode: Invalid parameter 2
The items and templates are valid, and it works fine for me on the GM side with no errors. We have tested multiple items and item templates, as well as tested dragging items from player inventory and straight from the Library, and all give them the same error.
madman
July 3rd, 2019, 05:44
I beleve the GM is the only one that can use the Forge
Samarex
July 3rd, 2019, 06:13
I beleve the GM is the only one that can use the Forge
I will have ro look at it, I made the forge accesable to players to allow them to make there items, spell gems, weopan fussions ect... And nor making the GM have to make everything for the players.
Davido1000
July 3rd, 2019, 09:38
I can confirm that the forge doesn't work for players but works fine for GM
Samarex
July 3rd, 2019, 22:38
I can confirm that the forge doesn't work for players but works fine for GM
I will look at this and have something for next weeks update.
I will also include, Madmans extension for Cover buttons on the desktop, and a few updates to the Starship System
I am currently working on fixing the Players Starship sheet. To get it 100% functional then I will switch geaars to the CT/NPC Ships.
Athenos
July 5th, 2019, 22:12
Since the last update, I have had a script issue with my custom module. When creating a character I can drag-and-drop custom races and themes, but when I try to drag-and-drop a custom class to the character sheet, I get the following error:
Script Error: [string "campaign/scripts/manager_char.lua"]:2119: attempt to index field '?' (a nil value)
When I tried to add a ordinary class, like say mystic, the drag-and-drop feature works fine. I've tried disabling all extensions and trying the module in another campaign, but it didn't work there either.
EbbCubed
July 6th, 2019, 19:48
Resolve points on new characters do not appear to be calculating properly. I've done several characters in different campaigns to test it and the character sheet says they only have 1 Resolve Point max.
Samarex
July 6th, 2019, 23:36
Resolve points on new characters do not appear to be calculating properly. I've done several characters in different campaigns to test it and the character sheet says they only have 1 Resolve Point max.
First, a issue appeared with the last up date, your key ability in the ability editor does not set. I have addressed this and it will work on rhe next update.
So make sure your key ability is set.
Then as always once your done with the character input do a Long rest. And the Resolve will update.
EbbCubed
July 7th, 2019, 02:36
First, a issue appeared with the last up date, your key ability in the ability editor does not set. I have addressed this and it will work on rhe next update.
So make sure your key ability is set.
Then as always once your done with the character input do a Long rest. And the Resolve will update.
Thanks for the info. I wasn't sure if you already knew. Also, sorry for the discord ping about the issue. ^^;
brunocalado
July 10th, 2019, 14:18
After the last update the calculation of Resolve does not work.
technomancer
27863
envoy
27864
mystic
27865
msbranin
July 10th, 2019, 14:48
This is literally the focus of the last 4 post.
brunocalado
July 10th, 2019, 14:54
This is literally the focus of the last 4 post.
Great.
This problem is quite annoying.
When they give a long rest it loses the value placed manually.
Samarex
July 10th, 2019, 21:05
Great.
This problem is quite annoying.
When they give a long rest it loses the value placed manually.
I will be putting out a uodate soon that fixes several minor bugs, this is one of them.
Resolve will now calulate to its correct value when you drop in your class at 1st level. Taking a overnight rest will now longer be required.
Samarex
July 17th, 2019, 01:00
I will be putting out a uodate soon that fixes several minor bugs, this is one of them.
Resolve will now calulate to its correct value when you drop in your class at 1st level. Taking a overnight rest will now longer be required.
Rev 1.0.14 is now Live and this issue has been resolved......
madman
July 20th, 2019, 04:41
So tonight during the game I was running. (There is some random code left in SFRPG) The bottom of the character sheet has a second mini button and all 5 of my players had all the spell effects they set up removed when one of the players pushed the starship mini button. I just opened a new campaign and made a pc then added the effects to a spell, Then when I push the mini button it resets all the effects I added to the spell.... along with characters not even in the game. even characters in the selection screen..
madman
July 20th, 2019, 19:51
Well I will throw this out there so that people know that this will happen when you open up your campaign. The problem does not just happen when you press the button for the mini sheet. when i start a new campaign create a character with abilities setup as spell actions save the campaign and exit. When I load the campaign and open the character the spell effects are gone. somewhere on startup all the effects get reparsed....
Also happens from SFRPG on 1.14. test
Davido1000
July 20th, 2019, 20:52
Well I will throw this out there so that people know that this will happen when you open up you campaign. The problem does not just happen when you press the button for the mini sheet. when i start a new campaign create a character with abilities setup as spell actions save the campaign and exit. When I load the campaign and open the character the spell effects are gone. somewhere on startup all the effects get reparsed....
Also happens from SFRPG on 1.14. test
I wish i saw this before opening my game up just now. well thats quite annoying.
Samarex
July 21st, 2019, 01:19
Well I will throw this out there so that people know that this will happen when you open up your campaign. The problem does not just happen when you press the button for the mini sheet. when i start a new campaign create a character with abilities setup as spell actions save the campaign and exit. When I load the campaign and open the character the spell effects are gone. somewhere on startup all the effects get reparsed....
Also happens from SFRPG on 1.14. test
Ok sorry was some code I was working on for Spells System.
I have got it updated. I added a casting section to my Operative and added Trick Attack with it Attack and Damage in the actions. Saved and loaded the campaign , The trick attack was still there. Also tred it on a spell added a heal function to a Spell that didn't have it. The heal was still there after reloading.
I have pushed it to the system and asked for a Quick fix Update..
Just as a Note. the second [MINI] button opens the same menu right now. its a place holder that I hope to get it to be the action window for the PC's ship combat system.
Samarex
Samarex
July 22nd, 2019, 00:51
Ok sorry was some code I was working on for Spells System.
I have got it updated. I added a casting section to my Operative and added Trick Attack with it Attack and Damage in the actions. Saved and loaded the campaign , The trick attack was still there. Also tred it on a spell added a heal function to a Spell that didn't have it. The heal was still there after reloading.
I have pushed it to the system and asked for a Quick fix Update..
Just as a Note. the second [MINI] button opens the same menu right now. its a place holder that I hope to get it to be the action window for the PC's ship combat system.
Samarex
1.14a has been push to Live.
Trenloe
July 22nd, 2019, 01:02
I wish i saw this before opening my game up just now. well thats quite annoying.
You may be able to recover most data from an earlier db.session .xml file in your campaign directory.
Samarex
July 22nd, 2019, 02:08
You may be able to recover most data from an earlier db.session .xml file in your campaign directory.
Thank you Trenloe I was just about to put that message out.
msbranin
July 22nd, 2019, 02:51
Ok sorry was some code I was working on for Spells System.
I have got it updated. I added a casting section to my Operative and added Trick Attack with it Attack and Damage in the actions. Saved and loaded the campaign , The trick attack was still there. Also tred it on a spell added a heal function to a Spell that didn't have it. The heal was still there after reloading.
I have pushed it to the system and asked for a Quick fix Update..
Just as a Note. the second [MINI] button opens the same menu right now. its a place holder that I hope to get it to be the action window for the PC's ship combat system.
Samarex
Russell can you show how you have trick attack set up as a spell?
Blahness98
July 22nd, 2019, 03:05
Depending on how he is doing it, my guess is he has the spell set up as Trick Attack with a cast action built for whatever attack he is using (so R (KAC)) with the already added modifiers for his weapon and going against FF AC. The damage effect could be the combination of the weapon damage and then the added trick attack damage on two separate lines in the damage section of the spell. Or he is just using the spell line for effects and I am completely off base.
Samarex
July 22nd, 2019, 03:27
Russell can you show how you have trick attack set up as a spell?
Actually right now I am working on a new action group for the actions tab (Abilities)
This group you will be able to set up a ability that can use Abilities (Str, Dex. Bonus) or Skill bonus for your attack with a effect and damage section.
It will be alot like a spell set up but wont be part of spell list so it wont parse when you parse spells.
I will try and add RP cost in also.
madman
July 22nd, 2019, 04:56
I am doing them like this now so they parse for the most part.
That makes me very excited to hear @Samarax
Samarex
July 22nd, 2019, 05:09
I am doing them like this now so they parse for the most part.
That makes me very excited to hear @Samarax
@MadMan, you know you can put C, F, A, E and So for the enery type damages. So is sonic., we had to add the o to seperate Sonic and Slashing
madman
July 22nd, 2019, 05:19
it was parsing inconsistantly so i changed it
Blahness98
July 22nd, 2019, 05:46
@MadMan, you know you can put C, F, A, E and So for the energy type damages. So is sonic., we had to add the o to separate Sonic and Slashing
You can use A, B, C, E, F, P, S, and So as the damage type in the weapon line but if you use DMGTYPE effects or use a combination of short and the long name (cold, acid, fire, magic, spell, etc) the effect will not take effect. Think I had this documented somewhere above.
--Edit: Yup, posted it here (https://www.fantasygrounds.com/forums/showthread.php?42165-Starfinder-Ruleset-Official-Products-bug-Reports&p=416893&viewfull=1#post416893).
madman
July 23rd, 2019, 20:05
When a spell parses from the description it does not pick up the shorthand versions of damage that is why I was using the long version.
Transbot9
August 1st, 2019, 05:08
Found a bug with the PC ship sheet - it is wanting players to load Starfinder Core module (not the Starfinder Core (Player's) module) to look at/alter equipment. Starship items can be accessed normally under Starship Items window, it's just the Starship sheet somehow wanting the Core and not Core (Players). The starship sheet works fine for Game Masters.
brunocalado
August 1st, 2019, 20:46
Hello.
When I roll a critic who has some extra effect an error message appears.
Examples on weapons:
S; Burn 1d4
F; Burn 1d6
1d6 + 2 E; critical arc 2
Error message:
Script Error: [string "scripts/manager_effect.lua"]:231: findNode: Invalid parameter 1
There is no extension in use.
madchappy
August 2nd, 2019, 01:28
Another bug(s) to report:
1. Trying to upgrade the Sunrise Maiden in the AP The Ruined Clouds - to a Signal Major Drift Engine and keep getting an error that the Starship Size is Not Supported.
2. Unable to add additional weapons to the Sunrise Maiden after paying for extra mount.
3. When we drag in Mk 5 or above our TL should go down by 1 - it does not
Thank you as always
brunocalado
August 5th, 2019, 14:57
There is a very annoying bug.
When you create an NPC it cannot have the name ID ending with a number. If you have a number and you call in an enc it FG does not number each one.
See the pictures.
Samarex
August 6th, 2019, 08:04
There is a very annoying bug.
When you create an NPC it cannot have the name ID ending with a number. If you have a number and you call in an enc it FG does not number each one.
See the pictures.
The numbering at the end of the name is messing with the CT Numbering system. Just put the SUBTIER in () I.E PHILT (SUBTIER 1-2) and it will be fine.
See my Example picture
DDM869
August 8th, 2019, 00:51
My players and I have run into an issue with adding Drift Engines to ship frames. The issue appears to be with the maximum allowed Frame Size for each engine.
An example would be adding a Signal Booster drift engine to a Small Frame ship. FG won't allow you to do this and will throw up; WARNING: adding 'Signal Booster' to 'SHIP NAME' - starship size is not supported.
The Signal Booster engine should be allowed to be mounted on any frame size below Gargantuan (Tiny-Huge).
We tested further and found that you can mount a Signal Ultra drift engine to ship frames above Medium; which shouldn't work.
Ship Thrusters and Power Cores appear to be suffering from the same problem with frame sizes.
Thanks for everything you do Samarex.
Athenos
August 22nd, 2019, 08:17
I'm receiving the following script error, when I start a existing game with the Core Rulebook pre-loaded (the same goes for the player version as well) and when I try to reload the Core Rulebook (both the regular and the player version):
Script Error: [string "scripts/manager_class.lua"]:33: attempt to index field '?' (a nil value)
Doesn't seem to happen with any of the other modules
Ghorbadul
August 22nd, 2019, 12:56
Hello, unless I am missing something, the racial bonus to Knowledge checks that the Gnomes are getting is not automatically reflected in the character sheet.
Samarex
August 22nd, 2019, 23:35
I have add a Thread for Starship Combat bugs.
https://www.fantasygrounds.com/forums/showthread.php?49960-Starship-Combat-System-Official-Bugs&p=444235&viewfull=1#post444235
Please use this thread for main system bugs and the other for Starship bugs, this will help me keep track of what bugs go where.
Stadlerc
August 23rd, 2019, 02:04
Looks like the Yellow Dwarf does not have a grid set up by default in book one. easy enough to fix.
Thanks for the conversion :)
madman
August 23rd, 2019, 04:22
Thanks for reporting this. I will look into it.
xanstin
September 1st, 2019, 19:26
The new feature for the operative showing free skills does the math correctly but the Skill shows as untrained and red.
28730
Samarex
September 1st, 2019, 22:19
The new feature for the operative showing free skills does the math correctly but the Skill shows as untrained and red.
28730
If your using 1.0.14a yes I know this issue and it has been fixed in the upcomming update..
xanstin
September 2nd, 2019, 16:48
As always thank you for the great work!
Athenos
September 2nd, 2019, 18:26
The armor "Inheritor's Grace I" from "Starfinder Armory" is missing, When I search for it in Items, only the II and III are showing up
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