View Full Version : Pathfinder Second Edition - Core Rules module (not PFRPG2 ruleset) info and feedback
hehaub
November 27th, 2019, 06:40
Thanks for reporting. I'll look to queue up a fix soon.
In the meantime, as a work around - open the skill description window (click the link, don't drag it) then you can drag the link from the top left of the description window to wherever you were trying to drag it from the Skills tab.
Sounds good, thanks for the updates and all your hard work in this!
Kelrugem
November 27th, 2019, 09:41
Script Error: [string "campaign/scripts/char_skilllink.lua"]:35: attempt to index local 'draginfo' (a number value)
When trying to drag a skill from the character sheet.
I may be able to add here something:
This error is common, you also have this in 3.5e :) It is not possible to drag&drop skill links directly from the character sheet, I am not sure why but probably because the skill descriptions in the character sheet are not copies of the skill descriptions (so this does not work like with items, feats etc. coming from the library). Instead: When you click on the skill pin in the character sheet then FG goes into the skill library and searches for an entry with the same name and then shows its description by opening the entry directly from the library. That's probably the reason why you can't drag&drop the skill description directly from the character sheet because it's just a "mirror" of the original entry (created every time when clicking on it; I mean the original entry in the library will be opened directly) and not really a permanent copy, so no data "to grasp" from within the character sheet because there is no skill description stored :)
(For example: When you first open the skill description directly from the library and then from the character sheet then no second window will be opened, instead the first one will be pushed. Or, when it is a description coming from an official module, such that the skill description can not be edited, then you can also not edit it in the character sheet. These prove that the entries in the sheet are not copies but rather a direct link to the library and therefore a direct drag&drop from the sheet produces this error)
But only assumptions so far, I may be wrong :)
I suspect something similar in PF2?
Trenloe
November 27th, 2019, 15:11
I may be able to add here something:
This error is common, you also have this in 3.5e...
The PFRPG2 ruleset is based on 3.5E (last years version) so it will share common issues.
The issue is in the code, as a link is a link and should be dragable.
The function header was: function onDragStart(draginfo) which is incorrect - see the API reference here: https://www.fantasygrounds.com/refdoc/windowcontrol.xcp#onDragStart
There was also another issue in the code, once the function header was corrected.
This code now works fine - changes highlighted in bold:
function onDragStart(button, x, y, draginfo)
local v = getSkillDescNode();
if v then
draginfo.setType("shortcut");
draginfo.setIcon("button_link");
draginfo.setShortcutData("referenceskill", v.getNodeName());
draginfo.setDescription(window.label.getValue());
return true;
end
return false;
end
Kelrugem
November 27th, 2019, 15:17
The PFRPG2 ruleset is based on 3.5E (last years version) so it will share common issues.
The issue is in the code, as a link is a link and should be dragable.
The function header was: function onDragStart(draginfo) which is incorrect - see the API reference here: https://www.fantasygrounds.com/refdoc/windowcontrol.xcp#onDragStart
There was also another issue in the code, once the function header was corrected.
This code now works fine - changes highlighted in bold:
function onDragStart(button, x, y, draginfo)
local v = getSkillDescNode();
if v then
draginfo.setType("shortcut");
draginfo.setIcon("button_link");
draginfo.setShortcutData("referenceskill", v.getNodeName());
draginfo.setDescription(window.label.getValue());
return true;
end
return false;
end
Ahhh, cool, thanks for the insight :) I learned something now :) Never looked at the drag&drop code yet (thus, I only could guess the issue) and therefore very interesting for me what you're writing :) (also because I wanted to look at this Drag&drop stuff once I have time)
EDIT: And thanks for the link, now I will read through this :D
Swifty0x0
December 7th, 2019, 04:48
Not sure if a bug, or intended to be added manually, but noticed while creating a Ranger that the level 3 class feature IRON WILL didn't increase Will Save proficiency from Trained to Expert. Was it missed due to the parsing issues, or are class features planned for a future update? Thanks.
Trenloe
December 7th, 2019, 09:24
Not sure if a bug, or intended to be added manually, but noticed while creating a Ranger that the level 3 class feature IRON WILL didn't increase Will Save proficiency from Trained to Expert. Was it missed due to the parsing issues, or are class features planned for a future update? Thanks.
There is currently no automation when adding class abilities or feats.
The base class save proficiency ranks are added when the class is added at level 1, but any changes after that need to be done manually.
for the future? See the info about experimental functionality here: https://www.fantasygrounds.com/forums/showthread.php?52402-FRPG2-Ruleset-and-Core-Rules-DLC-update-November-26th-2019
Pepor
December 7th, 2019, 15:34
Hi there Trenloe,
I don't know whether you will try to implement it and I know you have a lot of things to do, but, do you think you could add in the Party Sheet (Skills Tab) the proficiency level of each skill? It is a suggestion. I think it would be useful.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30704&d=1575732866
30704
Trenloe
December 7th, 2019, 15:58
Hi there Trenloe,
I don't know whether you will try to implement it and I know you have a lot of things to do, but, do you think you could add in the Party Sheet (Skills Tab) the proficiency level of each skill? It is a suggestion. I think it would be useful.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30704&d=1575732866
30704
That's really going to overload that window with too much information. Unless there's some easy, small, graphical representation that could be used. Maybe 0-4 dots at the bottom of the bonus field or something like that.
Pepor
December 7th, 2019, 16:16
Yes, it could overload it, but, I don't know, maybe something like this:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30705&d=1575735370
30705
Trenloe
December 7th, 2019, 16:28
Yes, it could overload it, but, I don't know, maybe something like this:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30705&d=1575735370
30705
That line would have to be duplicated for each PC - adding about 20-25% in vertical space used for each PC.
Having an indicator is a good idea, as it would be handy for the GM to know the proficiency of some skills, so that minimum proficiency rank checks could be made (manually by the GM just asking the players to make checks for certain PCs), but I don't want to overload the Party Sheet window. I'll look into some form of visual indicator on the bottom of the skill bonus control - maybe similar to the "check" boxes on Paizo character sheets, with boxes filled in to indicate proficiency level, or maybe little letters. I'll see what might work... But it'll be a while yet.
Pepor
December 7th, 2019, 16:44
Yes, that is the point. Thanks! And thanks for the work you are constantly doing.
kaernunnos
December 14th, 2019, 08:46
Rogue class feat Nimble Dodge is missing the reaction action symbol
Trenloe
December 14th, 2019, 09:11
Rogue class feat Nimble Dodge is missing the reaction action symbol
Thanks for reporting. Fixed in next release.
L-Voss
December 25th, 2019, 15:40
Hi, not sure if this is something on my end or not, but I've done a few searches and nobody else seems to be having this bug.
The icon for "One action" displays correctly in windows such as skill and spell descriptions, but displays as the Reaction icon in the Character Sheet (the Reaction icon itself also appears as a Reaction icon). The icon for "Two actions" also displays correctly in spell descriptions, but as a weird "Y" with an umlaut in the Character Sheet. The icons for Free Action and Reaction display correctly.
Any idea what might be causing this problem and how to fix it? The only extension I'm using is "MultiAttack in Combat Tracker" and disabling it doesn't fix the bug. If it matters, my system language is Polish and I'm running Fantasy Grounds in 16-bit color mode, as it used to crash otherwise.
30981
Trenloe
December 25th, 2019, 20:14
Hi, not sure if this is something on my end or not, but I've done a few searches and nobody else seems to be having this bug.
The icon for "One action" displays correctly in windows such as skill and spell descriptions, but displays as the Reaction icon in the Character Sheet (the Reaction icon itself also appears as a Reaction icon). The icon for "Two actions" also displays correctly in spell descriptions, but as a weird "Y" with an umlaut in the Character Sheet. The icons for Free Action and Reaction display correctly.
Any idea what might be causing this problem and how to fix it? The only extension I'm using is "MultiAttack in Combat Tracker" and disabling it doesn't fix the bug. If it matters, my system language is Polish and I'm running Fantasy Grounds in 16-bit color mode, as it used to crash otherwise.
30981
Welcome to the FG forums L-Voss!
I can't reproduce the issue. Could you please provide a screenshot of your chat window immediately after loading the campaign - so that we can check the versions of everything that's loading.
L-Voss
December 25th, 2019, 20:46
Sure, here you go. I think I have all the most recent updates.
30987
Trenloe
December 25th, 2019, 22:51
Sure, here you go. I think I have all the most recent updates.
30987
That's the correct version.
Could you try drag/dropping the spells again? No need to delete the ones there at first, this is just a test. It looks like these are from the community actions module - make sure you have the latest version. If it fails again with the community module, try it from the spells in the core rules module.
L-Voss
December 25th, 2019, 23:04
Unfortunately, this happens for any spell - from this module or from the community one - for any character, no matter how many times I drag-drop. If I try to create a spell myself and use the [[]] codes, same thing happens.
Starting a new campaign doesn't work either.
My data directory is different than my app directory, BTW. Not sure if it matters, but I remember changing it to fix some crashes, too.
Trenloe
December 26th, 2019, 01:32
30981
Please export this PC (there’s a button to do that on the tracker window) and attach the XML file to the thread here.
L-Voss
December 26th, 2019, 09:18
Here you go.
Trenloe
December 26th, 2019, 15:50
Here you go.
Thanks for posting.
Looking at the XML the spell casting data is correct.
Importing this PC into a campaign and opening it shows the symbols display correct for me:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=30996
All I can suggest is the following:
1) In <Fg app data>\rulesets make sure you don't have any directories called CoreRPG or PFRPG2 - if you do,delete them. Then see if this issue remains.
2) In <Fg app data>\rulesets delete CoreRPG.pak and PFRPG2,pak and then run an update. See if the issue remains.
L-Voss
December 26th, 2019, 16:22
Didn't work. Maybe my font file is corrupted or something? Or maybe it's because I copied my FG folder from my previous laptop to this one instead of properly installing it (that was before buying PF2, though), but it's never caused any issues before.
Oh well, I guess I'll have to live with it, though it can be confusing.
Still, I appreciate your efforts to help me! :)
Trenloe
December 26th, 2019, 16:33
The font is in the ruleset file. Hence why I was asking you to double check you didn’t have any directories of the same name, and also deleting and re-updating.
L-Voss
December 26th, 2019, 16:48
I tried one last thing - I changed my Windows system language to English... and it fixed the issue.
So it seems the problem is that the PF2 module somehow clashes with the Polish version of Windows. :confused:
Trenloe
December 26th, 2019, 18:41
I tried one last thing - I changed my Windows system language to English... and it fixed the issue.
So it seems the problem is that the PF2 module somehow clashes with the Polish version of Windows. :confused:
Good find! I wonder how that effects the fonts as in FG Classic the fonts are just bitmaps. Maybe it’s shifting the character code - the difference between one action (0141) and reaction (0157) is 16 I wonder if that maps to the same shift for the other characters. I’ll investigate with the base app devs after the holiday.
Swifty0x0
December 29th, 2019, 08:19
Possible bug with Full Plate (and maybe other armor). I added full plate to a character, but his AC still adds his DEX bonus which it shouldn't for full plate (full plate DEX CAP is 0).
Trenloe
December 29th, 2019, 14:01
Possible bug with Full Plate (and maybe other armor). I added full plate to a character, but his AC still adds his DEX bonus which it shouldn't for full plate (full plate DEX CAP is 0).
This issue was addressed in release 11 of the ruleset. See RS2.071 here: https://docs.google.com/spreadsheets/d/1lxgAdEnUZru6GayTSxvs8fnuhupbg8rl835HwsGLDHg/edit?usp=sharing
The DEX modifier is still shown on the combat tab in the AC section, but the AC total should be adjusted for the armor stats if the check box in the "Armor" section of the Inventory tab is selected.
If this is still not working, make sure you're running release 11 of the ruleset (shown in the chat message on loading) and also refer to the "Notes" entry for RS2.071 in the sheet linked above.
Swifty0x0
December 29th, 2019, 18:13
This issue was addressed in release 11 of the ruleset. See RS2.071 here: https://docs.google.com/spreadsheets/d/1lxgAdEnUZru6GayTSxvs8fnuhupbg8rl835HwsGLDHg/edit?usp=sharing
The DEX modifier is still shown on the combat tab in the AC section, but the AC total should be adjusted for the armor stats if the check box in the "Armor" section of the Inventory tab is selected.
If this is still not working, make sure you're running release 11 of the ruleset (shown in the chat message on loading) and also refer to the "Notes" entry for RS2.071 in the sheet linked above.
I am up to release 11, and the armor check box is checked on the Inventory tab. The bug may be more sinister than I thought. It seems this particular character (Champion class) shows a zero for the Max Stat armor block on the Inventory tab no matter what armor I put on the character. When he upgraded to full plate from Splint I noticed his AC went up by 1, but should have been the same net (6 + 0 versus 5 + 1) which initially seemed like the full plate stats weren't working. So, just now, I tried several types of armor and they all show a 0 for Max Stat (with armor box checked). Could the error be in the class?
I tested a few different armors on a Rogue and a Ranger and they are working properly (i.e. the Max Stat box shows the proper DEX Cap).
Trenloe
December 29th, 2019, 18:29
Make sure you have just one armor showing as worn in the inventory tab - cycle the dropped/equipped/worn icons as needed, you may need to do this for the actual armor worn last. If this doesn’t set the Armor frame details correctly the please export the PC (there’s a button to do this in the chargen tracker window) and post that PC here.
Swifty0x0
December 30th, 2019, 19:56
Make sure you have just one armor showing as worn in the inventory tab - cycle the dropped/equipped/worn icons as needed, you may need to do this for the actual armor worn last. If this doesn’t set the Armor frame details correctly the please export the PC (there’s a button to do this in the chargen tracker window) and post that PC here.
I did as you suggested, but the armor Max Stat was always zero. Here's an export with the original armor the character was using (Splint). The Max Stat should be a 1.
Trenloe
December 30th, 2019, 23:40
I did as you suggested, but the armor Max Stat was always zero. Here's an export with the original armor the character was using (Splint). The Max Stat should be a 1.
Thanks for providing the example. The issue is caused by the shield being equipped and overriding the equipped armor stats. Logged as RS2.078, thanks for reporting the issue. EDIT: Fixed in release 12.
The work around, until I provide a fix, is to manually change the Armor frame "Max Stat" field each time armor or shields are re-equipped.
MaxAstro
January 14th, 2020, 15:59
Suggestion: Now that "level added" is a thing, it would be nice to be able to sort feats and class features by that instead of alphabetically. Generally I feel like that's a more useful ordering.
Trenloe
January 14th, 2020, 16:14
Suggestion: Now that "level added" is a thing, it would be nice to be able to sort feats and class features by that instead of alphabetically. Generally I feel like that's a more useful ordering.
Good idea.
yarnevk
January 15th, 2020, 02:15
Is it possible to put the dragon link icons to the condition rules on the effects bars and combat trackers for easy access, only way can find them is to open the reference manual contents and go to the appendix and scroll thru them. If not that at least break them out like skills and traits are in the library as simple link list. I usually just alttab to aonprd instead.
Trenloe
January 15th, 2020, 10:06
Is it possible to put the dragon link icons to the condition rules on the effects bars and combat trackers for easy access, only way can find them is to open the reference manual contents and go to the appendix and scroll thru them. If not that at least break them out like skills and traits are in the library as simple link list. I usually just alttab to aonprd instead.
I have plans to provide more feedback on effects and conditions, but it won't be around for a while yet (it'll come with the re-work of the actions tab).
jmspencer
January 30th, 2020, 01:49
Just noticed that the Alchemist's "Research Field - Bomber" is missing the second paragraph of the description that is present in the general "Research Field" listing.
(The missing text is "When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.")
Trenloe
January 31st, 2020, 10:55
Moved to the Core Rules module issue reporting thread (from the base ruleset thread).
Just noticed that the Alchemist's "Research Field - Bomber" is missing the second paragraph of the description that is present in the general "Research Field" listing.
(The missing text is "When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.")
Thanks for reporting. Logged as CR2.065.
H2Os
February 12th, 2020, 21:59
I did a search and didn't find anything in the forums. In FG the language Jotun is spelled Jotan.
UltimateGM
February 13th, 2020, 02:33
Greater Juggernaut feat missing for Barbarian or am I missing something?
Edit: now that I am looking seems Barbarian is missing entire level 13 feats.
Camellen
February 17th, 2020, 05:05
When using the autotarget for spells, we noticed that the certain spells didn't adjust damage for the target's level of success. While I can't remember all the specifics, I know Chain Lightning in particular was one in which all affected targets took full damage (not half or doubled as would be on a success or crit failure). Fireball, on the other hand, was working normally.
Milke
February 17th, 2020, 21:16
Open the magnifying glass next to the spell details. And make sure that the option "half on success" is chosen.
Eskazen
February 23rd, 2020, 15:57
I had the same issue with action symbols as L-Voss and I can confirm that changing initial language in Windows to English fix the problem
Camellen
February 23rd, 2020, 20:34
Open the magnifying glass next to the spell details. And make sure that the option "half on success" is chosen.
Did some digging after this week's session. I fixed the save for chain lightning on that character's sheet, then I added spellcasting to a plain character sheet to see if the default value was updated (it was not).
In addition to Chain Lightning, it seems as if Disintegrate also needs the default value fixed.
Secondly, Sorcerer's Bloodline - Undead ability incorrectly lists Undeath's Blessing (a cleric focus spell) as their initial focus spell instead of the correct "Touch of Undeath."
Trenloe
February 24th, 2020, 08:25
Secondly, Sorcerer's Bloodline - Undead ability incorrectly lists Undeath's Blessing (a cleric focus spell) as their initial focus spell instead of the correct "Touch of Undeath."
Thanks for reporting. Logged as CR2.067.
Olliebird
March 28th, 2020, 08:04
Brutality not listed as a Barbarian 5th level class feature
Trenloe
March 28th, 2020, 11:10
Brutality not listed as a Barbarian 5th level class feature
Thanks for reporting. Logged as CR2.068 and fixed in the next Core Rules release.
Stixx925
March 31st, 2020, 10:37
I don't know if this has been mentioned , I skimmed the thread. I was trying to run a game without the modules and just use parameters that were built in for PF2. trained bonus was off as well, i figured i'd make it easy and just get the module and it does, BUT the Trained is still wrong it should be +2 not +3. is there a way I can go in and fix that? or do i have to wait for an update on the module?
Thanks
shadelon
March 31st, 2020, 10:42
I don't know if this has been mentioned , I skimmed the thread. I was trying to run a game without the modules and just use parameters that were built in for PF2. trained bonus was off as well, i figured i'd make it easy and just get the module and it does, BUT the Trained is still wrong it should be +2 not +3. is there a way I can go in and fix that? or do i have to wait for an update on the module?
Thanks
Have you taken level into account? Because the Trained bonus is +2+your level.
will9k
June 2nd, 2020, 01:56
I don't find any mention of this in my skimming of the forum, so I thought I would post here.
Kukri is listed as Subcategory: Uncommon Martial Melee. There is no listing that I can find in Pathfinder 2e for that. However, there is a weapon trait of Uncommon.
The Archives of Nethys lists the Kukri as a Martial weapon, and gives it the Uncommon trait.
Trenloe
June 2nd, 2020, 08:13
Kukri is listed as Subcategory: Uncommon Martial Melee. There is no listing that I can find in Pathfinder 2e for that.
Table 6-7: Melee Weapons in the Core Rules. Page 281 has a section "Uncommon Martial Weapons.
will9k
June 2nd, 2020, 15:57
I am now confused.
I looked in the book, and yes your correct. Table 6-7 dose list Uncommon Martial Weapons.
However, the official online rules, Archives of Nethys, has this for Kukri
Kukri
Source Core Rulebook pg. 281
Price 6 sp; Damage 1d6 S; Bulk L
Hands 1
Category Martial
Group Knife; Traits Agile, Finesse, Trip, Uncommon
The blade of this foot-long knife curves inward and lacks a cross guard at the hilt.
Critical Specialization Effects
Source Core Rulebook pg. 283
Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make an attack with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.
Knife: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon’s item bonus to attack rolls.
Also from the Archives of Nethys Base Weapons, (https://2e.aonprd.com/Weapons.aspx), lists Melee weapons category as Unarmed, Simple, Martial, and Advanced. Uncommon is listed as a weapon trait, not a category.
I wonder if this is some kind of error in one of the sources, as the printed book and the official online rules seem to disagree.
Trenloe
June 2nd, 2020, 16:07
The Pathfinder Second Edition Core Rules replicate the Core Rules book. They don't replicate the Archives of Nethys.
I agree that the uncommon trait needs adding to weapons in the Uncommon categories.
FantasyGroundsNOOBnD
June 2nd, 2020, 20:13
Running on FGU... With the CRB loaded, when I drag Ancestry to a character sheet, the only Heritages that show up in the pop-up are from Lost Omens Character Guide.
Trenloe
June 2nd, 2020, 20:32
Running on FGU... With the CRB loaded, when I drag Ancestry to a character sheet, the only Heritages that show up in the pop-up are from Lost Omens Character Guide.
Please re-run an update and see if that fixes it. There's been a few updates today.
If not, please open the Ancestries window and click the "Heritages" button and take a screenshot and post here. Thanks.
FantasyGroundsNOOBnD
June 2nd, 2020, 20:49
Please re-run an update and see if that fixes it. There's been a few updates today.
If not, please open the Ancestries window and click the "Heritages" button and take a screenshot and post here. Thanks.
Forced an update with no luck. Please see below:
36405
Trenloe
June 2nd, 2020, 20:52
Forced an update with no luck. Please see below:
36405
Thanks for that. It looks like the Core Rules update didn't get pushed to FGU. It got pushed to FGC fine.
I'll check with SmiteWorks.
Thanks for reporting the issue.
Alex Craft
June 2nd, 2020, 21:14
same thing here on Classic, The core rules info isn't working, the lost omens is working fine though.
Trenloe
June 2nd, 2020, 21:18
same thing here on Classic, The core rules info isn't working, the lost omens is working fine though.
Thanks for the heads up. I had the module left over in the modules directory. I've let SmiteWorks know that both Classic and Unity Core Rules haven't been updated. Thanks!
Trenloe
June 2nd, 2020, 21:36
SmiteWorks have pushed the update to Classic and Unity. Please re-run an update to get the right version. Thanks!
Alex Craft
June 2nd, 2020, 21:56
is the deities and domains in the works? they seem to be blank, the heritages and conditions are there
BTW: good work
StevenP
June 2nd, 2020, 23:17
The Shoony Heritages don't show if you create a Shoony using only the player's resource for Extinction curse 3. If you load the actual ap though they show up when creating a shoony character.
sciencephile
June 3rd, 2020, 00:16
Hi StevenP,
Thanks for reporting and sorry about that. There was a major ruleset change and while I fixed the main module, I had forgotten that there was a player's module that also had the heritages. I will fix it immediately. It will be live in next Tuesday's LIVE update.
-Danny
StevenP
June 3rd, 2020, 00:23
Hi StevenP,
Thanks for reporting and sorry about that. There was a major ruleset change and while I fixed the main module, I had forgotten that there was a player's module that also had the heritages. I will fix it immediately. It will be live in next Tuesday's LIVE update.
-Danny
No problem sir, I was just testing out the new heritage and did one for each, when I noticed it. Thanks for the quick response. You guys are killing it with PF2e. Keep making and ill keep buying.
sciencephile
June 3rd, 2020, 00:33
You're welcome. Glad you like it, though most of that credit goes to Trenloe as he is the one doing the real work with the ruleset, even if it does force me to make updates to the adventure modules periodically :)
I have fixed the issue as promised and have turned it in. It will be in the LIVE system next Tuesday but will likely be in the TEST system tomorrow.
Lowlander
June 8th, 2020, 10:33
Hello,
I was adding a sturdy shield to a player's character and it wasn't working correctly after adding it to the inventory and equipping it. It wouldn't apply the armor class bonus when raising the shield. I think this is because it is of the category "Shields" and not "Shield".
Comparing a Steel shield to a Sturdy shield you'll see that the sturdy shield doesn't list an AC bonus, hardness, HP and BT:
36658
36659
After adding the sturdy shield to the inventory, unlocking it, changing the Category to "Shield", locking and unlocking it again, I could enter the required data. I think it would be preferable if it applied the right bonusses right away? ;)
Trenloe
June 8th, 2020, 11:30
Hello,
I was adding a sturdy shield to a player's character and it wasn't working correctly after adding it to the inventory and equipping it. It wouldn't apply the armor class bonus when raising the shield. I think this is because it is of the category "Shields" and not "Shield".
Comparing a Steel shield to a Sturdy shield you'll see that the sturdy shield doesn't list an AC bonus, hardness, HP and BT:
36658
36659
After adding the sturdy shield to the inventory, unlocking it, changing the Category to "Shield", locking and unlocking it again, I could enter the required data. I think it would be preferable if it applied the right bonusses right away? ;)
Thanks for reporting. I've expanded issue CR2.062 to cover shields and weapons.
hehaub
June 13th, 2020, 19:42
Thanks for reporting. I've expanded issue CR2.062 to cover shields and weapons.
FYI - I found that the "Lion's Shield" also suffers from this issue. I was not sure if you were just covering the base shield, so I thought I would add it here in case
Also, I love all the new updates. This is shaping into a stellar ruleset. Thanks for that Trenloe!
Ibhuk
June 14th, 2020, 03:09
In the Pathfinder 2e Core Rules Reference Manual, there's a typo in the Sample Barbarian. The Animal Rager gives a suggested Hunter's Edge rather than Instinct. 36852
Trenloe
June 14th, 2020, 09:40
In the Pathfinder 2e Core Rules Reference Manual, there's a typo in the Sample Barbarian. The Animal Rager gives a suggested Hunter's Edge rather than Instinct.
Thanks for reporting. Logged as CR2.071.
Trenloe
June 14th, 2020, 09:41
FYI - I found that the "Lion's Shield" also suffers from this issue. I was not sure if you were just covering the base shield, so I thought I would add it here in case
CR2.062 is covering all armor, shields and weapons in the Core Rules chapter 11.
Also, I love all the new updates. This is shaping into a stellar ruleset. Thanks for that Trenloe!
Thanks! We're slowly getting there... :)
Honken
June 14th, 2020, 20:38
I found a slight misspelling, In the Goblin Heritage section, the header should be Goblin Heritage, but it says Gnome Heritages.
/H
Trenloe
June 14th, 2020, 20:42
I found a slight misspelling, In the Goblin Heritage section, the header should be Goblin Heritage, but it says Gnome Heritages.
/H
Thanks for reporting. That'll be fixed in the next release.
Farnaby
June 28th, 2020, 10:49
Very small typo. in the Medicine skill text under Administer First Aid in the first point (Stabilize)
the recovery roll should be 10 not 15. This is also a typo in the physical book.
Also please make Stabilize and Stop Bleeding bold
Trenloe
June 28th, 2020, 17:54
Thanks for reporting
Very small typo. in the Medicine skill text under Administer First Aid in the first point (Stabilize)
the recovery roll should be 10 not 15. This is also a typo in the physical book.
That's not specifically an error. It's more of a wording/interpretation issue. It's not saying that the DC of a recovery roll is 10 plus dying value, it's saying the DC of the Administer First Aid activity is 15 plus dying value. "The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value)."
As this hadn't been reworded in an official errata, then I won't be changing it in the Core Rules.
Also please make Stabilize and Stop Bleeding bold
I'll update the reference manual and skill entry.
Surge
July 3rd, 2020, 16:35
Hi Trenloe,
Was creating a new character today and found a typo which broke a bit in the Chargen Tracker.
Two spellings of SPECIALTY CRAFTING appear in FG.
SPECIALTY vs. SPECIALITY (USA vs. UK)
The CRB uses SPECIALTY (booo!)
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=37381&stc=1&d=1593790503
revanmaster
August 7th, 2020, 14:07
Not sure if this is the place, but I notice that the traits aren't opening right for ranger, but haven't been able to check any of the others yet. It opens range trait instead.
For the Core module so far since it's the only thing I own.
Also on both versions of Fantasy Grounds Classic/Unity
Trenloe
August 7th, 2020, 14:20
Not sure if this is the place, but I notice that the traits aren't opening right for ranger, but haven't been able to check any of the others yet. It opens range trait instead.
Where is this happening? Could you provide steps to reproduce please?
revanmaster
August 7th, 2020, 15:52
I would type the trait ranger, and range is what is opened instead.
I know it's small, but I was like "is this as intended?"
Image:38406
Trenloe
August 7th, 2020, 15:57
I would type the trait ranger, and range is what is opened instead.
I know it's small, but I was like "is this as intended?"
Image:38406
No, that's not as intended.
Thanks for reporting and providing the example. Logged as RS2.103.
revanmaster
August 7th, 2020, 16:02
Np I also found that if I copy the trait, and add more it works fine like I typed Class:Ranger, and added the info to the action, or whatever. So it's weird.
Trenloe
August 7th, 2020, 17:10
Np I also found that if I copy the trait, and add more it works fine like I typed Class:Ranger, and added the info to the action, or whatever. So it's weird.
It was just some code that was attempting to match an attack trait with "range" in it, and ignore the range info after. I've fixed the code in the ruleset. Hopefully in time to go out in the next release. Thanks again for reporting.
EDIT: It did make it into the FG update cycle in time. So this should be fixed in Release 17b, available Tuesday next week (August 11th).
revanmaster
August 8th, 2020, 00:34
Nice!
Farnaby
August 12th, 2020, 14:40
My player has acquired a "sturdy shield" CRB p. 588
With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy.
Sturdy Shield (Minor) Item 4
Price 100 gp
Bulk 1 The shield has Hardness 8, HP 64, and BT 32.
Adding it to the inventory and equipping it doesn't add a shield bonus to AC.
(see all sturdy shield variants)
Trenloe
August 12th, 2020, 16:25
My player has acquired a "sturdy shield" CRB p. 588
With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy.
Sturdy Shield (Minor) Item 4
Price 100 gp
Bulk 1 The shield has Hardness 8, HP 64, and BT 32.
Adding it to the inventory and equipping it doesn't add a shield bonus to AC.
(see all sturdy shield variants)
Known issue to be fixed in a future release. See CR2.062 in the issues list (link in post #2).
In the meantime, change the item category to "Shield" and enter the required data.
Honken
August 14th, 2020, 08:30
I still see this...
https://6zyamq.am.files.1drv.com/y4mI5I7hmSV6vZ2LA2O0CB_o3XeoLEbaI4m9wI1Y1GVZz5hekw YMLqqHI4C6N2oBegp_cRQaL1tgPl-OVVFZ4nJPs72VJ4LC5kEAOcI48dpCTwLj_ziSaAwz8NxTelC8d EfJtowJH8troxLCXYu04mZVLg1zWvRVXbZFZYFAFzMfB9nQmgH T8iIa3QsMOSFb2eM6UQSnSyjCtwJOx8sUunr1w?width=759&height=120&cropmode=none
/H
Trenloe
August 14th, 2020, 09:27
I still see this...
https://6zyamq.am.files.1drv.com/y4mI5I7hmSV6vZ2LA2O0CB_o3XeoLEbaI4m9wI1Y1GVZz5hekw YMLqqHI4C6N2oBegp_cRQaL1tgPl-OVVFZ4nJPs72VJ4LC5kEAOcI48dpCTwLj_ziSaAwz8NxTelC8d EfJtowJH8troxLCXYu04mZVLg1zWvRVXbZFZYFAFzMfB9nQmgH T8iIa3QsMOSFb2eM6UQSnSyjCtwJOx8sUunr1w?width=759&height=120&cropmode=none
/H
Thanks for re-reporting. I originally fixed it in the reference manual, but for some strange reason I didn't fix it in the ancestry record itself. It'll be in the next Core Rules (not ruleset) update.
revanmaster
August 19th, 2020, 15:21
I wondering based on how we select for investigator the methology, and Swashbuckler with styles. Are we going to see core do the same, and if so does it needs help like in the lookup data preparing?
Reason I'm asking is I'm working on some of this right now in fact for the champion(core), and the Champion(Advance) at this moment. For unity, and not sure I'll need to rebuild it for Classic yet.
Trenloe
August 19th, 2020, 15:35
I wondering based on how we select for investigator the methology, and Swashbuckler with styles. Are we going to see core do the same, and if so does it needs help like in the lookup data preparing?
All classes will have this at some point. Core already has this for classes that had additional options in the APG - alchemist, barbarian, bard, rogue, sorcerer and wizard. See the release notes here: https://www.fantasygrounds.com/forums/showthread.php?59857-PFRPG2-ruleset-Release-17-now-quot-live-quot&p=525173&viewfull=1#post525173
Champion causes will be done at some point.
revanmaster
August 19th, 2020, 15:42
All classes will have this at some point. Core already has this for classes that had additional options in the APG - alchemist, barbarian, bard, rogue, sorcerer and wizard. See the release notes here: https://www.fantasygrounds.com/forums/showthread.php?59857-PFRPG2-ruleset-Release-17-now-quot-live-quot&p=525173&viewfull=1#post525173
Champion causes will be done at some point.
Ahh yeah, I like the automation of selecting the course for a character, and such. So if I finish the lookup data for champion upload it there?
Trenloe
August 19th, 2020, 15:44
Community modules should be listed in their own thread (to keep discussions and downloads etc. in the developer's control), and then linked in the modules thread here: https://www.fantasygrounds.com/forums/showthread.php?50274-Pathfinder-Second-Edition-community-modules
bigdummy
September 1st, 2020, 21:26
One of my players caught a very minor bug in the PHB.
38988
The typo isn't attached to anything, though -- clicking on "Classs" brings up the console with an error:
[9/1/2020 3:20:46 PM] [<color="red">ERROR</color>] Script execution error: [string "ref/scripts/ref_groupedlist.lua"]:141: attempt to index local 'rList' (a nil value)
Trenloe
September 1st, 2020, 21:28
One of my players caught a very minor bug in the PHB.
38988
The typo isn't attached to anything, though -- clicking on "Classs" brings up the console with an error:
[9/1/2020 3:20:46 PM] [<color="red">ERROR</color>] Script execution error: [string "ref/scripts/ref_groupedlist.lua"]:141: attempt to index local 'rList' (a nil value)
Thanks for reporting. This is covered under the already logged CR2.072.
bigdummy
September 1st, 2020, 21:30
what version of corerpg is reported in the chat window for your campaign?
3.3.11b
If it helps, the player noticed it on Thursday; I just didn't think about reporting it until today.
Trenloe
September 1st, 2020, 21:32
3.3.11b
Thanks for the fast response.
It's actually a different error that was reported earlier today (which was caused by using an older version of CoreRPG). This issue is being tracked as CR2.072.
bigdummy
September 1st, 2020, 21:35
Thanks for the fast response.
It's actually a different error that was reported earlier today (which was caused by using an older version of CoreRPG). This issue is being tracked as CR2.072.
Ahh, sorry, didn't realize this was already tracked. I'll try not to duplicate reports in the future.
chaoticaffinity
September 13th, 2020, 19:14
This may be linked to open issue CR2.006 but the Deities information from the religion section is not searchable like the deities information from the APG or lost omens , resulting in missing deities if using the library > lookup data to find them
Trenloe
September 13th, 2020, 19:23
This may be linked to open issue CR2.006 but the Deities information from the religion section is not searchable like the deities information from the APG or lost omens , resulting in missing deities if using the library > lookup data to find them
Welcome to the FG forums!
I'm not following you. The Core deities from the Core Rules are shown in Lookup data. Maybe I'm not understanding exactly what you're referring to. Can you give a specific example example please?
chaoticaffinity
September 13th, 2020, 19:43
39332
3933339334
So looking at lookup data then clicking deities and scrolling through the list I do not see the core deities like sarenrae , I believe i am as updated as possible on the live FGU channel.
Trenloe
September 13th, 2020, 19:54
39332
3933339334
So looking at lookup data then clicking deities and scrolling through the list I do not see the core deities like sarenrae , I believe i am as updated as possible on the live FGU channel.
Thanks for the screenshots and explanation - that helped a lot. Your third screenshot is taken from the Core Rules reference manual with the Core Rules module activated, but the first screenshot shows that this module isn't open. Make sure you have the Pathfinder Second Edition Core Rules module activated (open).
chaoticaffinity
September 13th, 2020, 20:25
The module is loaded 39335 , That's why i took the first screen shot as it seems like there is no data from the core in that lookup , unless I am missing something , relative FG newbie for pathfinder
Trenloe
September 13th, 2020, 20:43
39334
Looking at this screenshot again, this is the older deity entry from before the data moved to lookup data on August 11th, 2020.
Delete PZOSMWPZO2101FG.dat from your <FG app data>\vault directory and then re-run an update.
chaoticaffinity
September 14th, 2020, 04:29
Completely wiping my vault and redownloading seems to have fixed it. Thanks
staindvisage
September 28th, 2020, 01:35
I have noted that the spells Chill touch and Elec Arc do not appear to contain damage when i put them on the character sheet. It's easy enough for me to add it but it'd be nice to have it fixed.
Trenloe
September 29th, 2020, 15:31
I have noted that the spells Chill touch and Elec Arc do not appear to contain damage when i put them on the character sheet. It's easy enough for me to add it but it'd be nice to have it fixed.
Welcome to the FG forums.
Spell effects and actions are not hard coded into the spell. FG makes an effort to create the automation base off parsing the spell description. Unfortunately, Paizo don't use repeatable wording for their descriptions, so this won't always work correctly/accurately - for example the two spells you've found.
We're working on ways to make this more accurate, or hard code the effects, but it's not a simple/quick task. In the meantime, you may want to look at this module: https://www.fantasygrounds.com/forums/showthread.php?50802-Pathfinder-2-Drag-and-Drop-Actions-Powers-and-Spells
Weissrolf
December 8th, 2020, 01:34
We are missing the feat overview pages from pages 255 - 257. Our group prefers their sorting to the feats tables found in FG.
Opening the feats tables from the reference manual also takes quite a long time compared to the feats button tables and moving the window around is jumpy (as if vsync was lowered). And after a 5 hours evening sessions all of these became unbearably slow (took a very long time to open and then behaved sluggish).
Trenloe
December 8th, 2020, 13:55
We are missing the feat overview pages from pages 255 - 257. Our group prefers their sorting to the feats tables found in FG.
I'll change the order of the General/Skill grouped list table to be level first and then name.
Opening the feats tables from the reference manual also takes quite a long time compared to the feats button tables...
The button in the Library is the same as the "By Level" button at the top of the feats window, but only displays the feats from the Core Rules. With only the Core Rules loaded both of these take the same time to open for me, which makes sense as they're using exactly the same code.
Weissrolf
December 11th, 2020, 10:57
You are correct, I did not notice that this was the "By Level" list. Both the "By Level" and "By Trait" lists move and scroll juddery while the smaller "Generall/Skill" list handles smoothly.
Ordering "General/Skill" by level is a nice change, but one attraction of the CRB list is that it is also sorted by skills. My players always consult the CRB list instead of the ones provided in FG because of that.
Different topic: The addition of the main combat stats to the Action tab is great, thanks for that! Maybe consider to make "Shield Raised" drag&dropable for pulling it on a shortcut?!
Cdshepard
December 29th, 2020, 20:24
I cannot create a Half-Elf nor Half-Orc character. It doesn't show up under heritages nor versatile.
https://www.dropbox.com/s/nspqajk1a3lagck/Heritage.jpg?dl=0
https://www.dropbox.com/s/vggsec52gnj6chw/Heritage2.jpg?dl=0
Trenloe
December 29th, 2020, 21:49
I cannot create a Half-Elf nor Half-Orc character. It doesn't show up under heritages nor versatile.
https://www.dropbox.com/s/nspqajk1a3lagck/Heritage.jpg?dl=0
https://www.dropbox.com/s/vggsec52gnj6chw/Heritage2.jpg?dl=0
It looks like you don't have the Core Rules module open and are using a Human ancestry record other than the one in the Core Rules.
lostsanityreturned
December 29th, 2020, 22:20
I cannot create a Half-Elf nor Half-Orc character. It doesn't show up under heritages nor versatile.
https://www.dropbox.com/s/nspqajk1a3lagck/Heritage.jpg?dl=0
https://www.dropbox.com/s/vggsec52gnj6chw/Heritage2.jpg?dl=0
No issues with this myself.
Have you pirated the CRB? if so that will be the problem. The CRB will be out of date and you won't have heritages.
Smiteworks, Trenloe and Paizo are all worth supporting if you have, it is a small industry with very narrow profit margins overall. It is on sale atm too :).
(I had a friend presenting with the same "issue" just last month and found out via discord while trouble shooting it)
Cdshepard
December 30th, 2020, 22:59
Nope. I have the purchased version (Fantasy Grounds and Paizo have gotten a great deal of money out of me, I support them thanks). My buddy bought me it initially, I used that copy then repurchased my own (using my Paizo purchased copy for the discount) in an attempt to correct the problem. I had no problem with other races expect Human or other races showing up Half-Elf/Half-Orc.
That said, I reinstalled Fantasy Grounds and I see them now. Thank you and party on.
lostsanityreturned
December 31st, 2020, 03:03
Nope. I have the purchased version (Fantasy Grounds and Paizo have gotten a great deal of money out of me, I support them thanks). My buddy bought me it initially, I used that copy then repurchased my own (using my Paizo purchased copy for the discount) in an attempt to correct the problem. I had no problem with other races expect Human or other races showing up Half-Elf/Half-Orc.
That said, I reinstalled Fantasy Grounds and I see them now. Thank you and party on.
If you have a similar issue in he future deleting the vault files should force FG to redownload them without having to reinstall everything.
elisaelli
March 12th, 2021, 04:16
I couldn't find it on the lists, and maybe I did something wrong, but the Wizard Lightning Reflexes save did not update to give the bonus for Expert and I don't see a way of altering that manually. The tracker specifically said "no automation applied" but save proficiencies typically have been automated.
Trenloe
March 12th, 2021, 06:40
I couldn't find it on the lists, and maybe I did something wrong, but the Wizard Lightning Reflexes save did not update to give the bonus for Expert and I don't see a way of altering that manually. The tracker specifically said "no automation applied" but save proficiencies typically have been automated.
The messaging in the tracker is what you should go on. In the current live channel, there is little automation of class features beyond 1st level. There is no automation for Wizard lightning reflexes in the current live channel. If there isn't a little "A" to the left of the class feature name in the class "Other" tab, then there won't be any automation applied.
Release 18 will bring a lot more automation. This is currently undergoing testing in the test channel. Information on that here: https://www.fantasygrounds.com/forums/showthread.php?66959-Pathfinder-2-0-Ruleset-Release-18-testing
Willot
March 12th, 2021, 08:47
Is that an updated theme in the release 18 video? (Buttons look better)
Trenloe
March 12th, 2021, 09:04
Is that an updated theme in the release 18 video? (Buttons look better)
Details on release 18 here: https://www.fantasygrounds.com/forums/showthread.php?66959-Pathfinder-2-0-Ruleset-Release-18-testing
See the "other" section in post #2.
Farnaby
March 18th, 2021, 23:31
Bug: Dragging the Retribution Axe from the Core Rules into the inventory does not add it to the weapons in the action tab. But dragging the Retribution Axe from the Abomination Vaults 1 does add it.
Trenloe
March 18th, 2021, 23:41
Bug: Dragging the Retribution Axe from the Core Rules into the inventory does not add it to the weapons in the action tab. But dragging the Retribution Axe from the Abomination Vaults 1 does add it.
The Core Rules has magic items set as items, not as their end type (weapons, armor, etc.). This was done to get the Core Rules out on time. When bombs are added as a new item type, the armor and weapons in the Treasures chapter will be updated to be the correct item type. Some of the work in Release 18 is paving the way for that.
lostsanityreturned
March 21st, 2021, 19:09
The spell Soothe is set up to do damage instead of healing. Also, would it be possible to get wound and dying status on the combat tracker?
This spell (and most others) are corrected in the next ruleset release (currently in the test channel).
Gwydion
June 21st, 2021, 13:55
This might have been reported already as my search-fu is lacking, but it appears the bandolier is missing from the adventuring geat. Thanks!
Trenloe
June 21st, 2021, 14:15
This might have been reported already as my search-fu is lacking, but it appears the bandolier is missing from the adventuring geat. Thanks!
It was removed, along with some other containers (belt pouch, satchel, scroll case, sheath, vial) by Paizo in the errata for the Core Rules.
Refer to the "Held, Worn, and Stowed Items" entry in the "Pathfinder Core Rulebook Errata" section here: https://paizo.com/pathfinder/faq
Milke
June 21st, 2021, 15:21
This might have been reported already as my search-fu is lacking, but it appears the bandolier is missing from the adventuring geat. Thanks!
It's missing from the Core Rulebook now too in the 2nd printing. I didn't notice either, until someone pointed it out.
There are no bandoliers or belt pouches.
Items are either worn (such as in a bandolier or belt pouch), stowed (such as in a back pack), or held.
Weissrolf
June 21st, 2021, 15:25
Means less bookkeeping, but also that everyone will now insist that they are wearing stuff instead of stowing it away. And of course everyone will now wear two sets of tools on top of everything else.
kaernunnos
June 21st, 2021, 16:05
This might have been reported already as my search-fu is lacking, but it appears the bandolier is missing from the adventuring geat. Thanks!
Nope. In errata they removed bandoliers, belt pouches, sheathes and quivers. They are now considered part of the appropriate item.
https://paizo.com/pathfinder/faq
(https://paizo.com/pathfinder/faq)And I reply before fully waking up and miss a whole page of previous replies. I blame following the link from the email.
esmdev
June 27th, 2021, 16:35
Hi.
I am a player in a Pathfinder 2 game. The GM has the Core Rules and Agents of Edgewatch AP1, with the core rules, player guide and player resource marked as available. No extensions are loaded.
I made a halfling, twilight, merchant, rogue, scoundrel. When it got to add class kit it didn't list anything in the box so I clicked the check to move on. It errored and brought up the console window. If I close the console it it will let me click the check and then just ends generation.
The console.log is provided, hope it helps.
EDIT: I tried a different character, human, artisan, wizard, got to the same place got the same error.
EDIT2: I unloaded the edgewatch related modules and redid the above halfling, got the same error with only the core rules loaded, is PF2 release 18f.
Trenloe
June 27th, 2021, 18:21
Hi.
I am a player in a Pathfinder 2 game. The GM has the Core Rules and Agents of Edgewatch AP1, with the core rules, player guide and player resource marked as available. No extensions are loaded.
I made a halfling, twilight, merchant, rogue, scoundrel. When it got to add class kit it didn't list anything in the box so I clicked the check to move on. It errored and brought up the console window. If I close the console it it will let me click the check and then just ends generation.
The console.log is provided, hope it helps.
EDIT: I tried a different character, human, artisan, wizard, got to the same place got the same error.
EDIT2: I unloaded the edgewatch related modules and redid the above halfling, got the same error with only the core rules loaded, is PF2 release 18f.
Thanks for reporting. This was fixed over a week ago, but was just too late to be included in the R18f update. The fix is in the R18g update this coming Tuesday.
esmdev
June 27th, 2021, 18:23
Thanks for reporting. This was fixed over a week ago, but was just too late to be included in the R18f update. The fix is in the R18g update this coming Tuesday.
Great news! Thanks for the info.
esmdev
June 29th, 2021, 23:26
Thanks for reporting. This was fixed over a week ago, but was just too late to be included in the R18f update. The fix is in the R18g update this coming Tuesday.
Was able to complete character generation today. First time playing with PFRPG2 so wasn't sure if there was more after that point in the process.
revanmaster
August 28th, 2021, 13:05
I just noticed that "Bandolier" isn't in the items(unless I'm getting a glitch), and so I had to add it for myself since it's for the action economy. Also, noticed that the feat "Shameless Request" with the requirement of Master in Diplomacy isn't showing up on the feat selection page.
48907
stephan_
August 28th, 2021, 13:11
Bandolier see Errata (https://paizo.com/pathfinder/faq):
"
Held, Worn, and Stowed Items
Page 271: We've simplified the way we're handling characters carrying their gear so that you can define all your carried items in one of three categories. Replace the carrying and using items section with this text: "A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access. Drawing a worn item or changing how you’re carrying an item usually requires you to use an Interact action (though to drop an item, you use the Release action instead). Table 6–2: Changing Equipment on page 273 lists some ways that you might change the items you’re holding or carrying, and the number of hands you need to do so. Many ways of using items require you to spend multiple actions. For example, drinking a potion worn at your belt requires using an Interact action to draw it and then using a second action to drink it as described in its Activate entry (page 532)."
This change also removes several sorts of "container" items from the tables on 286-292, as they are no longer tracked separately from the items they store. These are: bandolier, belt pouch, satchel, scroll case, sheath, vial
Page 287 adds a paragraph on Wearing Tools: "You can make a set of tools (such as alchemist’s tools or healer’s tools) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an Interact action to use." Fine clothing reduces that limit to light Bulk worth of tools.
Update: Worn tools should only take 1 hand to use, as you only draw the things you need from the kit and not the entire kit. This has been marked for future errata."
Trenloe
August 28th, 2021, 13:24
Moved the posts to the Core Rules thread.
Also, noticed that the feat "Shameless Request" with the requirement of Master in Diplomacy isn't showing up on the feat selection page.
Thanks for reporting. I'll fix this in a future release of the Core Rules DLC.
El DM Compartido
October 3rd, 2021, 17:59
I've searched through this bug report post for the PF2E core rules and I'm pretty sure nobody has mentioned this yet, but it seems that in FantasyGrounds, the "Adventurer's Pack" is missing the two belt pouches.
The Core Rulebook, on page 287 states:
Adventurer’s Pack: This item is the starter kit for an
adventurer, containing the essential items for exploration
and survival. The Bulk value is for the entire pack together,
but see the descriptions of individual items as necessary.
The pack contains the following items: backpack
(containing the other goods), bedroll, two belt pouches,
10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’
rations, soap, 5 torches, and a waterskin.
And the entry for the pack in FantasyGrounds' PF2E core rulebook is missing the belt pouches specifically (as well as removing the, "containing the other goods" wording, but I think that's fine.)
A small issue I know, but it's something one of my players pointed out to me and I thought I'd report it.
stephan_
October 3rd, 2021, 18:06
Good catch but those items have been errata'd (https://paizo.com/pathfinder/faq):
"Page 271: We've simplified the way we're handling characters carrying their gear so that you can define all your carried items in one of three categories. Replace the carrying and using items section with this text: "A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access. Drawing a worn item or changing how you’re carrying an item usually requires you to use an Interact action (though to drop an item, you use the Release action instead). Table 6–2: Changing Equipment on page 273 lists some ways that you might change the items you’re holding or carrying, and the number of hands you need to do so. Many ways of using items require you to spend multiple actions. For example, drinking a potion worn at your belt requires using an Interact action to draw it and then using a second action to drink it as described in its Activate entry (page 532)."
This change also removes several sorts of "container" items from the tables on 286-292, as they are no longer tracked separately from the items they store. These are: bandolier, belt pouch, satchel, scroll case, sheath, vial"
Compare e.g. the SRD (https://2e.aonprd.com/Equipment.aspx?ID=1).
El DM Compartido
October 5th, 2021, 20:23
Thanks stephan_. I hadn't thought to look at the SRD - if I had that likely would have made me think to check the errata from Paizo. Thank you so much for pointing this out to me, I appreciate it.
Branko84
February 5th, 2022, 18:15
Hi, I would like to point out, if none did before, that the bonus languages available for the Human ancestry are 1+ INT modifier, and not only the INT mod. Thanks for the support!
Trenloe
February 6th, 2022, 16:12
Hi, I would like to point out, if none did before, that the bonus languages available for the Human ancestry are 1+ INT modifier, and not only the INT mod. Thanks for the support!
Welcome to the FG forums!
Thanks for reporting this issue. I'll get the data fixed in a future release.
Farnaby
March 13th, 2022, 10:23
My group levelled up to 7 yesterday and there is a bug with the spellcasters.
The spell class in the actions tab does not update the proficiency.
It stayed trained even though they are now expert.
51973
Trenloe
March 14th, 2022, 02:40
My group levelled up to 7 yesterday and there is a bug with the spellcasters.
The spell class in the actions tab does not update the proficiency.
It stayed trained even though they are now expert.
51973
That's working as expected, as there's no PC automation code for spell proficiency beyond setting the initial level 1 proficiency.
How do you know there's no PC automation? Golden rule - check the messages in the chargen tracker - in this case it would show:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=51991
Also, there's no "A" automation indicator next to the Expert Spellcaster class feature.
Farnaby
March 14th, 2022, 20:56
Sorry, classic case of typing before putting brain into gear.
JohnQPublic
March 27th, 2022, 03:28
I feel like I must be missing something obvious, but, where's the page 300 info on focus spells? I look where it should be and I just see a blurb saying that the full description is on page 300.
Trenloe
March 28th, 2022, 03:11
I feel like I must be missing something obvious, but, where's the page 300 info on focus spells? I look where it should be and I just see a blurb saying that the full description is on page 300.
You're right - it's missing. I'll get that fixed in a future release. Thanks for reporting the issue.
mwfantasygrounds
April 6th, 2022, 03:55
I think the CRB Detect Magic cantrip Action/Effect should be Self instead of Trgt, for the "Detect the presense of magic within 30'" [EFFECT]/
Trenloe
April 6th, 2022, 04:23
I think the CRB Detect Magic cantrip Action/Effect should be Self instead of Trgt, for the "Detect the presense of magic within 30'" [EFFECT]/
Thanks for reporting. I don't think that effect is really relevant or adds anything as detect magic is an instantaneous spell. I'll remove that effect from the spell completely in a future release.
Montis
April 9th, 2022, 15:52
None of the specialty armors (i.e. basic magic armors, specific magic armors and precious material armors) have their stats filled in, in neither the CRB nor the APG, and probably some of the other core books as well (I saw some in SoM, but didn't check anything else).
In addition, since their subcategory is set to a different name other than "light", "medium" and "heavy", they don't automate correctly with the defense proficiencies. This is also the case for specific weapons which don't automate based on their weapon groups, e.g. Flame Tongue.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=52324&d=1649515153
Trenloe
April 9th, 2022, 18:19
None of the specialty armors (i.e. basic magic armors, specific magic armors and precious material armors) have their stats filled in, in neither the CRB nor the APG, and probably some of the other core books as well (I saw some in SoM, but didn't check anything else).
In addition, since their subcategory is set to a different name other than "light", "medium" and "heavy", they don't automate correctly with the defense proficiencies. This is also the case for specific weapons which don't automate based on their weapon groups, e.g. Flame Tongue.
This has been logged for a while in the issue list as CR2.062 - it's based off the need to keep treasures separate from base items in the original implementation. As part of the changes in release 19, weapon and armor treasures will have their base stats (weapon or armor) and any additional actions available.
EDIT: Additionally, the basic magic armor is not actually a specific armor, it's one or more armor runes applied to an existing armor - so the stats can't be provided (unless there's a basic magic armor set of entries for every type of armor) because it all varies by the armor type that the runes are applied to. Basic Magic Armor appears in the armor list because it has a base "Type" of armor, based off the wording and layout used in chapter 11 of the Core Rules - I'll consider changing how that's presented in release 11.
Montis
April 9th, 2022, 18:21
Ah, good to hear. :) I'll wait for R19 then!
Trenloe
April 9th, 2022, 18:27
Ah, good to hear. :) I'll wait for R19 then!
I've since edited my response to include information on basic magic armor in particular.
Farnaby
December 17th, 2022, 17:21
If you click on an item that has the reach trait, the reach text is actually rarity.
55484
Trenloe
December 17th, 2022, 18:06
If you click on an item that has the reach trait, the reach text is actually rarity.
55484
Thanks for reporting.
The Core Rules data is correct. In order to identify which module is incorrect, please go to the traits window and type in reach and press return - then go through each one to see which one/s are wrong. Please let me know which module/s have the wrong data and we'll get that fixed.
Farnaby
December 19th, 2022, 21:03
Got it, it's the Secrets of Magic.
Though why that text comes up in the traits of a glaive? (shrug)
Trenloe
December 19th, 2022, 22:08
Though why that text comes up in the traits of a glaive? (shrug)
It's not in the traits of a glaive - there is no "traits" data stored in an item - only the trait names. When you double click on a traits field, FG will lookup the details of each trait based off the name of the trait against the trait records open in the campaign - it will display the first record for each trait name match that it finds.
ColoradoGM
January 15th, 2023, 00:06
In the Core rulebook's description of human cultures, the image for Taldane is repeated in the entry for Tian, instead of the Tian image. I'd give you a screenshot but this site won't let me. There is a Tian image , called Tian00, that looks like it's the right shape to fit that spot.
Trenloe
January 15th, 2023, 08:15
In the Core rulebook's description of human cultures, the image for Taldane is repeated in the entry for Tian, instead of the Tian image. I'd give you a screenshot but this site won't let me. There is a Tian image , called Tian00, that looks like it's the right shape to fit that spot.
Thanks for reporting, I'll get that fixed in a future release - it won't be for a while as the Core Rules is currently undergoing some Release 19 test updates. For future reference: you can attach images by going into advanced edit mode - click the "Go Advanced" button below the reply section. From there you can add attachments from the menu.
dearestleader
February 27th, 2023, 19:33
Hello,
I am not seeing the half-orc and half-elf under heritages. Steps to reproduce. Create a new PF2 campaign. Load the core rules module. Select human ancestry. The Select Heritage window is empty.
56462
Trenloe
February 27th, 2023, 19:40
Hello,
I am not seeing the half-orc and half-elf under heritages. Steps to reproduce. Create a new PF2 campaign. Load the core rules module. Select human ancestry. The Select Heritage window is empty.
56462
What version of the Core Rules module do you have? To check the version go to Library -> Modules and select the Pathfinder Second Edition Core Rules, then click on Reference Manual and go to Credits and Legal - Module Versioning. Scroll down in the pane on the right - what is the last version number you see?
dearestleader
February 27th, 2023, 19:43
Showing 1.10 as the version. I'm guessing there's been updates since Jan 7, 2020. Do I need to delete something and rerun the update?
Trenloe
February 27th, 2023, 19:48
Showing 1.10 as the version. I'm guessing there's been updates since Jan 7, 2020. Do I need to delete something and rerun the update?
That sounds like you have a dodgy downloaded version of the Core Rules.
Delete everything from your <FG app data>\modules directory and then re-run an update.
dearestleader
February 27th, 2023, 19:54
It's now on 1.14. That appeared to fix it. Thanks!
bnmntj9
March 15th, 2023, 20:35
I purchased Secrets of Magic and the summoner class isn't working properly. The following errors occur during character creation.5671156712
Trenloe
March 15th, 2023, 20:42
I purchased Secrets of Magic and the summoner class isn't working properly. The following errors occur during character creation.5671156712
Welcome to the FG forums!
Error 1 is not actually an error - this is just a warning to tell you that no class kit was found. Paizo didn't provide class kits for any of the classes in Secrets of Magic - you can manually add one of the other class kits if you like by dragging they class kit to the PC inventory.
Error 2 - what are the steps to reproduce this error please?
bnmntj9
March 15th, 2023, 20:52
Welcome to the FG forums!
Error 1 is not actually an error - this is just a warning to tell you that no class kit was found. Paizo didn't provide class kits for any of the classes in Secrets of Magic - you can manually add one of the other class kits if you like by dragging they class kit to the PC inventory.
Error 2 - what are the steps to reproduce this error please?
When using the character creator for the 2e ruleset everything went smoothly until I chose the summoner class and picked my eidolon. As soon as I pick the eidolon the error occurs.
Trenloe
March 15th, 2023, 21:38
When using the character creator for the 2e ruleset everything went smoothly until I chose the summoner class and picked my eidolon. As soon as I pick the eidolon the error occurs.
Thanks for the information. There's been a fairly recent change to the underlying CoreRPG ruleset, which PFRPG2 run on top of, that's caused this error. I can't easily work around that change, so I've reached out to the main FG dev to see what we can do.
Thanks for reporting the issue. Unfortunately there's not an easy workaround at this stage - other than manually setting/changing the proficiencies on the eidolon as they change on the summoner PC.
bnmntj9
March 15th, 2023, 23:52
Thanks for the information. There's been a fairly recent change to the underlying CoreRPG ruleset, which PFRPG2 run on top of, that's caused this error. I can't easily work around that change, so I've reached out to the main FG dev to see what we can do.
Thanks for reporting the issue. Unfortunately there's not an easy workaround at this stage - other than manually setting/changing the proficiencies on the eidolon as they change on the summoner PC.
I appreciate the quick response. For now I've refunded the purchase. If the issue is resolved I'd be interested in making the purchase again, so please post if you find a solution.
Thanks!
Trenloe
March 16th, 2023, 07:33
I appreciate the quick response. For now I've refunded the purchase. If the issue is resolved I'd be interested in making the purchase again, so please post if you find a solution.
Thanks!
Sorry, I should have mentioned that we will get a fix, just that I had to work with the FG dev to do so which meant that when I posted I couldn't give an ETA for a fix.
We now have a fix for the issue and are pushing that through the FG update process - it'll be an update to both the CoreRPG and PFRPG2 rulesets. I'll post again when both updates are complete, which should be in the next couple of days.
Trenloe
March 16th, 2023, 18:14
I appreciate the quick response. For now I've refunded the purchase. If the issue is resolved I'd be interested in making the purchase again, so please post if you find a solution.
The fix has now been pushed to live. If you re-purchase, please test at your convenience and let me know if the issue has been resolved. Thanks!
https://www.fantasygrounds.com/forums/showthread.php?77223-Release-Updates-for-March-14th-2023&p=681656&viewfull=1#post681656
bnmntj9
March 22nd, 2023, 08:38
The fix has now been pushed to live. If you re-purchase, please test at your convenience and let me know if the issue has been resolved. Thanks!
https://www.fantasygrounds.com/forums/showthread.php?77223-Release-Updates-for-March-14th-2023&p=681656&viewfull=1#post681656
I went ahead and purchased the content again. Everything seems to be working as intended! Thanks for the assistance.
Trenloe
March 22nd, 2023, 10:31
I went ahead and purchased the content again. Everything seems to be working as intended! Thanks for the assistance.
Thanks for checking it works OK now. And thanks again for the initial report.
vonBlashyrkh
March 22nd, 2023, 11:00
Hi Trenloe, noticed this one while preparing some sneaky villains for this evening's game
In the Tools > Modifiers menu, Cover is listed as +2 AC, +2 Reflex and +2 Sneak, Greater cover as +4. Works perfectly for Reflex and AC, but doesn't apply a die roll bonus to Stealth. Could the wording be changed from Stealth to Sneak so the bonus applies when hiding or sneaking via stealth in cover?
Trenloe
March 22nd, 2023, 12:34
Hi Trenloe, noticed this one while preparing some sneaky villains for this evening's game
In the Tools > Modifiers menu, Cover is listed as +2 AC, +2 Reflex and +2 Sneak, Greater cover as +4. Works perfectly for Reflex and AC, but doesn't apply a die roll bonus to Stealth. Could the wording be changed from Stealth to Sneak so the bonus applies when hiding or sneaking via stealth in cover?
There's no code currently in FG that adds any bonus to stealth checks based off cover. As mentioned in the effect page, any bonus from cover or greater cover to appropriate stealth based checks need to be handled manually, for example for the COVER effect: "Handle Manually: +2 circumstance bonus to Stealth checks to Hide, Sneak, or otherwise avoid detection."
This is the same for the Cover and Greater Cover modifier buttons.
This is primarily because there's currently not a way to differentiate between what type of Stealth check is being carried out. That will change in Release 19 - I'll make a note to re-visit this once Release 19 code is getting close to a live release.
bayne7400
April 2nd, 2023, 18:54
So still learning the system but in the core rulebook darts have a dash to indicate they require an action to reload basically. In the FG conversion there is no indication on which items require an interaction action. Since reload uses a number field maybe add it to the notes? I only point it out because I had to bust out the hard back book and caused some confusion with new players. Thanks!
Trenloe
April 2nd, 2023, 20:05
So still learning the system but in the core rulebook darts have a dash to indicate they require an action to reload basically. In the FG conversion there is no indication on which items require an interaction action. Since reload uses a number field maybe add it to the notes? I only point it out because I had to bust out the hard back book and caused some confusion with new players. Thanks!
Thanks for raising this. I'll look into a workable solution.
Montis
April 18th, 2023, 09:57
Alertness doesn't have automation to increase Perception to Expert.
Trenloe
April 18th, 2023, 13:56
Alertness doesn't have automation to increase Perception to Expert.
Thanks for raising the issue. There's no perception automation added for anything in the core rules. I'll get it added in a future release.
Trenloe
April 19th, 2023, 11:44
Alertness doesn't have automation to increase Perception to Expert.
The updates for Perception proficiency increases in class features went live yesterday: https://www.fantasygrounds.com/forums/showthread.php?77547-Release-Updates-for-April-18th-2023&p=684642&viewfull=1#post684642
webdove
May 2nd, 2023, 02:51
I checked the Core Rules calm emotion and none of the "Apply to Result Stat" fields are filled in.
57238
I edited the effects in Calm Emotions to add "Apply to Result Stat" to all of them. Now the Asterix does the right thing for Success, Failure and Critical Failure.
57239
Trenloe
May 2nd, 2023, 10:16
I checked the Core Rules calm emotion and none of the "Apply to Result Stat" fields are filled in.
57238
I edited the effects in Calm Emotions to add "Apply to Result Stat" to all of them. Now the Asterix does the right thing for Success, Failure and Critical Failure.
57239
Thanks for reporting, I'll get that fixed in a future release.
Oladahn
May 9th, 2023, 14:44
Hopefully I've put this in the right place, I get mixed up as to where I should post issues.
In my current campaign (Menace under Otari) one of my players has selected healing hands when they went up a level.
However I noted that in the Menace under Otari module this is listed as a FEAT 2 while in the Second Edition core rules and Archives of Nethys it is listed as a FEAT 1.
Is this an errata in the module as published by Paizo or is it an error introduced by you good peeps at Smite Works?
I am running it from the Core Rules so it won't be a problem but thought you should know.
I also note that it says 'no automation available' so how do I ensure that D10s are rolled rather than D8s?
Oladahn
May 9th, 2023, 14:52
What I've done temporarily is alter the heal spell so that it rolls D10s.
Trenloe
May 9th, 2023, 15:24
In my current campaign (Menace under Otari) one of my players has selected healing hands when they went up a level.
However I noted that in the Menace under Otari module this is listed as a FEAT 2 while in the Second Edition core rules and Archives of Nethys it is listed as a FEAT 1.
Is this an errata in the module as published by Paizo or is it an error introduced by you good peeps at Smite Works?
I am running it from the Core Rules so it won't be a problem but thought you should know.
Healing Hands is Feat 2 in the Beginner Box Heroes Handbook. If you're running using Core Rules, close the Heroes Handbook and restrict player access.
I also note that it says 'no automation available' so how do I ensure that D10s are rolled rather than D8s?
What I've done temporarily is alter the heal spell so that it rolls D10s.
Yep, that's what you need to do - adjust the heal spell/s on your PC sheet as needed.
7H3LaughingMan
June 7th, 2023, 17:29
For some reason Orc Sight isn't listed as an available Ancestry Feat for a Human taking the Half-Orc heritage. The only prerequisite is that you have low-light vision which you get for selecting the Half-Orc heritage, and there is a special requirement that you have to take the feat at level one. I can find the feat manually and add it to the character tracker where it adds Darkvision to the character's senses.
Trenloe
June 7th, 2023, 18:07
For some reason Orc Sight isn't listed as an available Ancestry Feat for a Human taking the Half-Orc heritage. The only prerequisite is that you have low-light vision which you get for selecting the Half-Orc heritage, and there is a special requirement that you have to take the feat at level one. I can find the feat manually and add it to the character tracker where it adds Darkvision to the character's senses.
This is an issue with any trait containing a hyphen. It will be fixed in the ruleset as part of the Tuesday update next week.
Thanks for reporting the issue.
Montis
June 12th, 2023, 09:11
Since PF2E doesn't have separate level multiclassing, would it be feasible to have all Character Level entries in the current Actions tab (in the Spell Classes) update at the same time when leveling up via the tracker? Or even have just one entry that applies for all Spell Classes?
And then if someone for some reason needs to have them separate, maybe it could be an opt-in feature with a separate character option or something?
I know this is a lot to ask for a reasonably minimal gain, but I thought I'd ask anyway.
Also I asked a while ago if the Focus Points could be rewritten to be Available Focus Points instead of Focus Points Used (so if you're full you'd have 3/3 displayed instead of 0/3 which imho is much more intuitive). Is there any news on this or is that not going to change? Just curious :)
Trenloe
June 12th, 2023, 09:20
Since PF2E doesn't have separate level multiclassing, would it be feasible to have all Character Level entries in the current Actions tab (in the Spell Classes) update at the same time when leveling up via the tracker? Or even have just one entry that applies for all Spell Classes?
And then if someone for some reason needs to have them separate, maybe it could be an opt-in feature with a separate character option or something?
I know this is a lot to ask for a reasonably minimal gain, but I thought I'd ask anyway.
Also I asked a while ago if the Focus Points could be rewritten to be Available Focus Points instead of Focus Points Used (so if you're full you'd have 3/3 displayed instead of 0/3 which imho is much more intuitive). Is there any news on this or is that not going to change? Just curious :)
Both of these are things that are on the list to do at some point, but are low priority. Sorry I can't tell you anything more than that.
Springroll
June 12th, 2023, 09:51
Small issue in the Core Rulebook Reference Manual, not showing the "Reaction" symbol for Aid
57682
Montis
June 12th, 2023, 10:01
Both of these are things that are on the list to do at some point, but are low priority. Sorry I can't tell you anything more than that.
Okay, that's already nice to hear, thanks :)
Small issue in the Core Rulebook Reference Manual, not showing the "Reaction" symbol for Aid
57682
For me it shows normally. It's likely an issue with the theme you're using.
Springroll
June 12th, 2023, 14:24
Okay, that's already nice to hear, thanks :)
For me it shows normally. It's likely an issue with the theme you're using.
Yup, should have checked before posting :) and for reference I was using the Heart Theme but had enabled other Fonts, disabling these solved the issue.
Trenloe
June 13th, 2023, 18:11
For some reason Orc Sight isn't listed as an available Ancestry Feat for a Human taking the Half-Orc heritage. The only prerequisite is that you have low-light vision which you get for selecting the Half-Orc heritage, and there is a special requirement that you have to take the feat at level one. I can find the feat manually and add it to the character tracker where it adds Darkvision to the character's senses.
This should be fixed with today's release.
https://www.fantasygrounds.com/forums/showthread.php?78074-Release-Updates-for-June-13th-2023
Thanks again for reporting the issue.
Farnaby
July 30th, 2023, 08:31
58353
When I drag a +1 shortsword into the inventory it just shows up as "Shortsword" but clicking the red button shows an item bonus of 1 and magical trait.
Looking in the action tab, the name has changed to "** Shortsword **" the magical trait is there but the item bonus is missing.
Is this still a part of the clean-up task of magical items?
Trenloe
July 30th, 2023, 08:45
58353
When I drag a +1 shortsword into the inventory it just shows up as "Shortsword" but clicking the red button shows an item bonus of 1 and magical trait.
Looking in the action tab, the name has changed to "** Shortsword **" the magical trait is there but the item bonus is missing.
Is this still a part of the clean-up task of magical items?
The item is unidentified so some fields aren't populated to hide the details from the player.
Farnaby
July 30th, 2023, 09:05
:slaps forehead and groans:
Thanks Trenloe.
Farnaby
July 30th, 2023, 09:24
+1 shortsword has damage type of piercing, magic, magic in the action tab.
Trenloe
July 30th, 2023, 09:41
+1 shortsword has damage type of piercing, magic, magic in the action tab.
There isn't a +1 shortsword in the core rules.
Farnaby
July 30th, 2023, 15:59
Sorry, wrong thread.
I'll repost in the proper thread.
Montis
August 14th, 2023, 23:47
The FHEAL effect currently uses the damage (blood) icon, would it be possible to change that to a healing icon?
Trenloe
August 15th, 2023, 10:20
The FHEAL effect currently uses the damage (blood) icon, would it be possible to change that to a healing icon?
Can you provide details of exactly what you're referring to please?
Montis
August 15th, 2023, 15:03
Can you provide details of exactly what you're referring to please?
When fast healing triggers at the start of a character's turn there's a message in the chat that displays how much healing there was done due to fast heal. There's an icon at the start of the message that displays a blood icon which usually stands for damage, so it looks like a character took damage instead of getting healed.
Trenloe
August 15th, 2023, 15:15
When fast healing triggers at the start of a character's turn there's a message in the chat that displays how much healing there was done due to fast heal. There's an icon at the start of the message that displays a blood icon which usually stands for damage, so it looks like a character took damage instead of getting healed.
Thanks for clarifying. I'll get that updated in release 19:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58558
Montis
August 15th, 2023, 16:56
Thanks for clarifying. I'll get that updated in release 19:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58558
Sweet, thanks.
webdove
September 23rd, 2023, 22:23
Is there a prediction for when items like Bottled Lightning will have automation associated with them?
Neovirtus
October 13th, 2023, 15:52
Flaming Sphere is coded as a standard Basic save, but the spell calls out that it is a Basic save, BUT the target takes no damage on a successful save. It's very strange, but the coding in the middle is incorrect it seems.
Trenloe
October 13th, 2023, 16:14
Flaming Sphere is coded as a standard Basic save, but the spell calls out that it is a Basic save, BUT the target takes no damage on a successful save. It's very strange, but the coding in the middle is incorrect it seems.
Thanks for letting us know. That's certainly a weird exception. We'll get that fixed in a future core rules release.
EriCordeiro
December 9th, 2023, 17:34
Alchemist Research filed - Chirurgeon still has the original writting:
As long as your proficiency rank in Medicine is trained or better, you can attempt a Crafting check instead of a Medicine check for any of Medicine's untrained and trained uses.
Whereas the core rulebook currently reads:
You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites), and use your Crafting modifier in place of your Medicine modifier for all Medicine checks.
Trenloe
December 9th, 2023, 19:20
Alchemist Research filed - Chirurgeon still has the original writting:
As long as your proficiency rank in Medicine is trained or better, you can attempt a Crafting check instead of a Medicine check for any of Medicine's untrained and trained uses.
Whereas the core rulebook currently reads:
You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites), and use your Crafting modifier in place of your Medicine modifier for all Medicine checks.
Thanks for reporting. We'll get that fixed in a future release.
HuseyinCinar
October 31st, 2024, 18:26
Looking at the Activities > Recall Knowledge.
bunch of skills show up. Society has the rules text from Religion. Other entries show correctly.
Trenloe
November 2nd, 2024, 03:46
Looking at the Activities > Recall Knowledge.
bunch of skills show up. Society has the rules text from Religion. Other entries show correctly.
The only text that's incorrect for the Society activity is the bold "Religion:" single word at the beginning of the Effects/Benefits section - the rest of the text is correct. We'll get the Religion word swapped out for Society in a future release. Thanks for letting us know about the issue.
enrious
November 3rd, 2024, 18:25
Guns and Gear - Gunslinger - Gunslinger Weapon Mastery is being loaded at 3rd level, I believe it should at 5th.
Trenloe
November 3rd, 2024, 22:37
Guns and Gear - Gunslinger - Gunslinger Weapon Mastery is being loaded at 3rd level, I believe it should at 5th.
Thanks for raising this issue. It should have been fixed a while ago, I'll investigate why the fix didn't go through.
Oladahn
November 17th, 2024, 16:13
I don't know if this is an issue or not, it might be just "that's the way it is"
My party met a Web Lurker recently (Ettercap in old dnd I believe?) and they attempted to ID it and failed. So I carried on with the humanoid spider creature thing description.
It then bit one of them and they failed their save.
I dragged the venom effect from the stat block into the affected character and it said "Web Lurker venom" so they immediately knew it was a web lurker.
Obviously I informed them that their characters did not know that but the damage was done.
Is there a way around this? I thought that next time there was a similar occurrence I will edit the effect before they see it. Anyone have a more elegant way round this?
Trenloe
November 17th, 2024, 20:54
Is there a way around this? I thought that next time there was a similar occurrence I will edit the effect before they see it. Anyone have a more elegant way round this?
The NPC automation doesn't interact with the identified status of the creature. I'll make a note to investigate the possibility of checking to the identified name and replacing with the unidentified name if the creature isn't identified. The issue with this could be with how FG tracks the status via the ability name, so if the creature gets identified while an ability is active it could change that. But I'll see if I can sort that out in the code. There's no ETA on when this will be added to the ruleset, so for now you'll have to work around it by editing the effect name before applying.
Farnaby
November 19th, 2024, 18:10
It's the same with a PCROLL request from the npc ct entry.
I request a save from the players and they see straight away if it is disease, poison, emotional, etc. attack.
So there's no surprise when a poison or disease kicks in a day later.
It's mildly annoying.
Trenloe
November 19th, 2024, 18:54
It's the same with a PCROLL request from the npc ct entry.
I request a save from the players and they see straight away if it is disease, poison, emotional, etc. attack.
So there's no surprise when a poison or disease kicks in a day later.
It's mildly annoying.
The PCROLL functionality is not intended to hide things from the players, but to allow them to roll their own saving throws. The traits are included so that any conditional effects can be properly processed (e.g. SAVE: 1 item, poison).
In the example from @Oladahn, we're specifically talking about the name of an unidentified NPC showing in the label of an effect. This is different from players seeing disease, poison, etc. effects. If you want to hide effects from players like you mention, change the effect to GM only.
On a side note - I'm implementing a "SCRT" button (secret) in the modifier buttons on the desktop - this will have the effect of making a check secret. I hadn't considered expanding this to make effects GM only when they're applied with the SCRT button enabled, I'll consider this while doing the development.
damned
November 19th, 2024, 21:44
For poison and disease I think you would know if you were struck by one of these attacks and it wouldnt be a surprise if the wound became infected or that searing pain spread up your limbs. These are canny adventurers.
webdove
November 19th, 2024, 22:14
On a side note - I'm implementing a "SCRT" button (secret) in the modify buttons the desktop - this will have the effect of making a check secret. I hadn't considered expanding this to make effects GM only when they're applied with the SCRT button enabled, I'll consider this while doing the development.
That would be a splendid option for these types of secret persistent outcomes. Would that mean the the PCROLL effect would be bypassed and instead rolled automatically?
Trenloe
November 19th, 2024, 22:20
That would be a splendid option for these types of secret persistent outcomes. Would that mean the the PCROLL effect would be bypassed and instead rolled automatically?
PCROLL will still exist - if you select the SCRT button before applying them via the NPC save action then the PCROLL effect won't be visible to the players.
If you want to bypass the PCROLL functionality now, and in the future, either turn it off in options or hold the ALT key before triggering the NPC ability save action.
MaxAstro
November 20th, 2024, 00:35
Is there a modifier button to make an effect GM-visible by default when dragging an effect to a PC on the combat tracker, by the way?
Trenloe
November 20th, 2024, 01:09
Is there a modifier button to make an effect GM-visible by default when dragging an effect to a PC on the combat tracker, by the way?
Not yet, the SCRT will probably allow this - which I mention above.
Farnaby
November 23rd, 2024, 13:19
For poison and disease I think you would know if you were struck by one of these attacks and it wouldnt be a surprise if the wound became infected or that searing pain spread up your limbs. These are canny adventurers.
Hmmm, I see you haven't met my players. :D
Farnaby
November 23rd, 2024, 13:20
PCROLL will still exist - if you select the SCRT button before applying them via the NPC save action then the PCROLL effect won't be visible to the players.
If you want to bypass the PCROLL functionality now, and in the future, either turn it off in options or hold the ALT key before triggering the NPC ability save action.
Sounds like just what I need.
Thanks Trenloe.
mwfantasygrounds
December 16th, 2024, 18:50
Super minor typographical error, but the Wizard class "Others probably..." section title isn't set to the Header format like it is for the other classes.
Trenloe
December 17th, 2024, 03:34
Super minor typographical error, but the Wizard class "Others probably..." section title isn't set to the Header format like it is for the other classes.
Thanks for letting us know. We'll get that fixed in the next release.
mwfantasygrounds
March 16th, 2025, 04:42
(I hope this is the correct thread!) In Player Core 2, Life Mystery automation for Oracle grants the wrong focus spell (grants ancestral touch, should grant life link). Also, I am pretty sure Oracle is a spontaneous caster, but the automation creates a prepared spell class.
mwfantasygrounds
March 16th, 2025, 05:22
Also: Sudden Charge feat in Player Core 2 (NOT the one in Player Core) has an extra "2nd level" string of text at the bottom of the Effects/Benefits field.
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