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Trenloe
May 8th, 2022, 19:26
Temporary hit points haven't bee working properly for me at least for a few weeks now. I don't think this is caused by any extra stuff I have added, because I seem to be getting the same behavior with a fresh campaign.

Whenever temp hit points are being applied to anything, they just clear the temp hp field and don't add anything. They appear in the chat window normally though. The problem only seems to affect temp hp automation, as I can edit the temp hp field manually, and those work fine.
There's been a fix in the system for a couple of weeks now, but it hasn't been pushed as an update yet. Keep an eye on the update announcements in the City Hall sub-forum for when the ruleset is next updated.

Trenloe
May 17th, 2022, 18:12
Temporary hit points haven't bee working properly for me at least for a few weeks now. I don't think this is caused by any extra stuff I have added, because I seem to be getting the same behavior with a fresh campaign.

Whenever temp hit points are being applied to anything, they just clear the temp hp field and don't add anything. They appear in the chat window normally though. The problem only seems to affect temp hp automation, as I can edit the temp hp field manually, and those work fine.
This should be fixed with today's Update: https://www.fantasygrounds.com/forums/showthread.php?73787-Release-Updates-for-May-17th-2022

Trenloe
May 17th, 2022, 18:14
Last Sunday I manually set my character's level a bit lower (to 3) so I could retrain a feat and have it appear in the character list at an appropriate level*. After putting the level to current (4) again, the HP values were all kind of messed up. Max was showing at 58 although it was supposed to be 74. I tried leveling down again and then increasing it via the character tracker, but it seemed to always have the HP at the correct value for the level that was set prior to the current level setting. After trying a bit it sometimes showed correctly for a second or so while then reverting back to 58 max for some reason. We also managed to somehow get the current HP to 74 and the max HP to 58, which I think happened when the amount of damage/wounds was changed.

I recorded a short video (https://youtu.be/gv_9KgNBQhY) (no sound) where I recreated this, also displaying a different display of HP between GM and player. In order to get the desync between max and current you just have to change the damage value at which point the current hp will calculate correctly, but the max HP will still be at an incorrect value - I forgot to record the latter part though.


*I know now that you can adjust that manually, but I didn't back then.
This should be fixed with the update today: https://www.fantasygrounds.com/forums/showthread.php?73787-Release-Updates-for-May-17th-2022

dsaraujo
May 25th, 2022, 15:58
Happy anniversary r18! Sorry for being that guy, but with the last update being March 31st, any updates on r19?

Trenloe
May 25th, 2022, 17:30
Happy anniversary r18! Sorry for being that guy, but with the last update being March 31st, any updates on r19?
R19 is currently slipping as there are some defects in the existing release being worked on which need to be fixed before we have a code freeze in live and start working on beta testing Release 19.

mwfantasygrounds
June 19th, 2022, 01:05
Hi! I don't think TEMP HP is fixed. I tried even recreating the ability but it still does nothing.

Trenloe
June 19th, 2022, 19:05
Hi! I don't think TEMP HP is fixed. I tried even recreating the ability but it still does nothing.
I've just done a test and it's working for me. Make sure you're running Release 18s (reported in the chat window). If you are running Release 18s, then try disabling extensions for testing. If it still doesn't work after disabling extensions, please provide more information - a screenshot showing the ability heal action, the combat tracker with the source and target of the heal, and the chat window would help to identify what's causing the issue.

mwfantasygrounds
June 20th, 2022, 19:39
Hmm I was still on r18q2 (although my launcher said I was up to date). I checked the FGU Data/rulesets folder and there was an unzipped PFRPG2 folder in there. I deleted that, and now it shows me on 18s, and TEMP HP works! Thanks for the help; I must have unzipped it while working on an extension or something.

Montis
June 22nd, 2022, 23:09
When I use the two (or three) action symbol in a creature's entry as a special attack, the attack and damage portions aren't tracked properly in the combat tracker's quick attack section.


https://www.fantasygrounds.com/forums/attachment.php?attachmentid=53272&d=1655935744

Trenloe
June 22nd, 2022, 23:33
When I use the two (or three) action symbol in a creature's entry as a special attack, the attack and damage portions aren't tracked properly in the combat tracker's quick attack section.


https://www.fantasygrounds.com/forums/attachment.php?attachmentid=53272&d=1655935744
The melee and ranged attack sections were designed as per the Paizo statblock standard as detailed in the Introduction of the Bestiary - where those sections track single action melee or ranged attacks. It was never designed for multi action activities - they go in the relevant abilities section, and you can use the NPC ability automation for attack and damage actions.

That said, if this is an official Paizo statblock that has two action attacks in the melee section please provide a link for me to review.

Montis
June 23rd, 2022, 12:44
The melee and ranged attack sections were designed as per the Paizo statblock standard as detailed in the Introduction of the Bestiary - where those sections track single action melee or ranged attacks. It was never designed for multi action activities - they go in the relevant abilities section, and you can use the NPC ability automation for attack and damage actions.

That said, if this is an official Paizo statblock that has two action attacks in the melee section please provide a link for me to review.
It's not an official stat block, but I prefer simplicity.

E.g. the Oread Guard (https://2e.aonprd.com/Monsters.aspx?ID=760) has Power Attack, but automation in FG on that is practically non-existant, while it would be so much easier and straight-forward to just have a two-action attack that includes an extra damage die in the damage section.

Also, the tracking after the two or three action icon works properly when opening the full creature window; it just doesn't work in the combat tracker attack section.

Trenloe
June 23rd, 2022, 16:56
Also, the tracking after the two or three action icon works properly when opening the full creature window; it just doesn't work in the combat tracker attack section.
I'll look into this. Thanks for letting me know.

Montis
June 30th, 2022, 08:55
I formally request a search and/or filter by traits in the bestiary window. That would make my life much easier.

Trenloe
June 30th, 2022, 14:35
I formally request a search and/or filter by traits in the bestiary window. That would make my life much easier.
That's been on the roadmap for a while: https://www.fantasygrounds.com/forums/showthread.php?72732-Pathfinder-Second-Edition-Ruleset-plans-for-2022&p=641305&viewfull=1#post641305

Montis
June 30th, 2022, 15:25
Cool, thanks!

dsaraujo
September 28th, 2022, 21:12
Not sure if this is extension related, but reporting here until I can fully check (it only happened on clients, not on my FG instance). Last session, all of my players reported errors while opening character sheets:

[ERROR] Script execution error: [string "campaign/scripts/charselect_client_entry.lu..."]:22: attempt to index global 'UserManager' (a nil value)

Trenloe
September 28th, 2022, 21:14
Not sure if this is extension related, but reporting here until I can fully check (it only happened on clients, not on my FG instance). Last session, all of my players reported errors while opening character sheets:

[ERROR] Script execution error: [string "campaign/scripts/charselect_client_entry.lu..."]:22: attempt to index global 'UserManager' (a nil value)
This was a FG wide issue, which has been subsequently fixed, details in the support forum here: https://www.fantasygrounds.com/forums/showthread.php?75284-Getting-Error-on-PC-load-from-Character-Window

Mirloc
October 22nd, 2022, 00:36
Hey, I'm working on setting up a Pathfinder 2 game, and adding customs spells.

The Arcane, Divine and Primal work perfectly. However, the Occult spells do not list out, and throw the following error:
54810

Script execution error: [string "scripts/data_library_pfrpg2.lua"]:164: attempt to index local 'v' (a nil value)

I have the logs compiled as well.

Moon Wizard
October 22nd, 2022, 01:39
You might need to provide a zipped up copy of your campaign in order to reproduce the issue, so that the issue can be pinpointed. I'm not the developer of the ruleset, but when I looked, the error was in a function called by every spell record; and I didn't get it when trying to make spells myself.

Regards,
JPG

Trenloe
October 22nd, 2022, 01:46
Hey, I'm working on setting up a Pathfinder 2 game, and adding customs spells.

The Arcane, Divine and Primal work perfectly. However, the Occult spells do not list out, and throw the following error:
54810

Script execution error: [string "scripts/data_library_pfrpg2.lua"]:164: attempt to index local 'v' (a nil value)

I have the logs compiled as well.
This is caused when there is a spell with blank traits. When developing the ruleset I made the assumption that every spell would have at least one trait - as I haven't seen any spells that don't have any traits. But I'll put some code into the ruleset to prevent this from happening in future.

In the meantime, you can fix the issue by making sure every spell has at least one trait - even if that trait is none

Mirloc
October 22nd, 2022, 08:05
Worked PERFECTLY!

Thanks Trenloe, just couldn't figure out what I was doing wrong....

MaxAstro
October 23rd, 2022, 00:34
Regarding Focus spells: Those that do have automation are currently set to scale with Spell Level (Ex: Lay on Hands in the CRB). However, the way the ruleset works right now, focus spells always have a Spell Level of 1. It would probably be more useful if they were instead set to scale with odd character levels.

Trenloe
October 23rd, 2022, 02:25
Regarding Focus spells: Those that do have automation are currently set to scale with Spell Level (Ex: Lay on Hands in the CRB). However, the way the ruleset works right now, focus spells always have a Spell Level of 1. It would probably be more useful if they were instead set to scale with odd character levels.
Yeah, we're working on handling focus spells a little bit better.

MaxAstro
October 23rd, 2022, 23:41
Another suggestion: For weapons, in addition to "category" and "subcategory", could there be a "base weapon" field that, for example, would contain "rapier" for a +2 striking rapier or "greatsword" for a Frost Brand? That way name-based weapon proficiencies could look at that field instead of the item name, and actually work properly for magical weapons.

Trenloe
October 24th, 2022, 01:42
Another suggestion: For weapons, in addition to "category" and "subcategory", could there be a "base weapon" field that, for example, would contain "rapier" for a +2 striking rapier or "greatsword" for a Frost Brand? That way name-based weapon proficiencies could look at that field instead of the item name, and actually work properly for magical weapons.
Good idea. The main issue will be legacy data, but I'll look into it.

Montis
December 28th, 2022, 17:37
When you have character effects set to "not show", they still show up in the combat tracker when the effects are minimized.

55563

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=55563&d=1672248901

Trenloe
December 28th, 2022, 21:48
When you have character effects set to "not show", they still show up in the combat tracker when the effects are minimized.

55563

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=55563&d=1672248901
Thanks for raising the issue. I identified this a few weeks ago and have fixed it in the current release 19 test candidate. So it'll be a while before it makes it into live as it needs to go through test first, along with the first release 19 code.

crossbow57
January 5th, 2023, 23:28
Apologies if I missed it elsewhere, but any interest/ability to work in the Hero Point Deck for PF2 - some way to random draw/assign a card to each character?

Trenloe
January 8th, 2023, 21:51
...some way to random draw/assign a card to each character?
This might help you do that: https://forge.fantasygrounds.com/shop/items/910/view

Muagen
January 29th, 2023, 03:49
My players are running into an issue where they are unable to filter Spells by Cantrip or Ritual. Is this a setting/feature I'm missing or a bug?
No extension loaded in this player's screenshot.
55999

Trenloe
January 29th, 2023, 10:54
My players are running into an issue where they are unable to filter Spells by Cantrip or Ritual. Is this a setting/feature I'm missing or a bug?
No extension loaded in this player's screenshot.
55999
Thanks for reporting the issue. This will be fixed in the Tuesday update this week.

Trenloe
February 1st, 2023, 10:23
My players are running into an issue where they are unable to filter Spells by Cantrip or Ritual. Is this a setting/feature I'm missing or a bug?
No extension loaded in this player's screenshot.
55999
This was fixed for CoreRules spells yesterday - https://www.fantasygrounds.com/forums/showthread.php?76698-Release-Updates-for-January-31st-2023&p=676465&viewfull=1#post676465

I'll go through other products in the coming weeks.

Thanks again for reporting the issue.

Muagen
February 2nd, 2023, 20:24
Thanks for getting it resolved so swiftly! :)

rennyo
February 13th, 2023, 15:02
Hi Trenloe, could you look at this? It could be a bug with pf2 core...
https://www.fantasygrounds.com/forums/showthread.php?62134-Map-Parcel-Extension-Fantasy-Grounds-Unity&p=677863&viewfull=1#post677863

Trenloe
February 13th, 2023, 15:20
Hi Trenloe, could you look at this? It could be a bug with pf2 core...
https://www.fantasygrounds.com/forums/showthread.php?62134-Map-Parcel-Extension-Fantasy-Grounds-Unity&p=677863&viewfull=1#post677863
I've updated <tabs_recordsheet name="tabs"> to allow for easier extension addition of NPC tabs. This should be released with the Tuesday updates tomorrow.

rennyo
February 13th, 2023, 15:28
Thank you very much! Really swiftly!

Kermit1013
February 16th, 2023, 00:18
@trenloe

just a heads up - a player rebuilding their character revealed an error with the current FG version of "Scales of the Dragon" archtype feat for dragon disciple archtype in APG - it's been errata-ed, and now reads...

Page 168-169: Dragon disciple has a couple errors. First, the dedication feat should make you trained in arcane spell DCs and spell attack rolls, in case you need that training when picking up the later feats that give you arcane focus spells. Second, the armor bonus from Scales of the Dragon feat should change to match the errata to Animal Skin and Mountain Stance in the Core Rulebook. The final text of that section is as follows: "When you’re unarmored, the scales give you a +2 item bonus to AC with a Dexterity cap of +3. The item bonus to AC from Scales of the Dragon is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor."


https://paizo.com/pathfinder/faq

Current version is I assume the old version - either way, it definitely doesn't read like the current version - hope this helps

Trenloe
February 16th, 2023, 10:07
@trenloe

just a heads up - a player rebuilding their character revealed an error with the current FG version of "Scales of the Dragon" archtype feat for dragon disciple archtype in APG - it's been errata-ed, and now reads...

Page 168-169: Dragon disciple has a couple errors. First, the dedication feat should make you trained in arcane spell DCs and spell attack rolls, in case you need that training when picking up the later feats that give you arcane focus spells. Second, the armor bonus from Scales of the Dragon feat should change to match the errata to Animal Skin and Mountain Stance in the Core Rulebook. The final text of that section is as follows: "When you’re unarmored, the scales give you a +2 item bonus to AC with a Dexterity cap of +3. The item bonus to AC from Scales of the Dragon is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor."


https://paizo.com/pathfinder/faq

Current version is I assume the old version - either way, it definitely doesn't read like the current version - hope this helps
Thanks for the heads up. We're a little behind on applying errata across all products. I've been waiting to do this until products get updating for the upcoming Release 19 - as that requires updates to data and wanted to do it all at once.

Kermit1013
February 16th, 2023, 11:01
Thanks for replying - no worries - just thought I'd add it to "the list" just in case - thanks as always for all your hard work.

MaxAstro
February 25th, 2023, 03:32
I think this is a ruleset issue:

One of my players attempted to say something in Shadowtongue and the chat gives the error "Received non-campaign chat language [Language = ShadowTongue]".

Capitalization issue perhaps?

Trenloe
February 26th, 2023, 09:10
I think this is a ruleset issue:

One of my players attempted to say something in Shadowtongue and the chat gives the error "Received non-campaign chat language [Language = ShadowTongue]".

Capitalization issue perhaps?
The ruleset uses Shadowtongue - did the player have it entered on their PC as ShadowTongue? If so, they should change it to Shadowtongue.

The PF2 ruleset uses the base CoreRPG language code and for efficiency, that uses the language name as the index to the language list - so the name used on the PC sheet must exactly match the campaign language list.

MaxAstro
February 26th, 2023, 15:50
The ruleset uses Shadowtongue - did the player have it entered on their PC as ShadowTongue? If so, they should change it to Shadowtongue.

The PF2 ruleset uses the base CoreRPG language code and for efficiency, that uses the language name as the index to the language list - so the name used on the PC sheet must exactly match the campaign language list.

You are exactly right. I saw the capital T and assumed it was a capitalization issue, but I didn't realize how the dropdown list is populated for players, so I didn't think to check their character sheet. Sorry!

Montis
March 1st, 2023, 10:50
I have a question/request: would it be possible to add a button in the encounter window to show the token placement on the map until the window gets closed again? I'm currently running Age of Ashes and since we have 5 players I need to adjust the encounters, but while adding more enemies I don't know where the other enemies have been placed so I have to either replace them all or guess where the creator of the module has placed them.

Trenloe
March 1st, 2023, 11:19
I have a question/request: would it be possible to add a button in the encounter window to show the token placement on the map until the window gets closed again? I'm currently running Age of Ashes and since we have 5 players I need to adjust the encounters, but while adding more enemies I don't know where the other enemies have been placed so I have to either replace them all or guess where the creator of the module has placed them.
This functionality is within CoreRPG. So please add your request to the FG wishlist.

As a work around, you could apply the encounter to the CT/Map - the tokens won't be seen by the players as initially their visibility setting will be hidden. Then you can add to the encounter knowing where the pre-placement of existing tokens is. If you're not going to use the encounter immediately, you can delete the original entries from the CT; but if you're going to use the encounter immediately you can either manually add the extra creatures to the CT then map, or delete the original creatures from the CT and re-deploy to the map.

Montis
March 1st, 2023, 11:50
This functionality is within CoreRPG. So please add your request to the FG wishlist.
Okay, done (https://fgapp.idea.informer.com/proj/fgapp?ia=140373). Thanks for the reply :)

Angahith
March 2nd, 2023, 16:51
Hey guys, just a little question: am i right in the assumption that the apply all effects button is only able to apply effects to a target that has a savestate result? What im trying to do is a spell that applies custom tags to the caster (self) depending on success grade of the target to give the target corresponding effects on attacking the original caster, quite similar to the Draw Ire spell.
Switching the target of the effect to self makes it apply to the savestate target nonetheless and tooltips indicate thats how it works atm and i can't seem to find a detailed description for this function in the manual aside from a short mention of it in the NPC automation section.

Am i missing something or is this the way it works atm?

And thank you guys for putting your efforts and love into this. My table appreciates it very much!

Trenloe
March 2nd, 2023, 17:25
Hey guys, just a little question: am i right in the assumption that the apply all effects button is only able to apply effects to a target that has a savestate result? What im trying to do is a spell that applies custom tags to the caster (self) depending on success grade of the target to give the target corresponding effects on attacking the original caster, quite similar to the Draw Ire spell.
Switching the target of the effect to self makes it apply to the savestate target nonetheless and tooltips indicate thats how it works atm and i can't seem to find a detailed description for this function in the manual aside from a short mention of it in the NPC automation section.

Am i missing something or is this the way it works atm?

And thank you guys for putting your efforts and love into this. My table appreciates it very much!
Correct, the ApplyAllEffects button, and the associated result states, only apply to targets with a save result in the current release. Release 19 has additional code to cater for "self" targeting, but I don't know if it would still be able to do what you want to do.

Angahith
March 2nd, 2023, 17:38
Alright, cool. Thank you very much for your quick reply!
Im really looking forwards to Release 19 btw looking great.

Weissrolf
March 6th, 2023, 21:46
Today we noticed that Immunities are case-sensitive. So our fighter's "Acid" axe did damage to a golem with "acid" immunity.

MaxAstro
March 7th, 2023, 04:38
Today we noticed that Immunities are case-sensitive. So our fighter's "Acid" axe did damage to a golem with "acid" immunity.

There are, honestly, a LOT of things in the ruleset that are weirdly case sensitive and maybe shouldn't be.

Montis
March 7th, 2023, 12:48
The special defenses text in the party sheet is a bit out of place. :)

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=56623&d=1678193302

Trenloe
March 7th, 2023, 13:46
The special defenses text in the party sheet is a bit out of place. :)

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=56623&d=1678193302
Thanks for reporting, I'll get that fixed in a future release.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=56624

MaxAstro
March 12th, 2023, 19:00
Miscellaneous bonuses to perception seem to have an odd sort of "lag" as applied to initiative on the first page.

For example: Say a character has a base perception of +6. If you add a misc bonus of 3 in the skills section, their perception will change to +9, but their initiative stays at +6. However, if you then change the misc bonus to something else (say +1), the skills bonus updates immediately (+7), but the intiative bonus changes to the prior perception total (+9). Effectively, the person's initiative is always "one step behind" their current misc bonus.

However, this only affects the displayed initiative on the character sheet. The actual rolled initiative is calculated correctly.

darrenan
March 20th, 2023, 20:07
Has anyone seen this happen before (specifically the 99999 gp, which is incorrect):

56781

I double checked that all of the items in the inventory have the correct price.

Any way to force it to recalculate?

EDIT: This happens when the price field has a value with a decimal point, such as "8.1 gp". Converting to the next lowest denomination of coin fixed it.

Trenloe
March 20th, 2023, 20:36
Has anyone seen this happen before (specifically the 99999 gp, which is incorrect):

56781

EDIT: This happens when the price field has a value with a decimal point, such as "8.1 gp". Converting to the next lowest denomination of coin fixed it.
Thanks for reporting, I'll make a note to look into that at some point.

darrenan
March 20th, 2023, 20:47
Does the "flat-footed" effect currently support a range (melee vs. ranged) qualifier? Would be useful for things like feint that only apply to melee attacks, particularly for the scoundrel rogue who can apply flat-footed that applies to all their allies.

EDIT: I guess just using an AC:-2 circumstance effect would work. Nevermind.
EDIT2: Hmm, doing it that way breaks the ability to check for the condition for the purposes of a sneak attack effect.

Montis
March 21st, 2023, 10:54
Does the "flat-footed" effect currently support a range (melee vs. ranged) qualifier? Would be useful for things like feint that only apply to melee attacks, particularly for the scoundrel rogue who can apply flat-footed that applies to all their allies.
After applying it, you can target the flat-footed effect back to creatures that attack with melee weapons and not the ones with ranged weapons or spells. To do that you can drag the target icon from the effect's section to the respective creatures.

Trenloe
March 21st, 2023, 11:28
Does the "flat-footed" effect currently support a range (melee vs. ranged) qualifier? Would be useful for things like feint that only apply to melee attacks, particularly for the scoundrel rogue who can apply flat-footed that applies to all their allies.
Conditions don't support additional filters. It would be a not insignificant change to the ruleset code to add these in, and so it's not something I want to look at right now. I'll add it to the list as something to consider in future.

In this specific example you'll need to handle it manually - i.e. disable the flat-footed condition temporarily if ranged attacks are made against the flat-footed target.

webdove
April 22nd, 2023, 07:34
Hi,
Forgive me for posting this question here, but I could not answer it with google.

If I want to switchover from 5E to PF2E and run the first book of an adventure path like "Age of Ashes AP1", what is the minimal set of DLC modules that I have to pay for?

Thanks
Web

Zacchaeus
April 22nd, 2023, 08:44
Like all adventures everything that you need to run the adventure is in the module itself; including all of the items, monsters, images etc.

To allow players to create characters (and to also have some idea of what the rules are) you'd need the Complete Core rulebook. Unless you inport all of that information yourself (I do not recommend this approach).

Blackfoot
April 22nd, 2023, 13:52
Hi,
Forgive me for posting this question here, but I could not answer it with google.

If I want to switchover from 5E to PF2E and run the first book of an adventure path like "Age of Ashes AP1", what is the minimal set of DLC modules that I have to pay for?

Thanks
Web
The minimum is none… purchased materials just makes everything easier on you.

Trenloe
April 22nd, 2023, 15:09
Hi,
Forgive me for posting this question here, but I could not answer it with google.

If I want to switchover from 5E to PF2E and run the first book of an adventure path like "Age of Ashes AP1", what is the minimal set of DLC modules that I have to pay for?

Thanks
Web
As mentioned by Zacchaeus, unless you plan to enter all the information yourself (not recommended), you'd need the module itself and a minimum of the Core Rules. If you'd like to give more options to the players, you may also want to look at the Advanced Players Guide (APG) (four more classes and additional options for the classes from the Core Rules) - then it's a case of what options you'd like available at your and your players fingertips - if you plan on doing some ad-hoc sessions then the Bestiary will be of use for a bunch of creatures, if you're going to give the players more options then products like Secrets of Magic and/or Dark Archive, Lost Omens Character Guide, Lost Omens Ancestry Guide, etc.. But the minimum is pretty much the adventure you're planning to run and the Core Rules.

webdove
April 22nd, 2023, 21:47
Like all adventures everything that you need to run the adventure is in the module itself; including all of the items, monsters, images etc.

To allow players to create characters (and to also have some idea of what the rules are) you'd need the Complete Core rulebook. Unless you inport all of that information yourself (I do not recommend this approach).

Is it also true that I need the equivalent of the 5E DMG and PHB to interpret the rules and create characters, or is that contained in the adventure path module as well?

Trenloe
April 22nd, 2023, 22:02
Is it also true that I need the equivalent of the 5E DMG and PHB to interpret the rules and create characters, or is that contained in the adventure path module as well?
The Pathfinder Second Edition Core Rules combine the equivalent of the 5E PHB and DMG - you just need the Core Rules to cover the RPG system rules and creating characters. Plus see my post above about potential additional character options.

The Adventure Path module only contains the adventure, plus any player data specific to the adventure. If you're familiar with 5E adventure DLC then it's the same format for PF2.

webdove
April 25th, 2023, 04:16
Testing with the beginner box. Human wizard vs ghoul. Ghoul applies a PCROLL save. Wizard fails the save. I click the * to the right of paralysis on the ghoul. Nothing happens. Shouldn't that apply flatfooted and lost turn?
57137

Trenloe
April 25th, 2023, 11:40
Testing with the beginner box. Human wizard vs ghoul. Ghoul applies a PCROLL save. Wizard fails the save. I click the * to the right of paralysis on the ghoul. Nothing happens. Shouldn't that apply flatfooted and lost turn?
57137
Thanks for reporting this issue, we'll get it updated in a future update.

In the meantime, add [FAILURE][CRITFAILURE] to the ability automation - so the whole automation for the ability is as follows:


"DC 15 Fortitude save"|Save: Fortitude[DC:15]
"flat-footed condition for 1 round and lose its next turn"|Effect: Ghoul Paralysis (flat-footed and lose next turn); Flat-footed[D:1][FAILURE][CRITFAILURE]

If you can't see the automation field, set the campaign option Experimental Development -> Show Ability Automation Field to "On". More information on NPC ability automation can be found in the PF2 FG Wiki here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2042789889/PFRPG2+-+NPC+Ability+Automation

webdove
April 25th, 2023, 15:59
Thanks. That fixed it. As a workaround for my first possible game this Friday I could edit all the creatures in the beginner box.
For example: Hell Hound Breath has: "DC 19 basic Reflex save"|Save: Reflex[DC: 19][BASIC][CD]
"4d6 fire damage"|Damage: 4d6 fire
"can't use Breath Weapon again for 1d4 rounds"|Cooldown: 1d4; Also Special Recharge

Does that change to:
"DC 19 basic Reflex save"|Save: Reflex[DC: 19][BASIC][CD]
"4d6 fire damage"|Damage: 4d6 fire[FAILURE][CRITFAILURE]
"can't use Breath Weapon again for 1d4 rounds"|Cooldown: 1d4; Also Special Recharge
or does crit need special code for more damage.

A possible alternative workaround would be for me to get the bestiary in the hope that the coding in the bestiary is more current and correct for all NPCs so I would not have to edit anything if I used Bestiary NPCs as my source. Or is ruleset 18y where the problem is so the Bestiary would not fix it for me?

Trenloe
April 25th, 2023, 16:06
Thanks. That fixed it. As a workaround for my first possible game this Friday I could edit all the creatures in the beginner box.
For example: Hell Hound Breath has: "DC 19 basic Reflex save"|Save: Reflex[DC: 19][BASIC][CD]
"4d6 fire damage"|Damage: 4d6 fire
"can't use Breath Weapon again for 1d4 rounds"|Cooldown: 1d4; Also Special Recharge

Does that change to:
"DC 19 basic Reflex save"|Save: Reflex[DC: 19][BASIC][CD]
"4d6 fire damage"|Damage: 4d6 fire[FAILURE][CRITFAILURE]
"can't use Breath Weapon again for 1d4 rounds"|Cooldown: 1d4; Also Special Recharge
or does crit need special code for more damage.

A possible alternative workaround would be for me to get the bestiary in the hope that the coding in the bestiary is more current and correct for all NPCs so I would not have to edit anything if I used Bestiary NPCs as my source. Or is ruleset 18y where the problem is so the Bestiary would not fix it for me?
The [BASIC] tag in the Save automation means that the damage will be automatically calculated based off the save result, because it's a basic save.

More info in the Save NPC ability automation entry here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2042789889/PFRPG2+-+NPC+Ability+Automation#Save

Specifying save results is only needed for effects. See here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2042789889/PFRPG2+-+NPC+Ability+Automation#Effect

Trenloe
April 25th, 2023, 16:10
Thanks. That fixed it. As a workaround for my first possible game this Friday I could edit all the creatures in the beginner box.
You shouldn't have to edit all creatures in the beginner box. They should have the common automation coded. If there's a specific issue, please report it here.


A possible alternative workaround would be for me to get the bestiary in the hope that the coding in the bestiary is more current and correct for all NPCs so I would not have to edit anything if I used Bestiary NPCs as my source. Or is ruleset 18y where the problem is so the Bestiary would not fix it for me?
The specific issue you reported, the Ghoul not having the success level assigned to the effect, is an issue with the original automation not being fully coded by the converter. The issues was reported in the bestiary, but wasn't reported for the Beginner Box, and the converter didn't check.

For more information on NPC ability automation, with a spreadsheet of lots of examples, see this thread: https://www.fantasygrounds.com/forums/showthread.php?64192-Pathfinder-Second-Edition-Bestiaries-and-Automation

And please post any questions regarding NPC automation (if it isn't an issue with DLC) in that thread. Thanks!

Trenloe
April 25th, 2023, 18:31
Testing with the beginner box. Human wizard vs ghoul. Ghoul applies a PCROLL save. Wizard fails the save. I click the * to the right of paralysis on the ghoul. Nothing happens. Shouldn't that apply flatfooted and lost turn?
57137
This has been fixed in the Beginner Box update today: https://www.fantasygrounds.com/forums/showthread.php?77607-Release-Updates-for-April-25th-2023

Thanks again for reporting the issue.

webdove
May 3rd, 2023, 05:04
Hi,
I just tried PC takes control of NPC. Party Vision and Movement is on. I have rogue Merisiel from the Beginner Box and a Spider.
The spider's faction is set to friendly.
On the host I drag the right hand handle from the Spider CT entry to the PC portrait.

Host and Client both have a Spider NPC sheet popup.
The host version is normal.
The Client is able to move the spider and end the spider's turn.
The only problem is that the Client version of the spider's NPC sheet is blank.
57252

damned
May 3rd, 2023, 07:20
Can you test without any extensions including themes?

Trenloe
May 3rd, 2023, 09:36
Hi,
I just tried PC takes control of NPC. Party Vision and Movement is on. I have rogue Merisiel from the Beginner Box and a Spider.
The spider's faction is set to friendly.
On the host I drag the right hand handle from the Spider CT entry to the PC portrait.

Host and Client both have a Spider NPC sheet popup.
The host version is normal.
The Client is able to move the spider and end the spider's turn.
The only problem is that the Client version of the spider's NPC sheet is blank.
57252
The creature us unidentified. Change it to identified.

webdove
May 3rd, 2023, 22:55
Thanks.

webdove
May 4th, 2023, 04:33
I noticed the following in Release 17: - Spell Level option to damage/heal actions (migrated from Blackfoot's extension).
I have been unable to see an editable field anywhere to alter the spell level on the fly (i.e. heighten a spell). Would someone please send me a picture of where it is? (the posts about it only have text).

As I read the Release 18 docs and experimented with features, I noticed that the color spray on my pre-generated ezren from the forge had an old version without the "apply to result stat" fields set.
I had to delete the spell and drag the spell over from the Core Rulebook module so it would be up to date and the automation would work.
Given that I don't know if the PFS2 Official Pregen characters conform to the current release 18 implementation, is my only choice to rebuild each of the pregens from scratch to make sure they are up to date with release 18?

Trenloe
May 4th, 2023, 08:03
I noticed the following in Release 17: - Spell Level option to damage/heal actions (migrated from Blackfoot's extension).
I have been unable to see an editable field anywhere to alter the spell level on the fly (i.e. heighten a spell). Would someone please send me a picture of where it is? (the posts about it only have text).
You heighten a spell in two ways:
1) For a cantrip, use the CL, Even CL, Odd CL options in damage and effect details string cyclers - probably the Odd CL will be the most often used, as cantrips are heightened to half your level rounded up.
2) For non-cantrips, you heighten a spell by adding it to a higher spell slot level. This impacts the "Spell Level" (spell slot the spell is in) options in the spell damage and effect cyclers. - for example: preparing burning hands at a higher spell slot level gives +2d6 damage per spell slot level. So the damage entry is 2d6 x Spell Level. You can see this in the spell details, and the different damage entries based off the spell slot the spell is in. FG will also show an "H" to indicate the spell has been heightened (prepared in a higher spell slot level) - the H doesn't indicate specifically that there's anything in the spell FG setup that changes when heightened, it just shows that the spell is prepared at a higher slot level than the spells base level.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=57257



...is my only choice to rebuild each of the pregens from scratch to make sure they are up to date with release 18?
The Forge product says "last updated 148 days ago", so the ways to make sure they're up-to-date with what's available now is to do a state-and-compare with the character effects, automation fields, spells action entries; or do it yourself.

webdove
May 4th, 2023, 15:23
The Forge product says "last updated 148 days ago", so the ways to make sure they're up-to-date with what's available now is to do a state-and-compare with the character effects, automation fields, spells action entries; or do it yourself.

OK. Thanks.

I am not sure what "state-and-compare" means. Do I drill down to every individual character effect, automation field, spells action entry on the PC sheet and compare those to the drilled down automation fields of the similar entry in the module records on the right side of the main screen?

I have a thought. In this ruleset some composite objects (e.g. PC sheet) contain embedded versions of specific releases of module records from the library (like the color spray spell from Release 17). This does make the automation much nicer, but it leads to a configuration control challenge.

It might be nice in the future to have a function in the ruleset that would compare the release numbers on all the records embedded on the PC sheet with the corresponding release numbers of the currently active records in the library and provide a list of warnings that some embedded records on this PC sheet are out of date, so they can be corrected in a more focused manner. Perhaps this could be flagged in the CharGen tracker where the PC build history is located.

Trenloe
May 4th, 2023, 17:26
I am not sure what "state-and-compare" means. Do I drill down to every individual character effect, automation field, spells action entry on the PC sheet and compare those to the drilled down automation fields of the similar entry in the module records on the right side of the main screen?
Sorry, Stare and compare.


It might be nice in the future to have a function in the ruleset that would compare the release numbers on all the records embedded on the PC sheet with the corresponding release numbers of the currently active records in the library and provide a list of warnings that some embedded records on this PC sheet are out of date, so they can be corrected in a more focused manner. Perhaps this could be flagged in the CharGen tracker where the PC build history is located.
Yes, that might be nice...

webdove
May 4th, 2023, 19:30
Yes, that might be nice...
:)

I am stuck recreating Sajan the Monk from the Paizo PDF.
He has Tiger Stance "can make tiger claw attacks. These deal 1d8". He also has powerful fist which is lethal and d6.
Neither of these appear in items to drag up to his weapons actions or spells. Do they have to be manually created at this point?

Trenloe
May 4th, 2023, 22:13
Do they have to be manually created at this point?
Yes.

Trenloe
May 4th, 2023, 22:15
I'd recommend you refer to the guidance in the chargen tracker. In this specific instance it tells you to check the feat and manually apply if needed:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=57262

webdove
May 6th, 2023, 00:08
Right. As I recall it put the ability in, but not the action in the actions tab.
I could not find the action in FGPF2 so I had to google around until I found the iconic pregens where someone had coded the tiger stance action.
It seems like actions are as important as spells in PF2. It would definitely help if there was an "Action" tab on the right side of the home screen to go find them, even if it only had a subset to start with. I am aware that ShadeRaven has been trying to solve that need with his (SR) DnD modules, but he did not yet have that action available.

PS

If I put HIDDEN on my animated armor and I have him target the characters whose Perc DC he beat with his Stealth roll, when I drag the effect target icon around the names listed under the effect for targets: xxx include all those characters, but when I drop the target icon I only get the one I dropped it on and not the others. Is there a way to select several PC's and get them all to become effect targets with one click like the way shift-drag works?

Trenloe
May 8th, 2023, 09:45
Right. As I recall it put the ability in, but not the action in the actions tab.
Tht's how adding feats works - the feat is added to the PC abilities tab, then FG checks for any automation. As there was no automation in the case of the Tiger Stance fear, the text I showed in my previous post is displayed indicating that nothing else has been done ("no automation applied").


It seems like actions are as important as spells in PF2. It would definitely help if there was an "Action" tab on the right side of the home screen to go find them, even if it only had a subset to start with.
I think you need to watch the release 19 preview videos...

https://www.fantasygrounds.com/forums/showthread.php?75312-Pathfinder-2-Release-19-information-thread


Is there a way to select several PC's and get them all to become effect targets with one click like the way shift-drag works?
Effect targeting needs each effect target to be added individually.

webdove
May 8th, 2023, 18:33
Thank you I had watched the video on separate character sheet, but had not looked at the release 19 list of features. These look wonderful.


Release 19 - beta testing late 2022.

Additional actions tab added to the character sheet - contains PF2 action data. This tab will be the main place to access and carry out PF2 actions for a characters - skill actions (e.g. demoralize), feat based actions, class feature based actions, item based actions, general actions, etc., etc..
Addition of a new record type - "Action" to cater for PF2 actions and automation.
New action based automation, for example: Skill vs. DC (for skill based actions such as trip, push, demoralize, etc.), attack & damage (for bombs and other things), heal (for healing actions and items), effects, etc..
Improved hazard automation.
Tracking and handling of afflictions.
Automation of the dying process and wounded condition.
Option to select a specific skill for initiative.
Desktop modifier buttons/controls.
Damage combination for features such as flurry of blows.
Additional effect targeting "To Me" option.
Filter by trait in campaign data lists - if performance is acceptable.
Category filter in grouped lists.

webdove
May 8th, 2023, 18:34
Is it possible that release 19 will go to test before this Friday?

Trenloe
May 8th, 2023, 18:47
Is it possible that release 19 will go to test before this Friday?
Nope.

webdove
May 12th, 2023, 17:47
Hello,
What does the option "Combat: Reduce Max HP on Drained Effect" do when on and when off?
I google searched for: "fantasy grounds" "reduce max hp on drained" and got no matches online.

Trenloe
May 12th, 2023, 17:59
Hello,
What does the option "Combat: Reduce Max HP on Drained Effect" do when on and when off?
I google searched for: "fantasy grounds" "reduce max hp on drained" and got no matches online.
That's not a standard option, so check the extensions you're running.

webdove
May 12th, 2023, 19:43
You are correct. The GM Enhancement has that function. Thanks.

webdove
May 12th, 2023, 20:04
I have been noticing that when I set the option Token: show name Title (which crops the name to 10 characters) hovering over the map PC token will sometimes show the name (without cropping) as the tooltip.
57334

Is the tooltip name popup supposed to still work with token: show name: title? It would be delightful if it was (and worked all the time).
My players find the full name helpful.

Trenloe
May 12th, 2023, 21:19
I have been noticing that when I set the option Token: show name Title (which crops the name to 10 characters) hovering over the map PC token will sometimes show the name (without cropping) as the tooltip.
57334

Is the tooltip name popup supposed to still work with token: show name: title? It would be delightful if it was (and worked all the time).
My players find the full name helpful.
This is standard FG functionality and not specific to the PF2 ruleset. Tooltip should work all the time - but it will only work if you hover over a part of the token that is actually a graphic - if any part of the token is transparent, hovering over that won't show anything. It might also stop working if you're using any extensions that overlay anything on the tokens.

webdove
May 12th, 2023, 21:54
I believe I tested it with all extensions off, but I will go back and test that again. I may be delayed until tomorrow since I am preparing Kindled Magic session one for tonight.

Trenloe
May 12th, 2023, 22:00
I believe I tested it with all extensions off, but I will go back and test that again. I may be delayed until tomorrow since I am preparing Kindled Magic session one for tonight.
The key thing for the tooltip name to work is that your mouse needs to be over a graphical part of the base token - not an overlay. If you're not using pog type tokens then it will depend on how much of the token is an actual graphic and not transparent - the more transparency the more change you'll have to not hover over the actual token graphic.

webdove
June 4th, 2023, 20:46
Hi,
I was trying to add a ritual "(Skill) Medicine: Treat Disease (Trained) since it was missing from ShareRavens "(SR) DnD Actions and Skills" module. I started with the existing "(Skill) Medicine: Treat Poison (Trained)" ritual and was able to create the new one except for the "Actions/Effects" at the bottom of the record window. I could spin the "-" icon to the right of "Actions/Effects" while editing, but no combination of clicking and draging would let me insert the effects that existed at in the "Actions/Effects" portion at the bottom of the "(Skill) Medicine: Treat Poison (Trained)" record. Is there something special that I need to do to insert those automation effects?
Thx
Web

webdove
June 4th, 2023, 20:56
Nevermind. Right click add action works.

InedibleDice
June 14th, 2023, 03:43
When I try to make a character, at the part where I assign free ability boosts in the character builder it does not allow me to select "Strength" as a boost because the system starts to treat the ability boost selection window as a text box where I can type rather than a fill in the bulleted dot selection window. I can select the other abilities to boost in the window it is only "Strength" that I cannot pick.

Trenloe
June 14th, 2023, 09:15
When I try to make a character, at the part where I assign free ability boosts in the character builder it does not allow me to select "Strength" as a boost because the system starts to treat the ability boost selection window as a text box where I can type rather than a fill in the bulleted dot selection window. I can select the other abilities to boost in the window it is only "Strength" that I cannot pick.
Welcome to the FG forums.

Thanks for reporting this issue. We'll investigate and get a fix ASAP.

In the meantime, you can click a little below the checkbox to make the selection - the mouse cursor needs to be an arrow, not a hand:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=57712

Trenloe
June 14th, 2023, 18:34
When I try to make a character, at the part where I assign free ability boosts in the character builder it does not allow me to select "Strength" as a boost because the system starts to treat the ability boost selection window as a text box where I can type rather than a fill in the bulleted dot selection window. I can select the other abilities to boost in the window it is only "Strength" that I cannot pick.
This should now be fixed: https://www.fantasygrounds.com/forums/showthread.php?78074-Release-Updates-for-June-13th-2023&p=689408&viewfull=1#post689408

Thanks again for reporting the issue.

Springroll
June 14th, 2023, 20:18
I get this error message after having updated to 4.4, this occurs when attacking or when dealing damage using the combat tracker, no .ext loaded.
Also, it does not auto-calculate hits or damage

57726

Trenloe
June 14th, 2023, 20:28
I get this error message after having updated to 4.4, this occurs when attacking or when dealing damage using the combat tracker, no .ext loaded.
Also, it does not auto-calculate hits or damage

57726
Thanks for reporting. We'll get a fix ASAP.

Trenloe
June 14th, 2023, 20:49
I get this error message after having updated to 4.4, this occurs when attacking or when dealing damage using the combat tracker, no .ext loaded.
Also, it does not auto-calculate hits or damage

57726
Fix has been pushed. Please run an update.

Thanks again for bringing this to our attention.

Springroll
June 14th, 2023, 20:52
Fix has been pushed. Please run an update.

Thanks again for bringing this to our attention.

What can I say, there's a reason why I stay with SmiteWorks and Fantasy Grounds, pure excellence in customer service and response #Cheffskiss

EriCordeiro
June 18th, 2023, 22:06
57828

After the 4.4 update, when trying to make targets roll a save (reflex) through spell automation (electric arc), FGU applies an effect instead of making the roll.

Montis
June 18th, 2023, 23:12
57828

After the 4.4 update, when trying to make targets roll a save (reflex) through spell automation (electric arc), FGU applies an effect instead of making the roll.

Did you recently turn on the experimental "Players roll PC targeted saves" option (all the way down in the options menu)?

EriCordeiro
June 19th, 2023, 00:19
That was it! Changing that option back to off fixed the issue. Weird how it interferes with PC targeting NPCs for saves too.

MaxAstro
June 19th, 2023, 00:22
I haven't. This was also a NPC-targeted save, so it shouldn't apply.

Not saying this is what is going on here, but just as a note to the second half:

The "player's roll PC targeted saves" option is a bit of a misnomer. More accurately it is "saves requested by the GM must be rolled by the target". If you, as the GM, target an NPC with another NPC's ability, it will add a PCROLL effect to the NPC and you will have to manually roll that NPC's save to resolve the effect.

Trenloe
June 19th, 2023, 00:24
Holding the ALT key while triggering a save will use the not enabled setting - so if PCROLL is set and the GM is rolling a save for NPCs, they can hold ALT before triggering the save, and vice versa.

Montis
July 25th, 2023, 10:46
I have tried to implement an automation for the Focus Spell Healer's Blessing via a passive character effect that uses IFT: CUSTOM (Blessing) but it seems that the HEAL modifier doesn't look for targets or something and the additional healing isn't applied. I tried around and it works with any other effect like DMG, or when I remove the IFT condition, so the issue seems to be specific to IFT + HEAL.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58319&d=1690278327

As you can see in the screenshot, the damage bonus is applied, the heal bonus is not.

Montis
July 25th, 2023, 10:59
I also discovered that you can't combine multiple variable modifiers for effects, e.g. [-3INT] or [2HLVL] etc. It would be nice if this could be implemented.

Edit: Actually [-other tag] doesn't seem to work at all.

Trenloe
July 25th, 2023, 11:08
I have tried to implement an automation for the Focus Spell Healer's Blessing via a passive character effect that uses IFT: CUSTOM (Blessing) but it seems that the HEAL modifier doesn't look for targets or something and the additional healing isn't applied. I tried around and it works with any other effect like DMG, or when I remove the IFT condition, so the issue seems to be specific to IFT + HEAL.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58319&d=1690278327

As you can see in the screenshot, the damage bonus is applied, the heal bonus is not.
This is operating correctly. Only effects that have (T) listed in the notes column in the FG Effects Wiki can be targeted - HEAL doesn't have a (T) listed.

Trenloe
July 25th, 2023, 11:14
I also discovered that you can't combine multiple variable modifiers for effects, e.g. [-3INT] or [2HLVL] etc. It would be nice if this could be implemented.
What's the use case for these?


Edit: Actually [-other tag] doesn't seem to work at all.
I've just tested with [-LVL] and it works fine.

Montis
July 25th, 2023, 11:52
What's the use case for these?
2HLVL would be for the healer's blessing. Since it goes up by 2 every spell rank and I wanted to implement it as a permanent character effect with the target receiving the temporary buff of the spell. The other was just an example.


I've just tested with [-LVL] and it works fine.
Weird, I tried [-LVL] and [2LVL] and it doesn't work; [LVL] and [HLVL] work fine though. :confused:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58320&d=1690282360

Montis
July 25th, 2023, 11:53
This is operating correctly. Only effects that have (T) listed in the notes column in the FG Effects Wiki can be targeted - HEAL doesn't have a (T) listed.

:cry: Could this be implemented, maybe?

Trenloe
July 25th, 2023, 12:02
2HLVL would be for the healer's blessing. Since it goes up by 2 every spell rank and I wanted to implement it as a permanent character effect with the target receiving the temporary buff of the spell. The other was just an example.
Try [2OCL] - OCL is odd caster level.


2HLVL would be for the healer's blessing. Since it goes up by 2 every spell rank and I wanted to implement it as a permanent character effect with the target receiving the temporary buff of the spell. The other was just an example.


Weird, I tried [-LVL] and [2LVL] and it doesn't work; [LVL] and [HLVL] work fine though. :confused:
There seems to be an issue when there are additional parameters. Try adding a comma after the variable - e.g. RESIST: [-LVL], fire

Trenloe
July 25th, 2023, 12:05
:cry: Could this be implemented, maybe?
It's not a simple change, I'll add it to the list to maybe look at in the future.

EDIT: Or maybe today...

Trenloe
July 25th, 2023, 13:07
:cry: Could this be implemented, maybe?
I'll see if I can get it into the Tuesday update...

Montis
July 25th, 2023, 13:09
Try [2OCL] - OCL is odd caster level. OCL wouldn't work for a character effect as I don't think there's anywhere to get the casterlevel from. In any case, unless Heal can get targeted, the effect is moot anyway and we'll have to do it manually for each heal.


There seems to be an issue when there are additional parameters. Try adding a comma after the variable - e.g. RESIST: [-LVL], fire
Yes, that did indeed work. I'll use this workaround for now.

Montis
July 25th, 2023, 13:10
I'll see if I can get it into the Tuesday update...
Sweet! Thanks for looking into it :)

Trenloe
July 25th, 2023, 13:15
OCL wouldn't work for a character effect as I don't think there's anywhere to get the casterlevel from.
Ah, you confused me as you used square brackets, which are used for effects applied from the actions tab, which does have access to CL.

Trenloe
July 25th, 2023, 18:18
Sweet! Thanks for looking into it :)
In live now: https://www.fantasygrounds.com/forums/showthread.php?78656-Release-Updates-for-July-25th-2023&p=693630&viewfull=1#post693630

EDIT: The Wiki has been updated.

MaxAstro
July 26th, 2023, 05:14
In live now: https://www.fantasygrounds.com/forums/showthread.php?78656-Release-Updates-for-July-25th-2023&p=693630&viewfull=1#post693630

EDIT: The Wiki has been updated.

Trenloe, I just want to say this is like the fifth time I've seen the sequence of posts from you "That's probably not in scope", "I'll take a look at it", "It'll be in the next update", "The wiki's updated too" in like... the course of a couple days.

You are a machine, but I hope you sleep sometimes! :)

mghauber
July 26th, 2023, 20:51
Trenloe, I just want to say this is like the fifth time I've seen the sequence of posts from you "That's probably not in scope", "I'll take a look at it", "It'll be in the next update", "The wiki's updated too" in like... the course of a couple days.

You are a machine, but I hope you sleep sometimes! :)

I can confirm that Trenloe is indeed an undead construct that requires no sleep, food, or outside stimulus. I believe he is an AI program created by aliens!

Trenloe
July 26th, 2023, 21:41
I can confirm that Trenloe is indeed an undead construct that requires no sleep, food, or outside stimulus. I believe he is an AI program created by aliens!
Extermination procedure initiated...

jkanneg
August 30th, 2023, 18:04
I have an issue where my PCs Spell DCs in their action tab show the save value as "0", thus when they make enemies roll any kind of save they crit succeed since the DC is "0". This issue is affecting all but one of my campaigns (no idea why that one is unaffected). I've tried making a new campaign for testing and this bug persists in those as well. Setting a fixed DC seems to work, but not having it auto-calculate spell saves is a big hassle

Trenloe
August 30th, 2023, 18:08
I have an issue where my PCs Spell DCs in their action tab show the save value as "0", thus when they make enemies roll any kind of save they crit succeed since the DC is "0". This issue is affecting all but one of my campaigns (no idea why that one is unaffected). I've tried making a new campaign for testing and this bug persists in those as well. Setting a fixed DC seems to work, but not having it auto-calculate spell saves is a big hassle
Welcome to the FG forums. There would have been a message posted in chat when this PC was first opened regarding verifying your spell DCs are set correctly in the Combat tab as the proficiencies are now being controlled in one place, not in different places as before.

Please export your PC XML (click the blue down arrow button in the top right of the chargen tracker window) and upload the exported XML file here so I can take a look.

jkanneg
August 30th, 2023, 18:20
Oops, must have missed that. I looked at their combat tabs and figured out the issue, it was an easy fix. Thanks for the quick reply!

Trenloe
August 30th, 2023, 18:21
Oops, must have missed that. I looked at their combat tabs and figured out the issue, it was an easy fix. Thanks for the quick reply!
No worries. Glad you could fix it yourself!

MaxAstro
September 3rd, 2023, 20:17
Unsure if this is ruleset or base FG issue: If characters have planned moves that have not been approved yet and "Remove all tokens" is selected, the arrows for the planned moves are orphaned on the map and not removed with the tokens.

Trenloe
September 3rd, 2023, 20:39
Unsure if this is ruleset or base FG issue: If characters have planned moves that have not been approved yet and "Remove all tokens" is selected, the arrows for the planned moves are orphaned on the map and not removed with the tokens.
That's a base FG thing.

MaxAstro
September 3rd, 2023, 23:17
That's a base FG thing.

Reported in the Lab.

Trenloe
September 4th, 2023, 09:06
Reported in the Lab.
Thanks for reporting. As and FYI - there's no need to be running the test channel at this point.

Shaldor69
November 13th, 2023, 02:08
When adding a major resilient rune to the properties section of an armor item the effect generated under character effects is a +2 item bonus to saves the same as a greater resilient instead of the +3 item bonus to saves. All other applications of the resilient runes generate the intended effect.

Trenloe
November 13th, 2023, 08:18
When adding a major resilient rune to the properties section of an armor item the effect generated under character effects is a +2 item bonus to saves the same as a greater resilient instead of the +3 item bonus to saves. All other applications of the resilient runes generate the intended effect.
Thanks for reporting. I'll get that fixed in a future release.

mwfantasygrounds
November 22nd, 2023, 23:17
Hi, converting one of my campaigns over to remaster and found the following:

Elf Ancestry - Has the Ability Boosts Racial Trait; Ability Boosts should be named Attribute Boosts and instead of saying "+2 to One Ability Score, +2 Dexterity, +2 Intelligence" it should say "Dexterity, Intelligence, Free" or "+1 Dexterity, +1 Intelligence, +1 Free"
- Same for Human ancestry

Elf Ancestry - Has the Ability Flaw Racial Trait; Ability Flaw should be named Attribute Flaw and instead of saying "-2 Constitution" it should say "Constitution" or "-1 Constitution"

Human Ancestry - Was not prompted for a Heritage selection

Bard class - Class automation tries to add Inspire Courage, but Remaster renames it to Courageous Anthem, so it does nothing.

Bard class - Bard spellclass on Actions tab isn't given the Occult tradition (no tradition is selected).

Bard class - Bard is given a Prepared spellclass; this should be Spontaneous.

Bard class - adding focus spells doesn't increase the # of focus points you get

Also - the Psychic Calculate Threat activity... looks like it appears for all characters when you click the Create Character button

Trenloe
November 23rd, 2023, 08:22
Hi, converting one of my campaigns over to remaster and found the following:

Elf Ancestry - Has the Ability Boosts Racial Trait; Ability Boosts should be named Attribute Boosts and instead of saying "+2 to One Ability Score, +2 Dexterity, +2 Intelligence" it should say "Dexterity, Intelligence, Free" or "+1 Dexterity, +1 Intelligence, +1 Free"
- Same for Human ancestry

Elf Ancestry - Has the Ability Flaw Racial Trait; Ability Flaw should be named Attribute Flaw and instead of saying "-2 Constitution" it should say "Constitution" or "-1 Constitution"

Human Ancestry - Was not prompted for a Heritage selection

Bard class - Class automation tries to add Inspire Courage, but Remaster renames it to Courageous Anthem, so it does nothing.

Bard class - Bard spellclass on Actions tab isn't given the Occult tradition (no tradition is selected).

Bard class - Bard is given a Prepared spellclass; this should be Spontaneous.

Bard class - adding focus spells doesn't increase the # of focus points you get

Also - the Psychic Calculate Threat activity... looks like it appears for all characters when you click the Create Character button
Thanks for taking the time to provide this detailed feedback. We'll review and get appropriate fixes ASAP.

mwfantasygrounds
November 25th, 2023, 22:41
Great! One note - the last bit about the Calculate Threat - disregard that one. I must have tried to create it at some point and had the "automatically create" checkbox checked.

billyorkfellz
May 23rd, 2024, 18:41
I don't think the description for the vitality trait is quite right on the Vitality Lash spell, as per print that follows. It's in the Player Core - Pathfinder 2 ORC.

Trenloe
May 23rd, 2024, 18:56
I don't think the description for the vitality trait is quite right on the Vitality Lash spell, as per print that follows. It's in the Player Core - Pathfinder 2 ORC.
Thanks for letting us know. We'll get that fixed in a future release.

Montis
November 21st, 2024, 19:27
There seems to be an issue when closing images: a black outline stays in the size of the window when doing so. Haven't tested yet if it's related to any extension as we're having our session at the moment.

Trenloe
November 21st, 2024, 20:06
There seems to be an issue when closing images: a black outline stays in the size of the window when doing so. Haven't tested yet if it's related to any extension as we're having our session at the moment.
I'd be surprised if this was specific to PFRPG2, unless it's a theme issue. Can you try in a CoreRPG campaign please.

Montis
November 21st, 2024, 20:39
I'd be surprised if this was specific to PFRPG2, unless it's a theme issue. Can you try in a CoreRPG campaign please.

I tried in a core campaign and in a D&D 5 campaign and both didn't seem to be affected. So far I could only trigger it in the PF2RPG ruleset, even without any extensions.

It seems to trigger as soon as you close an image that has any terrain features (e.g. walls or doors etc).

Trenloe
November 21st, 2024, 20:40
I tried in a core campaign and in a D&D 5 campaign and both didn't seem to be affected. So far I could only trigger it in the PF2RPG ruleset.

It seems to trigger as soon as you close an image that has any terrain features (e.g. walls or doors etc).
Terrain features are generic and not specific to the PFRPG2 ruleset. So this sounds like it's specific data within a campaign.

Does it occur in a brand new PFRPG2 campaign? If so, please provide steps to recreate. If it doesn't occur in a brand new PFRPG2 campaign please ZIP up a campaign where it does occur and provide access to that ZIP file and steps to reproduce.

Trenloe
November 21st, 2024, 20:53
There seems to be an issue when closing images: a black outline stays in the size of the window when doing so. Haven't tested yet if it's related to any extension as we're having our session at the moment.
There are multiple reports in the House of Healing recently about issues when closing images across multiple rulesets. Can you please review the screenshots in the threads "Image Closing error" and "Error closing layered images in 4.6" to see if that is similar to what you're experiencing?

Montis
November 21st, 2024, 21:00
Does it occur in a brand new PFRPG2 campaign? If so, please provide steps to recreate. If it doesn't occur in a brand new PFRPG2 campaign please ZIP up a campaign where it does occur and provide access to that ZIP file and steps to reproduce.

I can't trigger it in a brand new campaign so far. But we have triggered it in our regular campaign and I have triggered it in my previously existing test campaign that is mostly empty. So I'm a bit confused.

Montis
November 21st, 2024, 21:17
I uploaded my test campaign where I triggered it. The image that triggers it is simply called "_ map" (simply open and close the image and the issue should trigger)

Montis
November 21st, 2024, 23:12
Ok there was another update for FG just now and it seems the issue is fixed :)

Montis
December 30th, 2024, 18:16
Using Shieldblock while having Temporary Hitpoints kind of messes with the system.

The damage first reduces the temp HP and then goes into the shield while it should be the other way around.

In theory when you take damage and shield block, the damage should first go into the shield and any leftover damage would go into the temp HP and damage the Shield, both.

Montis
January 12th, 2025, 16:54
This might be a core RPG issue but if you want to add an item to your inventory without the GM having the respective module loaded, it doesn't do anything. The GM has to load the module first, then it works.

Montis
January 12th, 2025, 22:28
Regeneration has a damage symbol which is kind of confusing. I think we had a similar issue with fast heal, but that one got fixed :)

Montis
February 23rd, 2025, 15:28
I would like to request that the Saving Throw Base Settings on the Combat tab get an Item Bonus field to saves; this would enable things like Antidote and Antiplaque not stacking by default, which is how it should be RAW.

ATM it's a bit fiddley as you always have to double check how much item bonuses someone has and then reduce the Antidote/Antiplaque's bonuses by that much.

Trenloe
February 24th, 2025, 16:29
Regeneration has a damage symbol which is kind of confusing. I think we had a similar issue with fast heal, but that one got fixed :)
This will be updated in tomorrow's update. Thanks for letting us know.


I would like to request that the Saving Throw Base Settings on the Combat tab get an Item Bonus field to saves; this would enable things like Antidote and Antiplaque not stacking by default, which is how it should be RAW.

ATM it's a bit fiddley as you always have to double check how much item bonuses someone has and then reduce the Antidote/Antiplaque's bonuses by that much.
I've added this to the dev list to review at a future date.

Meckerdrache81
March 27th, 2025, 23:32
Hi :)
I can't edit storyentries like the ones linked on the maps in the seven dooms of sandpoint. They are read only. I could do that in every older module until now and i was using this feature often. If this isn't a bug i'll need a method to work around that (copying all entries and replacing the map links is not a solution).

Thanks in advance.

TheBeardsley
June 19th, 2025, 00:13
Hello,
I've noticed this issue the past few weeks: when creating a new NPC/Creature, if the creature has spells, the CL is not working when entered. I unlock the creature, edit the spell class, enter in a CL, but when the creature is locked CL is blank. The only thing it really affects is cantrip casting, and ideally I'm not casting too many cantrips with my creatures, but it still is a functionality issue, and one that I think appeared recently.

Trenloe
June 20th, 2025, 16:33
Hello,
Hello! Welcome to the FG forums!


I've noticed this issue the past few weeks: when creating a new NPC/Creature, if the creature has spells, the CL is not working when entered. I unlock the creature, edit the spell class, enter in a CL, but when the creature is locked CL is blank. The only thing it really affects is cantrip casting, and ideally I'm not casting too many cantrips with my creatures, but it still is a functionality issue, and one that I think appeared recently.
The recent GUI standardization broke this. I'll get a fix in the next release. Thanks for making us aware of the issue.

Note that CL doesn't have to be entered if the CL is the same as the creature level, the creature level will be used instead if CL in the spell class is 0. There's a display bug where the actual damage entry doesn't update immediately if the creature level is changed after a spell has been added to the PC, but the actual action roll will be correct. I'll look into a fix for updating spell data if the creature level changes.

Trenloe
June 24th, 2025, 18:54
I've noticed this issue the past few weeks: when creating a new NPC/Creature, if the creature has spells, the CL is not working when entered. I unlock the creature, edit the spell class, enter in a CL, but when the creature is locked CL is blank. The only thing it really affects is cantrip casting, and ideally I'm not casting too many cantrips with my creatures, but it still is a functionality issue, and one that I think appeared recently.
The ability to edit (and retain) the CL of a spell class has been fixed in today's update: https://www.fantasygrounds.com/forums/showthread.php?85259-Release-Updates-for-June-24th-2025 Thanks again for making us aware of the issue.

Endurance
July 23rd, 2025, 22:30
I am having a couple of connected issues with npc spells. When I click on the bubble that I expect would open the spell description, it casts the spell, which circumstantially makes it vanish. If I want to read the spell description, I have to go to open it from the general spells list.

I then have issues trying to reset the spells. There are two "reset spells" options in the pop up when I right click, and the one that looks to me like it should restore the spells that have been cast permanently deletes all of the creatures spells, even if it's a read-only version. I now have a couple of bestiary entries that have permanently lost their spells.

Trenloe
July 23rd, 2025, 23:02
I am having a couple of connected issues with npc spells. When I click on the bubble that I expect would open the spell description, it casts the spell, which circumstantially makes it vanish. If I want to read the spell description, I have to go to open it from the general spells list.

Works fine for me - do you have any extensions or themes enabled?

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=64925


I then have issues trying to reset the spells. There are two "reset spells" options in the pop up when I right click, and the one that looks to me like it should restore the spells that have been cast permanently deletes all of the creatures spells, even if it's a read-only version.
The top one (with the lock with an eye icon) will reset the spell uses - i.e. it will take you back to the spells that were prepared in the spell class initially - i.e. it's equivalent to an 8 hour rest and 1 hour preparation. The second one (with the circle icon) will remove all of the preparations from the spells - which will hide the spells if the NPC is locked or Mode = Combat (unlock the NPC to see the spell mode).


I now have a couple of bestiary entries that have permanently lost their spells.
If you want to revert a record in a module to the base record, right-click on it in the campaign list and select "Revert Changes".

Endurance
July 23rd, 2025, 23:37
Works fine for me - do you have any extensions or themes enabled?

[

I have a few, but it's probably B9's spell tokens. Darn.

Trenloe
July 24th, 2025, 00:00
I then have issues trying to reset the spells. There are two "reset spells" options in the pop up when I right click, and the one that looks to me like it should restore the spells that have been cast permanently deletes all of the creatures spells, even if it's a read-only version
Based on your feedback showing how this is confusing, I'm going to change the reset potion right-click menu text as follows:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=64926

Endurance
July 24th, 2025, 14:28
Based on your feedback showing how this is confusing, I'm going to change the reset potion right-click menu text as follows:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=64926

That's much clearer, thank you! And I verified that it was the B( extension, sadly.

Trenloe
July 24th, 2025, 14:54
And I verified that it was the B( extension, sadly.
Reach out to the extension developer, it's probably due to controls overlapping and they should (may) be able to fix it.

MaxAstro
July 24th, 2025, 19:07
Based on your feedback showing how this is confusing, I'm going to change the reset potion right-click menu text as follows:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=64926

I don't recall if this is already the case, but the "clear prepared spells" one could use an "are you sure?" on it as well. Can be really time consuming to fix if done accidentally on a high level character, especially since most people don't have a mental list of everything they generally prepare.

Trenloe
July 25th, 2025, 03:24
I don't recall if this is already the case, but the "clear prepared spells" one could use an "are you sure?" on it as well. Can be really time consuming to fix if done accidentally on a high level character, especially since most people don't have a mental list of everything they generally prepare.
Good idea!

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=64934

Momo
July 25th, 2025, 19:45
Hello... I have an issue with the Sky King's Tomb ruleset - specifically the Mantle of Gold. The maps in chapter 2 are backwards. The F1-F7 should be in the Workshop Heights (not Lower Guldrege) and vice versa for the G1-G7.

PDF version - 64937
FG version - 64938

sciencephile
July 26th, 2025, 16:57
Hello... I have an issue with the Sky King's Tomb ruleset - specifically the Mantle of Gold. The maps in chapter 2 are backwards. The F1-F7 should be in the Workshop Heights (not Lower Guldrege) and vice versa for the G1-G7.

PDF version - 64937
FG version - 64938

Hi Momo. Thank you for reporting but there is no error here (at least in the FGU version). This was one of the cases where the Paizo cartographer did not coordinate with the person writing the story. The map in the PDF version is the one completely wonky. I actually fixed the issue and made the maps align to the story entries. Look at the story entries - you'll see that I was correct in modifying the map labeling.

1. The PDF maps have 7 labels each map (F1 - F7 and G1 - G7). However, the story text has no entries for G5, G6, and G7.
2. Look at the entry for Workshop Heights in the PDF on page 49. It talks about silos for F2-F3 and larger home and workshop for F4-F6 and another home for F7. You will see that this description matches the FGU maps and not the Paizo PDF maps.

I hope this clarifies. I try my best to correct errors as I see them when converting to FGU. It doesn't track with an errored PDF but I would rather have it run smooth for GMs, even if it costs me more time to fix things like this. Ultimately, it creates a better FGU product, even if it doesn't align 100% with the original PDF.

Sincerely,
Danny (sciencephile)

Momo
July 28th, 2025, 21:01
Thank you for the quick feedback! I had wrongly assumed that Pazio knew what they were doing.. thank you for the clarification!

Magnimost
September 20th, 2025, 21:29
Apparently flat footed has been renamed to off-guard. Many many instances of flat footed still appear in the rules, would be good to have them renamed so it's clear to newbies like our group. It's bewildering to try to decipher the rules until we realized they're the same.

Neovirtus
September 21st, 2025, 00:13
Apparently flat footed has been renamed to off-guard. Many many instances of flat footed still appear in the rules, would be good to have them renamed so it's clear to newbies like our group. It's bewildering to try to decipher the rules until we realized they're the same.
Flat footed still appears in pre-Remaster content. Many books have been revised with Remastered versions. If you want the language to be consistent you will need to either stick with Remastered or Pre-Remaster content exclusively, and not mix the two.

Trenloe
September 21st, 2025, 00:33
Apparently flat footed has been renamed to off-guard. Many many instances of flat footed still appear in the rules, would be good to have them renamed so it's clear to newbies like our group. It's bewildering to try to decipher the rules until we realized they're the same.
It can be confusing. There is remastered wording (off-guard) vs. legacy wording (flat-footed). We will change the wording in legacy products if Paizo decided to change that wording; which, to be perfectly honest, I doubt they will as there is a subset of the Pathfinder 2e community who still play legacy rules and want to maintain the legact wording. Paizo are slowly updating key legacy products to remastered, but I'm sure there will always be some legacy products out there.

The FG ruleset uses flat-footed and off-guard interchangeably - i.e. it will apply he relevant modifiers/effects for either. So, mechanically, don't worry about it - FG caters for this.

Midge
May 22nd, 2026, 18:14
I've been building some NPCs using the PFRPG2 NPC Ability Automation. I was trying to create an NPC ability that affects a player until the end of their next turn, so I used:

"Effect Name"|Effect: Dazzled[D:1][REDUCETARGET][END]

But when testing it in the combat tracker, and making sure initiative was set and targeting was being used (just to be safe), this effect would always count down based on my source NPC's initiative, not the target's.

Moon Wizard
May 22nd, 2026, 19:36
Just pushed a fix that Trenloe and I believe will address. Please run a new Check for Updates; and let us know if still an issue.

Regards,
JPG

Midge
May 22nd, 2026, 19:48
Looks like it's working now with no issues, thanks!