View Full Version : 13A Bug Reports
Nebs
April 27th, 2023, 15:21
Yeah, that's exactly what was happening. Once I figured out that's what happened I knew how to avoid it.
I figured I'd share the bug anyway since if it does happen it completely locks up that character's Powers tab. Closing and reopening the campaign doesn't correct the issue, and being forced to have to remake a character because of a bug would be a huge bummer.
Nebs
May 21st, 2023, 03:19
I found that actions that change current hitpoints/wounds are generating an error:
Handler error: [string "13th_Age:scripts/manager_action_damage.lua"]:1679: bad argument #1 to 'insert' (table expected, got nil)
This happened when I used a recovery and when a character took damage. I was using the base module and running the campaign without any extensions.
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Moon Wizard
May 21st, 2023, 05:22
I just pushed a hot fix for that ruleset. Can you run a new Check for Updates, and try again?
Thanks,
JPG
Nebs
May 21st, 2023, 13:29
That's got it, thanks!
Nebs
May 29th, 2023, 19:45
My crew is making some custom spells for our game and we found we can't configure an Attack to use level like parsed Powers do.
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Without using parsing, the yellow highlighted value is a number field that can't be changed to Lvl+ like the parsed spell highlighted in green has.
We have a work around, to type in something like Attack: Intelligence + Level vs. PD, parse, and then type in the rest of the spell, so it isn't of immediate concern.
We're also experiencing some issues with Recharge abilities not showing up correctly on the Powers tab on a character sheet. Recharge abilities take on the Daily Powers category color, but fall under the Battle Powers.
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I tried working around this by typing "Daily Recharge: X+" under the recharge category, but it still was stuck under Battle Powers.
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Recharge abilities getting their own category (perhaps in Blue?) would be easiest for me and my players, but second best would be them showing up under Daily Powers like their ability color suggests.
Lastly, we're working on a custom module for 13th Age and exported it as a Player Module that was not Read-Only, however when players go to pull these abilities from the newly made non-read-only module and put them on their character sheet, Powers/Talents/etc are still stuck in Read-Only mode for players joining the server.
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I noticed that the Power put on the character sheet links directly to the module's entry of that power, rather than creating a new entry on the character sheet itself that could be modified as needed by the players, like the way it works in the D&D 5E ruleset.
We also made note that you can't copy Talents/Feats/etc from one character to another which might be related to the issue of things getting linked in that section instead of getting copied.
Moon Wizard
May 30th, 2023, 05:19
Thanks for the reports.
For the stat modifier and the daily category for Recharge powers, that is now fixed in the beta Test channel for release in June (probably around mid-June).
For the player module, this was a choice made by the original developer of the ruleset, so it's not something that is part of the maintenance that our company updates on rulesets without active developers. I'll reach out to the last community developer that offered some minor patches to see if they have bandwidth to look at it.
Regards,
JPG
Nebs
May 30th, 2023, 12:28
Thanks!
Vackipleur
June 24th, 2023, 10:08
Is it normal that armor and shields in the inventory are not linked to the AC calculation in the main tab?
Rhesyuzz
June 30th, 2023, 14:06
Hi, DEVs!
I have experienced a bug where all attacks hit unless a natural 1 e rolled. The system is simply ignoring all defenses.
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Giant Scorpion's AC is 15
Moon Wizard
June 30th, 2023, 19:07
Thanks for reporting. I just pushed a hot fix that I think should address this. Please run a new Check for Updates, and try again.
Regards,
JPG
Rhesyuzz
June 30th, 2023, 19:21
Thanks for reporting. I just pushed a hot fix that I think should address this. Please run a new Check for Updates, and try again.
Regards,
JPG
Thank you!! It seems to be working perfectly now.
Nebs
September 2nd, 2023, 03:00
Hey there, it looks like one of the recent updates to FGU caused a few layout issues for the default theme for 13th Age. A player noticed the UI issues on their computer before I updated mine so I took some before and after screenshots.
Prior to update: https://lh3.googleusercontent.com/drive-viewer/AITFw-zfXr9DL-u5FqOCABzyFx0LwBcshpKX4J2jCWnChG0kJ7-6PsODu_u83zxyCBVYwYxED3PvuDwoPgEwQWHcXSgB3Vdl1Q=s1 600
After update: https://lh3.googleusercontent.com/drive-viewer/AITFw-wK2JzflzZap45OYKBlxLBfch7xcwTYfXVVAZDFJjbHN8uWZG-hLIraI1AfVQNPDX3O52vYxPY-AFOG2Rqpk716XeBSHQ=s1600
The issues we've noticed if that the right-hand sidebar doesn't have a background. The reddish banner on the right doesn't extend farther than the buttons when they're maximized.
The numbers on the hotkeys don't line up with the hotkey sections any more. The text box in the chat bar doesn't line up with the darker recess at the bottom.
Thanks!
Moon Wizard
September 2nd, 2023, 21:34
I've just pushed a hot fix to the 13A theme to add a matching shortcuts bar to the theme. Please run a new Check for Updates.
Regards,
JPG
Nebs
September 2nd, 2023, 22:57
Thanks! That side bar background is a lifesaver.
Today when we were playing we found the "Add encounter to Combat Tracker" button on Encounters isn't working. I tested with the included encounters in the "Blood & Lightning" module and those ones weren't working, either. There aren't any errors generated, the button just clicks and nothing happens.
Moon Wizard
September 4th, 2023, 01:35
Thanks for the report. I have a fix queued up for release by Tuesday (if I don't end up needing to hot fix something in Core sooner).
Regards,
JPG
Nebs
December 16th, 2023, 03:50
The Health Bar in 13th Age is appearing on top of the Mook numbering icon.
https://lh3.googleusercontent.com/u/0/drive-viewer/AEYmBYQtedLdA7aoe0vef6m_QD3oAg3woxHC92UsFLCUX_s18K Le5mk0Qnjl1Zc37tuB3_5_aWn9eS4Hu_pwCRo1X5A2u6tYxw=w 3840-h1945
We were working around this using the Bar Hover option, but that option doesn't seem to be available any more after this latest update.
Moon Wizard
December 19th, 2023, 04:30
This should be fixed with the FGU v4.4.9 main application update.
Regards,
JPG
Nebs
March 8th, 2024, 21:23
After the 4.5 update, the descriptions on my players' abilities that they wrote in on their Abilities tab are empty. I checked out the DB and found the information they wrote still exists, but the box is empty when it's clicked on.
When we tried remaking the abilities we found a box would pop up, but it only had a Title text field. The large space usually reserved for Description/Notes/Etc doesn't have any inputs. Additionally, after entering a Title/Name for the entered abilities the Title/Name isn't reflected on the character sheet. The name of the entered ability on the Abilities tab stays blank. I tried closing and reopening the character sheet and abilities/powers when naming them but their name still wouldn't appear on the sheet.
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I know Players can only interact with their own character sheets and not add other records to the DB, preventing them from being able to record their own Powers since Powers aren't recorded on the character sheet, only links to them are, however we used to be able to use this area as a place to store a Name and Description for our custom abilities we use in our modified game. This is particularly disruptive for my players, since after a Power is added to their character sheet they still cannot customize it in any way because it stays Read Only even if it is unlocked and shared by the Host/GM. If they could save their custom abilities after hitting the New icon that is on each of those Abilities sections on their character sheets then we could work around the limitation of them not being able to create/edit shared Powers in the database.
Additionally, players used to have a Description box for their listed Icons, but it is experiencing the same issue as Abilities. If they click the link on a newly added icon the Name/Title they enter on the box is not reflected on their Character Sheet's Icons tab and the Description text area is missing entirely. The name of the icon can only be edited by typing into the text line directly on the Character Sheet's Icons tab. My table currently saves relevant notes to that Icon in that description box, however, so we'd like to be able to save text there again.
There are also some minor issues with the layout of the Character Sheet on the Inventory and Notes tabs. On the Inventory tab, the Treasure section is clipping off of the right side of the character sheet no matter how wide you make the sheet.
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On the Notes tab all of the sections (Race/Gender/Age/Height/Weight, Appearance, Languages, Notes) are stretching across the left and right sides of the character sheet. These are also clipping regardless of how wide you made the sheet.
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Fingersome
March 8th, 2024, 21:37
[edited for sillyness]
Moon Wizard
March 8th, 2024, 21:44
@Fingersome,
I don't see any reference to 13th Age Ruleset in your files; and you are running 75 extensions. You will need to disable any extensions which are causing your errors, and report the issues to those extension developers. Remember that extensions are primarily community mods that are not supported by SmiteWorks.
Regards,
JPG
Fingersome
March 8th, 2024, 21:47
Oop! Wrong thread ><
Disregard me
Nebs
March 8th, 2024, 22:28
To add to my previous post (https://www.fantasygrounds.com/forums/showthread.php?44051-13A-Bug-Reports&p=710247&viewfull=1#post710247): I found that items in the Icons tab behave like the items in the Abilities tab now and only accept dragged and dropped Powers. This functionality works well enough, it's just that the New (+) buttons on those sections throw me for a loop since Players can't add any of their own text in any of those sections. I think if the New (+) buttons for those sections led to the creation of a new Power for that section that a player could create/edit the functionality would work perfectly.
If players will never have the functionality of creating Powers for either just themselves or for the DB, then I think the sheets would be improved by the removal of those New (+) buttons and removal of the functionality to create a new item by hitting the Enter key on a line in those sections would also improve the experience.
Moon Wizard
March 10th, 2024, 04:02
@Nebs,
Just fixed a hot fix for the issues you reported. Let me know if you see more.
[13A] Character ability/icon sub-records not able to be edited. Fixed.
[13A] Character sheet Inventory Treasure section not drawing correctly. Fixed.
[13A] Character sheet Notes sections not drawing correctly. Fixed.
Regards,
JPG
Nebs
March 23rd, 2024, 00:05
Thanks very much for the quick fix Moon Wizard! I appreciate the support for the less-than-popular module. :)
I found today that the Info tab disappeared from NPCs. The previously hosted single page-wide formatted text field. I took a look at the module my partner and I wrote to find where that text used to be contained.
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The info tab was on the sidebar here on NPC sheets:
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I found that the textboxes on character sheet abilities/powers/etc that was recently restored also doesn't support formatted text and I was wondering if it was possible for that field to be changed to a formatted text field:
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Thanks again,
Nebs
Moon Wizard
March 23rd, 2024, 00:15
I can add the Notes/Info tab back to the sheet pretty easily in the next ruleset update.
For the other boxes, there is no way to change those to formatted text fields easily, since that would cause errors/issues with all older data.
Regards,
JPG
Moon Wizard
March 26th, 2024, 18:49
This change is now available. Please run a new Check for Updates to get it.
Regards,
JPG
Nebs
March 29th, 2024, 21:15
Thanks very much! Notes we've added to NPCs are showing up now :)
This week I noticed that the tab for Icons on the Party Sheet isn't populated for the GM/Host.
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In this picture I have the Archmage icon on the player's character sheet with all three of their points assigned and having scored a 6, but they don't show up in the Party Sheet Icon's tab. Closing and reopening both windows don't correct the issue.
Moon Wizard
March 30th, 2024, 00:33
Just pushed a fix for the counts not linking/showing in the party sheet. Please run a new Check for Updates, and check again.
Regards,
JPG
Vackipleur
October 26th, 2024, 00:04
Hello,
There is a discrepancy between the character sheet and the Combat Tracker columns:
Rec is for hit points
HP is for Temp
tmp is for Wounds
Wnd should be for Recovery remaining but sometimes it doesn't appear (like in my screenshot)
No extension, no theme
Thank you
Moon Wizard
October 26th, 2024, 00:34
Just pushed a hot fix for the CT label ordering. Please run a new Check for Updates, and try again.
Regards,
JPG
Vackipleur
October 26th, 2024, 09:32
It works ! Thank you very much.
kronovan
July 30th, 2025, 00:10
When making a save from the [Main] tab of the character sheet, the save roll ignores the difficulty. I.e. if you set difficutly to "Easy" 6+, it'll still roll against a DC of 11+ "Normal." And if you set difficulty to "Hard" 16+, the save roll will still be made against a DC of 11+ "Normal." My FGU version is v4.7.5 (2025-07-07). Interesting enough, when FGU loads with my campaign, I get 2 listings for the my 13th Age Ruleset. The first listing gives a date of (2025-06-04) and the second listing gives a date of (2025-06-19).
I'm encountering a number of errors when using the Character Sheet. So many, that it'll take time for me to document them. There's mostly occuring when entering edit mode on the CS. I've also been locked out of editing for the [Skills] and [Icons] tabs on 2 different occasions - no scipting errors when those occurred. The only way to resolve them was to exit the campaign and restart FGU. Bottom line, I feel it's performance is so errant laden, that I don't feel I can launch my campaign in the CS's current working state.
I'll report back when I've been able to document things better.
[Edit] I noticed I have these 2 13th Age files in my \Vault folder: 13THAGERULESET.dat and 13THAGERULESET-data.dat. Are those the reason I'm getting 2 listing for the 13th Age ruleset in my chat window?
superteddy57
July 30th, 2025, 03:08
Yes, I would move both out of your rulesets folder and do a fresh update to get the latest version of the ruleset. Then try attempting the above without any extensions and a fresh campaign. See if it replicates.
kronovan
July 30th, 2025, 18:36
Yes, I would move both out of your rulesets folder and do a fresh update to get the latest version of the ruleset. Then try attempting the above without any extensions and a fresh campaign. See if it replicates.
OK cool. I'll give that a try.
kronovan
July 30th, 2025, 19:19
I moved my \Ruleset and \Vault folders, did an update and I'm not loading and extensions. My versions are still reported as listed above.
The [Main] > Saving Throw difficulty setting still isn't being recognized - double-clicking the Saving Throw box always makes a roll against a "Normal" 11+ DC, regardless of the setting in the difficulty box.
Whenever I open a character sheet and click the [Powers] tab I receive this error:
"[7/30/2025 11:01:07 AM] [ERROR] Script execution error: [string "W:charsheet_tab_powers"]:10: attempt to index global 'content' (a nil value)"
If I close that character sheet, then reopen it and click on the [Powers] tab again, I don't receive the error. For one of my characters the only [Powers] tab entry is the default Battle Power 'Rally', but desptite that, I still get the error the 1st time I click the tab.
[Edit] When I open any character sheet and click the Lock/Unlock button, I receive the same above error:
"[7/30/2025 11:01:07 AM] [ERROR] Script execution error: [string "W:charsheet_tab_powers"]:10: attempt to index global 'content' (a nil value)"
I've browsed the 13th_Age.pak file in my \Rulesets folder, but noticed that there's no such string in the strings.xml. Also looked in the character sheet related XMLs in the \Campaign folder, but no such string. So...I'm guessing this is some string within the files in the \Vault folder. Sorry I can't be much help in tracking this down.
superteddy57
July 30th, 2025, 19:29
Can you give me some screenshots and exact steps to replicate your issue? I'm not seeing the saving throw box as you have mentioned. I'm able to verify the error you experienced and have that resolved, but will push when I'm able to check on your save issue.
kronovan
July 30th, 2025, 19:43
Can you give me some screenshots and exact steps to replicate your issue? I'm not seeing the saving throw box as you have mentioned. I'm able to verify the error you experienced and have that resolved, but will push when I'm able to check on your save issue.
OK will do. Back in a bit with some screenshots.
superteddy57
July 30th, 2025, 19:48
I was able to see the save on the main tab wasn't pulling the right DC and have pushed the fixes to the TEST server. If it's not working in another place, let me know and I'll get that sorted.
kronovan
July 30th, 2025, 20:11
Here is a screenshot of a Easy save that should have been reported as a 'SUCCESS' in the chat window, but because only "normal" difficulties are made, it's instead been reported as a 'FAILURE'. I've circled in red the pertinent area of the character sheet > [Main] tab.
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Whereas here's a Hard 16+ save, that with a result of 12 should have been reported as as 'FAILURE'
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Here it is working properly with a Normal difficulty selected.
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kronovan
July 30th, 2025, 20:32
I was able to see the save on the main tab wasn't pulling the right DC and have pushed the fixes to the TEST server. If it's not working in another place, let me know and I'll get that sorted.
I hadn't noticed your post before I posted my screenshots - DOH!. Anyhow, glad to hear you found and fixed it.
I've only run a few combats via solo play with a party of 5 PCs. Pretty much everything worked as expected.
And I have to say...it's been a couple of years since I fired up the 13A ruleset and I was very pleased with the changes. Last time I dabbled there were no Classes and Races and instead those were just handled under Powers & Feats the way they are in the D&D 4e ruleset. So much better IMO with Class and Race on the sidebar and Class & Race windows & sheets. Also, last time I played around, saves were errantly being automatically made at the beginning of a character's turns and not the end. I'm pleased that's no longer happening, but what I'm not sure of is whether saves are automatically being made at the end of turns. In my 1st test battle I didn't have many PCs or NPCs acquiring effects or ongoing damage, so I'll have to test for this in my next battle.
BTW I'm using the Midgard World setting and the Icons and Races that were created for the 13th Age Midgard Bestiary book. Creating the races was easy - certainly much easier than earlier when I attempted, when only Feats and Powers were available.
kronovan
August 13th, 2025, 21:39
Trying to import NPCs with the Parser is not working. I'm attempting to import monsters from the 13th Age Midgard Bestiary and the parser won't convert the stat blocks. I was able to parse in about 15 NPCs from the same bestiary about 2 years ago, but no such luck now. When I look at stat blocks that successfully parsed ain the past, they look identical in format to ones I can no longer successfully parse. I've noticed now that the parser copies the contents in the parser box to the [Notes] tab text box one you press the [PARSE] button, and I'm sure it didn't do that when I used it previously.
Something I've tried, is to arrange the Migard Bestiary's Size/Level/Role [Type] stat line. The Midgard Bestiary lists that stat line as Size Level # Role [Type] and I've tried reogranizing it as # Size Level Role [Type], i.e. "3rd Large Level Troop [construct]" and that did resolved it once. However, reorganizing that stat line isn't working for other parsing.
Here's an example of a simple Midgard Bestiary stat block that won't parse:
Niemheim Choirmaster
Level 3 caster [humanoid]
Initiative: +9
Cunning dagger +8 vs. AC; 10 damage
R: Hellish pitch +8 vs. PD; 8 thunder damage and the target is vulnerable to all attacks until the start of its next turn Natural 18+ hit or miss: Target pops free.
AC 18 PD 13 HP 45 MD 17
I've tried it with the Size/Level/Role [Type] changed to 3rd Level caster [humanoid], but it didn't help. The format for what's copied into the [Note] tab text box is very clean, so I've tried pasting it over the my stat block in the parser box, but that hasn't help.
Very frustrating as the parser has worked well in the past.
[Edit] I probably should have mentioned that the parser does always successfully parse the creature's name - just nothing else.
Moon Wizard
August 13th, 2025, 22:48
There has not been a developer on 13A in some time; and it's currently in maintenance mode. We would not have touched anything related to parsing, since we're not familiar with that system.
Doing a quick look at the 13A ruleset; I do not see any "Parser" built into the ruleset for NPCs. How are you finding a Parser to run?
(I looked under NPC campaign list; and did not see a button on either top or bottom to do text parsing.)
Regards,
JPG
kronovan
August 13th, 2025, 23:03
...Doing a quick look at the 13A ruleset; I do not see any "Parser" built into the ruleset for NPCs. How are you finding a Parser to run?
(I looked under NPC campaign list; and did not see a button on either top or bottom to do text parsing.)
Open up the NPC window and click the new item button. One of the tabs for the window is named [Parse] and if you click it you should see large text box to paste the stat block into with a [PARSE] button at the top of it.
[Edit] I'm praying you find it and it wasn't removed in some recent build I haven't gotten yet. The Parser for the 13th Age ruleset is an awesome feature and one that really distinguishes it from the other rulesets for FGU. The free Character Maker extension for Savage Worlds is the only thing I know of that comes close to the 13A parser.
superteddy57
August 14th, 2025, 06:11
The file hasn't changed since 2022 from me checking when it was last changed. I tested your stat block and it's not fitting the structure it's expecting. For instance the level line is looking for sSize, sLevel, sRole, sType in that particular order.
kronovan
August 14th, 2025, 20:29
The file hasn't changed since 2022 from me checking when it was last changed. I tested your stat block and it's not fitting the structure it's expecting. For instance the level line is looking for sSize, sLevel, sRole, sType in that particular order.
I did try changng the 2nd line of my stat block to "medium Level 3 caster [humanoid]", but it still wouldn't parse. Most of the beastiaries for 13A, don't list a size to that line in the stat block if the creature is "medium." But as I said above, it still wouldn't parse when I prefixed that line with "medium".
kronovan
August 15th, 2025, 22:11
It looks like the problem came down to a corrupted, or incompatible PDF. I got a newer Midgard Bestiary PDF from Kobold Press and I can now successfully parse creatures/monsters. That said, I do need to do a fair amount of cleaning up before I can parse, but the effort is minimal in incomparison to doing a field-by-field copy & paste. ;)
[Edit] I did a few tests and was also able to successfully parse enemies from the 13Age Glorantha souce PDF and to parse threats from a 3rd party adventure. So something was definitely odd about that older PDF. What it was, I haven't got a clue because it looked the same as other stat blocks that successfully parse.
AlexDjents
May 9th, 2026, 16:42
Stat checks no longer apply level bonus. For example, setting a character to level 10 with a 20 STR will only result in adding +5 to the check, instead of a +15.
Sidenote if someone could reach out to me that knows Darren Anderson since I can't get ahold of him, or anyone else who has a copy of the ruleset wizard setup, I'd like to try to update the system for Second Edition.
Moon Wizard
May 9th, 2026, 17:58
Just pushed a hot fix to address the 13A ability checks. Please run a new Check for Updates.
The ruleset has been heavily modified since the original ruleset wizard setup to work more closely with the Core system. You would lose a lot of changes trying to re-start with the old project.
You're better off making a copy of the latest ruleset code, and starting from there.
Also, we don't accept any RSW rulesets for our official store products, because they are too hard to maintain when developers stop supporting the code.
Regards,
JPG
AlexDjents
May 9th, 2026, 18:05
How would I best go about copying that code? Is there a best practice for decompiling the .pak for the ruleset or is there another way?
And yes, I'm not planning to put it on the store or anything of that nature. It's really just for my group.
Moon Wizard
May 9th, 2026, 18:13
PAK files are just renamed ZIP files. Make sure to review the Developer section of the wiki to be familiar with where to look to answer questions as you go.
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996644285/Developer+Guide
Regards,
JPG
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