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Paperclipkiller
April 14th, 2020, 06:04
When leveling up an Artificer, the spell slots are assigned wrong"ly". It does not give slots in accordance wtith the CLASS table.

I actually know this one! FG expects classes to be full casters if they get spells at first level. This is an issue since Artificer is a half-Caster. Zacchaeus goes in more detail here. https://www.fantasygrounds.com/forums/showthread.php?52814-Eberron-5E-Artificer-Spell-Slots-Problem&highlight=Artificer+spell+slots

Zacchaeus
April 14th, 2020, 10:02
Artificer Battle Smith Spells has a typo, Nerosim rather than Heroism.


No it's correct - it's a spell from the early ages when the Roman Empire was at it's height :)

Also I fixed that ages ago, so not sure why you aren't seeing it (probably looking at a copy perhaps)?

Conspiracy
April 14th, 2020, 12:06
I doin't know if this is errata. The normal cloak (non-magical) is available from the DMG and Xanathar's Guide to everything, but it's not available in items for players.

Zacchaeus
April 14th, 2020, 12:33
I doin't know if this is errata. The normal cloak (non-magical) is available from the DMG and Xanathar's Guide to everything, but it's not available in items for players.

The cloak in the DMG and Xanathar is an item which is constructed so that various magic cloaks can be created (magic items are created by combining a magic item template and a mundane item). A cloak isn't an item on the standard adventuring gear list in the PHB. You can still give the players the cloak from the DMG or Xanathar if you want.

webdove
April 15th, 2020, 02:42
Hi,
I am having a curious problem with Classic/Ultimate/5E using dragon heist in the Character Sheet. Normally when I add a new power group per the example of "Ki Powers" I would see the daily uses check boxes to the left of new powers that I create in that group.
However, I have noticed that sometimes when I drag an ability from the spell table like "Paladin Divine Sense (60)" from Rob Twohy it has a fixed 2 boxes to the left which are unaffected by the uses per day setting in the power header.

Are there things the mod file of an ability like that which can override the power group bar?

Thanks

webdove
April 15th, 2020, 02:44
Curiously, Paladin: Divine Health and Paladin: Divine Smite don't have the uses per day problem. Only Paladin: Divine Sense does.

LordEntrails
April 15th, 2020, 02:56
@webdove, Change mode to "Preparation", that overrides the group uses per day for that individual power.

webdove
April 15th, 2020, 03:20
@webdove, Change mode to "Preparation", that overrides the group uses per day for that individual power.

Oh excellent! I had never noticed and read about that button. I did discover that the problematic class abilities have xml saying <prepared type="number">2</prepared> whereas the others have the number 0.

One other ancillary question. What is the significance of the white star in a grey circle to the left of cantrips and abilities without uses per day?

LordEntrails
April 15th, 2020, 03:31
One other ancillary question. What is the significance of the white star in a grey circle to the left of cantrips and abilities without uses per day?
That indicates it is a spell (rather than a power) and can be clicked. It will then throw text into the chat, but nothing else.

webdove
April 15th, 2020, 03:41
Ahh. Is there some reason that all the "features" for something like a paladin in the class definition are designated as "spells" as opposed to as "powers" or "abilities"?

LordEntrails
April 15th, 2020, 05:23
Ahh. Is there some reason that all the "features" for something like a paladin in the class definition are designated as "spells" as opposed to as "powers" or "abilities"?
I'm assuming you mean as defined in Rob2e Effects module? You would have to ask Rob that. If not, what's the source of the action?

webdove
April 15th, 2020, 05:26
PHB Jump?

Zacchaeus
April 15th, 2020, 09:42
Ahh. Is there some reason that all the "features" for something like a paladin in the class definition are designated as "spells" as opposed to as "powers" or "abilities"?

All of the traits etc that are found in Rob's modules are created as 'spells'' since that is the only way you can create things like that and put it in a module.


PHB Jump?

What?

webdove
April 15th, 2020, 12:15
What?[/QUOTE]

Sorry for the confusion. LordEntrails had asked me what was the source of the action for a non-spell example. I assumed he was looking for a non-spell source book example. So i looked around and found the example of the jump action from the 5e Player’s Handbook.

I understand your statement that the spell structure is the most versatile mechanism to use for hand parsing non-spell powers.

Thanks very much.
Web

Marmus
April 16th, 2020, 01:57
Eberron Rising from the Last War - The FG module does not appear to contain "Everbright Lantern" as a magic item in the "Items" tab. It is in the Reference manual as a story entry only (Chapter 5 Treasures, Magic Items, Everbright Lantern). The magic items before and after this item are included within the "Items" tab. This one must have gotten missed, I assume?

Thanks.

Ecks
April 16th, 2020, 02:24
Lost Mine of Phandelver

Treasure Parcel: 14. Wizards' Quarters - the currency section is missing 50 ep (see Story: P4-02.14. Wizards' Quarters)
Story: P0-10 Appendix A: Magic Items: In the Using a Magic Item section, there is a line with "#wb;singletext"
Story: P4-02.19. Temple of Dumathoin: First chat box contains "&# 13; &# 13;" (added spaces mine)
Story entry P4-02.00 General Features is listed before P4-02.00 Wave Echo Cave due to alphabetical sorting. Perhaps the "General Features" entry should be renamed to "Wave Echo Cave General Features" to match the Reference Manual order?
Typo: P4-02.00 Wave Echo Cave: In the "Experience Point Awards" section - "the amount of XP that a monster is worth is noted in us stat block" - "us" should be "its"
Typo: P4-02.05. Assayers' Office: In the first paragaraph, "weighting and assessing orc samples and paying the minors for their labor" - "orc" should be "ore" and "minors" should be "miners"
Typo: P4-02.11. North Barracks: In the Treasure section, "15 cp. 13ep" should be "15 cp, 13 ep" to match formatting in other areas


Tomb of Annihilation

NPC: Azaka Stormfang - Using a letter token but module includes a named token with her artwork
NPC: Orvex Ocrammas (E) - The wounded version of this NPC is using a letter token but module includes a named token with his artwork (used by NPC: Orvex Ocrammas)
Typo: NPC: Jaro: Alignment is meutral good, should be neutral good. The "Other" tab says "Thaeven the Bald" - suspect this should say either "Jaro" or "Commoner"
Typo: NPC: Thaeven the Bald: Alignment is aneutral, should be neutral
Typo: Story: 02.34.04 Saja N'baza's Shrine. Paragraph after the box text, "(see "Mezro,")" stray comma

Zacchaeus
April 16th, 2020, 10:19
Eberron Rising from the Last War - The FG module does not appear to contain "Everbright Lantern" as a magic item in the "Items" tab. It is in the Reference manual as a story entry only (Chapter 5 Treasures, Magic Items, Everbright Lantern). The magic items before and after this item are included within the "Items" tab. This one must have gotten missed, I assume?

Thanks.

Yep, it's there as a template but not as a magic item. Thanks for the report.

Zacchaeus
April 16th, 2020, 10:21
Lost Mine of Phandelver

Treasure Parcel: 14. Wizards' Quarters - the currency section is missing 50 ep (see Story: P4-02.14. Wizards' Quarters)
Story: P0-10 Appendix A: Magic Items: In the Using a Magic Item section, there is a line with "#wb;singletext"
Story: P4-02.19. Temple of Dumathoin: First chat box contains "&# 13; &# 13;" (added spaces mine)
Story entry P4-02.00 General Features is listed before P4-02.00 Wave Echo Cave due to alphabetical sorting. Perhaps the "General Features" entry should be renamed to "Wave Echo Cave General Features" to match the Reference Manual order?
Typo: P4-02.00 Wave Echo Cave: In the "Experience Point Awards" section - "the amount of XP that a monster is worth is noted in us stat block" - "us" should be "its"
Typo: P4-02.05. Assayers' Office: In the first paragaraph, "weighting and assessing orc samples and paying the minors for their labor" - "orc" should be "ore" and "minors" should be "miners"
Typo: P4-02.11. North Barracks: In the Treasure section, "15 cp. 13ep" should be "15 cp, 13 ep" to match formatting in other areas


Tomb of Annihilation

NPC: Azaka Stormfang - Using a letter token but module includes a named token with her artwork
NPC: Orvex Ocrammas (E) - The wounded version of this NPC is using a letter token but module includes a named token with his artwork (used by NPC: Orvex Ocrammas)
Typo: NPC: Jaro: Alignment is meutral good, should be neutral good. The "Other" tab says "Thaeven the Bald" - suspect this should say either "Jaro" or "Commoner"
Typo: NPC: Thaeven the Bald: Alignment is aneutral, should be neutral
Typo: Story: 02.34.04 Saja N'baza's Shrine. Paragraph after the box text, "(see "Mezro,")" stray comma



Thanks ecks, all noted.

Ecks
April 17th, 2020, 04:09
Lost Mine of Phandelver:

Story: P2-07.12. Glasstaff's Quarters: Under Treasure, there is a parcel for the loot (Parcel: 12. Glasstaff's Quarters), but not the other items (letter, staff, and scrolls). There are parcels created for these (12. Glasstaff's Quarters Letter, 12. Glasstaff's Quarters Staff, 12. Glasstaff's Quarters Magic) and are linked in the Reference Manual - should these be linked here as well?
Typo: Story: P2-07.00 Redbrand Hideout: Under "What the Redbrands Know" there is a line break in the first bullet text, splitting the content onto a second (un-bulleted) line.
Typo: Story: P2-07.11. Wizard's Workshop: Under "Books and Notes" there is an extra space after "potions of invisibility"
Typo: Story: P3-03 Triboar Trail: First paragraph, "This stretch of foothills and roiling" - "roiling" should be "rolling"
Table: Wilderness Encounters (Day) - the Random Goblins encounter generates 1d4+2 Goblins, it should be 1d6+3.
Reference Manual: Appendix A: Magic Items -> Item Descriptions: The "Potion of Flying" section is at the top of the page and not aligned with the other text. It should be after "Gauntlets of Ogre Power"
Item: Gauntlets of Ogre Power - Nothing wrong, but the description text appears to be an older version and does not match the Reference Manual
Typo: Item: Spider Staff - In the last section on recharge - should say "1d6 + 4 expended charges"
Item: Wand of Magic Missiles - Allows expending "1 or more of its charges" whereas Reference Manual (and physical copy) specifies "1 to 3 of the wand's charges". I think this description might be from an older version of the rules, since it doesn't match the Reference Manual.
Some Parcels become "edited" just by opening them (without unlocking). This seems to be because they're missing currency information - when opened they show values of 0 for all currency types, when reverted all currency types are removed. This happens for the following parcels:

11. Wizard's Workshop
12. Glasstaff's Quarters Letter
12. Glasstaff's Quarters Magic
12. Glasstaff's Quarters Staff
2. Barracks Cloaks
4. Tresendar Crypts
5. Storeroom
5. Storeroom Sildar's Gear
6. Hobgoblin Barracks
7. Storeroom and Work Area
8. Dark Hall
8. Klarg's Cave Supplies
9. Goblin Shrine
P2-07.06. Armory

Zacchaeus
April 17th, 2020, 09:04
Yes, Looks like in many cases when I updated and revised LMoP to include a ref manual that I didn't go back and change the story entries as well.

Paperclipkiller
April 18th, 2020, 22:42
Monster Manual

There's a few magic items in the Monster Manual that are not listed.

In the Night Hag description, it specifies how a Night Hag has 2 "very rare" magic items. They are a "Heartstone" and a "Soul Bag". The description for each of these magic items is found in the Night Hag's Other Tab.

In the Reference Manual, under Monsters, under H and going to Hags, there is another magic item called a "Hag Eye" which has a list of properties there as well.

Curse of Strahd

In Parcel "04.07.K62. Servants' Hall" the Varnished Eye item is a Hag Eye. It needs the entire description of the Had Eye within it from the Monster Manual.

Zacchaeus
April 19th, 2020, 09:12
Those are not really magic item,s as such but things that a hag coven might possess. They're not available to players as magic items.

Indeed, the varnished eye is a hag eye but the players are not meant to know that - hence the description is left off.

Paperclipkiller
April 19th, 2020, 09:40
Those are not really magic item,s as such but things that a hag coven might possess. They're not available to players as magic items.

Indeed, the varnished eye is a hag eye but the players are not meant to know that - hence the description is left off.


The first two magic items aren't specific to covens. All Night Hag have them unless mentioned otherwise.They're also specified as very rare magic items specifically.

The Heartstone is definitely one a player could possess. It can cure any disease and it doesn't lose its magic when the Night Hag dies. The Soul Bag doesn't have much of a use for players sure, but it does mean they can Identify it with the Identify spell and learn its properties. Players could True Polymorph someone into a Night Hag though, and that Night Hag could use the Soul Bag. Those two items aren't tied to the hag who made them.

As a note, the 3 hags in Curse of Strahd aren't noted to not have these which would tell me they each have a Heartstone and Soul Bag.

The magic item identification thing is an important property for Hag Eyes in particular. This would give the players a potential 3d10 psychic damage against the Hags and blind them for a day.

The players aren't supposed to know the varnished eye is a hag eye yes. Which is why it should be a hag eye with the unidentified name of "varnished eye" so that that's the name they see when it's not identified.

q_morp
April 19th, 2020, 12:27
Moderator: Moved to 5e bug reports.

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Mines of Phandelver latest upload as of 04-18-2020


P0-10 Appendix A: Magic Items (3 paragraphs down)
HTML text formatting script appears in regular text:

=======================================
you are attuned to an item, you can use its magical properties.

#wb;singletext

An item can be attuned to only one creature at a time.
=======================================

Zacchaeus
April 19th, 2020, 14:04
Thanks; I've already got a note of that one I think.

Sunie09
April 19th, 2020, 14:05
Unearthed Arcana

I don’t know if this observation has been posted earlier.

It looks like the enhanced classes in the Unearthed Arcana Module follow UNEARTHED ARCANA: Class Feature Variants

But when the character needs to pick which sub-class to follow, there is no choice like with the normal classes, only the one sub-class that is listed in the enhanced class information:

Barbarian: Primal Path: Path of the Berserker
Bard: Bard Colleges: College of Lore
Cleric: Divine Domain: Life Domain
Druid: Druid Circle: Circle of the Land
Fighter: Martial Archetype: Champion
Monk: Monastic Tradition: Way of the Open Hand
Paladin: Sacred Oaths: Oath of Devotion
Ranger: Ranger Archetype: Hunter
Rogue: Roguish Archetype: Thief
Sorcerer: Sorcerous Origin: Draconic Bloodline
Warlock: Otherworldly Patron: The Fiend
Wizard: Arcane Tradition: School of Evocation

Zacchaeus
April 19th, 2020, 15:42
Unearthed Arcana

I don’t know if this observation has been posted earlier.

It looks like the enhanced classes in the Unearthed Arcana Module follow UNEARTHED ARCANA: Class Feature Variants

But when the character needs to pick which sub-class to follow, there is no choice like with the normal classes, only the one sub-class that is listed in the enhanced class information:

Barbarian: Primal Path: Path of the Berserker
Bard: Bard Colleges: College of Lore
Cleric: Divine Domain: Life Domain
Druid: Druid Circle: Circle of the Land
Fighter: Martial Archetype: Champion
Monk: Monastic Tradition: Way of the Open Hand
Paladin: Sacred Oaths: Oath of Devotion
Ranger: Ranger Archetype: Hunter
Rogue: Roguish Archetype: Thief
Sorcerer: Sorcerous Origin: Draconic Bloodline
Warlock: Otherworldly Patron: The Fiend
Wizard: Arcane Tradition: School of Evocation

It will depend on what modules you have open which archetypes you get in the pop up. My graphic shows the options with the UA and PHB open.

Edit: Ok, I think I misunderstood. The enhanced classes in the UA as far as I can see are just basically templates rather than actual classes. In order to get them into FG I used the classes out of the SRD to create them and since that only gives you one archetype option then that's all you get. If you want to play one of these enhanced classes then you would choose one of the normal classes out of the PHB or whatever and then when one of the 'enhanced' ability things is available just drag that thing into your character sheet to replace the one from the PHB. So if you wanted to use the Ability Score Improvement thing from UA instead of the one from the PHB; delete the one you get from the PHB when you reach level 4 and drag in the one from the UA.

sciencephile
April 19th, 2020, 17:20
Unearthed Arcana

I don’t know if this observation has been posted earlier.

It looks like the enhanced classes in the Unearthed Arcana Module follow UNEARTHED ARCANA: Class Feature Variants

But when the character needs to pick which sub-class to follow, there is no choice like with the normal classes, only the one sub-class that is listed in the enhanced class information:

Barbarian: Primal Path: Path of the Berserker
Bard: Bard Colleges: College of Lore
Cleric: Divine Domain: Life Domain
Druid: Druid Circle: Circle of the Land
Fighter: Martial Archetype: Champion
Monk: Monastic Tradition: Way of the Open Hand
Paladin: Sacred Oaths: Oath of Devotion
Ranger: Ranger Archetype: Hunter
Rogue: Roguish Archetype: Thief
Sorcerer: Sorcerous Origin: Draconic Bloodline
Warlock: Otherworldly Patron: The Fiend
Wizard: Arcane Tradition: School of Evocation

Hi Sunie09, welcome to Fantasy Grounds and the forum.

The way it works is that you should always open the Players Handbook (PHB) first for the base class options. Then books like Unearthed Arcana add features to the base classes.

Sunie09
April 19th, 2020, 21:51
It will depend on what modules you have open which archetypes you get in the pop up. My graphic shows the options with the UA and PHB open.

Edit: Ok, I think I misunderstood. The enhanced classes in the UA as far as I can see are just basically templates rather than actual classes. In order to get them into FG I used the classes out of the SRD to create them and since that only gives you one archetype option then that's all you get. If you want to play one of these enhanced classes then you would choose one of the normal classes out of the PHB or whatever and then when one of the 'enhanced' ability things is available just drag that thing into your character sheet to replace the one from the PHB. So if you wanted to use the Ability Score Improvement thing from UA instead of the one from the PHB; delete the one you get from the PHB when you reach level 4 and drag in the one from the UA.

Thank you Zacchaeus, I can drag abilities from the "Enhanced" class onto the "Normal" character, and it looks like it it working.

Sunie09
April 19th, 2020, 21:57
Hi Sunie09, welcome to Fantasy Grounds and the forum.

The way it works is that you should always open the Players Handbook (PHB) first for the base class options. Then books like Unearthed Arcana add features to the base classes.

Hi sciencephile, thank you for your response and welcome

I have tried to unload an reload all the modules. It didn’t change the outcome.
If I as an example drag 3 levels of “Bard” from the Classes window on to the character a popup appears for me to select Specialization, but if I drag 3 levels of “Enhanced Bard” from the Classes window no popup appears for me to select Specialization, but in the chat window I can read that the Feature of “College of Lore” added.

Zacchaeus
April 21st, 2020, 16:03
Lost Mine of Phandelver:

Some Parcels become "edited" just by opening them (without unlocking). This seems to be because they're missing currency information - when opened they show values of 0 for all currency types, when reverted all currency types are removed. This happens for the following parcels:

11. Wizard's Workshop
12. Glasstaff's Quarters Letter
12. Glasstaff's Quarters Magic
12. Glasstaff's Quarters Staff
2. Barracks Cloaks
4. Tresendar Crypts
5. Storeroom
5. Storeroom Sildar's Gear
6. Hobgoblin Barracks
7. Storeroom and Work Area
8. Dark Hall
8. Klarg's Cave Supplies
9. Goblin Shrine
P2-07.06. Armory





It probably does have something to do with the currency being zero in all cases. Also if I revert changes and then reopen the parcel it becomes edited again. It has nothing to do with the module per se. It must have something to do with the way FG looks at parcels or possibly the way the parsing tool used to create the module works. Either way I can't fix this.

Ecks
April 21st, 2020, 18:46
It probably does have something to do with the currency being zero in all cases. Also if I revert changes and then reopen the parcel it becomes edited again. It has nothing to do with the module per se. It must have something to do with the way FG looks at parcels or possibly the way the parsing tool used to create the module works. Either way I can't fix this.

Thanks for looking into it!

Maetco
April 22nd, 2020, 14:55
Alien Bestiary (5e)

Moon-beast: Breathless (Trait) is a mess. It has some of the spells listed in it and Magic Resistance.

Tyrannosaurus VeX
April 23rd, 2020, 01:51
In Tomb of Annihilation, 03.22 15. Ruined Bazaar, the Kobold Den encounter is mistakenly labeled Koboold Den, with an extra o:

https://i.imgur.com/QvWm81U.jpg

EDIT: Also, further down the story entry, where it says "Parcel: Kakatol's Hoard", it should say Kakarol's Hoard (r, not t).

Ecks
April 23rd, 2020, 03:44
Minor things from Lost Mines of Phandelver:

Item: Gold Statuette - this item includes information on Totems/Druidic Focus in its description, but there is no indication that the item should count as one.
There are a couple of NPCs that include "(Evil Mage)" in their name and associated encounters, would it be better if they did not as to not give away they are an evil mage?

NPC: Hamun Kost (Evil Mage). Encounter: P3-05 Old Owl Well.
NPC: Glasstaff (Evil Mage). Encounter: P2-07.12. Glasstaff's Quarters.

Typo: Story: P3-05 Old Owl Well: Just before the Red-Robed Mage chatbox in "the evil mage ," there is an extra space after mage [Also in Reference Manual]
Story: P3-07 Wyvern Tor

There is no encounter for the lone orc outside of the cave, it might be useful to have one.
Typo: In the treasure section, "750 co" should be "750 cp"
Typo: After the chat box, in "if the characters can quietly and expeditiously take out the lone orc , " - there is an extra space after orc before the comma. [Also in Reference Manual]
Typo: In the following paragraph, "six ordinary orcs ," there is an extra space after orcs before the comma. [Also in Reference Manual]

P3-08.08. Dark Hall. In the paragraph after the chat box:

Typo: There is an extra space after grick before the comma. [Also in Reference Manual]
Typo: In "The grick like to climb" - "like" should be "likes". [Also In Reference Manual]

Typo: Story: P3-08.14. King's Quarters: In the second paragraph after the chat box, "Grol wants to sell the map instead of surrendering it. and" - the period after "it" should be a comma.
Typo: Story Group: LMoP Part 3: the Spider's Web - "The " should be capitalized.

DrDeathly
April 23rd, 2020, 20:05
Xanathars Guide to Everything

Class option error(s). When you create a level in Warlock and choose the Hexblade option (from XGtE) there is supposed to be a Hexblade's Curse power - the Hexblades Curse (p55 XGtE) should apply an effect for 1 minute to the selected monster (Curse) which means you get a Crit on 19/20 when attacking that creature and you do an additional Proficiency Modifier of damage to the target and it should heal you equal to your warlock level + charisma modifier when that target dies. Yet no such power exists when you create a Hexblade Warlock. It is described under Abilities but not implemented under Powers/Effects. I also tested out the Hex spell and the effect didn't work. It is supposed to apply 1d6 necrotic damage when you damage the creature, but when I hex the creature and then attack no extra damage is applied even thought the Effect is clearly applied/visible.

Zacchaeus
April 23rd, 2020, 21:10
Xanathars Guide to Everything

Class option error(s). When you create a level in Warlock and choose the Hexblade option (from XGtE) there is supposed to be a Hexblade's Curse power - the Hexblades Curse (p55 XGtE) should apply an effect for 1 minute to the selected monster (Curse) which means you get a Crit on 19/20 when attacking that creature and you do an additional Proficiency Modifier of damage to the target and it should heal you equal to your warlock level + charisma modifier when that target dies. Yet no such power exists when you create a Hexblade Warlock. It is described under Abilities but not implemented under Powers/Effects. I also tested out the Hex spell and the effect didn't work. It is supposed to apply 1d6 necrotic damage when you damage the creature, but when I hex the creature and then attack no extra damage is applied even thought the Effect is clearly applied/visible.

This isn't a bug; this is something that isn't automated - not everything is. See the video linked here for the Warlock on how to set this up.

Zacchaeus
April 23rd, 2020, 21:13
Alien Bestiary (5e)

Moon-beast: Breathless (Trait) is a mess. It has some of the spells listed in it and Magic Resistance.

I#ll see that the developer gets to know.

Zacchaeus
April 23rd, 2020, 21:14
In Tomb of Annihilation, 03.22 15. Ruined Bazaar, the Kobold Den encounter is mistakenly labeled Koboold Den, with an extra o:

EDIT: Also, further down the story entry, where it says "Parcel: Kakatol's Hoard", it should say Kakarol's Hoard (r, not t).


Minor things from Lost Mines of Phandelver:

All noted.

DrDeathly
April 23rd, 2020, 21:38
This isn't a bug; this is something that isn't automated - not everything is. See the video linked here for the Warlock on how to set this up.

So you don't get what you're paying for is what you're saying. The point of paying for something like XGtE is that it's supposed to be implemented in FG, not DIY.

This page says nothing about not all features being implemented. https://www.fantasygrounds.com/store/product.php?id=WOTC5EXGTE Perhaps it should specify what class features are not implemented before we shell out money for it.

LordEntrails
April 23rd, 2020, 21:51
So you don't get what you're paying for is what you're saying. The point of paying for something like XGtE is that it's supposed to be implemented in FG, not DIY.

This page says nothing about not all features being implemented. https://www.fantasygrounds.com/store/product.php?id=WOTC5EXGTE Perhaps it should specify what class features are not implemented before we shell out money for it.
You have already raised this issue elsewhere, please don't spam multiple threads with the same issue/opinion. https://www.fantasygrounds.com/forums/showthread.php?56711-FG-implementation-of-5e-XGtE-incomplete-inadequate&p=499519#post499519

GavinRuneblade
April 24th, 2020, 19:00
Couple typos I found recently:
Blight GM's Guide: random character at the end of Alchemist's Dart 34310
Tales of Margreve Player's Guide item rarity listed as "uncommond" 34311
Rise of Tiamat: bunch of items are listed as "Very rare" lower case means they sort different from Very Rare when you filter: 34312

Zacchaeus
April 24th, 2020, 21:40
RoT is noted; I'll let the developers of the other two know.

Modomagus
April 24th, 2020, 22:43
Dragon of Icespire Peak

01.02 Welcome to Phandalin

The introductory text has three paragraphs, but only one text bubble so the second and third paragraphs can't be sent to chat.

Also Adventuring Gear doesn't seem to have the Mess Kit.

I'm using FGU. This is my first post, so I may have missed something.

TVDinner
April 26th, 2020, 17:08
Monster Manual, Iron Golem. Eliminate space in "(20d10 + 10 0)" hit points formula.

Zacchaeus
April 26th, 2020, 17:26
Dragon of Icespire Peak

01.02 Welcome to Phandalin

The introductory text has three paragraphs, but only one text bubble so the second and third paragraphs can't be sent to chat.

Also Adventuring Gear doesn't seem to have the Mess Kit.

I'm using FGU. This is my first post, so I may have missed something.


Monster Manual, Iron Golem. Eliminate space in "(20d10 + 10 0)" hit points formula.

Noted

TVDinner
April 26th, 2020, 23:18
Monster Manual. Gargoyle. The bold italics "Cruel Servants." section, 2nd paragraph, ends with "...complaint. Elemental Nature. A gargoyle doesn't...." That looks like "Elemental Nature" should start a new section paragraph with bold italics. (I don't have a real MM to check.)

Zacchaeus
April 26th, 2020, 23:23
Thanks for reporting.

BrettM
April 27th, 2020, 04:04
I included the graphic in both so that both had a picture and so that I could do a token for both. There wasn't enough Orc images to give them all a separate image so I duplicated some.

I must have missed your reply - thanks for the clarification Zacchaeus.

Makabriel
April 27th, 2020, 20:11
PHB Heroism spell
34480

Time should be 1 min
Effect should include IMMUNE:frightened

Side note, I'm finding a lot of problems with the spells. Should I post the findings here?

Zacchaeus
April 27th, 2020, 21:17
PHB Heroism spell
34480

Time should be 1 min
Effect should include IMMUNE:frightened

Side note, I'm finding a lot of problems with the spells. Should I post the findings here?

Fantasy Grounds uses an internal parser which tries to make sense of the language in spells and creates effects based on that language. It doesn't pick up everything though and in some cases it doesn't pick up anything. In some cases effects for spells are hard coded. So basically what I'm saying is that effects won't appear for every spell and in some cases the effects won't be correct. The current state of play is that it will be unlikley that anything much will be done at this stage to 'fix' things due to the concentration of the devs on Unity.

I see from the other post you made and Trenloe's comments that the duration seems to be off and that does look like a bug. I'll let Moon Wizard know.

Makabriel
April 27th, 2020, 21:21
Fantasy Grounds uses an internal parser which tries to make sense of the language in spells and creates effects based on that language. It doesn't pick up everything though and in some cases it doesn't pick up anything. In some cases effects for spells are hard coded. So basically what I'm saying is that effects won't appear for every spell and in some cases the effects won't be correct. The current state of play is that it will be unlikley that anything much will be done at this stage to 'fix' things due to the concentration of the devs on Unity.

I see from the other post you made and Trenloe's comments that the duration seems to be off and that does look like a bug. I'll let Moon Wizard know.

Ahhh.. so it makes a "Heroism" effect that's supposed to make you immune from Fear, instead of just putting in IMMUNE:frightnened? Interesting.

Zacchaeus
April 27th, 2020, 21:37
Ahhh.. so it makes a "Heroism" effect that's supposed to make you immune from Fear, instead of just putting in IMMUNE:frightnened? Interesting.

I don't think the parser picks up immunities and resistances. It does pick up on the concentration bit though which is why it is adding an effect with the ;(C) after it so that the caster will make automatic concentration checks if they take damage. You can get a general ideea of what kinds of things the parser picks up on here. Not a complete list and specific to NPCs rather than spells but it's a similar process https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/721028/5E+NPCs+and+Encounters#Spellcasting-NPCs

Makabriel
April 27th, 2020, 21:42
So I was going to make a list of time discrepancies, but it looks like almost all of them are wrong. Most are showing rd instead of the times they should be (hr, min, etc). I'm currently using the SRD and Basic rules on a Demo account.

Malo
April 28th, 2020, 06:39
On investigating this I find that I fixed this issue some time ago. Can you try deleting the file WOTC5EDDE from your vault folder and update FG.

Zacchaeus, I too see this problem and I just purchased the product today on 04/27/2020.

I followed the steps as pertains to the WOTC5EDDE.dat file in the vault folder to no avail. Same problem after deleting the file and redownloading it with Update. I see the issue with both the "base" Expert stat card in the Core Rules "D&D Essentials Kit Rulebook" and the various "named" Expert sidekicks in the "D&D Dragon of Icespire Peak" adventure reference. Thank you for your assistance.

lokiare
April 28th, 2020, 17:07
So I was going to make a list of time discrepancies, but it looks like almost all of them are wrong. Most are showing rd instead of the times they should be (hr, min, etc). I'm currently using the SRD and Basic rules on a Demo account.

I'm not sure you are supposed to have the basic rules and SRD open at the same time. Try closing one or the other.

Zacchaeus
April 28th, 2020, 19:39
Zacchaeus, I too see this problem and I just purchased the product today on 04/27/2020.

I followed the steps as pertains to the WOTC5EDDE.dat file in the vault folder to no avail. Same problem after deleting the file and redownloading it with Update. I see the issue with both the "base" Expert stat card in the Core Rules "D&D Essentials Kit Rulebook" and the various "named" Expert sidekicks in the "D&D Dragon of Icespire Peak" adventure reference. Thank you for your assistance.

Can you test in a new campaign please. If that solves the issue in your original campaign open the module activation window right click on the module(s) and select revert changes.

Malo
April 28th, 2020, 20:52
Can you test in a new campaign please. If that solves the issue in your original campaign open the module activation window right click on the module(s) and select revert changes.

Tested in a new campaign. The issue looks fixed in the "D&D Essentials Kit Rulebook" product, but not in the "D&D Dragon of Icespire Peak" adventure for the NPC Sidekick stat blocks of Experts, "Pickled Pete" and "Talon Thornwild".

Zacchaeus
April 28th, 2020, 21:37
Tested in a new campaign. The issue looks fixed in the "D&D Essentials Kit Rulebook" product, but not in the "D&D Dragon of Icespire Peak" adventure for the NPC Sidekick stat blocks of Experts, "Pickled Pete" and "Talon Thornwild".

You are quite correct. I'll add that to my fix list.

Amatiste
April 29th, 2020, 04:45
If you start a character, and add a martial weapon to the sheet, adding no proficiencies. You are still proficient with that weapon.

I tested this on a new server, no extensions or themes, and only the Player's Handbook loaded.
Proficiencies
34550
Battle Axe
34551
Longbow
34552

skorski
April 29th, 2020, 16:24
The Druid's Wild Shape ability shows up with 3 actions when you add it as a Power to a character sheet: Unconscious effect, dmg for 10 and dmg for 9. I think these are erroneously pulled from the text of the ability.

LordEntrails
April 29th, 2020, 16:45
If you start a character, and add a martial weapon to the sheet, adding no proficiencies. You are still proficient with that weapon.

I tested this on a new server, no extensions or themes, and only the Player's Handbook loaded.
Proficiencies

Battle Axe

Longbow

Correct. FG does not check for weapon or armor proficiency. It assumes if you add it to your sheet you are, and if you are not you need to edit the entry and remove the proficiency bonus.

Makabriel
April 29th, 2020, 18:47
I'm not sure you are supposed to have the basic rules and SRD open at the same time. Try closing one or the other.

Need to have both. Some spells are not in the Basic Rules and are in the SRD. Either way, it didn't help :D

Zacchaeus
April 29th, 2020, 19:54
The Druid's Wild Shape ability shows up with 3 actions when you add it as a Power to a character sheet: Unconscious effect, dmg for 10 and dmg for 9. I think these are erroneously pulled from the text of the ability.

Indeed, the parser isn't perfect and will pull up extraneous things from time to time. Just delete anything which isn't relevant.

Amatiste
April 29th, 2020, 20:51
Correct. FG does not check for weapon or armor proficiency. It assumes if you add it to your sheet you are, and if you are not you need to edit the entry and remove the proficiency bonus.

Thanks for the heads-up.

Paperclipkiller
May 2nd, 2020, 18:11
So I've got a question, which made lead into a future post. I know whenever a sourcebook is made like Eberron Rising from the Last War, you make magic item variations of various equipment like Plate Mail, Clubs, etc. Is that because that equipment is part of the SRD so it's freely available anyway? If we turn it around and there is a mundane item, like say the Spiked Armor in SCAG, why are there not any magic item variations based on the SRD magic items?

Zacchaeus
May 2nd, 2020, 18:52
So I've got a question, which made lead into a future post. I know whenever a sourcebook is made like Eberron Rising from the Last War, you make magic item variations of various equipment like Plate Mail, Clubs, etc. Is that because that equipment is part of the SRD so it's freely available anyway? If we turn it around and there is a mundane item, like say the Spiked Armor in SCAG, why are there not any magic item variations based on the SRD magic items?

Because magical spiked armour doesn't appear anywhere in any of the WotC publications. If you want to make magical spiked armour use the forge.

Magic items are created where there are magic items in the module. Those items are based on the PHB equipment list (or if an item of equipment doesn't exist the item is created in the module) and always have been since magic items existed long before the SRD existed.

Paperclipkiller
May 2nd, 2020, 19:32
Couldn't the argument then be if they want say an "Armblade Dagger" from Eberron, to use the Forge instead of making it as part of the module? Or is it since that's why way its been done since the beginning, it's to be expected? A "Dagger Armblade" doesn't show up in any WotC publications, but one was made. Might it just be easier for y'all to have the Templates and say to make in in the Forge instead of having to make an item for each one then? I guess I just don't understand why it is done one way but not the inverse using either the DMG magic items or what would make more sense the SRD magic items.

The only reason I continue to ask is that the inconsistency of applying magic items to PHB equipment but not other modules equipment to SRD magic items feels like a "bug" to me, but this will be my last post on it.

Zacchaeus
May 2nd, 2020, 19:49
Items are included in modules if they are included in the physical book. An Armblade dagger is a specific magic item detailed in Eberron, In order to create the magic item it must have a mundane item; see here for a fuller explanation https://www.fantasygrounds.com/forums/showthread.php?53132-Ruleset-Automation.

I could certainly just make the template and leave it at that but then if this were an adventure how would I include such an item in a treasure parcel?

I can't start including things in modules that DMs might want - like your magical spiked armour since as I say it isn't a thing in any book. I'm not sure that I see any kind of inconsistency. We include as much in modules as it is possible to do within the constraints of the license with WotC.

Paperclipkiller
May 2nd, 2020, 20:50
Ok maybe that wasn't my last post on it, but this is to explain how I see an inconsistency.

Armblade Dagger is specifically made (I presume) because Armblade is any 1 handed melee weapon. I can't find "Armblade Dagger" mentioned anywhere in the book itself, which is why I presume it is based on the 1 handed melee weapon part. I could apply this to say the Glamerweave stuff, Living Armor stuff, etc. Armblade Dagger is just my first example. You had to pull from 2 books, the PHB/SRD and ERftLW to create the Armblade Dagger.

For my Spiked Armor example, it is a mundane item. Looking at the SRD Magic item list, there is Adamantine Armor that can apply to any Medium or Heavy armor that isn't Hide. This means it can apply to the Spiked Armor. Sure "Adamantine Spiked Armor" is not explicitly mentioned anywhere, but neither is the Armblade Dagger. Adamantine Armor is also in the DMG with the same specifications if we want to use a physical book instead of the digital SRD. For "Adamantine Spiked Armor" you would have to pull from 2 books, the DMG/SRD and SCAG to create it.

The reason I see an inconsistency is that for an Armblade Dagger and a Adamantine Spike Armor you have to pull from 2 books for both of them. So any PHB mundane equipment may be applied to future magic items, but any DMG/SRD magic items will not be applied to future mundane items?

It doesn't make sense to me that newer magic items can be applied to an older books items (SRD/PHB) but an item from a newer book can't be applied to an older books magic items (SRD/DMG). That's why I see an inconsistency.

Paperclipkiller
May 2nd, 2020, 21:04
I should clarify, confusion really only applies to non-adventure mundane items. Sourcebooks like SCAG, Eberron, etc. With that said...

Tomb of Annihilation

There aren't any "Yklwa, +2" or a "Yklwa, +3" magic items in the module. So they can be removed from the magic item list.

Zacchaeus
May 2nd, 2020, 21:28
Ok maybe that wasn't my last post on it, but this is to explain how I see an inconsistency.

Armblade Dagger is specifically made (I presume) because Armblade is any 1 handed melee weapon. I can't find "Armblade Dagger" mentioned anywhere in the book itself, which is why I presume it is based on the 1 handed melee weapon part. I could apply this to say the Glamerweave stuff, Living Armor stuff, etc. Armblade Dagger is just my first example. You had to pull from 2 books, the PHB/SRD and ERftLW to create the Armblade Dagger.

For my Spiked Armor example, it is a mundane item. Looking at the SRD Magic item list, there is Adamantine Armor that can apply to any Medium or Heavy armor that isn't Hide. This means it can apply to the Spiked Armor. Sure "Adamantine Spiked Armor" is not explicitly mentioned anywhere, but neither is the Armblade Dagger. Adamantine Armor is also in the DMG with the same specifications if we want to use a physical book instead of the digital SRD. For "Adamantine Spiked Armor" you would have to pull from 2 books, the DMG/SRD and SCAG to create it.

The reason I see an inconsistency is that for an Armblade Dagger and a Adamantine Spike Armor you have to pull from 2 books for both of them. So any PHB mundane equipment may be applied to future magic items, but any DMG/SRD magic items will not be applied to future mundane items?

It doesn't make sense to me that newer magic items can be applied to an older books items (SRD/PHB) but an item from a newer book can't be applied to an older books magic items (SRD/DMG). That's why I see an inconsistency.

I'm totally confused. An Armblade is a specific magic item in ERftLW. An armblade dagger is just one of the weapons that can have the armblade property. Why do you particularly object to the armblade dagger and not the armblade longsword or the armblade club.

As for the spiked armour I can only repeat magical versions of this armour are not detailed in any WotC publication.

Zacchaeus
May 2nd, 2020, 21:31
I should clarify, confusion really only applies to non-adventure mundane items. Sourcebooks like SCAG, Eberron, etc. With that said...

Tomb of Annihilation

There aren't any "Yklwa, +2" or a "Yklwa, +3" magic items in the module. So they can be removed from the magic item list.

Now you are just being picky. Also you are denouncing your own point about later items not being backwardly created. If a +1 Yklwa exists then there's no reason to suppose a +2 or a +3 one also exists. (And yes, I accept that this means that your spiked armour could also exist as a magical armour; but there is precedent for the Yklwa).

Also these are not bug reports but simply opinions.

Paperclipkiller
May 2nd, 2020, 21:51
Armblade Dagger is just my example. I can just as easily say Armblade Longsword or Armblade Club.

Aren't Spiked Armor magical versions detailed just as much as Armblade ones in WOTC publications? In the SRD/DMG they lay out Adamantine Armor can apply to any Medium/Heavy Armor that isn't Hide. In ERftLW, they say Armblades can be any 1 handed melee weapon. Adamantine Spiked Armor is just one of the armors that can have the Adamantine property. Similar to the Armblade Dagger which is a magic weapon getting the Armblade property.


Maybe I can give a different example, not using SCAG stuff.

In ERftLW, there is the mundane item, the Double Bladed Scimitar. Currently by your reasoning, there are no +1, +2, +3 versions of it because there hasn't been any specifically said, which is true there hasn't been an explicit mention. Looking in the DMG/SRD they do mention +1/+2/+3 weapons and what they could apply to but sure different books so you gotta use the Forge. Now looking at the Armblade magic item, it says what it could apply to. Then y'all made the various Armblade versions. However they never outright mentioned an Armblade Dagger, or an Armblade Longsword. Just what they could apply to. Why is there no Double Bladed Scimitar +1 but there is a Dagger Armblade? Neither have been explicitly mentioned. You mentioned in an early post today that if you want to add it to adventure you need the Dagger Armblade to add it to a treasure parcel but the same would apply then to a Double Bladed Scimitar +1. Does WoTC only allow you to pull equipment from the PHB to apply to your magic item templates in ERfTLW but they don't allow you to pull magic item templates from the DMG/SRD to your equipment in ERftLW?

Paperclipkiller
May 2nd, 2020, 21:55
Now you are just being picky. Also you are denouncing your own point about later items not being backwardly created. If a +1 Yklwa exists then there's no reason to suppose a +2 or a +3 one also exists. (And yes, I accept that this means that your spiked armour could also exist as a magical armour; but there is precedent for the Yklwa).

Also these are not bug reports but simply opinions.

I have ToA open for my board already and I saw it. Wasn't searching for it, it just was there.

I personally see them as "bugs" because I feel things are missing that should be there. Which is why I brought it all up. But I digress, I'll drop it entirely.

Zacchaeus
May 2nd, 2020, 21:58
I'm pretty much done, and I'm not really interested in arguing with you any more.

Ecks
May 3rd, 2020, 22:37
Players Handbook

Spell -> Druidcraft: The 3rd bullet point says "The effect must fit in a -foot cube." - should be a 5-foot cube.
The "Rope, Hempen" and "Rope, Silk" items from the Players Handbook do not include the description from the PHB - should they?
In the Reference Manual -> Chapter 5 -> Adventuring Gear: The description for "Rope, hempen" says "Rope, whether made of hemp, has 2 hit points...". The entry for "Rope, silk" is similar. The "whether made of X" part is a bit strange. I suppose this is here since in the printed PHB the two types of rope are combined into one entry that says "Rope, whether made of hemp or silk...".
Typo: Under Class -> Fighter -> Battle Master -> Combat Superiority - in the maneuvers table the "Feinting Attack." entry includes an extraneous period compared to the other maneuvers. This is also in the reference manual.

Lost Mine of Phandelver

Typo: NPC: Sildar Hallwinter: On the "Other" tab, there is a missing space in the last sentence - "unites thevarious free cities" between "the" and "various".
Reference Manual: Each of the following pages includes a link "Rulebook: Cover" that opens the rules for Cover in the PHB. However, if the Monster Manual module is loaded, these links instead open the Cover page of the Monster Manual.

Part 1 -> Cragmaw: General Features
Part 3 -> General Features (Thundertree)
Part 3 -> General Features (Cragmaw Castle)


Tomb of Annihilation

Typo: 02.14.00 Firefinger - In the paragraph after the encounter, starting with "Near the base of the spire" - "leaves are stuck in it what's left of his clothes" - "it" should probably be removed (this typo is also in the physical copy of the book).

Zacchaeus
May 4th, 2020, 09:10
Thanks for reporting.

As regards the links there's not a great deal to be done about that.

The links are anonymous - which means that FG will search for the first available reference page entitled 'Cover'. The reason for making such links anonymous is that it means that whatever resource the user has FG should find something. If it pointed specifically at the PHB for example then only people with the PHB would be able to open the page. If it pointed at the Basic Rules then the user with the PHB would need the basic rules open as well and thus duplicating a lot of stuff.

So odd things might happen like what you are seeing. I may change the page in the MM though to be something different.

Zacchaeus
May 4th, 2020, 09:43
Dragon of Icespire Peak


Also Adventuring Gear doesn't seem to have the Mess Kit.



It's listed under adventuring gear > equipment kits in the Library list and as Mess Kit in the items list

lokiare
May 4th, 2020, 16:23
I have ToA open for my board already and I saw it. Wasn't searching for it, it just was there.

I personally see them as "bugs" because I feel things are missing that should be there. Which is why I brought it all up. But I digress, I'll drop it entirely.

An important point to be made is that the D&D Official modules are a completely separate product from the SRD modules and for legal reasons they cannot interact in the way you mention above. Our compromise is the use of anonymous links which open the first module that has the database path, which is why you can use the SRD with an official adventure and it just works.

If a new magic item template shows up in an official module, we cannot make magic items on our end with SRD mundane items, only with other official mundane items.

Paperclipkiller
May 4th, 2020, 18:18
An important point to be made is that the D&D Official modules are a completely separate product from the SRD modules and for legal reasons they cannot interact in the way you mention above. Our compromise is the use of anonymous links which open the first module that has the database path, which is why you can use the SRD with an official adventure and it just works.

If a new magic item template shows up in an official module, we cannot make magic items on our end with SRD mundane items, only with other official mundane items.

That clears up why the SRD can't be use then at least, which is understandable if it's a legal thing. It doesn't explain why the templates are only being applied to PHB mundane items when making new magic items for official modules and not any from other modules like SCAG or ERftLW. I guess that's why I was super confused.

I am basically chalking it up to PHB being the only one used due to potential bloat as more and more books come out. Because it would be super excessive which wouldn't be good for anyone. So it's done mainly as a curtosy since a DM could just as easily do the Forge. That's how I rationalized why it's done the way it is anyway.

I never meant to get into anything heated. Just a lot of confusion on my end combined with poorly worded posts by me that resulted into something more. Everything y'all do gets my utmost respect.

lokiare
May 5th, 2020, 16:21
That clears up why the SRD can't be use then at least, which is understandable if it's a legal thing. It doesn't explain why the templates are only being applied to PHB mundane items when making new magic items for official modules and not any from other modules like SCAG or ERftLW. I guess that's why I was super confused.

I am basically chalking it up to PHB being the only one used due to potential bloat as more and more books come out. Because it would be super excessive which wouldn't be good for anyone. So it's done mainly as a curtosy since a DM could just as easily do the Forge. That's how I rationalized why it's done the way it is anyway.

I never meant to get into anything heated. Just a lot of confusion on my end combined with poorly worded posts by me that resulted into something more. Everything y'all do gets my utmost respect.

That's exactly why its done that way. It actually a bonus that anything is created outside of the forge in that way. We try to do what we can, but time is always a limiting factor.

w00deye
May 5th, 2020, 19:08
I hope this is the right forum to post this in.
I found something that might be a bug. I checked FAQs and received terrific assistance from Zacchaeus on discord but could not come to a resolution. I am using the 5e ruleset.

In an attempt to make effects for a unique quarterstaff for a player, I created an effect for adding +1 to attack roles vs goblinoids using the script;
IFT: TYPE(goblinoid);ATK: 1
What you will see in the attached images is that it is acknowledging the attack modifier in the chat box but not adding it to the dice roles.
I've tried this against hobgoblins, goblins and a variety of non-goblinoid NPCs with the same result.

Attached are screenshots of the chat box showing the attack against a goblinoid and non-goblinoid NPC and the combat tracker showing the applied effect.

Thanks for any assistance you can provide .

Edit - I am unable to post the images I mention in the above post. They basically show that the chat box is showing the string [EFFECT +1] but is not adding the +1 to the dice roll regardless of the creature type.

LordEntrails
May 5th, 2020, 20:05
DMG;
Item - Folding Boat has an attribute of Weight = -1. Description says the weight should be 4 pounds.

Zacchaeus
May 5th, 2020, 20:10
I hope this is the right forum to post this in.
I found something that might be a bug. I checked FAQs and received terrific assistance from Zacchaeus on discord but could not come to a resolution. I am using the 5e ruleset.

In an attempt to make effects for a unique quarterstaff for a player, I created an effect for adding +1 to attack roles vs goblinoids using the script;
IFT: TYPE(goblinoid);ATK: 1
What you will see in the attached images is that it is acknowledging the attack modifier in the chat box but not adding it to the dice roles.
I've tried this against hobgoblins, goblins and a variety of non-goblinoid NPCs with the same result.

Attached are screenshots of the chat box showing the attack against a goblinoid and non-goblinoid NPC and the combat tracker showing the applied effect.

Thanks for any assistance you can provide .

Edit - I am unable to post the images I mention in the above post. They basically show that the chat box is showing the string [EFFECT +1] but is not adding the +1 to the dice roll regardless of the creature type.

Aha, well. After our conversation (I couldn't remember who I had been talking to and on which channel) I discovered that the +1 does not in fact get added into the total but it is still used to determine whether the attack hits or not. It is done this way because the roll in this case is specific to the target. Thus the roll can be applied to other targets (without the modifier) in the case of an AoE attack for example. If it were actually added into the roll then that roll couldn't be used against another target

See the screenshot. As you can see the Goblin has an AC of 15; the roll without the +1 is 14 but the attack is still recorded as a hit since the +1 has been applied to the roll against this Goblin.

Zacchaeus
May 5th, 2020, 20:12
DMG;
Item - Folding Boat has an attribute of Weight = -1. Description says the weight should be 4 pounds.

If you squint a bit it looks like a 4 :)

astromath
May 5th, 2020, 22:30
If you squint a bit it looks like a 4 :)

Try being farsighted and not using glasses. I take that back. It looks like a blurry something, but not sure what. :)

LordEntrails
May 5th, 2020, 22:44
If you squint a bit it looks like a 4 :)
A 4, an 8, a B :)

Not that I can take credit, one of my players actually noticed.

w00deye
May 6th, 2020, 03:39
Thanks for looking into this further Zacchaeus.

dburger70
May 8th, 2020, 21:15
I believe I found an issue with adding or updating spells with the Spellcasting trait. I regularly modify NPCs, especially the spells. Normally I do not have a problem. However, it looks like if the NPC already has innate spells and can also cast spells, the changes to spellcasting do not get parsed. For example I modified Mind Flayer Arcanist to add a spell. I deleted the spellcasting trait and all of the spells (not innate spells). I closed the sheet and opened it again. I added the Spellcasting trait again and the details. I closed the sheet and opened it and the spells do not show up as being parsed. I move it to the combat tracker and they still do not show up.

I was able to add spellcasting to a NPC without innate spellcasting using the same spells and details as above and they parse fine. I tried it on another that has innate spellcasting and anytime I add the Spellcasting trait or modify it if it already exists, then it will not add the spells.

edit: I turned off all extensions and same thing.

ndjester
May 8th, 2020, 21:28
OK, imported my character from DnDBeyond, which seemed to go pretty seamlessly. When I look at my attacks, I see that my spear only has a +2 attack modifier. I am a 1st level monk and I believe that a spear is a simple weapon, and therefore a monk weapon. Such weapons are supposed to allow my DEX to be used as my attack modifier, which is +4, which should total +6. Is there some setting I am missing or something?

ndjester
May 8th, 2020, 21:29
OK just as I hit send on this, I stumble upon the button that allows you to change your modifier - sorry for wasting peoples time!

Zacchaeus
May 8th, 2020, 22:07
I believe I found an issue with adding or updating spells with the Spellcasting trait. I regularly modify NPCs, especially the spells. Normally I do not have a problem. However, it looks like if the NPC already has innate spells and can also cast spells, the changes to spellcasting do not get parsed. For example I modified Mind Flayer Arcanist to add a spell. I deleted the spellcasting trait and all of the spells (not innate spells). I closed the sheet and opened it again. I added the Spellcasting trait again and the details. I closed the sheet and opened it and the spells do not show up as being parsed. I move it to the combat tracker and they still do not show up.

I was able to add spellcasting to a NPC without innate spellcasting using the same spells and details as above and they parse fine. I tried it on another that has innate spellcasting and anytime I add the Spellcasting trait or modify it if it already exists, then it will not add the spells.

edit: I turned off all extensions and same thing.

You need to delete all of the spells including the innate ones in order for the spells to refresh.

Wolfspyder
May 9th, 2020, 18:30
In Xanathar's Guide to Everything tables that use 1d100(Like Gnome, Female and the other races I checked too, also coastal encounters (Levels 1-4)), it rolls 1d100 + 1d10. I am not sure why that extra d10 is there, since the results would then be 11-110 but the tables are 1-100. I can't figure a way to edit it to remove that extra die though.
It seems all the tables are defaulted to roll 1d100+1d10, but I can clear dice and it removes the extra die. I am not sure why all the tables have dice in the custom spot already.

Zacchaeus
May 9th, 2020, 21:23
In Xanathar's Guide to Everything tables that use 1d100(Like Gnome, Female and the other races I checked too, also coastal encounters (Levels 1-4)), it rolls 1d100 + 1d10. I am not sure why that extra d10 is there, since the results would then be 11-110 but the tables are 1-100. I can't figure a way to edit it to remove that extra die though.
It seems all the tables are defaulted to roll 1d100+1d10, but I can clear dice and it removes the extra die. I am not sure why all the tables have dice in the custom spot already.

Unity changes the way d100 is rolled and so anything that rolls percentage dice isn't currently working properly in Unity. I am pretty sure that this is being tracked in the Unity bugs thread. You can fix the issue if you right click on the dice box and select clear and then right click on the d10 and select % and drop that onto the dice box.

DGM
May 12th, 2020, 15:13
Please fix but type of creature codex
35239

DGM
May 12th, 2020, 15:16
Dungeon Master Guide 5e
Mithral Armor gives disadvantage to stealth checks, you have to take our the item disadvantage stealth property35240.

Zacchaeus
May 12th, 2020, 16:17
Please fix but type of creature codex
35239

I'll let the developer know.

Zacchaeus
May 12th, 2020, 16:18
Dungeon Master Guide 5e
Mithral Armor gives disadvantage to stealth checks, you have to take our the item disadvantage stealth property.

See the discussion here https://www.fantasygrounds.com/forums/showthread.php?53132-Ruleset-Automation

You'll need to manually change the stealth disadvantage.

rob2e
May 12th, 2020, 19:02
Please fix but type of creature codex
35239

I'm not seeing "But" as a type.
35255

rob2e
May 12th, 2020, 20:11
35263

I don't show any error in the Elite Kobold.

LordEntrails
May 12th, 2020, 22:55
Please fix but type of creature codex

Try a Revert Changes on the Creature Codex and see if that fixes the issue.

Maetco
May 13th, 2020, 14:14
Try a Revert Changes on the Creature Codex and see if that fixes the issue.

How does one do that? The NPC showing in that type is Elite Kobold which is Read only and has two sentences where there should be the type and alignment, starting: "Small but Fierce. Two elite kobolds within..."

Maetco
May 13th, 2020, 14:41
Ultimate NPCs - Skulduggery

The characters are game mechanically a mess. I think it is partially due to the NPCs being built like PCs but that doesn't prevent building them correctly as NPCs (utilizing FG functionality). Examples:

Experise
- Characters with Expertise don't have these skills in the Skills section with appropriate bonus. The trait simply says that they double the proficiency bonus, meaning that it needs to be applied completely manually, all the way to figuring out what the proficiency bonus for the character of that level is. In fact, it seems that if a character has a skill in the Skills section with an appropriate bonus and then through "levels" gains Expertise to such skill, it is dropped from the Skills section meaning that gaining Expertise makes their skill in a way worse if one is using the FG character sheet as intended.

Hellish Resistance
- Characters with Hellish Resistance don't have fire added in the Damage Resistances section of the sheet, meaning that the FG functionality is not activated.

Zacchaeus
May 13th, 2020, 15:00
How does one do that? The NPC showing in that type is Elite Kobold which is Read only and has two sentences where there should be the type and alignment, starting: "Small but Fierce. Two elite kobolds within..."

Right click on the module in the module activation window and select revert changes.

Zacchaeus
May 13th, 2020, 15:00
Ultimate NPCs - Skulduggery

The characters are game mechanically a mess. I think it is partially due to the NPCs being built like PCs but that doesn't prevent building them correctly as NPCs (utilizing FG functionality). Examples:

Experise
- Characters with Expertise don't have these skills in the Skills section with appropriate bonus. The trait simply says that they double the proficiency bonus, meaning that it needs to be applied completely manually, all the way to figuring out what the proficiency bonus for the character of that level is. In fact, it seems that if a character has a skill in the Skills section with an appropriate bonus and then through "levels" gains Expertise to such skill, it is dropped from the Skills section meaning that gaining Expertise makes their skill in a way worse if one is using the FG character sheet as intended.

Hellish Resistance
- Characters with Hellish Resistance don't have fire added in the Damage Resistances section of the sheet, meaning that the FG functionality is not activated.

I'll let the developer know.

Maetco
May 13th, 2020, 15:09
Ultimate NPCs Warfare

Knight Exemplar's Divine Smite doesn't follow FG syntax making it do 41d8 istead of 4 (1d8) radiant damage.

Maetco
May 13th, 2020, 15:12
Right click on the module in the module activation window and select revert changes.

I don't get this option when I right click in Data Module Activation window. I only get "Close Window". Am I in the wrong place?

Zacchaeus
May 13th, 2020, 17:44
No, if there are no changes to revert then you won't get the revert changes option.

The bug you mention has been corrected I think so it may be that your module didn't update properly. Can you try in a new campaign to see if that is any different.

lokiare
May 13th, 2020, 17:52
Ultimate NPCs - Skulduggery

The characters are game mechanically a mess. I think it is partially due to the NPCs being built like PCs but that doesn't prevent building them correctly as NPCs (utilizing FG functionality). Examples:

Experise
- Characters with Expertise don't have these skills in the Skills section with appropriate bonus. The trait simply says that they double the proficiency bonus, meaning that it needs to be applied completely manually, all the way to figuring out what the proficiency bonus for the character of that level is. In fact, it seems that if a character has a skill in the Skills section with an appropriate bonus and then through "levels" gains Expertise to such skill, it is dropped from the Skills section meaning that gaining Expertise makes their skill in a way worse if one is using the FG character sheet as intended.

Hellish Resistance
- Characters with Hellish Resistance don't have fire added in the Damage Resistances section of the sheet, meaning that the FG functionality is not activated.

Are the NPCs different than they are in the PDF?

mattekure
May 13th, 2020, 18:32
In the Kobold Press adventure Empire of the Ghouls. There is a blank image assigned to the "5e Empire of the Ghouls" group. It is the only entry in that group

https://imgur.com/Bmho6D6.jpg

Zacchaeus
May 13th, 2020, 19:18
I'll pass that one to the developer.

mattekure
May 13th, 2020, 23:14
Creature Codex
Table misspelled. It should say Manual of the Lesser Golem.

https://imgur.com/FKqonDx.jpg

Zacchaeus
May 14th, 2020, 10:03
Developer notified.

rob2e
May 14th, 2020, 10:07
Creature Codex
Table misspelled. It should say Manual of the Lesser Golem.

https://imgur.com/FKqonDx.jpg

A maual is a great book from the Star Gate universe. It’s used by the Guauld.

I’ll get that fixed.

mattekure
May 14th, 2020, 13:12
Kobold Press 5e Empire of the Ghouls.

Why is this adventure module exported as "Read Only"? Every other Adventure module does not set this so the DM can add and take notes.

Parcel with wrong quantity
https://imgur.com/e2U5Hna.jpg

Many of the maps have not been pinned. Some of the DM maps have pins, but all of the PC maps do not contain pins to entries

https://imgur.com/JEM3erb.jpg

Zacchaeus
May 14th, 2020, 14:19
I'll notify the developer

mattekure
May 14th, 2020, 17:38
I'm prepping the adventure, so there may be more coming. I'll try to consolidate them.

Paperclipkiller
May 16th, 2020, 01:33
Curse of Strahd

On Image "Map - Castle Ravenloft 5" there is a mislabeled link/pin. It is the Pin physically between "04.03.21 K21. South Tower Stair" and "04.05.K35. Guardian Vermin". Right now it is just a blank pin. In the physical book it says it leads to Map 5, which is a typo in the official book as that leads to Map 6 and is already currently on Map 5. That link/pin should be for "Map - Castle Ravenloft 6"

Attached image is where the pin is. Might be slightly off from where it should be since I grabbed it just to make sure it was a pin since it linked to nothing.

Zacchaeus
May 16th, 2020, 10:27
Noted.

Ecks
May 16th, 2020, 17:07
Sword Coast Adventurer's Guide

Library -> SCAG -> Images - The header text shows "D&amp;D" instead of "D&D"

Player's Handbook

Item: Caltrops: "As an action, you can spend a bag" - "spend" should be "spread"

Tomb of Annihilation

Item: Ring of Winter: In the "Nondetection" paragraph, the "Frozen Time" description should be its own paragraph (also in Reference Manual: Appendices: Appendix C).
Reference Manual -> Appendices -> Appendix C -> Staff of the Forgotten One:

"Requires attunement by a sorcerer, war lock, or wizard" Remove space in "warlock"
Beneficial Properties. "While the staff is on your per son..." space in "person"
The Forgotten One. "The rune carved into the staff's skull protects Acer erak" - space in "Acererak"

Reference Manual -> Appendices -> Appendix B -> Encounter: Cache - rows 6 and 14 in table are missing closing parenthesis.
Story: 07.03.21 Explorer, Dead: Some table entries are missing closing parenthesis in descriptions: 1, 2, 4, 5, 6, 8, 11, 12, 13, 16, 17, 18, 19, 20

DGM
May 22nd, 2020, 08:40
Creature Codex
* Whisperer In Darkness
Ability Mind Blank, Weird not written out.
"ind blank, weird"

Zacchaeus
May 22nd, 2020, 10:45
Noted

Springroll
May 23rd, 2020, 21:10
Very minor cosmetic things in the Wildemount module. The Reference Manual mixes lower case and upper case, the names of NPC's in the Reference Manual are in Upper Case Bold and looks different from other Wizards of the Coast modules the same goes with the "Banner" Headlines, to large and differs from previous modules.

Zacchaeus
May 23rd, 2020, 23:12
Very minor cosmetic things in the Wildemount module. The Reference Manual mixes lower case and upper case, the names of NPC's in the Reference Manual are in Upper Case Bold and looks different from other Wizards of the Coast modules the same goes with the "Banner" Headlines, to large and differs from previous modules.
Not all developers do the same thing. Some use upper case in headers and others don’t. As you say it’s cosmetic rather than a bug.

Springroll
May 24th, 2020, 05:54
Not all developers do the same thing. Some use upper case in headers and others don’t. As you say it’s cosmetic rather than a bug.

True, I just wanted to lift it as it is a module you pay for and I think it is important that we make the modules as similar in style as we can make them, In my humble opinion this is even more important now when there's so much competition and FG needs to look more professional :)

Zacchaeus
May 24th, 2020, 08:59
Oh, wait. I see what you mean now that I've looked. Chapter 2 in the ref manual is all lower case whereas the rest is upper case. That's not nice; I''ll inform the developer.

Springroll
May 24th, 2020, 09:34
Oh, wait. I see what you mean now that I've looked. Chapter 2 in the ref manual is all lower case whereas the rest is upper case. That's not nice; I''ll inform the developer.
Excellent, thanks :)

sciencephile
May 24th, 2020, 15:52
Just a heads up that it might take a couple of weeks to get through the test/upload to production process.

A bit of general advice for any posting on the forum, please be sure to include specific examples of an issue. The more specific, the easier it is for us to understand what the issue is. Including a screenshot is also very appreciated :)

sciencephile
May 24th, 2020, 17:47
Hi Springroll,

Since I had to go in and modify the reference manual for the lowercase issue in Chapter 2 anyway, I went ahead and standardized all the headings and banners to be mixed (proper) case instead of uppercase. It's done and checked in. As I mentioned earlier, however, it will be a little while going into production as the window to get into this Tuesday's update has passed. It should go into production on the Tuesday update on June 2nd.

-Danny

Springroll
May 24th, 2020, 18:05
Hi Springroll,

Since I had to go in and modify the reference manual for the lowercase issue in Chapter 2 anyway, I went ahead and standardized all the headings and banners to be mixed (proper) case instead of uppercase. It's done and checked in. As I mentioned earlier, however, it will be a little while going into production as the window to get into this Tuesday's update has passed. It should go into production on the Tuesday update on June 2nd.

-Danny

Great, I feel bad now, I just wanted to point it out :) But again, amazing fast work.

sciencephile
May 24th, 2020, 18:23
It's okay - don't feel bad. I like to knock things out as quick as possible. I like to clear these types of things as fast as possible so they don't linger and get forgotten about :)

Scuba72
May 25th, 2020, 05:09
Tomb of Annihilation Many of the d100 tables (such as Omu - Encounters Palace and Wilderness Beach encounters) auto populate to roll d100+d10 instead of just 1d100.

Bane spell auto populates as the wiki says it should but it does not roll the correct die. Effect is Bane;ATK:-1d4;SAVE:-1d4;(C) but it does not roll the 1d4 or subtract it from the save or attack.
The current work around I have found which does work is ATK: 1d4-5; SAVE: 1d4-5; (C) which does generate a number between -1 and -4 as well as subtract it from the save.

Zacchaeus
May 25th, 2020, 08:31
Tomb of Annihilation Many of the d100 tables (such as Omu - Encounters Palace and Wilderness Beach encounters) auto populate to roll d100+d10 instead of just 1d100.

Bane spell auto populates as the wiki says it should but it does not roll the correct die. Effect is Bane;ATK:-1d4;SAVE:-1d4;(C) but it does not roll the 1d4 or subtract it from the save or attack.
The current work around I have found which does work is ATK: 1d4-5; SAVE: 1d4-5; (C) which does generate a number between -1 and -4 as well as subtract it from the save.

Yep, both known issues.

Unity uses a different method of rolling the d100. You can fix it by dragging in a d100 dice into any of the tables in the meantime.

bratch9
May 26th, 2020, 18:30
Critical dice not been counted correct into causes, possible issue with effect miscalculation of damage.

36131

In the image you can see that the dice have been accounted for due to the wrong insert order in the code dice list.

The first (1d12+1=2) is correct black d12...
The second is wrong entry is wrong (2d6=7), comes from the green d12 and black d6...
The third 'critical (1d12=1)' is wrong and comes from the next black d6...
The forth 'critical (2d6=11)' is correct from the last 2 green d6...

This is cause in the code by adding the critical dice duplication in order of dice, d12+g12+2d6+2g6+1

But the actual [TYPE: ], sections have the original 2 items followed by the 2 new critical items.

So either the [TYPE: ], sections need to be [TYPE: 1 ],[TYPE: 1 critical], [TYPE: 2 ],[TYPE: 2 critical ]

or the dice need to go in the correct order of d12+2d6+g12+2g6+1

I've attached a sample code fix for 'manager_action_damage.lua' to put the dice in order d12+2d6+g12+2g6+1.

I'm not sure if interactions with effects would cause this suggested fix to be invalid.

An alternative would be to have each clause hold its dice, instead of a single common dice list for the roll. This would then keep the dice for the clause together and duplicate in the correct order when the 'critical' clauses were added.

Thanks, Pete

Zacchaeus
May 26th, 2020, 19:31
Indeed, this is a known issue which the devs are aware of. They have other priorities at the moment but I'm sure they'll get around to it in due course.

pablomaz
May 27th, 2020, 16:47
Hey guys. Me and my friends are having trouble loading several modules (both WotC and 3rd party modules), both in FGC (where I'm the GM) and FGU (where I'm a player for now). We already reinstalled and deleted caches.
It looks like this: 36158. It seems loaded, but the "open book" image won't load, neither the de facto module.
Any ideas?

cas206
May 27th, 2020, 17:37
Light Cantrip on NPC adds an Effect line that is coded with concentration. For example put Acolyte in tracker and check the actions. Same occurs when Light cantrip is added to custom NPC. I'm using the purchased 5e core modules.

Edit: It looks like a lot of the EFF lines on NPC spells have (C) added, even though no concentration is required. I haven't checked them all, but this could be a bigger problem than just one cantrip.

Zacchaeus
May 27th, 2020, 19:03
Hey guys. Me and my friends are having trouble loading several modules (both WotC and 3rd party modules), both in FGC (where I'm the GM) and FGU (where I'm a player for now). We already reinstalled and deleted caches.
It looks like this: 36158. It seems loaded, but the "open book" image won't load, neither the de facto module.
Any ideas?

In FGC check that you and/or the players don't have too many modules open and are using too much memory. If you have a lot of modules shared and a lot of players then it can take a while for stuff to download. Usually when a book doesn't open it's becasue it is still downloading.

Zacchaeus
May 27th, 2020, 19:09
Light Cantrip on NPC adds an Effect line that is coded with concentration. For example put Acolyte in tracker and check the actions. Same occurs when Light cantrip is added to custom NPC. I'm using the purchased 5e core modules.

Edit: It looks like a lot of the EFF lines on NPC spells have (C) added, even though no concentration is required. I haven't checked them all, but this could be a bigger problem than just one cantrip.

I'll pass this on to the developers.

marcelomelo
May 27th, 2020, 22:42
In FGC check that you and/or the players don't have too many modules open and are using too much memory. If you have a lot of modules shared and a lot of players then it can take a while for stuff to download. Usually when a book doesn't open it's becasue it is still downloading.

Zacchaeus, I am one of pablo's friend. We have a total session of 3 or 4 hours, and the module did not open, so it was not downloading it.

Also, you click "Load", the button turns to "Unload" (but without the book open), then if you exit the Library screen, and then enter again, the button will go back to Load.

I am facing the same issues.

mattekure
May 27th, 2020, 22:44
Hey guys. Me and my friends are having trouble loading several modules (both WotC and 3rd party modules), both in FGC (where I'm the GM) and FGU (where I'm a player for now). We already reinstalled and deleted caches.
It looks like this: 36158. It seems loaded, but the "open book" image won't load, neither the de facto module.
Any ideas?

That spider web in the bottom left corner typically means that the module is installed on the players end, and not installed on the DMs end. The DM can determine whether or not the Player is allowed to load the module, but the DM cannot load its contents (content is not shared from player to DM or from player to player). So other players would not be able to load it either, even if it appears on their list.

mattekure
May 27th, 2020, 22:47
I would triple check that the module is
Installed on the DM's FG Data\modules directory
Make sure there are not duplicates with different filenames.
The DM has it marked as shared with the players.

marcelomelo
May 27th, 2020, 22:59
I would triple check that the module is
Installed on the DM's FG Data\modules directory
Make sure there are not duplicates with different filenames.
The DM has it marked as shared with the players.


mattekure, that is really strange. I am the DM of pablo's game (and I face these problem as a player too, but not in ALL modules).
1- I have the module installed in my folder.
2- There are no duplicates;
3- It is marked as shared to players.

I thought, when a player enters in the game, only the DM modules appears to him (but I am not sure of it).

All other players in the game loaded the very same module in their computers. Only pablo have the problem.

I also face the same problems in 2 games that i was a player. In one of them (FGU), it corrected it when I reinstalled FGU.

mattekure
May 27th, 2020, 23:02
When a player enters the game, they will see the modules that the DM has shared with them. If the Player has a "player module" that the DM does not, it will appear, but the DM has to decide whether or not to allow it. It will appear on the DM's list and they can approve/deny access to it. The DM cannot load the module's contents, and other players cannot as well.

I'm not sure what else might be going on. is it possible your copy is corrupted somehow. You can try downloading a fresh copy from DMsGuild.

marcelomelo
May 27th, 2020, 23:08
When a player enters the game, they will see the modules that the DM has shared with them. If the Player has a "player module" that the DM does not, it will appear, but the DM has to decide whether or not to allow it. It will appear on the DM's list and they can approve/deny access to it. The DM cannot load the module's contents, and other players cannot as well.

I'm not sure what else might be going on. is it possible your copy is corrupted somehow. You can try downloading a fresh copy from DMsGuild.

mattekure, I did not know that (that i can approve a player module). I don't even know how to do that. But if the file is corrupted, the other players would not be able to see it, right?
I am thinking now, after your questions, if this is probably a module that both me and the player have, but with different versions.
I will also search for the "web" and "approve player module" to see how to do it.

mattekure
May 27th, 2020, 23:09
you approve the module the same way you share any module. in the library you mark it green.

LordEntrails
May 27th, 2020, 23:35
And only the player that owns and has the module installed can load it. Players can not share modules with other players.

Springroll
May 30th, 2020, 06:30
Double post

Springroll
May 30th, 2020, 06:33
A small spelling mistake in the Out of the Abyss adventure 36260 It should read Foreword, the same spelling mistake can be seen in the Story section 36261

Zacchaeus
May 30th, 2020, 08:32
A small spelling mistake in the Out of the Abyss adventure It should read Foreword, the same spelling mistake can be seen in the Story section

Noted.

littlekubosh
May 31st, 2020, 17:54
hi, i was making a warforged fighter and i took the defense fighting style. i have studded leather armour which gives ac of 12+dex mod(4). that in addition to my defense fighting style (+1 to ac) and the warforged integrated protection (+1 to ac), i should be sitting at an ac of 18, but my character sheet shows 16 and i cant seem to change it. do yall have any advice? thanks in advance.

Makabriel
May 31st, 2020, 18:10
hi, i was making a warforged fighter and i took the defense fighting style. i have studded leather armour which gives ac of 12+dex mod(4). that in addition to my defense fighting style (+1 to ac) and the warforged integrated protection (+1 to ac), i should be sitting at an ac of 18, but my character sheet shows 16 and i cant seem to change it. do yall have any advice? thanks in advance.

Warforged Integrated Protection does not stack with Fighting style, per RAW. That being said, you'll either need to adjust armor up by one (Main page, magnifying glass near AC) or add an effect that grants you +1 AC

littlekubosh
May 31st, 2020, 18:12
thanks! i appreciate the help.

Zacchaeus
May 31st, 2020, 18:17
hi, i was making a warforged fighter and i took the defense fighting style. i have studded leather armour which gives ac of 12+dex mod(4). that in addition to my defense fighting style (+1 to ac) and the warforged integrated protection (+1 to ac), i should be sitting at an ac of 18, but my character sheet shows 16 and i cant seem to change it. do yall have any advice? thanks in advance.

See video three here for how to set up fighting styles. https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity&p=492112#post492112

BenKimball
June 1st, 2020, 08:33
Hello everyone! Searched the forum but didn't find a match for this weird issue. I'm building an artificer PC who is level 7, and on the abilities tab of her character sheet, the entries under "Features" and "Proficiencies" are present (I think) but invisible. That is, there is space for them under the heading, but it's blank. if I drag a feature like "Spellcasting" from the Artificer class into the character sheet, nothing changes. If I drag a new feature in that she didn't already have, like "Artillerist Spells", I can see the blank area under the "Features" tab grow by about one line height.

The console reports my version as "FGU v4.0.0 ULTIMATE (2020-05-20)." I have one third-party extension installed, "Current HP v3.0 for 5E ruleset on FGU." I have all licensed content unlocked, though not all of them are loaded. I do have both D&D Eberron: RftLW and D&D Eberron: RftLW - Players loaded.

The attached screenshot will illustrate what I'm seeing. I'm running Windows 10 with a GTX 1080Ti which is on driver version 442.19.

36329

Zacchaeus
June 1st, 2020, 10:56
How are you creating the character? From your screenshot I can't see the Eberron module open. I just created a new character and dragged in 7 levels of Artificer and the abilities are showing up without issue.

Dire Weasel
June 1st, 2020, 17:56
A few typos in 5E Barbarian, Player's Handbook:

Class description:
"To a barbarian, though. civilization ..."
Should be a comma rather than period between though and civilization.
36357

Barbarian level table:
In the 1st level list, there should be a comma between Rage Unarmored Defense.
36358

Rage feature:
"You can also end your rage as a bonus action on your turn"
Missing period, and should be worded:
"You can also end your rage on your turn as a bonus action."
36359

Eru the One
June 1st, 2020, 18:39
Eberron -> Races -> Hobgoblin is missing Martial Training b/c of typo:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=36361&stc=1&d=1591033151

Zacchaeus
June 1st, 2020, 19:35
All noted.

Ibhuk
June 2nd, 2020, 18:41
Some typos in the Mythic Odysseys of Theros book.

For the Oath of Glory, in the description for the Living Legend feature it lists "Once you use this feature......." as a bullet point and below it.
The Mythic Traits for Hythonia and Tromokratix aren't formatting correctly in the NPC stat blocks. Tromokratis's "Hearts of the Kraken" trait is mixed in to its Amphibious Trait. Hythonia's "Shed Skin" trait is mixed into its Petrifying Gaze.

Zacchaeus
June 2nd, 2020, 18:45
I'll inform the developer. Thanks for the report.

sciencephile
June 2nd, 2020, 19:08
Hi Ibhuk.

Welcome to the forum and thanks for reporting the issue with the module.

I've fixed these issues and they will go live in next Tuesday's update.

-Danny

cevikd
June 2nd, 2020, 21:15
There are some unprintable characters in the Storm King's Thunder module. It seems to start happening towards the end of the module. Here's an example:

36406

Zacchaeus
June 2nd, 2020, 21:57
There are some unprintable characters in the Storm King's Thunder module. It seems to start happening towards the end of the module. Here's an example:

36406

Is this in FGU?

cevikd
June 2nd, 2020, 22:12
Is this in FGU?

Yes, sorry, should have mentioned that!

Paperclipkiller
June 3rd, 2020, 00:24
Mythic Odysseys of Theros

The Nyx-Fleece Ram creature has a table that shows how you can make 6 different garments using the Nyx-fleece that are magical attunement items. There aren't any magic items listed in the magic items list for those. Specifically the list when you click "Magic items" in the module, not the reference manual. Having a magic item, or a template to easily make a magic item for it would be helpful. Thankfully in the table, it has a name for each one. Protection, Power of Nyx, etc etc. So "Power of Nyx Garment" could work as a name.

In the Reference Manual, Under Chapter 6, under Nymphs, there is a line that says "#H;Alseid" and "#H;Lampad". I am pretty sure those are supposed to be Headers for their section and something messed up.

The creature "Hythonia" is seemingly missing her "Shed Skin (Mythic Trait)" feature. It is referenced in her Legendary Actions under "Mythic Trait Active" but I don't see it in her traits.

The creature "Tromokratis" is also missing his "Hearts of the Kraken (Mythic Trait)" feature. It is also referenced in its Legendary Actions under "Mythic Trait Active" but not seen anywhere.

All 3 of the Mythic creatures, Hythonia, Tromokratis and Arasta have the words "Mythic Actions" at the end of a Legendary Action, specifically the one before the Legendary Action called "Mythic Trait Active".

sciencephile
June 3rd, 2020, 01:21
Mythic Odysseys of Theros

The Nyx-Fleece Ram creature has a table that shows how you can make 6 different garments using the Nyx-fleece that are magical attunement items. There aren't any magic items listed in the magic items list for those. Specifically the list when you click "Magic items" in the module, not the reference manual. Having a magic item, or a template to easily make a magic item for it would be helpful. Thankfully in the table, it has a name for each one. Protection, Power of Nyx, etc etc. So "Power of Nyx Garment" could work as a name.

In the Reference Manual, Under Chapter 6, under Nymphs, there is a line that says "#H;Alseid" and "#H;Lampad". I am pretty sure those are supposed to be Headers for their section and something messed up.

The creature "Hythonia" is seemingly missing her "Shed Skin (Mythic Trait)" feature. It is referenced in her Legendary Actions under "Mythic Trait Active" but I don't see it in her traits.

The creature "Tromokratis" is also missing his "Hearts of the Kraken (Mythic Trait)" feature. It is also referenced in its Legendary Actions under "Mythic Trait Active" but not seen anywhere.

All 3 of the Mythic creatures, Hythonia, Tromokratis and Arasta have the words "Mythic Actions" at the end of a Legendary Action, specifically the one before the Legendary Action called "Mythic Trait Active".

Hi Paperclipkiller,

Thanks for reporting, though to be honest, I hope you find less issues with this one than with Wildemount. I feel like I knew what to lookout for but unfortunately, I guess I didn't catch everything.

I fixed all the issues you reported. The mythic trait issues are related to the issues Ibhuk reported. They merged into the above abilities.

While creating those magic items, I did find an issue with minor capitalization (all caps instead of mixed case) for the Helm of the Gods and I also saw that the helm was not classifying properly (as a wondrous item). So if you (or anyone else) sees that one, no need to report that one - it is already fixed.

The fixes will be in the LIVE system next Tuesday and in the TEST system likely by tomorrow.

-Danny

Paperclipkiller
June 3rd, 2020, 03:50
Hi Paperclipkiller,

Thanks for reporting, though to be honest, I hope you find less issues with this one than with Wildemount. I feel like I knew what to lookout for but unfortunately, I guess I didn't catch everything.

I fixed all the issues you reported. The mythic trait issues are related to the issues Ibhuk reported. They merged into the above abilities.

While creating those magic items, I did find an issue with minor capitalization (all caps instead of mixed case) for the Helm of the Gods and I also saw that the helm was not classifying properly (as a wondrous item). So if you (or anyone else) sees that one, no need to report that one - it is already fixed.

The fixes will be in the LIVE system next Tuesday and in the TEST system likely by tomorrow.

-Danny

I read the reports above and then totally spaced that it was reported when typing mine. My mistake!

Honestly it all looked great! I probably won't give this one a super in depth look over until I get my physical copy for easy comparison. You did a fantastic job with this from what I've seen!

sciencephile
June 3rd, 2020, 03:55
Thanks, Paperclipkiller and thanks to you and the other users for being great testers. It's hard to catch these types of things when you test your own stuff due to the brain knowing what is supposed to be there and filling in the blanks subconsciously.

Paperclipkiller
June 4th, 2020, 01:03
Mythic Odysseys of Theros

I am not sure of how it is in the book proper, so I am just basing this off of how it is in Fantasy Grounds with previous monsters.

Arasta, and potentially Hythonia and Tromokratis depending on the wording so I am mentioning them just in case, needs the [Recharges after a short/long rest] in the title of their Mythic Trait and with parenthesis. This applies to Arasta for sure at least, the other 2 it depends on if the trait says that or not. Attached image is how it looks for the Duergar monster in the Monster Manual. If they have it different though in this book, then nevermind for this bug fix.

Paperclipkiller
June 4th, 2020, 01:10
Mythic Odysseys of Theros

An additional one I noticed right after posting. When you open the NPC list for the book from the Library, it opens the monsters in Alphabetical order. Usually there is a pop up window from there that offers Alphabetical order, Challenge Rating, and Class Index.

Ibhuk
June 4th, 2020, 01:49
Mythic Odysseys of Theros.

The Powers of the Fleece Table in FGU seems to be missing option 3. It's in the FGC table, but not the FGU.

Ibhuk
June 4th, 2020, 02:17
Another Mythic Odysseys of Theros issue.

The links for the maps in Chapter 4 of the Reference Manual don't seem to link correctly. It tells me "Unable to open window using wildcard link, because no module containing that link is open. Check your active Library modules." I have all the modules relating to Mythic Odysseys open. I think it has to do with the map names. If I go into Images & Maps, all the map names seem to be slightly different than the link name. For example the link for the map in the Nylea Adventures section says "Forest Shrine (Players Map)" but is listed in Images & Maps as "Forest Shrine Map (Players)"

Edit: This is in FGC and FGU

sciencephile
June 4th, 2020, 02:32
Hi Ibhuk,

Regarding the Powers of the Fleece Table in FGU, I cannot replicate the issue (all 6 options are there for me). I would recommend closing the module and reloading. If that doesn't help, maybe try updating FGU.

Ibhuk
June 4th, 2020, 02:52
Sciencephile,

The table issue was in FGU and seems resolved. The map link issue is in both FGC and FGU.

sciencephile
June 4th, 2020, 02:56
Mythic Odysseys of Theros

I am not sure of how it is in the book proper, so I am just basing this off of how it is in Fantasy Grounds with previous monsters.

Arasta, and potentially Hythonia and Tromokratis depending on the wording so I am mentioning them just in case, needs the [Recharges after a short/long rest] in the title of their Mythic Trait and with parenthesis. This applies to Arasta for sure at least, the other 2 it depends on if the trait says that or not. Attached image is how it looks for the Duergar monster in the Monster Manual. If they have it different though in this book, then nevermind for this bug fix.

They are listed already inn the title bar as "(Mythic Trait, Recharges after a Short or Long Rest)" (at least they are in the update I already applied, but thanks for pointing that out). I had fixed that when I addressed the other issues yesterday.

Ibhuk
June 4th, 2020, 03:00
Sciencephile,

I just went to check and the Reference Manual link issue is present in both FGC and FGU. The table issue seems to have resolved so not sure why an option was missing.

sciencephile
June 4th, 2020, 03:52
Mythic Odysseys of Theros

An additional one I noticed right after posting. When you open the NPC list for the book from the Library, it opens the monsters in Alphabetical order. Usually there is a pop up window from there that offers Alphabetical order, Challenge Rating, and Class Index.

Got it. This is now fixed and will be in the LIVE system next Tuesday.

sciencephile
June 4th, 2020, 04:37
Another Mythic Odysseys of Theros issue.

The links for the maps in Chapter 4 of the Reference Manual don't seem to link correctly. It tells me "Unable to open window using wildcard link, because no module containing that link is open. Check your active Library modules." I have all the modules relating to Mythic Odysseys open. I think it has to do with the map names. If I go into Images & Maps, all the map names seem to be slightly different than the link name. For example the link for the map in the Nylea Adventures section says "Forest Shrine (Players Map)" but is listed in Images & Maps as "Forest Shrine Map (Players)"

Edit: This is in FGC and FGU

Yep, good catch. Thanks. I had missed those links when I had changed the names to standardize them better.

They are fixed and will be in the LIVE system next Tuesday.

rob2e
June 4th, 2020, 23:21
Mythic Odysseys of Theros
Paladin feature Living Legend has double text.
36511

sciencephile
June 4th, 2020, 23:42
Mythic Odysseys of Theros
Paladin feature Living Legend has double text.
36511

Hi rob2e,

Thanks for reporting. This was reported earlier in the thread by Ibhuk (post #411). I already fixed this and the fixed version is currently in TEST mode. It will be in the LIVE system next Tuesday.

-Danny

Gitsome
June 6th, 2020, 21:53
Descent into Avernus

Raggadragga's Circlet of Blasting attack - 03.10 Raggadragga Attacks encounter
text reads "7 (2d6) fire damage" - however, if you drag and drop the damage link, it drops 72d6 fire damage.

Zacchaeus
June 6th, 2020, 22:00
Descent into Avernus

Raggadragga's Circlet of Blasting attack - 03.10 Raggadragga Attacks encounter
text reads "7 (2d6) fire damage" - however, if you drag and drop the damage link, it drops 72d6 fire damage.

Haha, a full stop instead of a colon. Wonderful. Thanks for reporting.

Klandare
June 7th, 2020, 02:22
Running Mad Mage and happen to run into these last night on one of the drow fights (and looked and the same is set directly out of the Monster Manual):

Drow when attacking with hand crossbow; the constitution save is supposed to only poison the target unless they fail by more than 5 (then unconscious is also added). Currently the only effect listed is both poisoned and unconscious:
36609

Drow Priestess has the spell Insect Plague but does it is not listed with concentration:
36610

Zacchaeus
June 7th, 2020, 09:40
As for the first one I can't find wording that will separate those two things. I'll need to have another look. As for the second one I think the devs are aware of this issue with spells and concentration on NPCs.

BrettM
June 7th, 2020, 12:43
I just ran the DMG template for "Wilderness Adventure Framework" and the "Wilderness Features" didn't provide any random results. (See attached image.) Is it possible the [Wilderness Features] table code is incorrect? I couldn't find a similarly named table, but it could be possible it was meant to run the "Monuments" table? Thanks!

36622

Zacchaeus
June 7th, 2020, 14:34
I don't think so no. I think the idea there is that the DM fills that bit in themselves since there isn't any table called Wilderness Features. Certainly the Monuments one could be used but not for the number of locations that are in the template. I'm not sure what Doug had in mind when he created that particular template but I suspect that it is just a space for the DM to add their own take on what the party might come across in a wilderness. There's nothing much in the actual DMG which helps out here. It could probably just be removed altogether - or perhaps one or two rolls on the monuments table. I think it is probably up to the DM for this one.

BrettM
June 7th, 2020, 14:50
Thanks. The coding threw me (i.e., the square brackets), where other templates will typically have "Enter info here" or similar, without the square brackets.

Either way, all good -- tripped across it when rediscovering what random tables were available. All the best!

Klandare
June 7th, 2020, 17:47
As for the first one I can't find wording that will separate those two things. I'll need to have another look. As for the second one I think the devs are aware of this issue with spells and concentration on NPCs.

for the Hand Crossbow one, I just figured having 2 effects available to drag on (and if possible label the miss by 5+ for the one that does poisoned, unconscious)

I remember an update before where they had fixed the concentration listing on spells for NPC's; just figured that this one might have been missed.

Zacchaeus
June 7th, 2020, 18:31
for the Hand Crossbow one, I just figured having 2 effects available to drag on (and if possible label the miss by 5+ for the one that does poisoned, unconscious)

I remember an update before where they had fixed the concentration listing on spells for NPC's; just figured that this one might have been missed.

In this case the effects are created from the wording in the damage line. Even though there is a new sentence it is picking up on the poisoned and the unconscious bit and even though there is a condition for the unconscious bit FG is ignoring that. So I need to reword things in some way so that the unconscious bit isn't seen as the same as the poisoned bit. Probably I'll need something like ''Also on a failed saving throw by 5 or more the target is knocked unconscious' or some such. I'll have a play around with it.

Paperclipkiller
June 8th, 2020, 00:37
In this case the effects are created from the wording in the damage line. Even though there is a new sentence it is picking up on the poisoned and the unconscious bit and even though there is a condition for the unconscious bit FG is ignoring that. So I need to reword things in some way so that the unconscious bit isn't seen as the same as the poisoned bit. Probably I'll need something like ''Also on a failed saving throw by 5 or more the target is knocked unconscious' or some such. I'll have a play around with it.

Thankfully you've already done this before, with the Drow Elite Warrior NPC. The attached image shows how it was done with the Elite Warrior compared to the normal Drow. The Elite Warrior one separates the effects in the NPC sheet and when it is in the combat tracker.

Other creatures that need the wording change to separate the effects:

Monster Manual

Drow (variant)

Mordenkainen's Tome of Foes

Drow House Captain

Drow Favored Consort

Drow Shadowblade and it's variant

Ecks
June 8th, 2020, 00:42
A few typos

DMG:

Reference Manual -> Chapter 7 -> Magic Item Categories: In the Weapons section - "if a magic weapon has the ammunition property, ammunition red from it" - "red" should be "fired"


PHB:
In the Races section of the Reference Manual, some of the example names that start with "J" are using a bracket character instead.

Elf -> Female Adult Names: "]elenneth" should be "Jelenneth"
Halfling -> Female Names: "]illian" should be "Jillian"
Human:

Under Calishite Names: "]asmal" should be "Jasmal", "]assan" should be "Jassan"
Under Chondathan Names: "Chessail" should be "Jhessail"
Under Rashemi Names: "]andar" should be "Jandar"
Under Shou Names: "]iang" should be "Jiang", "]un" should be "Jun", "]ia" should be "Jia"
Under Turami Names: "]alana" should be "Jalana"



Lost Mine of Phandelver

Story: P3-06.13. Dragon Cultists: In the link text to "Image: Dragon Ciultist" - extraneous "i"
Story: P4-01(Index) Part 4: The first link in this entry to "P4-02.00 Wave Echo Cave" opens a blank "<New Story>" entry. It might be intended to open the "P4-02.00a Wave Echo Cave" story entry (possibly the "a" in this story title is a typo?)
Quest: Deliver Nazznar: "Nazznar" in both the title and description should be "Nezznar"

Zacchaeus
June 8th, 2020, 08:01
Thankfully you've already done this before, with the Drow Elite Warrior NPC. The attached image shows how it was done with the Elite Warrior compared to the normal Drow. The Elite Warrior one separates the effects in the NPC sheet and when it is in the combat tracker.

Other creatures that need the wording change to separate the effects:

Monster Manual

Drow (variant)

Mordenkainen's Tome of Foes

Drow House Captain

Drow Favored Consort

Drow Shadowblade and it's variant

See I knew that I had dealt with this problem before but I couldn't figure out where. Thanks PCK; just as well someone is paying attention :)

Zacchaeus
June 8th, 2020, 08:02
A few typos



Thanks Ecks, all noted.

Dire Weasel
June 9th, 2020, 17:16
The paladin ability "Divine Sense" does not have enough uses.

"You can use this feature a number of times equal to 1 + your Charisma modifier."

This paladin should have 4 uses, but the character sheet shows 2 uses. There is no magnifying glass to manually adjust this.

Zacchaeus
June 9th, 2020, 17:32
That isn't something which is automatic. You need to go into preparation mode and adjust the number of uses per day/rest whatever. You (or someone) must have done this to get the two uses to show up in the first place.

Dire Weasel
June 9th, 2020, 17:43
Ah, thank you!

The character was imported from D&D Beyond via https://www.ai6k.com/dndbeyond/ so I've filed a bug there.

Griogre
June 9th, 2020, 20:34
VGM, Yeth Hound, Combat Tracker Parsing Issues. The bite attack damage wording is odd so the FG parses the attack damage as always adding the extra 4d6 not just when a target is frightened when the monster is dropped on the combat tracker:

Creature text: "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened"

The creature should have two bite damage options 2d6+4 piercing damage *and* 2d6+4 piercing damage plus 4d6 psychic damage


Also, on Damage Immunities the text is worded differently from most monsters that let silver weapons bypass the resistance ie:

"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons"

so the ",!silver" is not parsed out when this creature is dropped in the combat tracker. This monster should be hit by silvered weapons.

Zacchaeus
June 9th, 2020, 20:51
VGM, Yeth Hound, Combat Tracker Parsing Issues. The bite attack damage wording is odd so the FG parses the attack damage as always adding the extra 4d6 not just when a target is frightened when the monster is dropped on the combat tracker:

Creature text: "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened"

The creature should have two bite damage options 2d6+4 piercing damage *and* 2d6+4 piercing damage plus 4d6 psychic damage


Also, on Damage Immunities the text is worded differently from most monsters that let silver weapons bypass the resistance ie:

"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons"

so the ",!silver" is not parsed out when this creature is dropped in the combat tracker. This monster should be hit by silvered weapons.

Thanks, I'll add that to my list.

Dire Weasel
June 9th, 2020, 23:23
It looks like the Barbarian in the 5E SRD has the same issue.

In the 1st level list, there should be a comma between Rage Unarmored Defense.

Ibhuk
June 10th, 2020, 04:51
Mythic Odysseys of Theros linking issue in Reference Manual. None of the links from the Friends and Foes section of Reference Manual to NPCs seem to be working. They link to blank stat blocks. I checked this in both FGU and FGC and tried reloading in case it was some other issue.

sciencephile
June 10th, 2020, 14:58
Thanks Ibhuk. Apparently I broke one thing when I fixed another. If you don't mind performing the work-around of clicking on the the NPCs from within the NPCs button this week, I have figured out how to fix this and keep the other fix I was attempting to implement. The fixed version will be in the LIVE system this upcoming Tuesday.

sstarsslayer
June 11th, 2020, 05:50
Spell: Expeditious Retreat
Modules: DD5E SRD Data and PHB and Eberron
Description says 10 minutes.
Spell effect is set for 10 rounds.
Duration should be changed to 10 Min

Zacchaeus
June 11th, 2020, 10:04
Spell: Expeditious Retreat
Modules: DD5E SRD Data and PHB and Eberron
Description says 10 minutes.
Spell effect is set for 10 rounds.
Duration should be changed to 10 Min

Yes, there seems to be an issue with the duration of spells at the moment. It's not just limited to this spell but many others as well.

ThingsCouldGetDicey
June 11th, 2020, 16:55
hey there are no stats or abilities or mythic actions programed into the mythic creatures on the theros module. all three are blank characters with no art.

ThingsCouldGetDicey
June 11th, 2020, 17:02
correction the module when clicking under the art work in the book is linking to creating a new npc because i can find the npc under the npc list but when im on the module it links to a new npc.

sciencephile
June 11th, 2020, 17:45
Thanks for reporting. This was reported previously and has already been fixed and is awaiting release to the LIVE system, which will be this Tuesday.

jrpettit
June 11th, 2020, 17:50
5E Encounter Builder - when increasing creature counts and "recalculating" the builder doesn't take into account the multiplier per the DMG, p. 82

LordEntrails
June 11th, 2020, 18:17
5E Encounter Builder - when increasing creature counts and "recalculating" the builder doesn't take into account the multiplier per the DMG, p. 82
DMG pg 82 is used for calculating encounter difficulty, not for awarding experience points. FG lists the XP that will be awarded, not that which is to be used for calculating encounter difficulty.

Note, at one point I believe someone wrote an extension to calculate XP for encounter difficulty, but not sure where it is now.

Zacchaeus
June 11th, 2020, 19:35
5E Encounter Builder - when increasing creature counts and "recalculating" the builder doesn't take into account the multiplier per the DMG, p. 82

As LE says Fantasy Grounds doesn't calculate the encounter difficulty. This extension does however https://www.fantasygrounds.com/forums/showthread.php?43977-5E-Encounter-Calc-(updated)

Rillithis
June 12th, 2020, 13:16
Small issue... in FGU with respect to DotMM maps in the Images and Maps Window, the following maps are only under the Group "D&D Dungeon of the Mad Mage" rather than the Group "Maps - D&D Dungeon of the Mad Mage" where all the other maps can be found:
Level-4-Players
Level-6-Players
Level-8-Players
Level-9-Players
Level-10-Players
Level-11-Players
Thanks.

Zacchaeus
June 12th, 2020, 15:35
I'm not seeing this. There isn't a group called D&D Dungeon of the Mad Mage only Maps - D&D Dungeon of the Mad Mage and all the maps are in that group.

Paperclipkiller
June 13th, 2020, 19:44
Thanks Ibhuk. Apparently I broke one thing when I fixed another. If you don't mind performing the work-around of clicking on the the NPCs from within the NPCs button this week, I have figured out how to fix this and keep the other fix I was attempting to implement. The fixed version will be in the LIVE system this upcoming Tuesday.

This is an addition to that, but the Nyxborn Lynx that is in the magic item "Ephixis, Bow of Nylea" is also broken. This is in the item itself and in the reference manual where it is listed.


I also noticed the Nyxborn Lynx in the NPC automatically has the Magic Resistance trait. That is the default, but having "Nyxborn Statistics" from the Nyxborn Creatures section in the reference manual added to the Nyxborn Lynx "Other" tab on its sheet would be helpful. That way DMs/Players have an easy reference for if they want to change that trait as that is listed as an option.

Paperclipkiller
June 13th, 2020, 19:50
Mythic Odysseys of Theros

This is just a consistency thing more then anything. The Theran Medusa has their Multiattack listed below their Constrict. I believe every creature has their Multiattack listed at the top. Not a bug, just a super minor thing that can be ignored really. Just bringing it up so that I know I at least brought it up.

sciencephile
June 13th, 2020, 19:52
The npc link for the bow was fixed in the same release that will come out Tuesday. As far as the other stuff, I'll take note and address when I update that file again in the future.

ElectricalChaos
June 14th, 2020, 10:08
5E Language Fonts (FR) extension looks like it needs a small tweak:

Runtime Notice: Reloading ruleset
Ruleset Warning: Font (): Windows replaced specified font face (DnD Thorass) with (Arial)
Runtime Notice: s'Adding new Golarion based languages...'

Poked around in the 5E-addons.dat, and it's there in the fonts folder (5E_Language_Fonts_FR_Wizards\graphics\fonts\DnD Thorass.ttf). With all the files being password protected I couldn't snoop any further into the extension XML to see what was causing this little snafu.

Zacchaeus
June 14th, 2020, 10:39
I'll mention this to the developers. Thanks for reporting.

Moon Wizard
June 14th, 2020, 19:59
Unfortunately, the original Windows API has a very "loose" font system. You basically load up your desired font which gets loaded with all the other fonts, make a request for a specific type/name of font, and the Windows API gives you what IT wants to give you. Usually, this means that the Windows API didn't like something in the font. Not sure we can "fix" it, since the font came from Wizards. I'll poke around, but we might just have to disable.

Regards,
JPG

Moon Wizard
June 15th, 2020, 01:05
Luckily, it looks like it was a name difference, and I was able to fix. This is staged in the Test channel with other updates for the next release.

Regards,
JPG

Ecks
June 15th, 2020, 04:59
Tomb of Annihilation:

On the Treasure Drops table, the row for result 57-58 is missing. It should be "An empty corked vial made from an aarakocra's engraved wing bone (5 gp)"
Typo: Reference Manual > Chapter 2 > Land of Chult > DISEASES: In the "A Cure for Dead Characters" box, in "For more information on the socalled witch" there is a missing space between "so called." Also in Story: 02.02.00 Diseases.

Zacchaeus
June 15th, 2020, 09:56
Thanks, Ecks. Noted

Dire Weasel
June 17th, 2020, 22:25
36940

Reposting for visibility.

The Barbarian in the 5E SRD has the same issue.

In the 1st level list, there should be a comma between Rage Unarmored Defense.

Dire Weasel
June 17th, 2020, 22:32
In the Lost Mine of Phandelver encounter Redbrand Hideout: P2-07.10. Common Room

The Redbrunk Ruffian (Drunk) NPCs do not have the effect "Intoxicated" (or "Poisoned") automatically applied.

Zacchaeus
June 17th, 2020, 23:04
In the Lost Mine of Phandelver encounter Redbrand Hideout: P2-07.10. Common Room

The Redbrunk Ruffian (Drunk) NPCs do not have the effect "Intoxicated" (or "Poisoned") automatically applied.
This is because you cannot automatically apply a condition to an NPC. I am not on my computer but I believe I included text which will create the effect but the DM needs to apply it to the NPC once they are on the combat tracker.

Zacchaeus
June 17th, 2020, 23:05
36940

Reposting for visibility.

The Barbarian in the 5E SRD has the same issue.

In the 1st level list, there should be a comma between Rage Unarmored Defense.
Noted

Dire Weasel
June 17th, 2020, 23:34
This is because you cannot automatically apply a condition to an NPC.

Ah, that makes sense.


I am not on my computer but I believe I included text which will create the effect but the DM needs to apply it to the NPC once they are on the combat tracker.

I just checked, and there is indeed a hidden link that you can use to apply the condition.

36942

MeAndUnique
June 18th, 2020, 22:57
Overlapping Formatted Text
Formatted text that contains multiple lines that are partially bold and partially standard text will frequently have issues with overlap. The overlap does not occur 100% of the time, and it does not always occur for the same text when it does happen. The screenshot below is from the Reference Manual of the Player's Handbook, which is the only loaded module in a freshly created campaign. The Elf page fairly consistently produces this bug.

LordEntrails
June 19th, 2020, 03:44
Overlapping Formatted Text
Formatted text that contains multiple lines that are partially bold and partially standard text will frequently have issues with overlap. The overlap does not occur 100% of the time, and it does not always occur for the same text when it does happen. The screenshot below is from the Reference Manual of the Player's Handbook, which is the only loaded module in a freshly created campaign. The Elf page fairly consistently produces this bug.
I believe this is in Unity? It's been reported by a few folks over in that forum so I think it's the same thing. But let us know if not.

MeAndUnique
June 19th, 2020, 03:56
I believe this is in Unity? It's been reported by a few folks over in that forum so I think it's the same thing. But let us know if not.

Yes, this is in Unity, sorry I completely spaced on including that. Also, apparently I'm blind, I thought I had looked for the bug already being reported.

LordEntrails
June 19th, 2020, 04:38
Yes, this is in Unity, sorry I completely spaced on including that. Also, apparently I'm blind, I thought I had looked for the bug already being reported.
Not a problem :)

This is the thread I believe; https://www.fantasygrounds.com/forums/showthread.php?59005-Garbled-Text

ElectricalChaos
June 19th, 2020, 23:25
Guildmasters Guide to Ravnica - City of Guilds page, the entry for the Simic Combine has been merged into the entry for the Selesnya Conclave.

Paperclipkiller
June 20th, 2020, 20:23
Princes of the Apocalypse

The following spells don't have the "At Higher Levels" part of their spell description bolded.

Absorb Elements, Aganazzar's Scorcher, Bones of the Earth, Catapult, Dust Devil, Earth Tremor, Elemental Bane, Erupting Earth, Flame Arrows, Ice Knife, Melf's Minute Meteors, Snilloc's Snowball Swarm, Storm Sphere, and Vitriolic Sphere.


Control Winds doesn't have the "Downdraft." or "Updraft." bolded at the beginning of their paragraphs.

Gust doesn't have the last three paragraphs in bullet point style. Xanathars Guide has it the bullet point style which is also how it is written in the physical book for comparison.

Magic Stone has the wrong wording for the last paragraph from the 2017 errata. It should say “If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.”

Mold Earth is missing the bullet point style on it's second, third and fourth paragraphs like how it was done in Xanathars/physical copy.

Pyrotechnics, the first paragraph is missing the "when you do so." after it says smoke at the end. It also doesn't have "Fireworks." or "Smoke." bolded at the beginning of their paragraphs.

Shape Water, first paragraph shouldn't be bullet pointed.

Transmute Rock,"Transmute Rock to Mud." and "Transmute Mud to Rock." should be bolded.

There are a few spells missing from the book that are listed in the Genasi race. They are Levitate, Pass without a Trace, Produce Flame, Burning Hands, and Create or Destroy Water. I only mention these since future books have added spells into books when they are listed as part of the race.

In the Fire Genasi subrace, the "Produce Flame" link is just called "Flame". It is also only called "flame" in the paragraph instead of "produce flame"


Xanathar's Guide to Everything

The spell Transmute Rock, the first paragraph has the lines spaced out between them vertically.

Zacchaeus
June 20th, 2020, 21:02
Thanks PCK; I'll get those fixed.

On the question of adding spells that a race uses; the general rule is to provide links to the spells as is done on PoTA. I'm not sure that we can include the actual spells in the modules, unless of course the spell only appears in the module and isn't found in the PHB.

Paperclipkiller
June 20th, 2020, 21:18
I realized between then and now those are in the SRD anyway and they can just load that easily. The PHB restriction also makes sense yea. I should have just thought on that a bit more rather then being on auto-pilot.

On a similar note for the PoTA module, this isn't a bug but a missing feature with a question. Should the Spells and the Genasi race be in their own "Players Version" of the module? As it is right now, players can't choose those options without the DM allowing them to look at the entirety of the adventure module. It's an older module so it makes sense it didn't get the treatment later modules got. Same with Hoard of the Dragon Queen with it's Background Templates being rolled into the DM version. If I had to guess, "Player Version" of modules started with Curse of Strahd since every module from then on has that if there are player options.

Zacchaeus
June 20th, 2020, 21:41
PoTA does indeed have a players module - which came free with the module (and available as a separate purchase). It's called Elemental Evil Players Companion. (And just looking at it, the same problems exist in it with the spells as noted above - so I'll fix those too).


I can't remember when Players modules first appeared but I think I did the CoS one well after the event. The first one was probably Volo.

Paperclipkiller
June 20th, 2020, 21:51
Elemental Evil Players Companion

I didn't even notice the EEPC was included free with the module, my mistake!


Which led to me finding a super super minor one in EEPC. In the Fire Genasi "Reach to the Blaze" trait, it says "produce flame" in the paragraph but the "produce" part is not italicized.


Additionally, the feat "Svirfneblin Magic" has Blindess and Deafness as separate spells listed. It is a single spell called "Blindness/Deafness". It also doesn't have the spell "nondetection" under its list, and the spell is not italicized in the paragraph either. The "Intelligence is your...." part is separate from the paragraph as well when it should be part of the paragraph.

Mordenkainen's Tome of Foes

The spells Nondetection, Blindness/deafness, Blur and Disguise Self are not italicized in the paragraph of the feat "Svirfneblin Magic". Super super minor one.

Sword Coast Adventurers Guide

The feat Svirfneblin Magic says "Benefit:" at the beginning of the first paragraph. That isn't there in the physical book, or in other versions of the feat.

Zacchaeus
June 20th, 2020, 22:10
Yes, I noticed a couple of these whilst correcting the spells so I already fixed them. I’ve noted the others for something to do before morning coffee tomorrow ��

sstarsslayer
June 23rd, 2020, 03:55
Module: Curse of Strahd
Quest: Rid the Winery of Evil
Wrong text: "... attacked the winery, dring him and his family out. ..."
Corrected text: "... attacked the winery, driving him and his family out. ..."

Zacchaeus
June 23rd, 2020, 11:52
Thanks and noted.

EisenF
June 27th, 2020, 22:29
Module: Guildmasters' Guide to Ravnica
Race: Simic Hybrid
Racial Bonus giving one extra ability point.

Supposed to be +2CON +1 any other, during character creation two selections are given one after the other, one for a subrace choice (which increases the ability score chosen) and another for a choice of ability score increase again.
Result is an extra +1 in any ability score.

Zacchaeus
June 27th, 2020, 22:52
Ok, I see what's happened here. When this module was done FG wouldn't recognise the wording and so a set of faux subraces were created in order to get the point for any one acore. However FG now does recognise this wording and the need for the sub races is no longer required. I'll add that to my fix list.

cevikd
June 29th, 2020, 16:41
Module: Storm Kings Thunder
Chapters: 12 and Adventure Conclusion (at least, there may be more places)

In FGU there are invalid characters throughout the last couple of pages of Storm King's Thunder. Looks like they are meant to be " and ' marks: 37261

(I apologize if I've posted this before, couldn't remember).

Noelus
June 29th, 2020, 16:44
Hi, this may already have been addressed but on performing a forum search I couldn't find any relevant reference so I'm posting here. If a player or DM adds a spell effect to a character on CT with a duration in hours or days it sets the duration incorrectly to 0. If I edit the spell (in this example barkskin) so the duration is in minutes or rounds it displays correctly, in the case of minutes showing 600 rounds if set to 60 mins. I am using FGU up to date.

Zacchaeus
June 29th, 2020, 17:59
Hi, this may already have been addressed but on performing a forum search I couldn't find any relevant reference so I'm posting here. If a player or DM adds a spell effect to a character on CT with a duration in hours or days it sets the duration incorrectly to 0. If I edit the spell (in this example barkskin) so the duration is in minutes or rounds it displays correctly, in the case of minutes showing 600 rounds if set to 60 mins. I am using FGU up to date.

Yes, that's correct. The CT will only accept a duration of rounds or minutes. If you want to record a countdown for something other than that convert the duration to minutes.

Zacchaeus
June 29th, 2020, 18:00
Module: Storm Kings Thunder
Chapters: 12 and Adventure Conclusion (at least, there may be more places)

In FGU there are invalid characters throughout the last couple of pages of Storm King's Thunder. Looks like they are meant to be " and ' marks: 37261

(I apologize if I've posted this before, couldn't remember).

Yes, I'm pretty sure you have. I think it's a font issue which still has to be resolved.

sstarsslayer
June 30th, 2020, 01:59
Module: Out of the Abyss
Grouping label: Out of the Abyss - NPCs
NPC record: Jimjar
Field: Languages
Wrong text: "Gnomish, Terran, Undercommon"
Corrected text: "Common, Gnomish, Terran, Undercommon"
The Story record 01.03.00 states "Of all the prisoners, only Eldeth and Jimjar speak fluent Common."
The NPC record should reflect that.

sstarsslayer
June 30th, 2020, 02:41
Yes, I'm pretty sure you have. I think it's a font issue which still has to be resolved.

It's not really a font issue. It's the change in character encoding between FGC and FGU.
I made a program to correct all my modules except for the encrypted ones like this. I had assumed Smiteworks made their own program for the same purpose.

eg, If you were to manually edit the xml and change:

"Hekaton thinks that& #146;s a good idea"
into:

"Hekaton thinks that's a good idea"

It will then show correctly, even in FGU. I made a thread about this in the past but perhaps I need to make another now that I have more info.
You can also make the change from within FGC. You have to type ' instead of ’ and it will work in both FGU & FGC.

*edit, the forum didn't show my xml right. Trying again.

Zacchaeus
June 30th, 2020, 09:22
Module: Out of the Abyss
Grouping label: Out of the Abyss - NPCs
NPC record: Jimjar
Field: Languages
Wrong text: "Gnomish, Terran, Undercommon"
Corrected text: "Common, Gnomish, Terran, Undercommon"
The Story record 01.03.00 states "Of all the prisoners, only Eldeth and Jimjar speak fluent Common."
The NPC record should reflect that.

Noted

Zacchaeus
June 30th, 2020, 09:25
It's not really a font issue. It's the change in character encoding between FGC and FGU.
I made a program to correct all my modules except for the encrypted ones like this. I had assumed Smiteworks made their own program for the same purpose.

eg, If you were to manually edit the xml and change:

into:


It will then show correctly, even in FGU. I made a thread about this in the past but perhaps I need to make another now that I have more info.
You can also make the change from within FGC. You have to type ' instead of ’ and it will work in both FGU & FGC.

*edit, the forum didn't show my xml right. Trying again.

Thanks I'll have a look at that. SKT was built in FG rather than parse so it's a bit trickier editing stuff in the xml.