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sstarsslayer
June 30th, 2020, 20:53
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.

Searching the xml for all the instances of #146; (preceded by an ampersand) might be the easiest way to find all of them in one go.
Technically every entry from #128; all the way to #159; is also wrong for FGU but almost all of them are going to be 146.

minclark
July 1st, 2020, 17:33
In the Guildmasters guide to ravnica

Under
Minotaur traits

no speed is listed so they show up as speed 0 when you put them in the character wizard in fantasy grounds unity.

Help my other PC's stop carrying him around and put a speed in on him thanks!

Zacchaeus
July 1st, 2020, 17:42
In the Guildmasters guide to ravnica

Under
Minotaur traits

no speed is listed so they show up as speed 0 when you put them in the character wizard in fantasy grounds unity.

Help my other PC's stop carrying him around and put a speed in on him thanks!

I fixed this about 4 months ago, but I see that the module may not have been updated properly in the patch system. I'll get someone to sort that.

Sage of Souls
July 3rd, 2020, 04:09
When playing in some sessions, I get a bug where my players are targeting an enemy and then suddenly attack and damage rolls no longer act like they're targeting that enemy. Hovering over their icon still shows the white arrow that signifies that they're targeting that enemy, but the rolls don't automatically apply against the enemy target. I have no idea what causes this and I've had this issue reoccurring for over a year now.

Moon Wizard
July 3rd, 2020, 04:52
I assume that this is in FGC, since FGU hasn't been available for over a year. It's going to be really hard to track down without a scenario to recreate; so any details you or players can remember when it happens would be useful.

Do you know how the players are targeting? (Drag and drop onto token, Targeting via arrows then double-clicking, Rolling and dropping chat result on token)

Also, once it happens, if you can immediately type /save on the GM client, and make a copy of the campaign. Then, you can send to us with the specific player, PC and target affected.

Regards,
JPG

Sage of Souls
July 3rd, 2020, 05:13
I assume that this is in FGC, since FGU hasn't been available for over a year. It's going to be really hard to track down without a scenario to recreate; so any details you or players can remember when it happens would be useful.

Do you know how the players are targeting? (Drag and drop onto token, Targeting via arrows then double-clicking, Rolling and dropping chat result on token)

Also, once it happens, if you can immediately type /save on the GM client, and make a copy of the campaign. Then, you can send to us with the specific player, PC and target affected.

Regards,
JPG

Yes, sorry, it's FGC. And they use Ctrl + Left Click to target. Other than that, I have no idea what causes it. It's not consistent. I'll see what I can do to get you a copy of the campaign when it happens.

LordEntrails
July 3rd, 2020, 06:40
Someone clicking the targeting reticle on the modifier box?

Sage of Souls
July 3rd, 2020, 14:14
Someone clicking the targeting reticle on the modifier box?

No, they Ctrl + Left Click their target's icon on a map image.

Paperclipkiller
July 3rd, 2020, 16:27
Dungeon Masters Guide

The Moonblade item, one of its random properties references calling forth an "Elfshadow" which is a Shadow NPC with modified traits. It even links to the Shadow stat block. Creating an "Elfshadow" stat block in the DMG with the modified traits would be more in line with how creatures with modified stat blocks are separated nowadays in modules.

Paperclipkiller
July 4th, 2020, 02:03
Alright I have got a lot of super basic, no one would really notice if these were fixed ones.

The following magic items have words that aren't italicized that should be. They could be the item itself, other magic items or spells. I will be listing them as "Item: words that should be italicized".

Dungeon Masters Guide

Arrow of Slaying: "arrows of dragon slaying", "arrows of blue dragon slaying", "bolts of slaying" (on a related note, there are not any "bolts of slaying" in the module. I dunno if you wanted to make them or not so just mentioning here just in case.)
Bag of Devouring: "Bag of Holding"
Bag of Holding "Bag of Holding", "Heward's handy haversack" and "portable hole"
Bag of Tricks (all versions): "Monster Manual"
Bead of Force: "beads of force"
Belt of Giant Strength: "belt of stone giant strength", "belt of frost giant strength"
Candle of Invocation: "detect evil and good"
Carpet of Flying: Carpet of Flying
Crystal Ball (as well as its Legendary variations): Crystal Ball
Crystal Ball of Mind Reading: "detect thoughts" (the second time it says it, the first time is already italicized), "scrying"
Crystal Ball of Telepathy: "suggestion" (2nd and 3rd time it is said), "scrying"
Daern's Instant Fortress: "chime of opening, "knock", "wish"
Deck of Illusions: "Monster Manual"
Deck of Many Things: "wish"
Driftglobe: "daylight" (the 2nd time it was said was missed)
Dust of Sneezing and Choking: "dust of disappearance"
Efreeti Bottle: "Monster Manual"
Figurine of Wondrous Power (all of them): "Monster Manual"
Figurine of Wondrous Power (Ivory Goats): "goat of terror"
Folding Boat: "folding boat"
Hammer of Thunderbolts: "belt of giant strength", "gauntlets of ogre power"
Helm of Telepathy: "detect thoughts, "suggestion" (2nd time for both of those)
Horn of Valhalla (all versions): "Monster Manual", "horn of Valhalla"
Instrument of the Bards (all versions): "instrument of the bards"
Ioun Stone (all versions): "Ioun stone"
Iron Flask: "identify"
Manual of Golems: "manual of golems", "Monster Manual"
Necklace of Adaptation: "cloudkill", "stinking cloud"
Necklace of Fireballs: "fireball"
Pipe of the Sewers: "Monster Manual"
Portable Hole: "portable hole", "bag of holding, "Heward's handy haversack"
Potion of Longevity: "potion of longevity"
Potion of Poison: "potion of healing", "identify"
Quaal's Feather Token: "Monster Manual"
Ring of Telekinesis: "telekinesis"
Robe of Eyes: "light" "daylight"
Robe of Stars: "magic missile"
Robe of the Archmagi: "robe of the archmagi"
Sending Stones: "Sending stones", "sending"
Sovereign Glue: "oil of slipperiness", "universal solvent", "wish"
Sphere of Annihilation: "sphere of annihilation", "gate", "portable hole"
Staff of the Python: "Monster Manual"
Staff of the Woodlands: "detect magic"
Talisman of the Sphere: "sphere of annihilation"
Tome of the Stilled Tongue: "tome of the stilled tongue"
Universal Solvent: "sovereign glue"
Wand of Fear: "command"
Wand of Magic Missiles: "magic missile"
Well of Many Worlds: "well of many worlds"

Blackrazor: "Blackrazor", "wish"
Moonblade: "moonblade"
Wave: "Wave", "trident of fish command", "weapon of warning", "cube of force"
Whelm: "Whelm", "detect evil and good", "locate object"

Axe of the Dwarvish Lords: "Brutal Pick", "Earthheart Forge", "Anvil of Songs", "Shaping Hammer", "Axe of the Dwarvish Lords", "belt of dwarvenkind", "dwarven thrower", "sword of sharpness", "teleport", "greater restoration", "remove curse"
Book of Exalted Deeds: "Book of Exalted Deeds"
Book of Vile Darkness: "Book of Vile Darkness", "dominate monster"
Eye and Hand of Vecna: "Eye of Vecna", "Hand of Vecna", "ring of X-ray vision", "clairvoyance", "crown of madness", "disintegrate", "dominate monster", "eyebite", "finger of death", "sleep", "slow", "teleport", "suggestion", "wish", "Sword of Kas"
Orb of Dragonkind: "Orbs of Dragonkind", "Dragon Orbs", "suggestion", "detect magic", "disintegrate"
Sword of Kas: "Sword of Kas", "dominate monster", "Eye and Hand of Vecna", "Eye of Vecna", "Hand of Vecna", "wish"
Wand of Orcus: "Wand of Orcus", "animate dead", "blight", "circle of death", "finger of death", "power word kill", "speak with dead", "Monster Manual"





Unrelated to the magic item description italicized stuff above, I have a few more things

Dungeon Masters Guide

There is a magic item called "Belt of Frost (or stone) Giant Strength". There is already a separate item for Frost and Stone versions. So this one can be removed.

The Crystal Ball magic item legendary variations (Mind Reading, Telepathy, and True Seeing) do not have the base version of what the Crystal Ball can do. They only have the additional properties listed.

In the "Bag of Beans Effect" table which is linked in the magic item Bag of Beans: "treant", "shriekers", "bulette", "mummy lord" are all not bolded. "Monster Manual" is also not italicized in this table. Should the monsters also have links to the creatures?

In the table "Efreeti Bottle" which is linked in the Efreeti Bottle magic item, "wish" isn't italicized

Avatar of Death NPC, the hit points are labeled as (1d6) when it should be (half the hit point maximum of its summoner).

The "Manual of Golems" magic item specifically mentions how the Clay, Flesh, Iron and Stone versions of the book are separate versions. They are all combined into 1 book in the module. This is referenced in the line "The DM choooses the type or determines it randomly." There should be a version for each version, like how there are for various versions of other items. Additionally, the section "Once you finish creating a golem..." is the beginning of a new paragraph in the item and right now it is combined with the previous paragraph. I mention this because other items have there separate variations like the Belts of Giant Strength or the Rings of Elemental Command.

"Necklace of Prayer Beads" table linked in the "Necklace of Prayer Beads" magic item, all the spells listed in that table aren't italicized.

Similar to the Manual of Golems above, the Feather Tokens listed in the "Quaal's Feather Token" magic item are all in the same magic item.

Robe of Eyes, the last paragraph starts with "A light spell cast on..." and right now it is combined with the previous paragraph.

Robe of Useful items table, linked in the magic item "Robe of Useful Items", the words "riding horse" and "mastiffs" should be bolded. Additionally, "Monster Manual", "potions of healing", and "spell scroll". Should the monsters and potion of healing have links to the creatures/item?

Rod of Lordly Might, all versions, "button 1/2/3/4/5/6" all should to be bolded. Additionally, you have a "Rod of Lordly Might" for Longswords when it specifies it can be any sword, so Greatsword, Rapier, Shortsword, and Scimitar versions are missing. I will concede that it was done for the benefit of the DM and isn't needed to, but then there should be a base version of "Rod of Lordly Might" without the version in the name. It should also link to either the "Flame Tongue" template or one of the weapons that are a Flame Tongue. This is because the sword version of it functions as a Flame Tongue. Other magical items like Wave link to the items they emulate. Unless Wave had them linked accidentally.

The magic item "Sphere of Annihilation" is missing the table listed in the physical book.

The magic item "Sun Blade", at the end of the first paragraph there is an additional space after "sun blade" and the period.

The magic item "Wand of Polymorph", the line "On a 1..." is part of the previous paragraph but it is separated in the module.

In the Wand of Wonder table, linked in the magic item "Wand of Wonder", the following words are not italicized: "slow", "faerie fire", "gust of wind", "detect thoughts", "stinking cloud", "Monster Manual", "lightning bolt", "enlarge/reduce", "darkness", "fireball", "invisibility", and "greater restoration".

Additionally in the same table it links to the table "Wonder of Wonder Summoned Animal". That should say "Wand of Wonder Summoned Animal". Also each animal here should be bolded.

In the magic item "Blackrazor", the paragraphs "When it devours a soul..." and "As long as these..." should be the same paragraph. Additionally the paragraphs "If you hit an undead..." and "If this necrotic..." should be combined paragraphs. The sentence "Blackrazor is meant..." should be part of the previous paragraph.

The table Moonblade Properties, linked in the magic item Moonblade, should have the following words italicized: "moonblade", "defender", "ring of spell storing", "Monster Manual". Additionally "shadow" should be bolded.

The Magic Item "Axe of the Dwarvish Lords", it doesnt have the "belt of dwarvenkind", "dwarven thrower" or "sword of sharpness" linked in its description. It should so that a player knows what it can do. Additionally, "Blessings of Moradin" should be bolded.

The Magic Item "Eye and Hand of Vecna" should have 2 additional Magic items just called "Eye of Vecna" and "Hand of Vecna" since they specifically mention being able to find them separately. Each of those have different things they can do separately as well. It should also link to "ring of X-ray vision" as you can copy the effects of it. They should also link to every spell listed in the item description.

The Magic Item "Orb of Dragonkind", the spell "Detect Magic" isn't linked in it when you can cast it at will.




I only looked through the Dungeon Masters Guide today for the italicization stuff. Would you want me to list the other magic items missing italicizing in their description in other books?

Paperclipkiller
July 4th, 2020, 02:10
One I missed

Dungeon Masters Guide:

In every version of "Sword of Vengeance", so Greatsword of Vengeance or Rapier of Vengeance as examples, "banishment" needs to be italicized.

Zacchaeus
July 4th, 2020, 11:46
Alright I have got a lot of super basic, no one would really notice if these were fixed ones.

The following magic items have words that aren't italicized that should be. They could be the item itself, other magic items or spells. I will be listing them as "Item: words that should be italicized".

Thanks again for your sterling efforts.
The following is relevant:
I can't include formatted text in a table otherwise they will break. Any sentence that contains formatted text in a table will stop the text just before the formatting begins. Hence the reason why there is none in any table.
I've corrected all of the missing bold and italicised text otherwise.
I'm always reluctant to delete items from the DMG since the items can appear as links in adventure modules and so that would break things. So I'm leaving the belt of Giant strength in just in case. I've added in the various golem books (but left the original) and also added the hand and eye of Vecna. As far as the Rod of Lordly Might is concerned there are just so many possibilities here and I don't really want to add them all in. So I've left the original but I have added links into it for the various types of Flame Tongue, Battleaxe, +3 and Spear, +3. Had I been doing this from scratch I might have done it differently but again I don't really want to mess too much with magic items because of the impact this could have on a number of adventures.
I've updated any tables with links to the NPCs or items where appropriate





I only looked through the Dungeon Masters Guide today for the italicization stuff. Would you want me to list the other magic items missing italicizing in their description in other books?

It depends on whether the items are from the DMG or not. If they are then eventually those will get updated automatically with the DMG descriptions when the module is next updated - since the items get pulled from the DMG. If the items are unique to the modules then list away.

Paperclipkiller
July 4th, 2020, 16:43
Thanks again for your sterling efforts.
I'm always reluctant to delete items from the DMG since the items can appear as links in adventure modules and so that would break things. So I'm leaving the belt of Giant strength in just in case. I've added in the various golem books (but left the original) and also added the hand and eye of Vecna. As far as the Rod of Lordly Might is concerned there are just so many possibilities here and I don't really want to add them all in. So I've left the original but I have added links into it for the various types of Flame Tongue, Battleaxe, +3 and Spear, +3. Had I been doing this from scratch I might have done it differently but again I don't really want to mess too much with magic items because of the impact this could have on a number of adventures.

Just clarifying in case it got missed, was the "Quall's Feather Token" note missed in my list? I worded it a bit differently then the others without thinking and in the jumble of that whole list it would be easily missed. Just asking since all the items needing variations/an original you stated you did but not that one. Wanted to make sure it wasn't missed.

How it was worded: "Similar to the Manual of Golems above, the Feather Tokens listed in the "Quaal's Feather Token" magic item are all in the same magic item."



D&D 5e SRD Magic Items

Just took a quick glance at the SRD, seems like all the items I listed above have the same issue in their SRD variant. The italicized part, and the parts I listed on the bottom like the Rod of Lordly Might and the variations or the Manual of Golems. The "Quaal's Feather Token" one is just called "Feather Token" in the SRD. All the rest seemingly have the same name.

Additionally, if you have the D&D 5E SRD Magic Items module open, as well as "D&D Eberron Rising from the Last War" module open, the magic item "Feather Token" in the SRD gets overwritten by the Eberron version. I know you just stated you don't like removing items above. However thankfully I do believe WOTC would call it "Quaal's Feather Token" in any module so it wouldn't pull from the SRD anyway so you should be able to add something to make it differentiate itself easily from the Eberron version. Maybe just a (SRD) at the end of it? Very unfortunate they named 2 magic items the same thing.

Zacchaeus
July 4th, 2020, 17:29
Yes, I caught the Quaal's one and I updated it to add in the variants of that. And yes the SRD is likely the same since it's based on the same files. However that's one for the back burner at the moment. The names are expunged in the SRD (like Quaal, Mordenkainen, etc). I suppose eventually there's going to be overwrites given the number of modules out there now. Again name changes are problematic since that breaks links but I'll have a look and see what I can do about it.

AucaCoyan
July 5th, 2020, 14:11
Hi! I might discovered a typo/mistake in DotMM
Level 3, encounter 03.03 3. Grick Ambush
The text says 3 Gricks but in the encounter are just 2

Zacchaeus
July 5th, 2020, 14:18
Hi! I might discovered a typo/mistake in DotMM
Level 3, encounter 03.03 3. Grick Ambush
The text says 3 Gricks but in the encounter are just 2

I see three.

Ghoti
July 6th, 2020, 06:40
As shown by example in this post: https://www.fantasygrounds.com/forums/showthread.php?59715-Font-issue-discrepancy-between-Classic-and-Unity&p=524095&viewfull=1#post524095 (example images are from another module but the issue depicted is relevant in others)

The D&D Acquisitions Incorporated module (WOTC5EAI) is exhibiting the character-set issue with quotation marks and hyphens showing as the "unknown glyph" square symbol, mostly in story text but also in class descriptions etc.

Zacchaeus
July 6th, 2020, 08:53
As shown by example in this post: https://www.fantasygrounds.com/forums/showthread.php?59715-Font-issue-discrepancy-between-Classic-and-Unity&p=524095&viewfull=1#post524095 (example images are from another module but the issue depicted is relevant in others)

The D&D Acquisitions Incorporated module (WOTC5EAI) is exhibiting the character-set issue with quotation marks and hyphens showing as the "unknown glyph" square symbol, mostly in story text but also in class descriptions etc.

Thanks, I'll let the developer know.

rob2e
July 6th, 2020, 20:13
As shown by example in this post: https://www.fantasygrounds.com/forums/showthread.php?59715-Font-issue-discrepancy-between-Classic-and-Unity&p=524095&viewfull=1#post524095 (example images are from another module but the issue depicted is relevant in others)

The D&D Acquisitions Incorporated module (WOTC5EAI) is exhibiting the character-set issue with quotation marks and hyphens showing as the "unknown glyph" square symbol, mostly in story text but also in class descriptions etc.

This was fixed? Update FG and let me know if it's still a thing, and if so WHERE specifically can I view an example. Story entry number or something?

sstarsslayer
July 8th, 2020, 07:26
Module: Out of the Abyss
Group label: Out of the Abyss - Tables
Table record: 20 Indefinite Madness
Entry 71-80 text: “...and their agest are…”
Should say “...and their agents are…”
(Note that this same table is in DMG but without the typo)

Group label: OotA 01. Chapter 1: Prisoners of the Drow
Story Record: 01.03.06 Sarith Kzekarit
Broken link. Unlike in the other prisoner stories, the line in the middle of the page which says “NPC: Sarith Kzekarit” behaves as plain text instead of a link to the NPC record.

Group label: Out of the Abyss - NPCs
NPC record: “Sarith Kzekarit” has a typo in “chain shir t” in the armor field.

Module: D&D Sword Coast Adventurer’s Guide - Player’s
Group label: D&D Sword Coast Adventurer's Guide - Player's Guide
Class record: Monk
Section Header: The Monk
Typo in Level 10th Unarmored Movement box “+20 ft4:.”

Zacchaeus
July 8th, 2020, 08:56
Thanks, sstarsslayer; added to my list.

Paperclipkiller
July 10th, 2020, 01:15
Volos Guide to Monsters

Potentially missing gear if you'd count it as such. Under the Reference Manual, in Mind Flayers, and then in Mind Flayer Augmentations you can find 2 things that are said to be nonmagical gear in the first paragraph of that section. They are called the "Flensing Claws" and the "Survival Mantle". I can see not adding in the Flensing Claws as those are not something players could reasonably get, however the Survival Mantle they could definitely get and wear. Since the Survival Mantle can be taken on/off, it stands to reason a player could take them off of some Mind Flayer thralls.

Eberron Rising from the Last War

The items "Dragon's Blood" and "Dreamlily" are missing. They are found in the Reference Manual, Chapter 4, Crime in Sharn. There is a section called "Narcotics in Sharn".

Dungeon of the Mad Mage

In Story section "19.00 Caverns of Ooze" under Header "Space Orogs" they detail a nonmagical item called a "Tangler Grenade". This is not found in any item list.

deer_buster
July 10th, 2020, 03:35
Avernus, in the morgue, the Swarm of Skeletal Rats have a hitdice as 7d87 vs 7d8

Zacchaeus
July 10th, 2020, 09:53
Avernus, in the morgue, the Swarm of Skeletal Rats have a hitdice as 7d87 vs 7d8

That must have caused an interesting encounter :)

Thanks for the report

Zacchaeus
July 10th, 2020, 09:59
Volos Guide to Monsters

Potentially missing gear if you'd count it as such. Under the Reference Manual, in Mind Flayers, and then in Mind Flayer Augmentations you can find 2 things that are said to be nonmagical gear in the first paragraph of that section. They are called the "Flensing Claws" and the "Survival Mantle". I can see not adding in the Flensing Claws as those are not something players could reasonably get, however the Survival Mantle they could definitely get and wear. Since the Survival Mantle can be taken on/off, it stands to reason a player could take them off of some Mind Flayer thralls.

Eberron Rising from the Last War

The items "Dragon's Blood" and "Dreamlily" are missing. They are found in the Reference Manual, Chapter 4, Crime in Sharn. There is a section called "Narcotics in Sharn".

Dungeon of the Mad Mage

In Story section "19.00 Caverns of Ooze" under Header "Space Orogs" they detail a nonmagical item called a "Tangler Grenade". This is not found in any item list.

I agree; I'll add those in in due course

Minty23185Fresh
July 10th, 2020, 16:47
Hello Zacchaeus,
There is a minor inconsistency in the data for the Flind in Volo's Guide to Monsters.
One of it's Skills is listed as "Intimidate" instead of "Intimidation".
I'm not sure if Fantasy Grounds keys off of that Skill for any effect processing, but if it does this inconsistency might be an issue.
Thanks for all the work you do keeping these things up to date.

Zacchaeus
July 10th, 2020, 17:38
Hello Zacchaeus,
There is a minor inconsistency in the data for the Flind in Volo's Guide to Monsters.
One of it's Skills is listed as "Intimidate" instead of "Intimidation".
I'm not sure if Fantasy Grounds keys off of that Skill for any effect processing, but if it does this inconsistency might be an issue.
Thanks for all the work you do keeping these things up to date.

Indeed, It should be intimidation. Thanks for the report.

Minty23185Fresh
July 10th, 2020, 21:20
Hi again,
I'm sorry about this, you must hate me when I am testing my FFAL extension, prior to release.


Waterdeep Dragon Heist
Item: Dragonchess Set - Cost = 500 (there's no denomination, and I think that value is way high)
Item: Midnight Tears - Cost = 1500 (no denomination)
NPC: Carnie - Skills (has an errant comma in the field)


Dungeon of the Mad Mage
Item: Black Cape - Cost = 250 go (denomination is incorrect and I wonder about that cost, though maybe the silver clasp is $$$)
Item: Doctrine - Cost = 2500 (no denomination)
Item: Gold Horn - Cost = 2500 (no denomination)
Item: Golden Music Box - Cost = 2500 (no denomination)
Item: Miniature Beholder - Cost = 2500 (no denomination)
Item: Historic Gold Horn - Cost 7500 (no denomination)

Hoard of the Dragon Queen
NPC: Giant Centipede - Senses = "passive" (missing the word Perception and the value)

Rise of Tiamat
Item: Tiny Diamond - Cost = 100 (no denomination)
NPC: Neronvain - Saving Throws (are complete words instead of three letter abbreviations, e.g. Constitution instead of Con)
NPC: Tiamat (all of them) - Saving Throws (are complete words)
NPC: Severin - Saving Throws (are complete words)
NPC: Nycaloth - Skills (accidently contain the Damage Resistances)
NPC: Paper Whirlwind - Skills (accidently contain the Damage Resistances)
NPC: Ettercap - Skills (Survival has a space in the middle of it)


Princes of the Apocalypse
NPC: Lyzandra Calderos - (the Skills are in the Saving Throws field)

5e SRD Bestiary
NPC: Giant Centipede - Senses = "passive" (missing the word Perception and the value)

Zacchaeus
July 10th, 2020, 21:49
Thanks Minty; all added to my list.

bratch9
July 11th, 2020, 17:55
use of 'max' modifier, now returns incorrect value..

from the images you can see the dice rolled was a '1d8+4' with a result of '5+4=9' the result shown. ( Which is not the max, '8+4 = 12')

while the 'MAX' has been added this has caused the text line to show '1d8+1=9' because it tries to make the '9' from the maxed value of the 1d8... which is '8+1=9'.. had the dice rolled lower you can end up with '1d8-2 = 6' ( ie dice roll of 2.. )

This issue is cause by the change to 'coreRPG' a couple of days ago in the 'ActionsManager.total()' that now looks at 'v.value' instead of just adding up 'nTotal = nTotal + v.result' for the dice.

I've attached 'max.txt' which changes the 'ActionDamage.onDamageRoll' in the '5e' rule set to set the 'vDie.value = nResult;' along with the 'vDie.result = nResult;'

-pete

Moon Wizard
July 11th, 2020, 18:11
Just pushed a fix for the Max modifier issue. The GM will need to update to get the latest ruleset code.

Regards,
JPG

bratch9
July 11th, 2020, 18:27
Thanks, I did see the update happen... I've also made the matching change in my mod buy setting to 'nil' in the same way..

-pete

ScriedRaven
July 12th, 2020, 02:07
In the Ravnica book the Simic Hybrid uses subraces for the ability score increase, but it also prompts you to choose what ability to increase as well. So it ends up giving you an extra ability score increase

Zacchaeus
July 12th, 2020, 09:59
In the Ravnica book the Simic Hybrid uses subraces for the ability score increase, but it also prompts you to choose what ability to increase as well. So it ends up giving you an extra ability score increase

Indeed, it's already on my list. Thanks for reporting though.

sstarsslayer
July 20th, 2020, 21:47
Module: Out of the Abyss
Group label: Out of the Abyss - Mundane Items
Item record: Pound of Edible Fungus
Description: “A typical character requires two pounds of food…”
I see in the PHB it’s 1 pound and also in the DMG it’s 1 pound for medium creatures. As best as I can figure, this is a mistake?

Image record: Mantol-Derith Map
There’s a Mantol-Derith categorized as “Out of the Abyss - Maps” but then a duplicate categorized as “D&D Out of the Abyss”. (These are in addition to the Mantol-Derith DM map). It looks like it’s just a duplicate of the player map but without the pins?

Image records: Doppleganger & Doppelganger
Two different spellings but other than that these are duplicate records like the Mantol image. And the one that is spelled correctly is categorized wrongly as “D&D Out of the Abyss” instead of “Out of the Abyss - NPCs”. It and the duplicate Mantol are the only two records like that.

*edit , I had accidentally included a 3rd party module on this list. Removed.

Zacchaeus
July 21st, 2020, 09:57
Thanks, sstarsslayer.

I don't know where the two pounds a day comes from either - so I've changed it to one.

The doppleganger image should have been deleted since as you point out it was misspelled, but the image wasn't removed when the correctly spelled one was added. Not sure about the map one; it's actually a copy of the DM map but is clearly superfluous so I've removed it.

discgolferusa
July 22nd, 2020, 02:38
I'm getting an error after the update today with the OnInit call in the 5e library for ActionsManager.useFGUDiceValues(true); I get the following error.

Script Error: [string "scripts/manager_gamesystem.lua"]:41: attempt to call field 'useFGUDiceValues' (a nil value)

I assumed it was possibly extension related, and I only see it if I have TokenHelper and CombatEnhancer installed but can't figure out what in those extensions would be causing this particular line to error.

Is this call something newly released (because we played last night and this error wasn't there). I did do updates this morning and now it happens.

Again, sorry if you don't consider this a 5e bug, just trying to get direction on what may have changed that caused this to now write an error. It doesn't seem to be preventing anything from working (as far as I can tell from just testing it), just an annoyance more than anyting.

superteddy57
July 22nd, 2020, 04:32
Thank you for the report. Does the errors go away when those extensions are disabled? If so, please check each one individually and see if it's one or both extensions. Then report to the respective extension threads the issue you are facing. If they remain even with extensions removed than it's the ruleset code that needs to be investigated.

discgolferusa
July 22nd, 2020, 13:28
Thank you for the report. Does the errors go away when those extensions are disabled? If so, please check each one individually and see if it's one or both extensions. Then report to the respective extension threads the issue you are facing. If they remain even with extensions removed than it's the ruleset code that needs to be investigated.

Yeah it's only with the combat enhancer on it. Unfortunately there isn't anyone actively supporting it anymore so I'm trying to figure it out on my own.

Was more just wondering if that function is something new since I'm just now dipping my toes into extension coding.

superteddy57
July 22nd, 2020, 16:09
The issue is within the file listed in the error message. So it sounds like it's with the extension's version of the script file. You can start there and search for useFGUDiceValues and see how that works and what that entails. I don't have have that extension to look at the code firsthand, but that would be the first steps of investigating the issue.

LordEntrails
July 23rd, 2020, 05:44
Unearthered Arcana - Player
Spell - Summon Bestial Sprint has a link to 'NPC: Bestial Spirit' but the player version does not have that NPC, so the link opens a New Personality (npc) window. I believe the Bestial Spirit NPC from the GM version should be included in the player module.

EDIT:
Also, the Bestial Spirit NPC has trait confusion. It lists the trait Flyby, but it includes what should be traits for Pack Tactics as well.

Zacchaeus
July 23rd, 2020, 08:33
Noted, thanks for the report.

Majestik Moose
July 23rd, 2020, 21:07
I've noticed that the pins on the Castle Naerytar - Ground Level (Player) in HotDQ are in the wrong position and some are missing in comparison to the DM Map.

Zacchaeus
July 23rd, 2020, 21:55
I've noticed that the pins on the Castle Naerytar - Ground Level (Player) in HotDQ are in the wrong position and some are missing in comparison to the DM Map.

Several of the HotDQ maps were changed a wee while back. Right clicking over the map in the images list and select revert changes should fix your issue.

Majestik Moose
July 23rd, 2020, 22:32
Didn't help. I think they are just the wrong pins in the wrong places just for that specific map.

Zacchaeus
July 23rd, 2020, 22:33
Have you tried closing the module and reopening it?

Or tested in a new campaign?

Majestik Moose
July 23rd, 2020, 22:52
Loaded it up in a new campaign and they are still definitely in the wrong places.

Zacchaeus
July 23rd, 2020, 22:59
I’ll have a look tomorrow. Meantime try one last thing. Go into your vault folder and delete the file WOTC5EHOTQ.dat and then update FG.

Paperclipkiller
July 23rd, 2020, 23:58
Mythic Odysseys of Theros

The NPC "Returned Kakomantis", in the "Other" tab on its NPC stat sheet it has the Underworld Bolt attack. In the description of that attack, "Ranged Spell Attack" and "Hit" should be italicized.

The NPC "Arasta", in the "Other" tab on its NPC sheet the words "giant insect" should be italicized.

The NPCs "Arasta" and "Hythonia" have Lair Actions described in the book and in their "Other" tab on their NPC sheets. However the Lair Actions are not listed under their Lair Actions in the "Main" tab of their character sheets.


Explorers Guide to Wildemount

The NPC "Sea Fury" has Lair Actions listed in its "Other" tab, but they aren't listed under the Lair Actions section in the "Main" tab.


Out of the Abyss

This one I get not doing, just listing it just in case. Each of the Demon Lord NPCs don't have their Lair Actions listed in the "Main" tab, only the "Other" tab. However in the adventure none of them are in any of their Lairs, so no real point adding them I think? Mentioning just so you know in case you wanted to add them.

Paperclipkiller
July 24th, 2020, 00:29
Explorers Guide to Wildemount

This is a fuzzy one, but on page 154 of the book or in the Reference Manual, Chapter 3, "Blightshore (A-L)" in Fantasy grounds, they name a creature called "Oracs the Enduring" who is an "ancient black dracolich" that is chaotic evil and male. That can be made using the dracolich template and an ancient black dragon in the Monster Manual so I don't know if you would add it here to this book. Mentioning just in case since it is specifically bolded here in the book. If it wasn't bolded, I would not have mentioned it.

Zacchaeus
July 24th, 2020, 01:45
Out of the Abyss

This one I get not doing, just listing it just in case. Each of the Demon Lord NPCs don't have their Lair Actions listed in the "Main" tab, only the "Other" tab. However in the adventure none of them are in any of their Lairs, so no real point adding them I think? Mentioning just so you know in case you wanted to add them.
A happy coincidence I think. When OotA was done Lair actions only appeared in the other tab. Since then lair actions have been added to the actions tab but given that none of the NPCs are in their lairs as you say it probably is best to leave them be to avoid any unnecessary TPKs :)

Paperclipkiller
July 24th, 2020, 02:52
A happy coincidence I think. When OotA was done Lair actions only appeared in the other tab. Since then lair actions have been added to the actions tab but given that none of the NPCs are in their lairs as you say it probably is best to leave them be to avoid any unnecessary TPKs :)

Gotcha, glad that works out then. Follow up question due to the Lair Action things being added later, is there a way to add spells to the Lair Action section so that they would be added to the combat tracker with their spellcasting modifiers intact? As an example, the NPC Graz'zt in Mordenkainen's Tome of Foes. He has a Lair Action that lets him cast the spell Command on every creature in the lair. Should he have the spell laid out here with a DC manually put in so that the combat tracker picks it up? I ask since this spell can impose conditions to people. Another example would be Arasta in the latest Theros book. She can cast a spell that has the Concentration tag as a lair action. Should she have that listed somewhere on her sheet so that the automation picks it up? It's fine if we as DMs should have to manually add that, I am just curious.

Also I noticed all the Demon Lords and Archdevils in Mordenkainen's Tome of Foes do not have their Lair Actions listed in the "Other" tab.

Zacchaeus
July 24th, 2020, 03:10
I assume that in the cases you mention the spells aren’t listed elsewhere? If not the solution would be to create an innate Spellcasting ability in order that the spell can be added and automated.

I’m not at a computer to check but I assume the lair actions are on the main tab? Or are you saying they’re missing altogether?

Paperclipkiller
July 24th, 2020, 04:25
Yea, they end up only being listed in the Lair Actions and not anywhere else. Would you consider it as something to report?

They are on the Main tab thankfully. It's just odd that it's only the monsters in Mordenkainens that have Lair Actions not in the Other Tab.

Zacchaeus
July 24th, 2020, 09:57
I think it just seemed to me that it was superfluous having their Lair actions in the other tab. It was put their initially as I say because the action tab didn't have the capacity to add Lair Actions (or Legendary Actions) to it. However now that it does I'm not sure of the need to replicate the lair actions in the other tab (apart from the regional effects of course).

Zacchaeus
July 24th, 2020, 10:00
I've noticed that the pins on the Castle Naerytar - Ground Level (Player) in HotDQ are in the wrong position and some are missing in comparison to the DM Map.

Did you get this sorted? I've checked and the pins of that map are in the correct positions as far as I can see.

BrettM
July 25th, 2020, 14:07
In The Rise of Tiamat, the Dragonfang NPC has some of the "Dragon Fanatic" description spill over into the "Trait or Action Name" of the next entry. The following image compares Dragonfang with Dragonsoul (which has it set up correctly).

38039

Zacchaeus
July 25th, 2020, 21:50
In The Rise of Tiamat, the Dragonfang NPC has some of the "Dragon Fanatic" description spill over into the "Trait or Action Name" of the next entry. The following image compares Dragonfang with Dragonsoul (which has it set up correctly).

38039

Thanks for the report.

Alloy Gentleman
July 26th, 2020, 20:07
Noticed this happen a while ago, maybe something on my end, I'm not sure, but the portraits from Volo's Guide to Monsters are gone. I have tried updating, restoring the module(s) to their base, really everything I can think of.

Zacchaeus
July 26th, 2020, 22:22
Hi Alloy, welcome to FG.

The portraits for all DnD modules are included in the DND5E portrait bag. So if you want the Elf Archer from Volo then open the DnD5e bag then open the elf bag and the first one there is Archer_Elf_Female

dendarii
July 27th, 2020, 13:46
Items in DMG:

Mithral Chain Mail Armor, Mithral Plate Armor, Mithral Splint Armor

These all have strength requirements and the Chain Mail Armor also has a stealth disadvantage, despite the text for mithral stating that these do not apply.

minclark
July 27th, 2020, 15:00
Monks do not get their speed bonus applied in the sheet when reaching the appropriate levels

Unarmored Movement: "Starting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table."

level 2 +10
level 6 +15
level 10 +20
level 14 +25
level 18 +30

Zacchaeus
July 27th, 2020, 15:56
Items in DMG:

Mithral Chain Mail Armor, Mithral Plate Armor, Mithral Splint Armor

These all have strength requirements and the Chain Mail Armor also has a stealth disadvantage, despite the text for mithral stating that these do not apply.

Indeed, see here for the explanation and discussion https://www.fantasygrounds.com/forums/showthread.php?49201-5e-Bug-Reports-(Part-5)&p=469573&viewfull=1#post469573

Zacchaeus
July 27th, 2020, 15:57
Monks do not get their speed bonus applied in the sheet when reaching the appropriate levels

Unarmored Movement: "Starting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table."

level 2 +10
level 6 +15
level 10 +20
level 14 +25
level 18 +30

FG doesn't automate speed updates. You'll need to do this manually by clicking on the magnifying glass in the centre of the first tab of the character sheet and adjusting the speed there.

dendarii
July 27th, 2020, 17:12
Thanks. I have done so on the copy I made for my campaign.

In the DMG, the mithral items seem to have been edited to remove the stealth penalty but not the strength requirement. For example normal chain mail has requirement 13 STR and imposes disadvantage on stealth. In the DMG, the stealth disadvantage has been removed, but the strength requirement hasn't. I guess I just assumed that the DMG items would have been modified for both stealth and STR.

Zacchaeus
July 27th, 2020, 18:03
Thanks. I have done so on the copy I made for my campaign.

In the DMG, the mithral items seem to have been edited to remove the stealth penalty but not the strength requirement. For example normal chain mail has requirement 13 STR and imposes disadvantage on stealth. In the DMG, the stealth disadvantage has been removed, but the strength requirement hasn't. I guess I just assumed that the DMG items would have been modified for both stealth and STR.

Nope the DMG items have stealth disadvantage. Try equipping the armour and then look at the armour calculation on the first page of the character sheet. It's just not showing the disadvantage if you look at the item in the item list (for reasons which I can't remember). If you make a copy of the item you'll see all of the stats.

dendarii
July 28th, 2020, 21:26
Well, I'll be darned. Thanks!

astromath
July 29th, 2020, 03:02
Re: Innate Spellcasting

I just tried to create an NPC with the following line for Innate Spellcasting:
1/week: true resurrection

Problem: this does not show up under the Innate Spells section (I had to manually enter by dragging and dropping and adding 1/week). All the 1/day spells show up just fine without me doing anything.

P.S. This is an item from an official Adventurers League source (DDAL09-15 [you don't have this module for FG yet, so I'm creating it for my AL campaign], NPC is Dara).

sciencephile
July 29th, 2020, 03:58
Hi Astromath,

I am confused about what is being reported. Are you reporting this as a problem with the ruleset not doing 1/week innate spells correctly or is is a problem with the DDAL 09-15 module?

Thanks,
Danny

astromath
July 29th, 2020, 04:34
Problem with FG. It allows for automatic addition of innate spells of x/day, but not x/week (or x/month, etc.).

sciencephile
July 29th, 2020, 06:14
okay, thanks. I was asking because I developed all the DDAL season 9 modules (including 09-15) and wanted to make sure that you weren't reporting about a problem with the module. The funny thing is that if I would have checked I guess I would have known since 09-15 is not out yet but is in review.

astromath
July 29th, 2020, 06:34
I'm doing the module because I'll be running it in about 2 weeks. Watch out, though. There are typos here and there. I've got up to half of Part 1 done. I just have to develop the encounters.

Don't forget when you add the devils, to take out their optional summoning actions.

Ecks
July 29th, 2020, 16:56
Eberron: Rising from the Last War


Players Reference Manual -> Introduction -> Life in Khorvaire: In the Calendar section, there is a table with the months, names, and seasons. The next section "Currency" is moved into this green box instead of its own section.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=38154&stc=1&d=1596037948
Players Reference Manual -> Chapter 3 -> Wards of Sharn -> Getting Around: In the paragraph starting "For a speedier journey", there is a missing space in "Flight... cutting travel time down to onesixth of the walking pace"

Zacchaeus
July 29th, 2020, 17:35
Thanks Ecks

Moon Wizard
July 29th, 2020, 18:37
@astromath,

There aren't any Innate Spellcasting that used weekly limited spells in the original books; so this appears to be something fairly new. Thus, the 5E ruleset code that parses NPC spellcasting isn't built to parse weekly limited spells right now.

Regards,
JPG

deer_buster
July 29th, 2020, 20:26
Just curious, is there not a weapon proficiency check done to see if you should apply the proficiency bonus or not? Example, Mountain Dwarf Cleric wielding a Longsword should not apply Prof bonus, but it is applied automatically. I know it is fairly easy to work around by simply clicking on the star. Was just curious.

Zacchaeus
July 29th, 2020, 21:10
Just curious, is there not a weapon proficiency check done to see if you should apply the proficiency bonus or not? Example, Mountain Dwarf Cleric wielding a Longsword should not apply Prof bonus, but it is applied automatically. I know it is fairly easy to work around by simply clicking on the star. Was just curious.

FG assumes that you are proficient with any weapon or armour that you equip. If you aren't then you need to manually uncheck the proficiency start for the weapon or armour.

Kordin
July 31st, 2020, 23:20
I purchased Deep Magic from the FG store. I have not looked at every aspect of this module but I have noticed one area of concern. I do have the PHB loaded and all other core books. fyi.

Open Deep Magic. Open Classes. Open Cleric. Open Divine Domains. Open Time Domain. Scroll down to Feats. None of the feats have info in them. They are all blank. As you can see in the attached pic. Also, there are a few spells that when you open them, they say, DD5E SRD Data needs to be opened. But i do have the PHB open. see pic for which spells.

I do not know of other issues as i have only looked at the cleric so far. Actully, I just went and looked through a few more and most classes have the spells link say it needs the SRD open.
38234

Thanks.

Zacchaeus
July 31st, 2020, 23:26
I think I saw that reported elsewhere and the developer is aware.

Kordin
July 31st, 2020, 23:28
yes, i received an email from customer support asking me to post it here as well.

thank you

Minxdobby69
August 4th, 2020, 05:59
I purchased Deep Magic from the FG store. I have not looked at every aspect of this module but I have noticed one area of concern. I do have the PHB loaded and all other core books. fyi.

Open Deep Magic. Open Classes. Open Cleric. Open Divine Domains. Open Time Domain. Scroll down to Feats. None of the feats have info in them. They are all blank. As you can see in the attached pic. Also, there are a few spells that when you open them, they say, DD5E SRD Data needs to be opened. But i do have the PHB open. see pic for which spells.

I do not know of other issues as i have only looked at the cleric so far. Actully, I just went and looked through a few more and most classes have the spells link say it needs the SRD open.
38234

Thanks.

Hi, Kordin. I'm the Dev behind the creation of Deep Magic and I feel terrible that I missed entering the data into the Cleric class. I'll get that fixed ASAP. As far as the problems with the spells...you mentioned that you have the PHB and core books loaded but do you have the SRD books loaded? The SRD is required usage by third party publishers like Kobold Press, they can't use any of the official WOTC content in their products...hence the links to the SRD.
38329

Kordin
August 4th, 2020, 13:38
ahh that makes sense. thanks for the reply and update.

jerrodq2
August 6th, 2020, 15:56
Forgive me if I'm posting this in the wrong place, first time posting in these threads but I needed to post in the 5E bug reports. Started by emailing support but they couldn't help, I'm on a Mac with Fantasy Grounds Classic, Ultimate subscription. I recently purchased the Mini-Monthly dungeons #11 then #9, for both of them all maps and seemingly all images tied to those modules show as pure grey screen. For the maps, they're not masked, this is as is, I can still draw on the grey.

I tried loading another purchased module, Curse of strahd and everything loads from there just fine. It seems to just be these 2 modules, these are the first mini monthly dungeons I've purchased for context. Another thing that may help, I removed them from the vault folder of FG as specified by support to try & re-download them and I noticed both before & after the re-download, all other items in the vault show up in my mac as a terminal like icon with 'exec' on it, but these show up as white paper like icons, perhaps they are being read differently. Lastly, by going though the dungeons a bit, I still have access to the encounters & stat blocks, but doesn't seem like any images or maps. Any suggestions, don't have these issues with any other modules

LordEntrails
August 6th, 2020, 17:38
Welcome to the forums. Have you tried deleting the files from the vault and doing an Update? You can find the file names at the bottom of the product page in the FG Store.

Zacchaeus
August 6th, 2020, 18:22
Forgive me if I'm posting this in the wrong place, first time posting in these threads but I needed to post in the 5E bug reports. Started by emailing support but they couldn't help, I'm on a Mac with Fantasy Grounds Classic, Ultimate subscription. I recently purchased the Mini-Monthly dungeons #11 then #9, for both of them all maps and seemingly all images tied to those modules show as pure grey screen. For the maps, they're not masked, this is as is, I can still draw on the grey.

I tried loading another purchased module, Curse of strahd and everything loads from there just fine. It seems to just be these 2 modules, these are the first mini monthly dungeons I've purchased for context. Another thing that may help, I removed them from the vault folder of FG as specified by support to try & re-download them and I noticed both before & after the re-download, all other items in the vault show up in my mac as a terminal like icon with 'exec' on it, but these show up as white paper like icons, perhaps they are being read differently. Lastly, by going though the dungeons a bit, I still have access to the encounters & stat blocks, but doesn't seem like any images or maps. Any suggestions, don't have these issues with any other modules
You are quite right; I've just had a look at the MDM#9 module and all of the images are gray. I can't immediately see why that is so I'll need to get back to the developer for them to investigate.

jerrodq2
August 6th, 2020, 20:06
To LordEntrails, yes I did that with no success. Based on what Zacchaeus says above, it seems like it's not just my machine

jerrodq2
August 11th, 2020, 21:40
Any update on this? We were hoping to to one shots, one with 20 level characters for fun that wouldn't take much work on the DM's part, but that's pretty much dead in the water without maps.

Zacchaeus
August 11th, 2020, 21:50
Any update on this? We were hoping to to one shots, one with 20 level characters for fun that wouldn't take much work on the DM's part, but that's pretty much dead in the water without maps.

Sorry, not yet. It would seem from my investigations that the publisher used Unity to create the module and that means that the maps will not work in Classic. So I'm trying to determine if the modules should even be for sale as Classic module or not. But I'll let you know as soon as I get word.

Paperclipkiller
August 16th, 2020, 20:42
This will apply to a LOT of modules, any with a magic staff. I am just using the DMG to reference the rule.

In the DMG, Reference Manual, Chapter 7, in Magic Item Categories you can find the section on "Staffs." In that section it has the line "Unless a staff's description says otherwise, a staff can be used as a quarterstaff." Looking at most magic staffs, they aren't classified as weapons. Specifically like "Staff (Weapon)" like most other magic quarterstaffs.. They would in fact be a magic quarterstaff due to being a magic item as well.

Zacchaeus
August 16th, 2020, 23:16
An interesting point which begs the question why it is that only some of the staffs specify that they can be used as a weapon. This seems to suggest that if they don't specify that they can be used as a weapon that they are simply a spell focus. There seems to be a bit of contradiction there.

Paperclipkiller
August 16th, 2020, 23:51
An interesting point which begs the question why it is that only some of the staffs specify that they can be used as a weapon. This seems to suggest that if they don't specify that they can be used as a weapon that they are simply a spell focus. There seems to be a bit of contradiction there.

I noticed that as well and found it a bit odd. In fact I don't think there is any staff that says it can't be used as a quarterstaff. I do feel it might be important to label them as a weapon though, since there are spells that require a weapon to use. The one I am thinking of in particular is Steel Wind Strike. It's definitely weird they specify in the description of some that it can be used as a weapon. The only thing I can think of is that it was missed in the editing process that the line in the items description wasn't needed.

Conspiracy
August 16th, 2020, 23:54
The Quaggoth Wounded Fury trait doesn't add Advantage to attack rolls in effects. It does add the extra damage properly.

Zacchaeus
August 17th, 2020, 00:33
The Quaggoth Wounded Fury trait doesn't add Advantage to attack rolls in effects. It does add the extra damage properly.
There is no wording which would add advantage to attack rolls automatically so that’s not an effect which would be generated by the parser. It would need to be done manually.

Zacchaeus
August 17th, 2020, 00:37
I noticed that as well and found it a bit odd. In fact I don't think there is any staff that says it can't be used as a quarterstaff. I do feel it might be important to label them as a weapon though, since there are spells that require a weapon to use. The one I am thinking of in particular is Steel Wind Strike. It's definitely weird they specify in the description of some that it can be used as a weapon. The only thing I can think of is that it was missed in the editing process that the line in the items description wasn't needed.
Interesting as well that it has taken this long for anyone to notice. I don’t see any harm in designating them as weapons so I’ll update the DMG. That will probably sort most other modules as well once I reparse them for some other reason.

Marswipp
August 17th, 2020, 14:12
HP calculation may need to be examined. If retroactive HP gains are part of RAW, the HP from CON bonus per level will have to be separated into its own factor to enable dynamic calculation.

Currently, any PC who increases their CON bonus by one point be that via feat, magic item, or point in class progression will be missing their level in HP. There is no dynamic update for the new CON bonus.

Zacchaeus
August 17th, 2020, 14:27
HP calculation may need to be examined. If retroactive HP gains are part of RAW, the HP from CON bonus per level will have to be separated into its own factor to enable dynamic calculation.

Currently, any PC who increases their CON bonus by one point be that via feat, magic item, or point in class progression will be missing their level in HP. There is no dynamic update for the new CON bonus.

Any changes to hit points following a change in CON needs to be handled manually.

Paperclipkiller
August 18th, 2020, 01:35
Did a quick scan searching for the word "staff" in all the modules I own and these are the ones I got that need to be made into weapons.


Waterdeep Dragon Heist

Dragonstaff of Ahghairon


Explorers Guide to Wildemount

Staff of Dunamancy

Staff of the Ivory Claw


Eberron Rising from the Last War

Fernian Ash Staff

Imbued Staff

Infused Arcane Focus, Staff, +1 (and +2)

Irian Rosewood Staff

Kythrian Manchineel Staff

Lamannian Oak Staff

Mabaran Ebony Staff

Risian Pine Staff

Shavarran Birch Staff

Xorian Wenge Staff


Dungeon of the Mad Mage

Staff of Flowers

Wyllow's Staff of Flowers

Zacchaeus
August 18th, 2020, 09:03
Thanks Paper. I've updated the DMG but it'll take a couple of weeks for that to find it's way into the release queue.

I'll have a look at the others.

Ecks
August 19th, 2020, 23:38
In Curse of Strahd, the magic item for +2 Plate Armor has a base AC of 20 (instead of 18) and a +2 bonus, resulting in a total AC of 22 instead of 20. This item is included in Parcel 04.08.K85.

LordEntrails
August 20th, 2020, 00:03
In Curse of Strahd, the magic item for +2 Plate Armor has a base AC of 20 (instead of 18) and a +2 bonus, resulting in a total AC of 22 instead of 20. This item is included in Parcel 04.08.K85.
It's extra special magic!

LordEntrails
August 21st, 2020, 06:54
Not sure if this is an error, oversight or intended in the Monster Manual...

The Gladiator has the trait Brute which gives him an additional damage die on melee attacks. Their spear attack has the extra damage on both the melee and ranged attack damages. i.e. it has 2d6+4 damage rather than what I would expect is 1d6+4

Don't have the physical MM or know of any errata that addresses this.

Zacchaeus
August 21st, 2020, 09:59
Not sure if this is an error, oversight or intended in the Monster Manual...

The Gladiator has the trait Brute which gives him an additional damage die on melee attacks. Their spear attack has the extra damage on both the melee and ranged attack damages. i.e. it has 2d6+4 damage rather than what I would expect is 1d6+4

Don't have the physical MM or know of any errata that addresses this.

I think it's an error. A good while ago now I went through all the NPCs that have 'Melee or Ranged Weapon attack' and separated out the attacks since FG would only pick up on the one. The original wording was probably wrong (it is in the physical book) so it just got copied over. I'll note it for fixing.

BrettM
August 22nd, 2020, 21:35
Should the two "chance" tables in the middle of the entry be called "On the Road" instead of "Daytime" and "In the Wilderness" instead of "Nighttime"?

The text in the top of the entry states "18 or higher" when on the road and "15 or higher" when in the wilderness, however the two "chance" tables further below use this to determine daytime and nighttime roles instead.

Similar changes may need to be made to the Random Encounters Template (again, road or wilderness vs daytime/nighttime).

Unless I misread, or missed daytime/nighttime chances in another part of the module. If so, my apologies.

Zacchaeus
August 22nd, 2020, 22:00
Should the two "chance" tables in the middle of the entry be called "On the Road" instead of "Daytime" and "In the Wilderness" instead of "Nighttime"?

The text in the top of the entry states "18 or higher" when on the road and "15 or higher" when in the wilderness, however the two "chance" tables further below use this to determine daytime and nighttime roles instead.

Similar changes may need to be made to the Random Encounters Template (again, road or wilderness vs daytime/nighttime).

Unless I misread, or missed daytime/night-time chances in another part of the module. If so, my apologies.
Yes, I think you may well be right. I added in the chance tables and the template when I upgraded the module last year and I clearly just followed the original author's headings for the two tables - which I didn't change. But on re-reading the text it would seem that because the tables were headed daytime and night-time it was assumed that those were the two rolls that should be made. However as you say it's actually four possible rolls depending on a) the time of day and b) the location.

BrettM
August 23rd, 2020, 02:20
Yes, I think you may well be right. I added in the chance tables and the template when I upgraded the module last year and I clearly just followed the original author's headings for the two tables - which I didn't change. But on re-reading the text it would seem that because the tables were headed daytime and night-time it was assumed that those were the two rolls that should be made. However as you say it's actually four possible rolls depending on a) the time of day and b) the location.

Thanks Zacchaeus. You may be saying the same thing I’m about to say, but I think the decision tree is:

a) check for random encounter based on surroundings (road or wilderness);

b) if random encounter occurs, roll based on time of day.

Thanks for everything the team does with FG!

NinkasiNinja
August 26th, 2020, 02:48
I was trying to plug in a friends level 14 Druid. I can not assign or drop in some of the magical weapons.

Example: Staff of Thunder and Lightning.

I see it does insert it as the melee part, for damage. But nothing of the other abilities or true name of the item.

I had a problem moving other items over as well, Mithral Shirt. I drag Mithral Shirt to the equipment, and it renames: Graceful Chain Shirt Armor. It has the same stats, so it works.

This one particular character is a custom character (Pixie). But, have had difficulty with others as well.

LordEntrails
August 26th, 2020, 03:49
I was trying to plug in a friends level 14 Druid. I can not assign or drop in some of the magical weapons.

Example: Staff of Thunder and Lightning.

I see it does insert it as the melee part, for damage. But nothing of the other abilities or true name of the item.

I had a problem moving other items over as well, Mithral Shirt. I drag Mithral Shirt to the equipment, and it renames: Graceful Chain Shirt Armor. It has the same stats, so it works.

This one particular character is a custom character (Pixie). But, have had difficulty with others as well.
Sounds like those items are not identified. Can you check?

Dax Doomslayer
August 26th, 2020, 04:13
Storm King's Thunder - Room 1B of Dripping Caves (p. 30) the Ogre Nob is not added to the encounter for that room as best I can tell.

Zacchaeus
August 26th, 2020, 09:05
Storm King's Thunder - Room 1B of Dripping Caves (p. 30) the Ogre Nob is not added to the encounter for that room as best I can tell.

Took me a while to figure out what you meant; but I think what you do mean is that the pion for the room is missing from the map. Added to my list for fixing.

Zacchaeus
August 26th, 2020, 09:08
I was trying to plug in a friends level 14 Druid. I can not assign or drop in some of the magical weapons.

Example: Staff of Thunder and Lightning.

I see it does insert it as the melee part, for damage. But nothing of the other abilities or true name of the item.

I had a problem moving other items over as well, Mithral Shirt. I drag Mithral Shirt to the equipment, and it renames: Graceful Chain Shirt Armor. It has the same stats, so it works.

This one particular character is a custom character (Pixie). But, have had difficulty with others as well.

Some magic items are unidentified - that is they'll have a red circle with a line through it on the top right of the item sheet. If a player equips an unidentified item they will only see the non identified name and description. Once the item is identified they will see the whole description and the correct name for the item. As LE says above the items have not been identified so in order to fix your problem click over that red symbol and it will turn green.

astromath
August 27th, 2020, 20:41
Dungeon of the Mad Mage
Level 22c

All the encounters for Level 22c appear on Level 22b. This is for both FGC & FGU.

rob2e
August 27th, 2020, 20:48
Dungeon of the Mad Mage
Level 22c

All the encounters for Level 22c appear on Level 22b. This is for both FGC & FGU.

astromath, FYI, the DLC for any FG module is the SAME MATERIAL for FGC or FGC. There is no difference. So if a correction is made, it's for both since they are literally the same module.

Zacchaeus
August 27th, 2020, 21:43
Dungeon of the Mad Mage
Level 22c

All the encounters for Level 22c appear on Level 22b. This is for both FGC & FGU.

Oops, I'll get that fixed ASAP.

quirkygamer
September 2nd, 2020, 04:51
I am using a windows computer (if that matters). When creating my NPCs for a campaign I'm running I noticed I messed up something on one of the character sheets after I clicked save. I tried going in and editing the character sheet but I wasn't able to edit it. For instance, I tried to add a feat and typed in "Alert" but nothing came up other than a blank box when I clicked on the detail. Then I looked at other things on the character sheet and wasn't able to edit it either. Even tried going up in levels and nothing happened. Not sure if I did anything wrong but my characters are static. This is for a D&D 5E game.

Zacchaeus
September 2nd, 2020, 08:58
I am using a windows computer (if that matters). When creating my NPCs for a campaign I'm running I noticed I messed up something on one of the character sheets after I clicked save. I tried going in and editing the character sheet but I wasn't able to edit it. For instance, I tried to add a feat and typed in "Alert" but nothing came up other than a blank box when I clicked on the detail. Then I looked at other things on the character sheet and wasn't able to edit it either. Even tried going up in levels and nothing happened. Not sure if I did anything wrong but my characters are static. This is for a D&D 5E game.

Are you talking about an NPC or a PC? Are you using the character wizard? I can't really tell what your issue is one way or another. I think maybe a screenshot or two might help.

You can't just type in a feat. You need to drag and drop it from the feats list into the feats section on the abilities tab.

FG_Wraith
September 2nd, 2020, 20:23
I am using a windows computer (if that matters). When creating my NPCs for a campaign I'm running I noticed I messed up something on one of the character sheets after I clicked save. I tried going in and editing the character sheet but I wasn't able to edit it. For instance, I tried to add a feat and typed in "Alert" but nothing came up other than a blank box when I clicked on the detail. Then I looked at other things on the character sheet and wasn't able to edit it either. Even tried going up in levels and nothing happened. Not sure if I did anything wrong but my characters are static. This is for a D&D 5E game.

Hey quirkygamer,
I'll be glad to help you with the Character Wizard. From what I understand you made a character in the Character Wizard, but made a mistake and you were attempting to fix it. When you attempted to fix it, were you altering the resulting character sheet the Character Wizard produces when you click save? If you're at that point then you will need to look up the feat you wish to add in the Library under the module that contains the feat. For example if I wanted to add "Charger" I would go to the Library click on the PHB module and then 'Feats' and then find 'Charger' and drag it to my list of feats on the character sheet.

Currently the Character Wizard does not allow the editing of characters after you click save, although that is an intended future feature.

I hope this helped, and if not, please don't hesitate to reply with what I was misunderstanding. As an aside, there is a dedicated forum for the Character Wizard here (https://www.fantasygrounds.com/forums/showthread.php?60435-5E-Character-Wizard-Bug-Reports-(2020)) if you have any further questions. Thanks!

quirkygamer
September 3rd, 2020, 05:24
Are you talking about an NPC or a PC? Are you using the character wizard? I can't really tell what your issue is one way or another. I think maybe a screenshot or two might help.

You can't just type in a feat. You need to drag and drop it from the feats list into the feats section on the abilities tab.

This was addressed by the guy after you. I didn't see his post until after this message and can't delete this it looks like. But problem solved. Thanks and looking forward to the updates that were referenced!

quirkygamer
September 3rd, 2020, 05:27
Hey quirkygamer,
I'll be glad to help you with the Character Wizard. From what I understand you made a character in the Character Wizard, but made a mistake and you were attempting to fix it. When you attempted to fix it, were you altering the resulting character sheet the Character Wizard produces when you click save? If you're at that point then you will need to look up the feat you wish to add in the Library under the module that contains the feat. For example if I wanted to add "Charger" I would go to the Library click on the PHB module and then 'Feats' and then find 'Charger' and drag it to my list of feats on the character sheet.

Currently the Character Wizard does not allow the editing of characters after you click save, although that is an intended future feature.

I hope this helped, and if not, please don't hesitate to reply with what I was misunderstanding. As an aside, there is a dedicated forum for the Character Wizard here (https://www.fantasygrounds.com/forums/showthread.php?60435-5E-Character-Wizard-Bug-Reports-(2020)) if you have any further questions. Thanks!

Ah yes, this helped! Thanks for that!

FG_Wraith
September 3rd, 2020, 18:09
Ah yes, this helped! Thanks for that!

You're quite welcome, and I've answered your questions in the other thread.

jerrodq2
September 3rd, 2020, 21:37
Sorry, not yet. It would seem from my investigations that the publisher used Unity to create the module and that means that the maps will not work in Classic. So I'm trying to determine if the modules should even be for sale as Classic module or not. But I'll let you know as soon as I get word.

Any update on this? I'm probably just going to ask for a refund since it isn't sounding like I can use these maps, but any changes?

Moon Wizard
September 3rd, 2020, 21:47
I've escalated to our DLC product guys to investigate if this is being sold without the right notifications and/or whether it was supposed to be built for FGU only. If you don't hear from them within the next day or so, please send a note to [email protected]. They'll get the answer for you; and handle any refunds too.

Regards,
JPG

BronzeDodger
September 5th, 2020, 06:28
Minor - but looking at the content of the equipment packs when building a new PC the weights don't seem to match. Spotted it only because the Dungeoneer's Pack (which contains a crowbar, a hammer, and 10 pitons) is showing 35lbs while the Explorer's Pack, which does not, is showing 59 lbs. (and while it was the initial "why is that one lighter?" question I don't think the weight on either option is correct (did not dig into the other packs). Maybe not relevant if the actual contents appear correctly as individual items on the character sheet one dragged/dropped?

EDIT: (scratch the edit - looks like the sheet shows only the individual item weight, and the total weight only calcs at the bottom so probably nothing)

Zacchaeus
September 5th, 2020, 07:45
I just tested and the weights of each of those packs are correct. See the image showing the explorer pack's contents and total weight.

BronzeDodger
September 5th, 2020, 07:52
I just tried with the Dungeoneer's pack and on the info card when viewing it in Equipment it shows 35 lbs. but when I add it to a blank sheet it shows 61.5 lbs. So maybe just the one is off, and it's my mistaken understanding of the math of the inventory sheet for the other?

jerrodq2
September 5th, 2020, 15:58
I've escalated to our DLC product guys to investigate if this is being sold without the right notifications and/or whether it was supposed to be built for FGU only. If you don't hear from them within the next day or so, please send a note to [email protected]. They'll get the answer for you; and handle any refunds too.

Regards,
JPG

Was planning on asking for a refund today, but I checked one last time, it had a new update for the mini dungeons and I have access to the maps

Zacchaeus
September 5th, 2020, 16:23
I just tried with the Dungeoneer's pack and on the info card when viewing it in Equipment it shows 35 lbs. but when I add it to a blank sheet it shows 61.5 lbs. So maybe just the one is off, and it's my mistaken understanding of the math of the inventory sheet for the other?

Yep, I should have tested more. the Dungeoneer's Pack is a little light in weight. I'll add to my fix list.

BrettM
September 12th, 2020, 22:23
Small typo - "Curse of Strahd - NPCs" under Images & Maps has an entry for "Baron Kreznov and Baroness Kreznova" but it should read "Baron Krezkov and Baroness Krezkova".

Faeton
September 15th, 2020, 02:28
Just discovered this, and overall very minor: the Magic Items - D&D Eberron Rising From the Last War - Players is missing an "Infused Repeating Shot Crossbow, Light"

Zacchaeus
September 15th, 2020, 11:12
Small typo - "Curse of Strahd - NPCs" under Images & Maps has an entry for "Baron Kreznov and Baroness Kreznova" but it should read "Baron Krezkov and Baroness Krezkova".


Just discovered this, and overall very minor: the Magic Items - D&D Eberron Rising From the Last War - Players is missing an "Infused Repeating Shot Crossbow, Light"

Noted; thanks for the reports

Paperclipkiller
September 16th, 2020, 00:33
Icewind Dale Rime of the Frostmaiden (Player)

So a spell here called "Create Magen" references Magen the PCs can create. However since they are not in the Player Module, they are unable to look at the stat blocks to decide which ones they want to create. They should probably be added to the Player Module. They are called Demos/Galvan/Hypnos Magen.

Paperclipkiller
September 16th, 2020, 02:28
Descent into Avernus

The Magic Item "Blade of Avernus" has the ability to cast Word of Recall, listed under its Infernal Recall trait. The spell is not linked in the item. The item also has a typo in it, it says "sui- cidal" instead of "suicidal".

Charm of Restoration has a typo in its description. It should say "lesser" instead of "lsser". It also should have links to the spells and be italicized



Icewind Dale Rime of the Frostmaiden (DM)

Table "Tundra Herds" should mention in the 5d6 Reindeer that only 1 out of every 6 have the Glow in the Dark Antlers mentioned in the stat block.

Story "03.04.04 Chardalyn Berserkers" doesn't link to anything. It should link to "03.08.00 Cave of the Berserkers"

Parcel "03.04.16 Icewind Kobolds - Single Kobold" should also have 5CP in addition to the 5SP. It mentions that in Story "03.04.16 Icewind Kobolds".

Battle "03.04.09 Frost Giant Riding a Mammoth" Has a Frost Giant. This one has a unique action labeled in Story "03.04.09 Frost Giant Riding a Mammoth". It should have a Lance attack that deals 25 (3d12 + 6) piercing damage.

There is no "quipper" NPC with the additional traits found in the magic item "Hook of Fisher's Delight" on its table. The magic item may benefit from the NPC being linked in the item description at the bottom for easy access. I know you can't link NPCs in tables so that would be the next best spot.

NPC Arveiaturace should only have Darkvision 60ft. This is because in Story "03.04.01 Arveiaturace" it mentions her vision is limited to 60ft.

NPC "Battlehammer Dwarf" should have a trait that says it has Advantage on saving throws against poison.

NPC "Dzaan" should have 3-5th level spell slots added to his character sheet, as well as the spells known. This is mentioned in the "Other" tab of the NPC.

NPC Vellynne Harpell has a Snowy Owl Familiar mentioned in their "Other" tab, and the familiar will need to be a celestial instead of beast.

NPC Auril (Second Form) and Auril (Third Form) are missing their Lair Actions at the bottom.

Super super minor one that I noticed in every unique NPC, there should be a "." at the end of each title for traits/actions etc. So it would be "Unusual Nature." or "Magic Resistance.".

-------------------

A few item ones here.

All spells listed in magic items/items aren't italicized when they are in the book. All magic items also do not link to the spells they should. AFAIK spells can be linked if they are from the PHB or the book they are in but Zacchaeus would know more then me. I have a terrible memory so I may be misremembering. I'll be listing every item with a spell link miss, and the spell in the description should be italicized. Some only need the spell italicized which I will specify those ones. An example of a magic item that does that would be a "Potion of Gaseous Form".

Charm of Bounty: "create food and water:

Charm of the Traveler's Haven: "Leomund's tiny hut"

Charm of Animal Conjuring: "conjure animals"

Charm of Cure Wounds: "cure wounds"

Charm of Druidcraft: "druidcraft"

Charm of Invisibility: "invisibility"

Charm of Lightning Bolt: "lightning bolt"

Charm of Purplemancy: "faerie fire"

Charm of Restoration: "lesser restoration", "greater restoration"

Charm of Sending: "sending"

Charm of the Abjurer: "blade ward"

Charm of the Conjurer: "mage hand"

Charm of the Diviner: "true strike"

Charm of the Enchanter: "friends"

Charm of the Evoker: "dancing lights"

Charm of the Illusionist: "minor illusion"

Charm of the Necromancer: "chill touch"

Charm of the Transmuter: "prestidigitation"

Charm of Vicious Mockery: "vicious mockery"

All the spellbooks.

The Codicil of White: "frost fingers"

The Incantations of Iriolarthas: all of its spells...This one can have the * removed from Blade of Disaster. That's only used as a note of "Described in this Chapter" which wouldn't apply in the item description.

Professor Orb: "mage hand" isn't italicized

Ythryn Mythallar: "control weather"

Flask Filled with Blue Liquid: "minor illusion" which is already linked, and "identify" which doesn't need to be linked but italicized.

Chardalyn Staff of Charming: "Charm Person", "Command", and "Comprehend Languages" are linked already but need to be italicized.

Gold Chain Pendant Inset with a Yellow Elemental Gem: "Conjure Elemental"

Miter of Disguise: "Disguise Self" is not italicized.

Scrimshaw Figurine of an Archer: "Remove Curse" isn't italicized.

Slimy Coif of Telepathy: "detect thoughts" and "suggestion" aren't italicized.

Blessing of the Frostmaiden: "cone of cold"



Charm of Heroism: needs a space between "of" and "heroism". It also needs a link to a potion of heroism. Or the description of what the potion does in the item. Whatever works here since I know the potion isn't in the PHB and is not in the adventure either.

Charm of Vitality also has a potion listed, the potion of vitality. It has no link to a potion but I don't know how you guys handle replicating potion effects in descriptions.



The following items don't have their names italicized in their item description when they should, or other words.

Abracadabrus

Lantern of Tracking

Lantern of Tracking (Elementals)

Professor Orb, which also needs "Dungeon Master's Guide" and "Monster Manual" done.

Psi Crystal and Scroll of Tarrasque Summoning need "Monster Manual" italicized

Ythryn Mythallar, it will also need "Mythallar", "Mythallars" and "Dungeon Master's Guide".

The Codicil of White

The Incantations of Iriolarthas

---------------

Although they aren't included as items, it is very helpful for DMs to have scrolls of the newest spells so they can repurpose them easily to other games. So in this case Blade of Disaster, Create Magen, Frost Fingers.

-----------------

The item "Chardalyn Statuette of Deep Duerra" starts off with a lower case "a" instead of uppercase.

The item "Snowshoes" ends abruptly. The last bit of it should say "...wearer getting stuck in the deep snow."

Berserker Greataxe has the header "Description" twice.

Chardalyn Staff of Charming should be a Weapon with the Quarterstaff properties, along with being magical.

superteddy57
September 16th, 2020, 07:19
All other reports are handled and will be ready for the next update. However, some of them needed further clarification and discussion.


Table "Tundra Herds" should mention in the 5d6 Reindeer that only 1 out of every 6 have the Glow in the Dark Antlers mentioned in the stat block.
The way I have it set up is the best of both worlds. It's a random encounter. I unfortunately can't set it up with that stipend of 1 out of every 6.


There is no "quipper" NPC with the additional traits found in the magic item "Hook of Fisher's Delight" on its table. The magic item may benefit from the NPC being linked in the item description at the bottom for easy access. I know you can't link NPCs in tables so that would be the next best spot.
There is no quipper NPC described in the description.


Super super minor one that I noticed in every unique NPC, there should be a "." at the end of each title for traits/actions etc. So it would be "Unusual Nature." or "Magic Resistance.".
None of the various NPCs created in previous modules contain this period. Most of the NPCs in the module are pulled from those books, so they would have to be changed.


Although they aren't included as items, it is very helpful for DMs to have scrolls of the newest spells so they can repurpose them easily to other games. So in this case Blade of Disaster, Create Magen, Frost Fingers.
Wasn't made in the book and didn't come to mind. Do other Adventures have these available?

razzed1
September 16th, 2020, 08:20
Icewind Dale: Rime of the Frostmaiden has several blank links to images. Also, in the Player module, the Goliath race is a copy/paste from VGtM and does not include the changes introduced in RotF, such as removal of the alignment and addition of resistance to cold for "Mountain Born".

superteddy57
September 16th, 2020, 09:09
You mention several blank links to images. Can you provide the name (or titles) of the images that are not displaying?

Paperclipkiller
September 16th, 2020, 12:29
There is no quipper NPC described in the description.




Quipper is mentioned in the table linked in the item description.





None of the various NPCs created in previous modules contain this period. Most of the NPCs in the module are pulled from those books, so they would have to be changed.




Whatever works best for ya'll in regards to this one. Tbh it's so minor it probably isn't worth the time.





Wasn't made in the book and didn't come to mind. Do other Adventures have these available?

I am pretty sure the Lost Laboratory of Kwalish has scrolls for the new spells included in that, but I could be wrong. I'm on my phone and can't check my PC for another 14 hours.

razzed1
September 16th, 2020, 16:36
Missing Images:
NPC - Angajuk
NPC - Speaker Naerth Maxildanarr
NPC - Speaker Trovus
Story Entry 02.19.02 Image: Keep at Caer-Dineval Player Map

Just what I found while I was browsing.

superteddy57
September 16th, 2020, 17:52
Missing Images:
NPC - Angajuk
NPC - Speaker Naerth Maxildanarr
NPC - Speaker Trovus
Story Entry 02.19.02 Image: Keep at Caer-Dineval Player Map

Just what I found while I was browsing.

Thank you. Found the issue and will be resolved in next update.

GavinRuneblade
September 18th, 2020, 07:50
You mention several blank links to images. Can you provide the name (or titles) of the images that are not displaying?

Also the Purple Pear item has a broken image.

superteddy57
September 18th, 2020, 11:18
Thank you for the report. Will be in next update.

astromath
September 18th, 2020, 20:25
Icewind Dale

Monster NPCs image links in the other tab produce a "unable to open window" message in chat despite the Monster Manual being loaded. Example: In Icewind Dale Animated Armor image link produces that message. However, when I open the NPC window directly from the MM, the image link in that stat block works. I'm using FGU. Don't know about FGC.

P.S. Some image links do work, others don't.
P.P.S. I bought Icewind Dale from Steam. The FGU wouldn't update it until I updated FGC. Then FGU could update it. This P.S. probably belongs in the FGU bug forum. If so, please move it. Thx.

Zacchaeus
September 18th, 2020, 20:39
All of the images should actually be included in the module (in other words you shouldn't need the MM open or closed). It's simply an oversight that the image you mentioned wasn't included. If you have a list of those that don't work that'll help track them down.

astromath
September 18th, 2020, 20:43
Icewind Dale

Auril First Form
Damage Vulnerabilities
The first letter of radiant is slightly merged with the last letter of vulnerabilities.

Second Form
Same thing with the first letter of fire.

Third Form
Same thing with the first letter of thunder.

superteddy57
September 18th, 2020, 21:40
Icewind Dale

Auril First Form
Damage Vulnerabilities
The first letter of radiant is slightly merged with the last letter of vulnerabilities.

Second Form
Same thing with the first letter of fire.

Third Form
Same thing with the first letter of thunder.

Those are issues related to FGU and not something with the conversion.

HarveyC
September 18th, 2020, 22:21
Hey guys. I might be missing something - but in the new campaign I see references to "Appendix C" that don't seem to exist. These nomad tribes are an example:

39486

superteddy57
September 19th, 2020, 02:39
They would be referenced now in the other tab of the NPC in question. I'll make a note of it within the text. Will be available with next update.

There is though an Appendix C, which you can locate in the Table of Contents and in the Reference Manual
39492

astromath
September 19th, 2020, 04:13
Here are the ones where the links are broken. I've also included creatures that should have had links to the images in the module or the MM. There's also a couple with missing tokens.

Animated Armor
Arcanaloth
Awakened Hare (image link is missing)
Awakened Mountain Goat (image link is missing)
Awakened Plesiosaurus (image link to image in MM is missing)
Axe Beak (image is missing from images as well as NPC, see page 20 of book)
Blue Slaad
Bulette
Carrion Crawler
Couatl
Doppelganger
Drow Elite Warrior
Flameskull
Flesh Golem
Gargoyle
Gelatinous Cube
Gibbering Mouther
Green Slaad
Griffon
Hawk
Helmed Horror
Hydra (also has no token)
Ice Mephit
Lich
Merrow
Mimic
Myconid Sovereign
Needle Blight
Nothic
Phase Spider
Quaggoth
Quaggoth (Thonot)
Rat
Remorhaz
Roc
Rust Monster
Shield Guardian (missing token)
Umber Hulk
Werewolf

The following may be FGU related. If it is, please move this.
All NPCs with a fraction for CR has a formating error: the fraction is split between two lines, i.e. first line is "1/" and the second line "2", "4", or "8".

superteddy57
September 19th, 2020, 05:54
Thanks for the list. Sorted and will be in next update. As for the fraction CR showing oddly is a FGU based issue with the text.

Paperclipkiller
September 19th, 2020, 19:48
Icewind Dale Rime of the Frostmaiden (Player)

The Goliath Race in the Players version does not include the Cold Resistance in the Mountain Born trait. IDK where they say that in the module but in the physical book it is on page 292. This was a new addition in the Frostmaiden book, which is why it is different from other versions.

superteddy57
September 20th, 2020, 01:17
Was reported and set to be resolved in next update.

rob2e
September 20th, 2020, 03:42
In Icewind Dale, the player's manual is devoid of the winter cold gear.

The Icewind Dale player map is in chapter 2 but should be in chapter 1?

superteddy57
September 20th, 2020, 20:51
The way the conversion is setup, is how it appears in the book. Chapter 2 provides the information of Icewind Dale as a whole and the maps appear within that chapter.

mattekure
September 21st, 2020, 18:16
Product: Midgard Heroes Handbook https://www.fantasygrounds.com/store/product.php?id=KPMHH5E

Record: Cleric class record

Description: All of the Domain specializations have incorrect features.

Mountain Domain is misspelled "Montain Domain"

Divine StrikeThe following domains all point to the Travel Domains Divine Strike feature, despite each one being different in the book: Apocalypse, Beer, Cat, Clockwork, Darkness, Dragon, Hunger, Hunting, Justice, Labryinth, Montain, Moon, Ocean, Prophecy, Speed. A new entry for each domains Divine strike needs to be added and properly linked.

The Void domain has the wrong name for Divine Strike feature. The converter entered it as Dark Strike, despite being Divine Strike in the book.

Bonus Proficiencies The following domains all point to the Void Domains feature Bonus Proficiency, despite each one being different in the book: Clockwork, Dragon, Hunger, Justice, Montain, Travel. A new entry for each Bonus Proficiency needs to be added and properly linked.

mattekure
September 21st, 2020, 18:24
Product: Midgard Heroes Handbook https://www.fantasygrounds.com/store/product.php?id=KPMHH5E

Record: Fighter class record

Description
The Ghost Knight Martial Archetype's Bonus Proficiency feature points to the Sword-Dancer Martial Archetypes record. A new entry for the Ghost Knight Bonus proficiency needs to be added and properly linked.

Zacchaeus
September 21st, 2020, 19:17
Thanks for the reports; I'll pass these on to the developer.

FSHSchmo
September 22nd, 2020, 00:10
Product: Midgard Heroes Handbook https://www.fantasygrounds.com/store/product.php?id=KPMHH5E

Record: Cleric class record

Description: All of the Domain specializations have incorrect features.

Mountain Domain is misspelled "Montain Domain"

Divine StrikeThe following domains all point to the Travel Domains Divine Strike feature, despite each one being different in the book: Apocalypse, Beer, Cat, Clockwork, Darkness, Dragon, Hunger, Hunting, Justice, Labryinth, Montain, Moon, Ocean, Prophecy, Speed. A new entry for each domains Divine strike needs to be added and properly linked.

The Void domain has the wrong name for Divine Strike feature. The converter entered it as Dark Strike, despite being Divine Strike in the book.

Bonus Proficiencies The following domains all point to the Void Domains feature Bonus Proficiency, despite each one being different in the book: Clockwork, Dragon, Hunger, Justice, Montain, Travel. A new entry for each Bonus Proficiency needs to be added and properly linked.


Product: Midgard Heroes Handbook https://www.fantasygrounds.com/store/product.php?id=KPMHH5E

Record: Fighter class record

Description
The Ghost Knight Martial Archetype's Bonus Proficiency feature points to the Sword-Dancer Martial Archetypes record. A new entry for the Ghost Knight Bonus proficiency needs to be added and properly linked.

Thanks for finding these, correcting them as we speak!

astromath
September 22nd, 2020, 17:22
Icewind Dale

Suggestion: Add the image of the town's heraldry where the text describes it.

All boxed text that have multiple paragraphs should be better formatted to show where the paragraphs break. Right now, one paragraph just simple runs into the next without any spaces or line breaks.

There's no way that a rowboat is a tiny object. In order to carry 4 Medium creatures, it must be at least large.

NPC: Spore Servants. They should have a walking speed of 20 ft. See 02.20.09.07 O7. Spore Servants.

02.17.07 Clever Beast
Awakened Plesiosaurus stat block is missing Common for the Language.

02.19.02 The Caer
The Image link for the player's map brings up a blank box. But 2 maps exist for levels 1 and 2.
Suggestion:
Image: Keep at Caer-Dineval GM map
Image: Keep at Caer-Dineval Player map 1
Image: Keep at Caer-Dineval Player map 2

02.19.07.04 C4 Guard Towers
Shouldn't there be 4 parcels? One for each tower? Otherwise, there will be 9 cultists dead from exposure to cold.

02.19.17.11 C11 Kitchen
The goat tokens should be on the west wall. The boxed text says, "A kennel by the door holds a pair of goats."

02.19.07.12 C12 Kadroth's Bedchamber
The cat token should be in this room, not C8.

02.19.07.14 C14 Speaker's Bedroom
Again the tokens are misplaced in C10.

02.20.03 Frozenfar Expeditions
Suggestion: Since they sell dogsleds and sled dogs, add a parcel for the sleds and dogs so that they can be added to the PCs character sheets.

02.21.07.05 L5. Garagai's Icy Tomb
Norsu is neutral evil according to the text. Not unaligned.

02.22.00 Easthaven
The image link to the town hall player map produces a blank image window. There are 4 separate player maps, one for each level.

02.23.06.03 V3. Firelit Cave
The sheep stat block shows 10 XP. The text says it should be 0 XP.
The goat and sheep tokens should be placed in the pen area.

02.24.06.01 Banshee
According to the text the banshee should have a spectral longbow under the actions section and it does damage as Corrupting Touch.

02.24.07 Finding the Elven Tomb
The moose token is in the wrong spot. It should be in E6. Text says it emerges from the hillside (E6), stand at the mood dial (E5), then heads to Lonelywood via E2 and E1 (I'm assuming the Elven Tomb is north of Lonelywood).

02.28.08.04 E4. Sarcophagus and Crystal Pillars
According to the text, this mummy has the name Sahnar, is chaotic good, is acclimated to cold weather, and speaks Common and Elvish. The Mummu stat block doesn't have any of this.

02.24.08.09 E9. Second Tomb of the Half Moon
According to the text, the awakened bush can speak Common and a trait that it can grow 2d20 berries (it doesn't say how often or how long it takes for the berries to grow).

02.25.07.06 Frozen Cave
Image link for player map links to a blank window. The player map does exist in the Images & Maps window menu.

02.26.00 Termalaine
Image link for player map links to a blank window. The player maps is split into 3 files.

02.26.02 The Blue Clam
The NPC stat block has Vernon Braig as a human. According to the text, he's a half-orc.

02.26.03 The Eastside
Opinion: It would be great if the text block duplicates the formatting in the book, i.e. each line ends in a line break/paragraph break.

02.26.07.11 M11. Kobold Tunnels
According to the text, Janth's Ghost speaks Common and is neutral. I propose the following line:
Medium undead (human), neutral

I also propose adding a trait that deals with the satchel based on the text.

superteddy57
September 22nd, 2020, 19:25
Thank you for the report. Fixes will be included in the next update.

Bonkon
September 23rd, 2020, 06:29
Good Day All :)
I was perusing the PHB and ran across a typo. Cleric Trickster Domain Divine Strike. The second sentence says "Once on each of your turns when you hit a creature with a weapon mack, you can cause the attack to deal an extra 1d8 poison damage to the target, When you reach 14th level, the extra damage increases to 2d18,

mack was the first thing I saw then noticed the comma where the first sentence should end then 2d18 and another comma where the sentence should end. :)

Zacchaeus
September 23rd, 2020, 08:27
Good Day All :)
I was perusing the PHB and ran across a typo. Cleric Trickster Domain Divine Strike. The second sentence says "Once on each of your turns when you hit a creature with a weapon mack, you can cause the attack to deal an extra 1d8 poison damage to the target, When you reach 14th level, the extra damage increases to 2d18,

mack was the first thing I saw then noticed the comma where the first sentence should end then 2d18 and another comma where the sentence should end. :)

It always amazes me that stuff like thins still exists after all these years. Thanks for the report.

Darth Drakco
September 23rd, 2020, 18:37
Not sure this is a bug in the system as it is my mouse acting on me. My mouse has a tendency to stick and when it dose it doubles clicks with single click. that being said here is what happened. I was trying to fill out the race part of the character sheet by dragging and dropping the race shield into the race field. My mouse acted up and instead of one race being dropped into the field two of the same race got drop instead.

Zacchaeus
September 23rd, 2020, 18:50
Not sure this is a bug in the system as it is my mouse acting on me. My mouse has a tendency to stick and when it dose it doubles clicks with single click. that being said here is what happened. I was trying to fill out the race part of the character sheet by dragging and dropping the race shield into the race field. My mouse acted up and instead of one race being dropped into the field two of the same race got drop instead.

Welcome to FG Darth.

Yes, I think you have a hardware or software problem with your mouse.

LordEntrails
September 23rd, 2020, 19:19
Mice go bad :(
I have one right now that about half the time I left click it triple clicks :)
Gotta get a new one...

Percias
September 23rd, 2020, 22:51
In the printed version of the book under "Character Creation" there is info about adventure hooks that can be used for certain types of character backgrounds. I am not seeing any of that info anywhere in the FG module. All it has is the info about character secrets and that's all.

MOD: moved to 5E bug reports thread

Percias
September 23rd, 2020, 22:56
Oh and its missing Appendix A as well

superteddy57
September 24th, 2020, 07:53
Appendix A is located in Player's module to gain access to the Trinkets.

Character Secrets
Reference Manual (GM): Appendix B Character Secrets are the cards that can be shared with players
Reference Manual (GM): Welcome to the Far North > Character Creation provides a break down of those secrets for the GM's eyes and how they can be used.

Story entries
01.16.00 Character Secrets
10.01.00 Appendix B: Character Secrets
These entries contain the same information as above.

Percias
September 24th, 2020, 08:25
Ok number one Appendix A is not in the Players handbook It list a completely different set of Trinkets specific to Icewind Dale. Number two I didn't say anything about about the character secrets I said it is missing the table for the adventure hooks associated with specific character BACKGROUNDS. I guess I need to be more specific. Here is everything you are missing from the character creation section.


And here is the Appendix A that you are missing

Moderator: edited to remove copy-write material.

Zacchaeus
September 24th, 2020, 09:56
There are two modules for the RotFM; the first is the adventure itself which is obviously only for the DM and the second is a players module which contains player facing material - in other words material that the players can use during character creation. If you look in the players module you will see all of the information which you have noted above.

astromath
September 24th, 2020, 21:50
Icewind Dale Chapter 2
NPC: Mylbor Tafferac is neutral evil according to the text. His stat block shows neutral.
NPC: Arveiaturace's vision is 60 feet according to the text. By extension, her darkvision is also 60 feet. Her stat block shows darkvision of 120 feet.
NPC: Battlehammer Dwarf stat block does not include the trait that gives advantage on saving throws against poison damage.

03.04.09 Frost Giant Riding a Mammoth
The frost giant's stat block does not include the lance mentioned in the text. You may need to create a new frost giant stat block just for this one case.

03.04.13 Tundra Herds
Tundra Herd Table: The note in the 5-6 entry that shows that only 1 out of every 6 reindeer have the glow-in-the-dark antlers as per book text is missing. As the table stands now, all reindeer have that trait due to it being in the reindeer stat block.

03.04.16 Icewind Kobolds
The parcel is missing the 5 cp per text.

03.05.04 A4. Hole in the Ice
The encounter link brings up a blank encounter.

03.07.02 Z2. Feasting Cave
Table link goes to a blank table.

03.08.00 Cave of the Berserkers
The encounter tokens for the returning berserkers are inside a cave wall. They are supposed to be placed on the causeway according to the text.

03.09.00 Dark Duchess
All player map image links lead to blank windows.
The Arveiaturace encounter link leads to a blank encounter.
The Tinjong encounter link leads to a blank encounter.

03.10.00 Id Ascendant
Player map image link leads to a blank window.

Jarlmoot Player Map
The door between J2 & J5 is a double door. You have it as a single door for LOS purposes.
The door between J3 & J4 is a double door. You have it as a single door for LOS purposes.

03.12.03.04 K4. Archer Platforms
One goblin token on the Northeast platform is misplaced.

03.12.03.06 K6. Healers' Huts
The Manafek token is in the wrong hut. It should be the easternmost hut, no the westernmost.

03.12.03.07 K7. Walk of Doom
There should be a hazard encounter for this.

03.12.03.09 K9. Main Keep Foyer
The map shows that the door to the south is a single door for LOS purposes. It should be a double door according to the text.

03.12.03.11 K11. Dining Room
The goblin token is misplaced. It should be beside the eastern door according to the text.

03.13.00 Lost Spire of Netheril
Image link for player map leads to a blank window. The actual link is 4 separate links.

03.15.00 Revel's End
All player maps have the incorrect grid size. The grid size on the player map should be 5 foot squares, not 10. If you wish to keep the grid size at 10 feet, you should add a note saying so.
Image links to the other 3 levels are missing.

03.15.07 R7. Councilors' Quarters
Suggestion for encounter: Replace the C the tokens to represent the name of the actual councilor: J for Jil, K for Kriv, and V for Voss.

03.15.09 R9. Guard Towers
SW tower: Only 2 of the tokens are placed on the map. The third one needs to be placed as well.

03.16.00 Skytower Shelter
Replace (see page 166) with the link to Wyrmdoom Crag.

03.16.02 S2. Barricade and Chieftain
Missing encounter for Arn.
The paragraph starting "The goliath thinks for a moment,..." should be boxed text.

03.16.04 S4. Chieftain's Cave
The crag cat token is misplaced. It is supposed to be near the fire with Kaniaka (Harad's mother). Even though she is a noncombatant, she should have her own NPC stat block and token.

03.16.06 S6. Griffons' Cave
The NPC stat block for Rahi is missing the two skills mentioned in the text, Animal Handling +4 and Medicine +4.

03.16.06.01 Griffon Training
Suggestion: Add NPC stat blocks for the 3 ages of griffons; Birth, 1 year old, and 2 years old. This is to enable the DM to give control over to a PC.

03.17.05 W4. The Crawl
The three young goliaths are supposed to be unarmed and unarmored, but their NPC stat block says otherwise. It would also be great if there was a token for Demelok.

03.17.06 W5. Main Hall
The token for Ogolai is misplaced. It should be on the upper platform by the fire according to the text.

That's it for chapter 2.

Percias
September 24th, 2020, 22:49
Nice its there but unless you go into the library and click on the module and open it up that way there is no other way to access that info. Appendix A is in the tables tab but unless I read the printed version and knew it existed I wouldn't have any knowledge of it and would not have been able to direct my players to it. It doesn't matter this conversation is moot at this point I didn't your job for you and added it myself.

Zacchaeus
September 24th, 2020, 22:56
Nice its there but unless you go into the library and click on the module and open it up that way there is no other way to access that info. Appendix A is in the tables tab but unless I read the printed version and knew it existed I wouldn't have any knowledge of it and would not have been able to direct my players to it. It doesn't matter this conversation is moot at this point I didn't your job for you and added it myself.
I don’t understand. The players module is shared automatically with your players. To access any content you need to open the module, so I don’t get how you would access it any other way.

Percias
September 24th, 2020, 23:12
I don’t understand. The players module is shared automatically with your players. To access any content you need to open the module, so I don’t get how you would access it any other way.

Like I said its moot I added all that info to the DM's module in the story tab so I have easy access to it and I don't have to go into my library and do it the slow way. Also I have a player that has been playing with me for 2 yrs now and he has been using FG for about 4 and I just should him the other day that he can access info from the library he assumed everything was in the tabs. And as I said if I never read the printed version and just went with what you gave me in the story tab I would have never known about the adventure hooks for the backgrounds or that the Appendix A even existed. So once again how would I be able to tell my players to look in the library if I never knew that info was available. Maybe its on me but I rarely look at the player modules or even load them I assume Smiteworks is doing a thorough job and including all the info I need as a DM in my module.

astromath
September 25th, 2020, 05:09
NOTE: All double doors in the adventure for LOS purposes need to be split into 2 individual doors so that the PCs can open either door (or both).

Icewind Dale Chapter 3

04.00.00 Chapter 3: Sunblight
All player map images lead to blank windows.

04.05.05 X5. Xardorok's Quarters
Suggestion: the 6 sets of 3 numbers would be better put into a table. At first glance it looks like 2 lines of 12 numbers each.

04.05.08 X8. Private Dining Hall
All the tokens on the map are misplaced. The 3 cooks are around a stove in the western part of the hall. The eastern end has the stone table with Grandolpha & dragonet sitting in chairs facing the door. This is all according to the text box.

04.07.06 X21. Treacherous Guards
Both tokens are supposed to be close to the west wall according to the text.

04.07.12 X29. Deep Duerra's Temple
Missing parcels for the weapons in the NW & NE rooms.

04.07.16 X33. Lower Barrack
There are two tokens not yet placed on the map. The map only shows 13 tokens and there should be 15 according to the text.

End chapter 3.

superteddy57
September 25th, 2020, 05:10
Percias, thank you for your feedback and suggestions. Hope you enjoy the rest of the product. Please reach out if you notice anything else that we may assist with.

astromath
September 25th, 2020, 05:13
I have 2 more chapters to go. I've been doing a post for each chapter to make it easier on you guys. However, no more posts tonight. It's after midnight here.

Zacchaeus
September 25th, 2020, 09:21
NOTE: All double doors in the adventure for LOS purposes need to be split into 2 individual doors so that the PCs can open either door (or both).



Generally this isn't a good idea since I have had reports of players being able to move tokens through double doors without opening them when the doors were drawn separately. This was a while ago certainly but since then I've just drawn the one door and advising that double doors be handled by just drawing the one door. In the end it doesn't really matter whether one or the other or both gets opened - so having just one isn't really an issue except maybe for aesthetic purposes.

superteddy57
September 25th, 2020, 11:16
astromath, I have gone through your lists and have been updating as I see issues. Many of the ones mentioned have been already fixed and pushed with last week's update or with the hotfix. Can you ensure you have unloaded/loaded the module again or revert the module from the library to ensure those changes are showing on your end?

astromath
September 25th, 2020, 22:59
Icewind Dale (after latest update)
Chapter 5
06.05.00 I2. Shipwrecks
Table: Shipwreck Discoveries
Text says to roll a d20 and consult the table. This means any roll of 9-20 means no discoveries. Therefore, I suggest adding a ninth row on the table to account for this.

06.08.00 I5. Yeti Caves
The encounter link creates a new encounter window.

06.21.00 G12. Skeletal Guards
According to the text, the skeletons do bludgeoning damage, not slashing as shown in the stat block.

06.24.00 G15. Tests of the Frostmaiden
Missing image? The Tests of the Frostmaiden Scorecard

That's it for this chapter.

astromath
September 26th, 2020, 13:05
Icewind Dale
Chapter 6
07.00.00 Caves of Hunger
The image link for the player map is mislabeled "Caves of Hunger E". It should be "Caves of Hunger W".

07.04.18 H18. Snow Golems
The tokens are misplaced. They should be in the southern cave per text.

07.04.25 H25. Empty Side Caves
The map pin in the eastern cave links to nothing. The side cave to the north is missing the pin.

NPC: Spitting Mimic: The Spit Acid action is merged with the Bite action under the stat block for actions.

07.04.36 H36. Frozen Grove
The dryad's token should be placed on the map (southernmost tree).

That's it for this chapter.

astromath
September 26th, 2020, 18:24
Icewind Dale
Chapter 7
08.00.00 Doom of Ythryn
The encounter link for summoning the tarrasque leads to a new encounter.

Item: Driftglobe: The image link is broken.

I suggest redoing the scale on the player and GM maps so that when a line is drawn, it can accurately portray the distance. (I'm not even sure if that can be done. If not, then add a note saying that a 10 foot line is 100 feet.)

08.07.02 Y2. Wizard Spires
Gargoyle encounter is missing.

08.07.12 Y12. Wellspring of Answers
Missing encounter with Thing in the Well

08.07.19 Y19. Spire of Iriolarthas
Image link to the player's map brings up a new image. There are 3 different player maps for this encounter.

08.07.19.12 Y19l. Testing Chamber
Trap encounter is missing.
Map suggestion: As it stands now for LOS purposes, once the door is open, the PC can see into the corridor. However, according to the text, the corridor is obscured by magical darkness. This means that the PC can't see into the corridor (even with darkvision) after the door is open. I'm not sure how you can do that. It doesn't matter for FGC.

08.09.00 Avarice's Arrival
Encounter link leads to a new encounter block.

10.01.00 Appendix B: Character Secrets
All images lead to blank windows.

That's it of the proofreading.

superteddy57
September 26th, 2020, 19:48
Icewind Dale (after latest update)
Chapter 5
06.05.00 I2. Shipwrecks
Table: Shipwreck Discoveries
Text says to roll a d20 and consult the table. This means any roll of 9-20 means no discoveries. Therefore, I suggest adding a ninth row on the table to account for this.

06.08.00 I5. Yeti Caves
The encounter link creates a new encounter window.

06.21.00 G12. Skeletal Guards
According to the text, the skeletons do bludgeoning damage, not slashing as shown in the stat block.

06.24.00 G15. Tests of the Frostmaiden
Missing image? The Tests of the Frostmaiden Scorecard

That's it for this chapter.

06.05.00 I2. Shipwrecks
I think there might be an issue as the table provided lists it as a d8 table in the material I have, but the text says roll d20. I might need to get clarification on this one.

06.24.00 G15. Tests of the Frostmaiden
It's not missing, as the image wouldn't help. Without a way to edit the map with text, its not useful and is just a list to track the successes of the trials. A story record with a table would work much better in tracking the successes. As it's a GM tool, there are other ways to approach this that FG has to offer.

astromath
September 26th, 2020, 19:55
If I did not have the book, I wouldn't have known that the trial tracker existed. I wouldn't have known how to track the trials correctly. Maybe adding the image to the DM side of RotF under References, that would help. If there was some way of adding it to the DM notes window, that would be great.

Paperclipkiller
September 26th, 2020, 20:13
06.24.00 G15. Tests of the Frostmaiden
It's not missing, as the image wouldn't help. Without a way to edit the map with text, its not useful and is just a list to track the successes of the trials. A story record with a table would work much better in tracking the successes. As it's a GM tool, there are other ways to approach this that FG has to offer.

A GM could use the Drawing Tool to write things out. It's what I do when I write on maps.

superteddy57
September 26th, 2020, 20:45
astromath, thanks for the feedback. I have pushed changes to the module that will be available with the next update.

sickounet
September 28th, 2020, 01:40
Sorry if this is not the right place to post these, but as a new user, I've been browsing the Player's Handbook and noticed a few typos / issues with regards to items.

The sling is listed with a weight of 0 lb. Most of the other items have been given a weight in FG (often a minimal value such as 0.01 or 0.02 lb), even when the original book lists them with a weight of 0 (presented as a - in the book), but it looks like the sling was not treated in the same way.

In the description of the 3 holy symbol items (Amulet, Emblem, Reliquary), there is a sentence that reads "A cleric or paladin can use a holy symbol as a spellcasting focus, as described in chapter To use the symbol...". It should read "A cleric or paladin can use a holy symbol as a spellcasting focus, as described in chapter 10. To use the symbol..." (missing the "10. " before the beginning of the next sentence).

Also, is there a reason why the items from the various packs that are not explicitly listed in the Adventuring Gear table in the book (ex: 10 feet of string) were added in the FG version of the PHB, but other items coming from backgrounds (ex: the rank insignia from the soldier background) were not?

Zacchaeus
September 28th, 2020, 09:49
Welcome to FG.

Thanks for the reports. I'm not entirely sure why some items were given a weight in the equipment list when the book shows no weight. I imagine the string was added so that the full list of equipment in the pack would be added to the player's inventory. Items that are specific to a particular background probably shouldn't be included in the general equipment list and are in any case just local colour rather than anything useful.

mattekure
September 28th, 2020, 23:43
Product: Midgard Heroes Handbook https://www.fantasygrounds.com/store/product.php?id=KPMHH5E

Record: Ranger class record

Description: The HD Per Level field is wrong. Likely a PDF conversion error. It is supposed to say "1d10 per ranger level", instead it says "1d1O per ranger level". Because it is the letter O instead of the number 0, any character gets only 1 HP and cannot use hit die properly.

Tyrannosaurus VeX
September 30th, 2020, 02:57
Not sure if this has been reported, but in Rime of the Frostmaiden, in the "A Beautiful Mine" quest, there is a second paragraph that spoils a lot of the quest and makes it unsharable with players for that reason. Probably shouldn't include that paragraph.

astromath
September 30th, 2020, 04:43
Not sure if this has been reported, but in Rime of the Frostmaiden, in the "A Beautiful Mine" quest, there is a second paragraph that spoils a lot of the quest and makes it unsharable with players for that reason. Probably shouldn't include that paragraph.

I think I've already reported that. The 2nd paragraph isn't part of the boxed text in the book.

superteddy57
September 30th, 2020, 15:07
I've made the changes to the story and reference manual. I missed the quest entry. Thank you VeX for the report. Will be in next update.

sickounet
October 1st, 2020, 03:26
Just noted that the Diplomat's Pack, when dragged onto a character's sheet, grants 1 Vial (1 gp, 0.01 lb) instead of granting the Perfume (vial) item (5 gp, 0.02 lb) as it should. Both items (vial and perfume vial) exist in the PBH; the pack should grant a vial of perfume rather than an empty vial.

Del Muerte
October 1st, 2020, 07:22
Random Encounter in Princes of the Apocalypse (2.10 Early Travels (Day)) is wrong missing Dwarf miners Caravan and Homestead

skj310
October 1st, 2020, 08:44
hmmm ... not sure if i ought to post here but was wondering about:
https://www.fantasygrounds.com/wiki/index.php/5E_Effects

Within damage types i noted that you've "adamantine" and "silvered" ... was wondering if you will add "mythril" to those damage types?

If i've misplaced this port, please let me know where?

Zacchaeus
October 1st, 2020, 10:59
hmmm ... not sure if i ought to post here but was wondering about:
https://www.fantasygrounds.com/wiki/index.php/5E_Effects

Within damage types i noted that you've "adamantine" and "silvered" ... was wondering if you will add "mythril" to those damage types?

If i've misplaced this port, please let me know where?

This would be one for the wishlist I think. It's not a bug since that damage type doesn't exist in 5e. Link in my signature

Zacchaeus
October 1st, 2020, 11:05
Random Encounter in Princes of the Apocalypse (2.10 Early Travels (Day)) is wrong missing Dwarf miners Caravan and Homestead

So they are; added to my list. THanks for the report.

Zacchaeus
October 1st, 2020, 11:08
Just noted that the Diplomat's Pack, when dragged onto a character's sheet, grants 1 Vial (1 gp, 0.01 lb) instead of granting the Perfume (vial) item (5 gp, 0.02 lb) as it should. Both items (vial and perfume vial) exist in the PBH; the pack should grant a vial of perfume rather than an empty vial.

Thanks for the report; added to my list

RoyOII
October 3rd, 2020, 20:10
Not sure if this has been identified yet. The Circle of Spores spells in the Unearthed Arcana - Players brings up the Circle of Wildfire spells.

Zacchaeus
October 3rd, 2020, 20:19
Not sure if this has been identified yet. The Circle of Spores spells in the Unearthed Arcana - Players brings up the Circle of Wildfire spells.

Noted; thanks for the report.

NuclearMonkey
October 4th, 2020, 11:37
Deleted. Found what I was looking for in 13.01.X05

NuclearMonkey
October 4th, 2020, 11:43
Curse of Strahd: Typo in story links in chapter 5. The image link in 05.03.N4 says "Fiona Watcher and Majesto" rather than the correct "Fiona Wachter and Majesto"

Zacchaeus
October 4th, 2020, 12:29
Curse of Strahd: Typo in story links in chapter 5. The image link in 05.03.N4 says "Fiona Watcher and Majesto" rather than the correct "Fiona Wachter and Majesto"

Noted, thanks for the report.

Mytherus
October 4th, 2020, 14:57
I purchased the Icewind Dale - Rime of the Frost maiden module from the FG Store about a week ago, but just got around to really check it out (I also have the hard copy of it), the Smite Works module conversion folks apparently missed an entire Appendix (Appendix B - Character secrets), see the attached file. The images are not there and the table is empty.

I trust this will be addressed with some priority since you know, you are selling it and people are paying money for it.

FYI. For S & G's I *DID* click "update" in FGU and then I checked again this morning 10/4 around 9:30 AM Eastern -- still not there. I have FG classic and its missing in there to (not that I'd expect different as its the same download).

Finally so far all the other content in the module is there, but I only checked out to chapter 2.

Zacchaeus
October 4th, 2020, 17:50
I purchased the Icewind Dale - Rime of the Frost maiden module from the FG Store about a week ago, but just got around to really check it out (I also have the hard copy of it), the Smite Works module conversion folks apparently missed an entire Appendix (Appendix B - Character secrets), see the attached file. The images are not there and the table is empty.

I trust this will be addressed with some priority since you know, you are selling it and people are paying money for it.

FYI. For S & G's I *DID* click "update" in FGU and then I checked again this morning 10/4 around 9:30 AM Eastern -- still not there. I have FG classic and its missing in there to (not that I'd expect different as its the same download).

Finally so far all the other content in the module is there, but I only checked out to chapter 2.
Appendix B is in the players module and it seems to be working fine.

LordQ96
October 4th, 2020, 19:33
In Icewind Dale Rime of the Frostmaiden.. Aurils second form does not have the right legendary actions.. the 1st form and 3rd form does.. the 2nd for is just copied from the 1st .. I am not sure if this has been reported or not.

LordQ96
October 4th, 2020, 19:38
Appendix B is in the players module and it seems to be working fine.

but its not in the DMs .. I do not want my players seeing ALL of the secrets and I will not be letting them load up the players module but otherwise the DM can load it up and it is there yes.

superteddy57
October 4th, 2020, 22:01
Thank you for the report. It will be looked into.

Mytherus
October 6th, 2020, 01:16
but its not in the DMs .. I do not want my players seeing ALL of the secrets and I will not be letting them load up the players module but otherwise the DM can load it up and it is there yes.

Thank you for this LordQ96, I agree with you.

Also and pardon to the hard working FG employees, because this will sound harsh, but -- it shouldn't matter - its sold as a "professional" module it should be quality from "cover to cover" and faithful to the hard copy , so since it was obviously missing in the DMs guide that should not have been released as such.... I promote Fantasy Grounds constantly in any conversation where its relevant to do so. I also state how awesome the community is and the staff that tirelessly assist its customers. But right is right. And -- I'm right here. Thank you. No hard feelings implied, I still think you guys are awesome.

FSHSchmo
October 6th, 2020, 19:54
Product: Midgard Heroes Handbook https://www.fantasygrounds.com/store/product.php?id=KPMHH5E

Record: Ranger class record

Description: The HD Per Level field is wrong. Likely a PDF conversion error. It is supposed to say "1d10 per ranger level", instead it says "1d1O per ranger level". Because it is the letter O instead of the number 0, any character gets only 1 HP and cannot use hit die properly.

Got this corrected, thanks for finding it.

LordEntrails
October 7th, 2020, 04:49
Monster Manual
Marilith
Hit Points have a space in the modifier value
(18d10 + 9 0)
therefore only 9 hit points are getting added in the random or max settings (not 90).

Zacchaeus
October 7th, 2020, 10:17
Noted, thanks.

Caelen
October 10th, 2020, 22:06
In the Velkynvelve map of Out of the Abyss, the northernmost hanging tower, 01.05.10 Guard Tower, doesn't have the LOS for the walls. The doors work fine though. See attached pictures.
40106
40107

superteddy57
October 10th, 2020, 22:21
MOD: Moved to 5e bug report thread as the walls are not present on this map. Not an Unity bug itself.

Caelen
October 10th, 2020, 23:32
Ah, so module problems with unity features should go here instead of the unity forum? Got it.

superteddy57
October 10th, 2020, 23:38
Since this is mistake within the module and not a Unity based bug, its best placed here. It helps get it resolved quicker and an update out for the module out sooner. Most developers may not check the Unity support forums regularly. Just helping give it more visibility to get it resolved for you. If the issue was outside of the module and ruleset and was an overall issue with the Unity feature, then that would be the correct location.

Zacchaeus
October 11th, 2020, 00:13
In the Velkynvelve map of Out of the Abyss, the northernmost hanging tower, 01.05.10 Guard Tower, doesn't have the LOS for the walls. The doors work fine though. See attached pictures.
40106
40107

Thanks, I’ll have a look at that tomorrow.

rob2e
October 14th, 2020, 17:53
In Tome of Beasts 2 would it be possible to categorize that as "Supplement" so as to be consistent with the previous two books?
40226

rob2e
October 14th, 2020, 18:08
Tome of Beasts 2

No cover image in the Reference Manual?
Most tokens missing from stat blocks.
Akassit Blade has no image.

mattekure
October 14th, 2020, 19:09
Tome of Beasts 2

Item: Akaasit Blade

This record is missing all of the essential weapon information. There is no damage string, no properties, cost, weight.

for Subtype, it lists it as "Dagger", when it should be "Simple Melee Weapons" to be consistent with all other published material.

Rarity should be capitalized.

mattekure
October 14th, 2020, 19:37
Tome of Beasts 2.

Many, many NPCs are missing tokens, not even letter tokens, even where there is artwork for the beasts included. Nearly every NPC should be looked at. From my initial review of the NPC's
A's - only 1 npc has a token
B's - only 3 npcs have tokens
C's - 2 missing tokens
D's - 17 missing tokens
E's - 1 missing tokens
F's - 3 missing tokens

andrewcr
October 14th, 2020, 20:02
I can never recall where to put reports for errors in modules - mind like a sieve when it comes to that

Tome of Beasts 2 - some cool monsters here and barely scratched the surface

Aalpamac - missing token
Ahu-nixta Cataphrac - missing token
Ahu-nixta Drudge - missing token
Akaasit - missing token
Angel Of Judgment - missing token
A-mi-kuk - missing token
Kobold War Machine - missing token
etc etc

Token check required.


Edjet Initiate - Challenge Rating - value split across two lines 1/4
Kobold Spellclerk = Challenge Rating - value split across two lines
Orc Grey Challenge Rating - value split across two lines 1/4
Seams to be anything with a 1/4 rating.

Yowler - Challenge Rating Split across two line 1/2


Swampgas Bubble
Damage Vulnerabilities - need a space between this and the word fire

Xing Tian - Indominatable - I am not sure the wording of this trait is correct - double check.

For anyone running Icewind Dale: Rime of the Frost Maiden there are alot of snow ice themed monsters in this book.

Also in the Library - Deep Magic and Tome of Beasts 2 are classified as Reference whilst Creature Codex and Tome of Beasts are classified as Supplements. Personally I think they should all be together as Reference (5e Wizards Material all together and Kobold 5e all together).

Trenloe
October 14th, 2020, 20:16
I can never recall where to put reports for errors in modules...
Certainly not in the Laboratory sub-forum.

In future, look for the sticky bug thread at the top of the 5E forum (or the forum for the RPG system in question if not for 5E).

I've moved this post to the 5E bug report thread.

Zacchaeus
October 14th, 2020, 20:28
I'll let the developer know.

Neovirtus
October 15th, 2020, 20:47
The Tome of Beasts 2 Kickstarter page reported a Hotfix for that module had been pushed, so I went and updated. Nothing appears to have changed with regards to the missing tokens.

lokiare
October 16th, 2020, 15:29
The Tome of Beasts 2 Kickstarter page reported a Hotfix for that module had been pushed, so I went and updated. Nothing appears to have changed with regards to the missing tokens.

Try now.

mattekure
October 16th, 2020, 15:34
Try now.

I did download the hotfix this morning, but it does not fix the missing tokens on the NPC records.

Just starting from the A's, the following are missing tokens

Abbanith Giant
Adult Boreal Dragon
Akaasit
Akhlut
Alchemical Skunk
Alpha Fish
Alsikaya, The screeching Mother of Volcanoes
Amber Ooze
etc. It goes on and on.

Neovirtus
October 16th, 2020, 19:59
Try now.

It appears that the problem has become significantly worse. I now have a hard time finding an example of an NPC record WITH a token.

lokiare
October 16th, 2020, 21:26
It appears that the problem has become significantly worse. I now have a hard time finding an example of an NPC record WITH a token.

Have you reverted the module in the modules window? If you have, I'll notify the developer.

lokiare
October 16th, 2020, 21:39
I've just pushed a new version to LIVE. I checked all of the A NPCs and most of them have tokens, a few have letter tokens.

mattekure
October 16th, 2020, 21:47
I've just pushed a new version to LIVE. I checked all of the A NPCs and most of them have tokens, a few have letter tokens.

I just tested with a brand new campaign, and still many, many NPC records have missing tokens.

Robyn1xp
October 17th, 2020, 02:25
I opened Tome of Beasts 2 in a brand new fresh campaign after the most recent update (I updated at 7pm Central Time, Oct 16). Tokens appear for most monsters whose names start with the letters A or B, but from C onwards roughly 1 - 5 monsters per letter have the token assigned, and the rest are just flat out missing tokens, even though they have artwork for that monster on the "Other Tab".

The tokens do appear in Token bags in the Token Library, BUT it is much too tedious to go through and assign the tokens to every single monster missing them, especially since the tokens are split amongst two different token bags for some reason.

If someone is correcting this issue, they might be best going through the entire monster list. I'd estimate that about 85%-90% of the monsters do not have tokens on their NPC sheets, even though they have artwork assigned to the "Other Tab".

Neovirtus
October 17th, 2020, 02:50
Have you reverted the module in the modules window? If you have, I'll notify the developer.

There is no way to revert a whole module in the modules window I'm aware of. I've updated just now, opened the fresh campaign I made to test this module, then unloaded and reloaded the module. It looks like someone went through and fixed the tokens for all the A and B named entries, and stopped. Are you not seeing these issues on your end?

superteddy57
October 17th, 2020, 03:32
You can access the revert changes for the module from the Data Module Activation window.

40274

Neovirtus
October 17th, 2020, 05:04
You can access the revert changes for the module from the Data Module Activation window.


It's not available for me. Perhaps because there are no changes to revert? Unclear whether loading and unloading would have the same effect.

40276

Either way, the issue with the module doesn't appear to be on my end.

superteddy57
October 17th, 2020, 05:06
That would be correct, if there were no changes to revert, it would not show.

mattekure
October 17th, 2020, 14:00
I've just pushed a new version to LIVE. I checked all of the A NPCs and most of them have tokens, a few have letter tokens.

to give you a scale of the scope. I update Tome of Beasts 2 this morning, Oct 17 at around 9am EST. I created a brand new campaign and began opening NPCs. A's and B's appeared fixed, but from there on its all broken. Here are the NPCs beginning with C that have no token assigned.

https://imgur.com/PAqSb8y.jpg
https://imgur.com/OCUJi2g.jpg

mattekure
October 17th, 2020, 14:04
D's
https://imgur.com/ymhoUX2.jpg
https://imgur.com/2pC84Fq.jpg

E's
https://imgur.com/kKj7edk.jpg

I wont continue with the pictures, but the pattern goes on

Sage of Souls
October 18th, 2020, 00:08
For some reason, the animations in Fantasy Grounds Classic are very laggy... Like, if I pick up a dice and start dragging it around on-screen, it's not smooth at all. It takes almost around 3/4 of a second to update the location of the dice that I'm dragging. I've tried a fresh install in a new location so that there's nothing in the data anywhere other than the basic installation and it still does this. What do I do?

Moon Wizard
October 18th, 2020, 03:36
Try going into the graphics driver application for your computer (assuming NVidia/Radeon control panel); and make sure that FG is assigned to use your separate video card and not the built-in video card on your motherboard.

Also, you can try turning off some graphics settings, such as anti-aliasing, etc.

Regards,
JPG

Sage of Souls
October 18th, 2020, 03:46
Already tried that. Updated graphic drivers, too.

lokiare
October 18th, 2020, 19:12
D's
https://imgur.com/ymhoUX2.jpg
https://imgur.com/2pC84Fq.jpg

E's
https://imgur.com/kKj7edk.jpg

I wont continue with the pictures, but the pattern goes on

Try now. I spot checked and they all seem to have tokens now.

mattekure
October 18th, 2020, 21:33
Still Missing:

Take a look at Parzz'val especially, it seems to have some kind of blank or broken token assigned

https://imgur.com/67Usfmc.jpg
https://imgur.com/oEVd666.jpg

Sage of Souls
October 19th, 2020, 02:29
Also, I just wanted to clarify: the lag only occurs when dragging and rolling the dice. Everything else works fine. I've read MULTIPLE threads about this issue and here's what I've done thus far:

* Disabled Anti-Aliasing and Anisotropic Filtering
* [REMOVED]
* Restarted Computer (multiple times)
* Switched all NVDIA settings I could find in regards to performance increase for Fantasy Grounds Classic to be set to maximum performance (or closest equivalent)
* Reinstalled Fantasy Grounds Classic to same directory and data directory
* Reinstalled Fantasy Grounds Classic to different directory and different data directory
* Changed resolution settings for Fantasy Grounds Classic

It needs to be noted that neither my motherboard nor processor has integrated graphics, so Fantasy Grounds Classic is already running on my NVIDIA GTX 1050 Ti.


Edit: The DirectX I installed I don't think was actually DirectX 9, but instead something else.

Sage of Souls
October 19th, 2020, 02:37
Also, I just wanted to clarify: the lag only occurs when dragging and rolling the dice. Everything else works fine. I've read MULTIPLE threads about this issue and here's what I've done thus far:

* Disabled Anti-Aliasing
* [REMOVED]
* Restarted Computer (multiple times)
* Switched all NVDIA settings I could find in regards to performance increase for Fantasy Grounds Classic to be set to maximum performance (or closest equivalent)
* Reinstalled Fantasy Grounds Classic to same directory and data directory
* Reinstalled Fantasy Grounds Classic to different directory and different data directory
* Changed resolution settings for Fantasy Grounds Classic

It needs to be noted that neither my motherboard nor processor has integrated graphics, so Fantasy Grounds Classic is already running on my NVIDIA GTX 1050 Ti.


Edit: The DirectX I installed I don't think was actually DirectX 9, but instead something else.


I have also tried:

* Running in Compatibility Mode for Windows 8 and Windows 7
* Running in Reduced Color Mode (8 bit and 16 bit)
* Disabling Fullscreen Optimizations
* Running as an Administrator

Still no avail.

Moon Wizard
October 19th, 2020, 03:10
* How much memory is FGC using? (Use Windows Task Manager to view)
* How many campaign image files have you added to your campaign?
* How big are the image files (resolution and disk size)?

Regards,
JPG

Sage of Souls
October 19th, 2020, 03:56
* How much memory is FGC using? (Use Windows Task Manager to view)
* How many campaign image files have you added to your campaign?
* How big are the image files (resolution and disk size)?

Regards,
JPG

* ~680 MB without anything going on or anyone else connected
* Already thought of that. I archived everything but one new campaign and no additional images, characters, etc.. Still a problem.
* Various, though not applicable (see above).

Paperclipkiller
October 19th, 2020, 04:29
Just wanted to put my 2 cents out there in regard to the dice thing, it's an issue I have when my computer has been on for multiple days. Usually in Sleep Mode for most of it, with no program open. FCC will then have super laggy dice if I open it for the first after having my computer on for several days. Even if nothing is loaded in FGC. Nvidia 1070 btw. Based on the various reports I've seen of this issue, it seems to be mainly Nvidia card related?

Thankfully in my case, restarting usually fixes it. Just wanted to give my experience if it could help Moon Wizard at all.

Sage of Souls
October 19th, 2020, 04:50
Just wanted to put my 2 cents out there in regard to the dice thing, it's an issue I have when my computer has been on for multiple days. Usually in Sleep Mode for most of it, with no program open. FCC will then have super laggy dice if I open it for the first after having my computer on for several days. Even if nothing is loaded in FGC. Nvidia 1070 btw. Based on the various reports I've seen of this issue, it seems to be mainly Nvidia card related?

Thankfully in my case, restarting usually fixes it. Just wanted to give my experience if it could help Moon Wizard at all.

Ya, I read about the restarting thing. Like I said, I've restarted multiple times already. And yes, it seems to be an NVIDIA thing and this has been an issue since 2017, which seems a little stupid that it hasn't been fixed by now.

Moon Wizard
October 19th, 2020, 07:23
There's nothing in the FG code that treats NVidia any differently than any other video card; and it runs on many NVidia cards without issue (including all my machines for last 10 years). It usually turns out to be some implementation of the DirectX 9 interface in the graphics driver that is causing issues; and turning off features in the graphics driver control panel can help (especially since FG doesn't use them anyway). Unfortunately, it's not something we have control over, because we're just sending screen bitmaps to the DirectX 9 engine to be pumped to your screen. So, that's why we suggested trying the various graphics control panel settings to make sure that the right card is being used, as well as turning off graphics settings for FG. Between rebooting and graphic cards settings, that has cleaned up 99% of the laggy dice issues over the years. (Some people have also had luck trying older drivers, and reporting the issue to the company that makes the drivers.)

Regards,
JPG

Sage of Souls
October 19th, 2020, 08:02
There's nothing in the FG code that treats NVidia any differently than any other video card; and it runs on many NVidia cards without issue (including all my machines for last 10 years). It usually turns out to be some implementation of the DirectX 9 interface in the graphics driver that is causing issues; and turning off features in the graphics driver control panel can help (especially since FG doesn't use them anyway). Unfortunately, it's not something we have control over, because we're just sending screen bitmaps to the DirectX 9 engine to be pumped to your screen. So, that's why we suggested trying the various graphics control panel settings to make sure that the right card is being used, as well as turning off graphics settings for FG. Between rebooting and graphic cards settings, that has cleaned up 99% of the laggy dice issues over the years. (Some people have also had luck trying older drivers, and reporting the issue to the company that makes the drivers.)

Regards,
JPG

Well, I seem to be one of the 1% that isn't having any success. If I can't even use the dice properly, then I'm not going to be able to do much with FG. Is there anything else that could be causing this issue?

Zacchaeus
October 19th, 2020, 08:51
One thing I haven't seen mentioned is whether cross compatibility mode is checked or unchecked in settings. If it isn't checked check it; if it is uncheck it. Pretty much the only thing that I can think of.

Sage of Souls
October 19th, 2020, 10:22
One thing I haven't seen mentioned is whether cross compatibility mode is checked or unchecked in settings. If it isn't checked check it; if it is uncheck it. Pretty much the only thing that I can think of.

No luck.