View Full Version : 5E Bug reports (2020)
lokiare
October 19th, 2020, 18:51
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
The ones that show an empty token circle are anonymously linked to letter tokens so you should open the letter tokens module and those will work. if you can get me a list of the ones that don't show a token icon at all, I'll fix those manuall.
Moon Wizard
October 20th, 2020, 00:37
@Sage of Souls,
I'm at a loss as to what could be causing the issue. Since we have had thousands of users over the last 10+ years that have not run into the issue, it leads me to believe that there is something unique to your environment that is causing the issue. Based on what you've said, it seems like you've covered all the bases in terms of things we've encountered in the past that might cause slowdowns.
Since you've been posting on the forums since March, what has changed since then? I assume that if it was originally that slow, you would have posted much sooner.
Regards,
JPG
Sage of Souls
October 20th, 2020, 08:36
@Sage of Souls,
I'm at a loss as to what could be causing the issue. Since we have had thousands of users over the last 10+ years that have not run into the issue, it leads me to believe that there is something unique to your environment that is causing the issue. Based on what you've said, it seems like you've covered all the bases in terms of things we've encountered in the past that might cause slowdowns.
Since you've been posting on the forums since March, what has changed since then? I assume that if it was originally that slow, you would have posted much sooner.
Regards,
JPG
I've upgraded my rig a few times since then and I've reinstalled Windows a couple of times, but this is the first time I've encountered this issue and I haven't changed anything else in the past two months. I've been using FGC in those past two months and it only just now became an issue. However, I've since played around with the settings some more, reinstalled it to two more new directories, and restarted my computer four times since my last post and now it's suddenly fine. I really don't know what was causing it and I don't know what I did to remedy it.
Moon Wizard
October 20th, 2020, 15:12
Probably reinstalling from scratch to a new location reset some sort of graphics settings tracking, or something like that. Glad it's working again.
Regards,
JPG
Sage of Souls
October 20th, 2020, 23:14
Probably reinstalling from scratch to a new location reset some sort of graphics settings tracking, or something like that. Glad it's working again.
Regards,
JPG
Thing is, I had done that twice already before that attempt.
Granamere
October 22nd, 2020, 21:46
So inside of Fantasy grounds Classic Tomb of Beasts is listed as a Supplement but Tomb of Beasts 2 is a Reference. Should they not be in the same section?
Tiosan
October 25th, 2020, 19:23
It seems that the UA Artificer Feature for "Infuse Item" has a copypasta error. "Mind Sharpener" was replaced with a copy of "Enhanced Weapon", resulting in two "Enhanced Weapon" entries.
40505
Zacchaeus
October 25th, 2020, 20:01
Thanks I'll sort that next time the UA gets updated.
thelinuxfan
October 27th, 2020, 15:52
In the Creature Codex by Kobold Press, I found the following floating text:
https://i.imgur.com/DkA9GUC.jpg
astromath
October 28th, 2020, 15:49
Character Wizard:
The subraces of Tiefling from Mordenkainen's Tome of Foes do not show up. The variants from Sword Coast Adventurer's Guide does show up.
superteddy57
October 28th, 2020, 15:52
I would suggest posting Character Wizard bugs in the thread dedicated to the feature.
https://www.fantasygrounds.com/forums/showthread.php?60435-5E-Character-Wizard-Bug-Reports-(2020)
I just want to ensure the developer working on the feature will see the bug.
astromath
October 28th, 2020, 15:53
Ok. Will do.
thelinuxfan
October 28th, 2020, 15:54
The Battle Mage in Creature Codex does not have the cantrips listed as spells.
Zacchaeus
October 28th, 2020, 22:37
In the Creature Codex by Kobold Press, I found the following floating text:
https://i.imgur.com/DkA9GUC.jpg
The Battle Mage in Creature Codex does not have the cantrips listed as spells.
Thanks; I'll see that the developer gets to know.
thelinuxfan
October 28th, 2020, 22:40
Thanks; I'll see that the developer gets to know.
Hey Zacchaeus,
Is the way I am reporting these issues the most appropriate method? Would it be better to note them and do a larger dump or is it best to just drop them in individually?
Zacchaeus
October 28th, 2020, 22:43
Hey Zacchaeus,
Is the way I am reporting these issues the most appropriate method? Would it be better to note them and do a larger dump or is it best to just drop them in individually?
Better if you make a single post with a bunch of things. Then I only have to send one email with the link rather than many :)
Cfloyd18
October 31st, 2020, 03:07
Good Evening... while playing through and making a character, noticed that the "Enhanced Ranger" build has the Aid spell under Level 1 spells. This is incorrect. Looking up the Unearthed Arcana information, the Enhanced Ranger is supposed to have this spell under it's Level 2 options. This spell is also a Level 2 spell within the spell lists. It looks like this might have been transposed incorrectly.
Zacchaeus
October 31st, 2020, 10:07
Good Evening... while playing through and making a character, noticed that the "Enhanced Ranger" build has the Aid spell under Level 1 spells. This is incorrect. Looking up the Unearthed Arcana information, the Enhanced Ranger is supposed to have this spell under it's Level 2 options. This spell is also a Level 2 spell within the spell lists. It looks like this might have been transposed incorrectly.
It''s in the original document that I used to update the UA module but I see that they must have changed it at some point since the one on their website now doesn't have the Aid spell. I'll not that for fixing next time I update the UA.
Maetco
November 5th, 2020, 16:51
Moderate Malleable in Tome of Beasts 2 has an additional "." in it's Flesh Tendril after "Attack" so the syntax doesn't work.
Zacchaeus
November 5th, 2020, 19:15
Moderate Malleable in Tome of Beasts 2 has an additional "." in it's Flesh Tendril after "Attack" so the syntax doesn't work.
Thanks, I''ll see the developer gets to know.
Temmpest
November 7th, 2020, 02:12
So, I just started using FGU. A liitle laggy, but tolerable. However, I noticed a bug that I can't seem to find the answer to:
In FGC, as the GM, I was able to grab the Target Icon from the NPC in the Combat Tracker and drag it onto the PC. I could then attack that PC from the Combat tracker. With FGU, when I do this, even though it shows the PCs Icon on the Target line, I am unable to attack the PC. The rolls show as if no one if targeted. Am I doing something wrong? Is anyone else having this issue?
LordEntrails
November 7th, 2020, 02:28
Do you have the little targeting reticle on the modifier box turned on/off? What extensions are you using? Can you duplicate in a new campaign with no extensions?
Temmpest
November 7th, 2020, 02:43
Omg! That was it. I had never clicked on it before until now. That fixed the issue. Thank you so much!
lasmela
November 8th, 2020, 14:09
I don't know if it's a bug or just not intended but in the module for Tomb of Annihilation the magical weapons of Artus Cimber and Dragonbait don't do magical damage. Artus has a normal bow and the dagger Bookmark so you need to add the magical damage to the weapon itself. Dragonbait only uses Holy Avenger therefore he could gain the magical Weapon trait.
Zacchaeus
November 8th, 2020, 16:29
I don't know if it's a bug or just not intended but in the module for Tomb of Annihilation the magical weapons of Artus Cimber and Dragonbait don't do magical damage. Artus has a normal bow and the dagger Bookmark so you need to add the magical damage to the weapon itself. Dragonbait only uses Holy Avenger therefore he could gain the magical Weapon trait.
Yes, those are bugs. I'll add this to my fix list
srinity
November 9th, 2020, 13:04
Hello,
As I understand the rules, applying the shatter spell to golems should be a flat roll (Shatter disadvantage vs golems advantage). However, in FGU, it seems that the golems are rolling with advantage. (I can understand the flesh golem rolling with advantage, but the other golems should not be.)
Thanks!
(Tested in a vanilla FGU instance with no modules loaded.)
Zacchaeus
November 9th, 2020, 14:05
Yes, the Golem will get advantage because of their magic resistance. For edge cases like the shatter spell you'll need to press the ADV button just before casting to mitigate that since FG doesn't know that the shatter spell is an exception to the general.
Temmpest
November 9th, 2020, 15:57
Encounter A.06.15 A15. Plaza of Fallen Spires
I noticed in the text there was a confusing reference to Aerisi Kalinoth. It appears the text was not correctly transferred from the module. Needs to be corrected.
Zacchaeus
November 9th, 2020, 16:11
Encounter A.06.15 A15. Plaza of Fallen Spires
I noticed in the text there was a confusing reference to Aerisi Kalinoth. It appears the text was not correctly transferred from the module. Needs to be corrected.
The FG module text is the same as the text in the original adventure pdf that I have. So I'm not sure where the error is.
Temmpest
November 9th, 2020, 16:28
40953
This is the text from the book. It doesn't match what's in the FGU module.
Zacchaeus
November 9th, 2020, 16:31
Ok, I see where your issue is now. I'll add it to my fix list.
Dax Doomslayer
November 10th, 2020, 00:54
I believe that Cleric with the Nature Domain in the PHB is not receiving its bonus heavy armor proficiency as best I can tell.
Zacchaeus
November 10th, 2020, 01:00
It won’t be automatically added if it’s in a trait from an archetype.
Dax Doomslayer
November 10th, 2020, 01:13
Ahhh - that would be the issue then. OK - thanks Mr. Z sorry for the bother!
jkagie
November 10th, 2020, 02:18
Maybe I am just seeing this now, but I don't like it.
When a bonus is added to an attack roll I am not seeing the effect being added to the visible roll. The attack result line does shows the correct result. But visually this isn't appealing since the [HIT] or [MISS] is not what most people look at, me included.
40963
The example shows the initial roll with the effect.
Then we can see a roll without the effect and another with the effect so we can verify that the +2 is added to the checked result, just not to the roll.
Here is another look:
40964
The target AC is 18 and the result shows the success, but the visible roll doesn't.
Is this intended? I don't see where this would be desirable even with multiple targets.
Zacchaeus
November 10th, 2020, 08:51
I believe that is intended. If you have a straightforward effect such as ATK: 2 then that will get added into the main roll and the big white number will include the effect. If, however you have an IFT statement then that is evaluated after the roll is made. The reason being that if the attacker has several targets selected then the IFT may not apply to all of them so the IFT has to be calculated separately for each target.
And incidentally the HIT and MISS is all that I look at (but I'm the DM so maybe that's why).
lokiare
November 10th, 2020, 16:58
Yes, the Golem will get advantage because of their magic resistance. For edge cases like the shatter spell you'll need to press the ADV button just before casting to mitigate that since FG doesn't know that the shatter spell is an exception to the general.
There might be a way to use IFT in an effect to cause more damage to certain types of creatures.
Slagmoth
November 13th, 2020, 18:32
I assume that this has been reported but the other night we levelled up in FGU. I was able (as the GM) to use the new 5E dialogue to level up the NPC that was tagging along but when the Players did it it created new character entries in the PC box...
It also seems to have had some bad interaction with the Druid Essentials extension as the Druid still had the effect on him (I assume this would also happen if a fighter or someone also had a Belt of Giant Strength or something) but it removed the Effect but permanently changed the character's ability scores. Thankfully I have a backup of the character though.
Moon Wizard
November 13th, 2020, 18:45
It sounds like the third party Druid Esssentials extension is not compatible with the level up process; so you'll need to talk to the extension developer to resolve (if possible).
I'll pass on the new entry issue.
Regards,
JPG
astromath
November 13th, 2020, 20:24
Volo's Guide
Conjurer
Dagger has Melee Attack instead of Melee Weapon Attack.
Zacchaeus
November 13th, 2020, 20:48
So it does. Added to the list
astromath
November 13th, 2020, 20:53
Icewind Dale Rime of the Frostmaiden
Reghed Shaman
Type: You have humano instead of humanoid
Zacchaeus
November 13th, 2020, 21:01
With a name like that they could be humano :)
superteddy57
November 13th, 2020, 21:30
Icewind Dale Rime of the Frostmaiden
Reghed Shaman
Type: You have humano instead of humanoid
I'll have a look. Thanks for the report.
Allmight
November 15th, 2020, 15:15
Minor parsing/spelling error.
Module: Lost Mine of Phandelver
Story: P0-07 Adventure Hook
Paragraph 2
Sildar Haliwinter
Should be Hallwinter, not Haliwinter.
Allmight
November 15th, 2020, 16:34
Module: Lost Mine of Phandelver
NPC: Goblin
The module have added Javelin as an Action to the goblin. According to the LMoP book in the Starter Set, they have no such action.
Is there some errata i am not aware of?
Kepath1
November 15th, 2020, 17:13
I'm having a problem with my quest tab not showing the related quests for the module(Sleeping Dragon's Wake, same situation for Storm Lord's Wrath). As you can see the module was loaded during setup and the Encounters tab shows it as a group, as well as the story having all parts. I've gone through your many forums and tutorials but can't seem to come up with a solution. The program has been updated and restarted. Is this a bug or am I missing something? Thanks!
41151
Zacchaeus
November 15th, 2020, 17:48
I'm having a problem with my quest tab not showing the related quests for the module(Sleeping Dragon's Wake, same situation for Storm Lord's Wrath). As you can see the module was loaded during setup and the Encounters tab shows it as a group, as well as the story having all parts. I've gone through your many forums and tutorials but can't seem to come up with a solution. The program has been updated and restarted. Is this a bug or am I missing something? Thanks!
It doesn't look like the developer of the module added in any quests; hence the reason why there are none.
Zacchaeus
November 15th, 2020, 17:55
Module: Lost Mine of Phandelver
NPC: Goblin
The module have added Javelin as an Action to the goblin. According to the LMoP book in the Starter Set, they have no such action.
Is there some errata i am not aware of?
I have no idea why they have Javelins; I'll take a note to remove that.
Zacchaeus
November 15th, 2020, 17:56
Minor parsing/spelling error.
Module: Lost Mine of Phandelver
Story: P0-07 Adventure Hook
Paragraph 2
Should be Hallwinter, not Haliwinter.
Noted, thanks.
Kepath1
November 15th, 2020, 18:00
Ah ok, thanks! I'll add that to my prep list
humby
November 17th, 2020, 07:43
In the first screenshot on the store for the new Tasha book, there's a spelling error in the first header on the Beastmaster Companions sheet (haven't bought the book yet, so don't know if the error is still there or not).
Zacchaeus
November 17th, 2020, 09:07
In the first screenshot on the store for the new Tasha book, there's a spelling error in the first header on the Beastmaster Companions sheet (haven't bought the book yet, so don't know if the error is still there or not).
Well, that's new - a bug report on a screenshot. I can't see anything, can you be more specific as to the nature of this.
JonStormbringer
November 17th, 2020, 09:43
Wasn't sure the best spot to put this, but I found a typo.
Location: Barbarian Reckless Attack. The text says "When you male your first attack on your turn, you can decide to attack recklessly."
male should be make
41222
Thanks to the team that put this product together! It looks fantastic! Sorry for the hen-pick!
Moderator: Moved to bug reports
DGM
November 17th, 2020, 09:49
Spelling / parsing error in tasha spell; Intellect Fortress
41223
DGM
November 17th, 2020, 09:51
Tasha - Multiple summon spells creature template are empty.
41224
humby
November 17th, 2020, 10:21
Well, that's new - a bug report on a screenshot. I can't see anything, can you be more specific as to the nature of this.
Please see below - it reads "Cpmpanions" instead of "Companions":
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=41225&stc=1&d=1605608377
Zacchaeus
November 17th, 2020, 10:28
Ah, ok. That has been fixed :)
Zacchaeus
November 17th, 2020, 10:34
Wasn't sure the best spot to put this, but I found a typo.
Location: Barbarian Reckless Attack. The text says "When you male your first attack on your turn, you can decide to attack recklessly."
male should be make
41222
Thanks to the team that put this product together! It looks fantastic! Sorry for the hen-pick!
Moderator: Moved to bug reports
Ha. That's an error in the SRD :)
DGM
November 17th, 2020, 10:38
41226
Magic mushroom effects table has too many spaces in the words, 8 instances counted.
DGM
November 17th, 2020, 10:41
41227
Monsters desire undead table too many spaces in chapter 4, monster research
DGM
November 17th, 2020, 10:46
Chapter 4, supernatural regions;
Haunted Environments is spelled wrong; Haunted environs
Zacchaeus
November 17th, 2020, 10:52
Spelling / parsing error in tasha spell; Intellect Fortress
41223
Noted, thanks.
Zacchaeus
November 17th, 2020, 10:55
Tasha - Multiple summon spells creature template are empty.
41224
Thanks, noted.
Zacchaeus
November 17th, 2020, 11:00
41227
Monsters desire undead table too many spaces in chapter 4, monster research
Chapter 4, supernatural regions;
Haunted Environments is spelled wrong; Haunted environs
Noted, thanks again.
DGM
November 17th, 2020, 13:14
Spellwrought Tattoos don't have their propper rarity listed, they are all common.
Spellwrought Tattoo (4/5th Level) should be rare.
2/3 uncommon.
astromath
November 17th, 2020, 13:55
Tasha's
Images
The WolfKey, Snakekey and SpiderKey images are identical to the Skullkey image.
DGM
November 17th, 2020, 15:50
The table of the Souls of the Tarokka is brokenly wrong as it only does something at 1-14
You need to roll 1d100
It rolls 1d100 + 1d10
41238
41239
DGM
November 17th, 2020, 16:11
Rhythm-Maker's Drum
As an action, you can play the drum to regain one use of your Bardic Inspiration feature.
The wording on this is wrong? I think? Might be wrong from WoTC
Probably intended to be "one use of your bardic dice"
Sorcerer get 5 metamagic and wizards get 1 spell slot.
DGM
November 17th, 2020, 16:22
Teeth of Dahlver-Nar
The table is missing a lot of important information, table needs to be redone.
I spotted it at the tarrasque.
41246
41247
"You deal double damage to objects and structures. If you take 20 or more damage in one turn, you must succeed on a DC 18 Wisdom saving throw or spend your next turn in a murderous fury. During this rage, you must use your action to make an unarmed strike against a creature that damaged you, or a random creature you can see if you weren't damaged by a creature, moving as close as you can to the target if necessary."
Niclas
November 17th, 2020, 16:23
Tashas - Artificer (armorer)
In the referance manuel, there seems to be 4 sublasses, while in character creation there's only 3. The subclass "Armorer" is mentioned in the referance manual, but I can't chose it as a level 3 subclass.
Zacchaeus
November 17th, 2020, 16:36
Tashas - Artificer (armorer)
In the referance manuel, there seems to be 4 sublasses, while in character creation there's only 3. The subclass "Armorer" is mentioned in the referance manual, but I can't chose it as a level 3 subclass.
I see it in my copy.
darrenan
November 17th, 2020, 17:23
For The Fathomless Warlock patron, clicking the expanded spell list link brings up the expanded spell list for The Genie instead.
Ibhuk
November 17th, 2020, 17:48
Rune Knight Typo in Reference Manual for Tasha's Cauldron of Everything
41250
Niclas
November 17th, 2020, 23:16
I don't know what's wrong with my version then. I bought it off steam and I just did an update in fantasy grounds. But still no armorer. It's in the reference manual, but not when I click on the class / character creation.
41266
Update:
Problem solved, the issue was that when I loaded the "GM" book, it did not show the armor, as you see in the image. But when I load the player version, I could see the armorer subclass, so seems to be a bug with the GM loaded version.
Zacchaeus
November 18th, 2020, 10:03
Chapter 4, supernatural regions;
Haunted Environments is spelled wrong; Haunted environs
Haunted environs is correct; the original text is environs not environments
Zacchaeus
November 18th, 2020, 10:10
Tasha's
Images
The WolfKey, Snakekey and SpiderKey images are identical to the Skullkey image.
No, I don't see that - they are all different. (I don't want to post an image to prevent spoilers).
Zacchaeus
November 18th, 2020, 10:22
The table of the Souls of the Tarokka is brokenly wrong as it only does something at 1-14
You need to roll 1d100
It rolls 1d100 + 1d10
41238
41239
That is correct - it only does something on a 1-14. I've added text for the 15-100 roll to make that clearer. I fixed the extra d10 issue.
Zacchaeus
November 18th, 2020, 10:27
Rhythm-Maker's Drum
As an action, you can play the drum to regain one use of your Bardic Inspiration feature.
The wording on this is wrong? I think? Might be wrong from WoTC
Probably intended to be "one use of your bardic dice"
Sorcerer get 5 metamagic and wizards get 1 spell slot.
That's the wording in the pdf. It essentially means that you get to regain one of your used dice in the Bardic Inspiration feature.
Zacchaeus
November 18th, 2020, 10:41
Everything reported above - with the exception of the posts I replied to above - have been fixed and a revised module should be in next Tuesday's update.
Thanks to everyone for the reports.
Raunalyn
November 18th, 2020, 13:04
Tasha's Cauldron Path of Wild Magic Barbarian is missing the effects for the Dancing Lights and the Vines and Flowers. It describes what happens, but there isn't any effect. The Dancing Lights should provide a bonus to AC, and the vines should make it difficult terrain.
Zacchaeus
November 18th, 2020, 17:44
Tasha's Cauldron Path of Wild Magic Barbarian is missing the effects for the Dancing Lights and the Vines and Flowers. It describes what happens, but there isn't any effect. The Dancing Lights should provide a bonus to AC, and the vines should make it difficult terrain.
There isn't a way to word either of those things to create effects. There's no effect in any case for difficult terrain.
Raunalyn
November 18th, 2020, 18:18
There isn't a way to word either of those things to create effects. There's no effect in any case for difficult terrain.
I understand that, but if you look at the other items on the table, they give you a description of the effect. For the Dancing Lights and Flowers and Vines, there's nothing other than "You see dancing lights" or "Flowers and Vines grow." There is no description of the effects.
Zacchaeus
November 18th, 2020, 20:34
I understand that, but if you look at the other items on the table, they give you a description of the effect. For the Dancing Lights and Flowers and Vines, there's nothing other than "You see dancing lights" or "Flowers and Vines grow." There is no description of the effects.
Ok, I see what you mean now. You mean that the text in the table isn't complete. And you'd be right. I'll add that to my fix list.
Frong98
November 18th, 2020, 22:56
Tasha's Twilight domain cleric. Eyes of Night and Vigilant Blessing come up as a single feature rather than 2 separate ones
LordQ96
November 19th, 2020, 02:02
I know you have your hands full with Tasha's just coming out.. but in Rime of the Frostmaiden Auriel's Second form still has the wrong legendary actions.. on the sheet they are the same as her first form but each form as their own legendary action
mdrichey
November 19th, 2020, 03:55
Tasha's Cauldron of Everything is mistitled "Tasha's Guide to Everything" in the Reference Manual.
superteddy57
November 19th, 2020, 04:26
I know you have your hands full with Tasha's just coming out.. but in Rime of the Frostmaiden Auriel's Second form still has the wrong legendary actions.. on the sheet they are the same as her first form but each form as their own legendary action
An update has been submitted to resolve this issue. Thank you for the report.
Zacchaeus
November 19th, 2020, 10:33
Ok, I see what you mean now. You mean that the text in the table isn't complete. And you'd be right. I'll add that to my fix list.
Tasha's Cauldron of Everything is mistitled "Tasha's Guide to Everything" in the Reference Manual.
Thanks for the reports; both fixed and should be in Tuesday's update
andrewcr
November 20th, 2020, 09:40
Hi,
Feedback for Descent into Avernus.
The Elfsong should be available in Elvish as well as common so the DM can send the Elvish version to the chat box for character that speak Elvish to understand.
Zacchaeus
November 20th, 2020, 21:30
You can do this.
Set the language from the drop down at the bottom of the chat window and then drag the little speech icon at the top left of the chat frame and drop it into the chat line. Then click in the chat line and press return. The text will then be sent in the selected language.
andrewcr
November 20th, 2020, 23:20
Yes. Thank for you the reminder. I did it another way
But its not intuitive and having the simple things sorted for the DM is partly what a FG module is supposed to do.
Zacchaeus
November 21st, 2020, 00:41
Yes. Thank for you the reminder. I did it another way
But its not intuitive and having the simple things sorted for the DM is partly what a FG module is supposed to do.
There isn’t any other way to do it.
Aleadis
November 21st, 2020, 00:55
In Tasha's module,
Magic Mushroom Effects table 1-1 has an incomplete effect description "The creature's skin turns an unusual color. Roll a d4: 1, purple with yellow splotches" missing results 2, 3, and 4.
In Reference Manual > Puzzles > Four Elements: The "solution" is just a copy of the "handout", it doesn't actually show the solution. I Could not find actual solution image within images related to the module either.
cevikd
November 21st, 2020, 01:28
I originally reported this in the Character Wizard Bugs, because that's where I encountered it, but it happens even if you don't use the character wizard so perhaps this is a better place to report it: the Warlock subclass Hexblade from Xanathar's Guide to Everything isn't getting the Martial Weapon, Shield or Medium Armor proficiencies added to the character sheet when the subclass is chosen (either in the Character Wizard or when creating the character the old fashioned way). It may just be that it can't be fixed due to the way the book adds those proficiencies (via the Hex Warrior feature) which is understandable. I just wanted to flag it in case it's something that can be fixed! :)
Zacchaeus
November 21st, 2020, 09:02
I originally reported this in the Character Wizard Bugs, because that's where I encountered it, but it happens even if you don't use the character wizard so perhaps this is a better place to report it: the Warlock subclass Hexblade from Xanathar's Guide to Everything isn't getting the Martial Weapon, Shield or Medium Armor proficiencies added to the character sheet when the subclass is chosen (either in the Character Wizard or when creating the character the old fashioned way). It may just be that it can't be fixed due to the way the book adds those proficiencies (via the Hex Warrior feature) which is understandable. I just wanted to flag it in case it's something that can be fixed! :)
You are correct; proficiencies are only automatically added if they are in the main class. If there are additional proficiencies in an archetype you'll need to update the sheet yourself.
Zacchaeus
November 21st, 2020, 09:23
In Tasha's module,
Magic Mushroom Effects table 1-1 has an incomplete effect description "The creature's skin turns an unusual color. Roll a d4: 1, purple with yellow splotches" missing results 2, 3, and 4.
In Reference Manual > Puzzles > Four Elements: The "solution" is just a copy of the "handout", it doesn't actually show the solution. I Could not find actual solution image within images related to the module either.
Thanks for the report. I'll get those fixed.
Lo Zeno
November 22nd, 2020, 22:35
I don't know if these have already been mentioned, but:
1) in Tasha's Cauldron of Everything, > Warlock class > The Fathomless patron > clicking Expanded Spell List shows the Genie expanded spell list instead
2) in 5E Unearthed Arcana module > Warlock class > The Lurker in the Deep patron > clicking Expanded Spell List shows the Undead expanded spell list instead
3) in 5E Unearthed Arcana module > Warlock class > The Noble Genie patron > clicking Expanded Spell List shows the Undead expanded spell list instead
4) in 5E Unearthed Arcana module > Warlock class > The Genie patron > clicking Expanded Spell List shows the Undead expanded spell list instead
Yeah, my party loves warlocks.
Nemb
November 23rd, 2020, 02:26
Tasha's Cauldron reference manual: In the spell list, the template for the NPC link to an empty NPC and not the correct template.
EDIT: I would also like to add that the Oath of Glory features are referred as Sacred in Tasha's Paladin list.
Zacchaeus
November 23rd, 2020, 09:55
Tasha's Cauldron reference manual: In the spell list, the template for the NPC link to an empty NPC and not the correct template.
EDIT: I would also like to add that the Oath of Glory features are referred as Sacred in Tasha's Paladin list.
The first has been fixed (see above) and I'll add the other to my list. THaks for reporting
Zacchaeus
November 23rd, 2020, 09:59
I don't know if these have already been mentioned, but:
1) in Tasha's Cauldron of Everything, > Warlock class > The Fathomless patron > clicking Expanded Spell List shows the Genie expanded spell list instead
2) in 5E Unearthed Arcana module > Warlock class > The Lurker in the Deep patron > clicking Expanded Spell List shows the Undead expanded spell list instead
3) in 5E Unearthed Arcana module > Warlock class > The Noble Genie patron > clicking Expanded Spell List shows the Undead expanded spell list instead
4) in 5E Unearthed Arcana module > Warlock class > The Genie patron > clicking Expanded Spell List shows the Undead expanded spell list instead
Yeah, my party loves warlocks.
The first has already been fixed. See above. I'll add the UA bits to my list and update next time there's a new article. Thanks for the reports.
astromath
November 24th, 2020, 04:09
Monster Manual
Winged Kobold
The dagger should also has a ranged attack component.
anathemort
November 24th, 2020, 19:22
PHB > Races > Half-Elf > Traits
The Darkvision trait has a typo, emphasized below:
Thanks to your elf blood, you have superior vision in dark and dim conditions. Yon can see...
PHB > Races > Tiefling > Traits
The Darkvision trait has a typo and an extra "the", emphasized below:
Thanks to your infernal heritage, you have superior visionin the dark and dim conditions...
Zacchaeus
November 24th, 2020, 19:43
Monster Manual
Winged Kobold
The dagger should also has a ranged attack component.
The FG module reflects what's in the PDF that I have from WotC; It would appear that the dagger doesn't have a ranged option.
Zacchaeus
November 24th, 2020, 19:44
PHB > Races > Half-Elf > Traits
The Darkvision trait has a typo, emphasized below:
PHB > Races > Tiefling > Traits
The Darkvision trait has a typo and an extra "the", emphasized below:
I'm not seeing anything wrong with the elf one, but I've noted the Tiefling one for correction.
anathemort
November 24th, 2020, 19:45
I'm not seeing anything wrong with the elf one, but I've noted the Tiefling one for correction.
The half-elf has "Yon" instead of "You"
Zacchaeus
November 24th, 2020, 20:11
The half-elf has "Yon" instead of "You"
Haha, so it does. I read what I wanted to see both in your post and in the module. I'll add it to the list.
astromath
November 25th, 2020, 16:12
Icewind Dale: Rime of the Frostmaiden
This module should have "D&D" appended to the front so that it can be in the same format as all the other modules. It'll make it more "findable" in Data Module Activation by scrolling, plus it would be in with the rest of the modules.
P.S. When I first uploaded the module, I was looking for "D&D Icewind Dale: Rime of the Frostmaiden" and I couldn't find it until I scrolled all the way to the bottom.
Suggestion: Add a sorting routine for Data Module Activation by publishing date, and by world. I say by world because that would put all similar worlds in one block. Examples: All Forgotten Realms modules in one block, all Eberron modules in one block, etc. (I'm not sure if this suggestion is appropriate here or in the wish list.)
LordQ96
November 25th, 2020, 16:48
Auril was fixed in her second form.. just wanted to say thank you.. and I love FGU much better than roll 20 and the others Ive played on.. my opinion anyways.. cant wait for a ping and ligthing for darkvision and torch vision in darkness..
superteddy57
November 25th, 2020, 22:00
Icewind Dale: Rime of the Frostmaiden
This module should have "D&D" appended to the front so that it can be in the same format as all the other modules. It'll make it more "findable" in Data Module Activation by scrolling, plus it would be in with the rest of the modules.
P.S. When I first uploaded the module, I was looking for "D&D Icewind Dale: Rime of the Frostmaiden" and I couldn't find it until I scrolled all the way to the bottom.
Suggestion: Add a sorting routine for Data Module Activation by publishing date, and by world. I say by world because that would put all similar worlds in one block. Examples: All Forgotten Realms modules in one block, all Eberron modules in one block, etc. (I'm not sure if this suggestion is appropriate here or in the wish list.)
Pushed for Tuesday update to have title updated.
kod_connect
November 26th, 2020, 21:55
Tasha's Cauldron of Everything is missing the Races section since last update.
Speculi
November 28th, 2020, 23:19
Spell "Branding Smite":
"..., and the target sheds dim light in a -foot radius..."
should be a 5-foot radius, the 5 is missing
Zacchaeus
November 29th, 2020, 10:15
Spell "Branding Smite":
"..., and the target sheds dim light in a -foot radius..."
should be a 5-foot radius, the 5 is missing
Noted, thanks for reporting.
LordEntrails
November 29th, 2020, 20:19
MOOTheros
World map not in Map module. Please reconsider making sure all maps are duplicated in the map module. At least the World map is not. See; https://www.fantasygrounds.com/forums/showthread.php?64061-Map-of-Theros
sciencephile
November 29th, 2020, 21:50
MOOTheros
World map not in Map module. Please reconsider making sure all maps are duplicated in the map module. At least the World map is not. See; https://www.fantasygrounds.com/forums/showthread.php?64061-Map-of-Theros
Yeah, I didn't put it there because this module was originally for maps that players shouldn't have access to. However, point taken - I added the World of Theros map to the DM Maps module.
It will be in the TEST environment tomorrow but won't be in the LIVE environment until Tuesday, 12/8.
Thanks,
Danny
lokiare
November 30th, 2020, 19:18
Yeah, I didn't put it there because this module was originally for maps that players shouldn't have access to. However, point taken - I added the World of Theros map to the DM Maps module.
It will be in the TEST environment tomorrow but won't be in the LIVE environment until Tuesday, 12/8.
Thanks,
Danny
Due to the holidays its not in TEST, but we will still push it LIVE on Tuesday.
FuzzyThall13
December 2nd, 2020, 04:41
There is a small goof in the Hit Points calculation of the Empyrean. There is a space between the 19 and the 0. The goof exists in both the Monster Manual and Tales from Yawning Portal - Against the Giants. It seems to only matter when choosing Random or Maximum in the options for NPCs.
41595
Zacchaeus
December 2nd, 2020, 11:33
Noted, thanks for the report.
Buster3am
December 2nd, 2020, 20:56
Not sure if this should be here, but i e-mailed FG and they gave me the link, so i guess so.
A player noticed that the Oath of Glory in tasha's players module lists the channel divinity for the oath of the watchers instead of the correct oath and i cannot change it.
Zacchaeus
December 2nd, 2020, 21:10
Not sure if this should be here, but i e-mailed FG and they gave me the link, so i guess so.
A player noticed that the Oath of Glory in tasha's players module lists the channel divinity for the oath of the watchers instead of the correct oath and i cannot change it.
So it does, thanks for the report. I'll get that fixed in the next update which should be Tuesday.
And yes, this is the correct place to report bugs such as this.
pauljmendoza
December 3rd, 2020, 06:30
Sword Coast Adventurer's Guide and possibly the PHB is bugged on player and GM side for multiple race entries. The Halfling (Lightfoot), Tiefling Variant, and Half-elf Variant so far. after dragging and dropping the race, and the subrace window pops up, and once chosen, if you click on traits, a pop up window will tell you the Sword Coast Adventurer's guide module is not loaded, please reload, etc. What's weirder is the same pop-up happens when you do the same thing with the Halfling entry from PHB. The sword coast error pops up.
The module had been loaded, and reloaded, and the game restarted, it still does the same thing.
Zacchaeus
December 3rd, 2020, 08:17
Yes, there was an issue with SCAG which has been fixed and a revised version should be out soon.
Alloy Gentleman
December 6th, 2020, 13:43
In the Tasha's version of the Artificer Class, the skills choices in the Other tab reads "Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of HandChoose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand" which causes a coice called "Sleight of HandChoose two from Arcana" to appear in the Character Wizard, it also seems to cause 2 different versions of the Artificer class to appear as options in the Wizard as well.
Additionally, within the Character Wizard, selecting the artificer class doesn't properly give a choice of tool proficiencies, it simply adds a proficiency called "One Type Of Artisan", and it doesn't properly add a proficiency for Tinker's Tools, it only adds a proficiency called "Tinker".
Finally, I'm not sure if this is supposed to be automatic, but the Battle Smith subclass grants "proficiency with smith's tools. if you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice", however, the Character Wizard doesn't seem to automate adding these things.
Zacchaeus
December 6th, 2020, 15:06
The first one I can deal with (at least I think I can - I'm not entirely sure why it is doubling up on the choice) but the others you'll need to post on the bugs thread for the character wizard.
kirklandone
December 6th, 2020, 16:43
Last night one of my players used the Character wizard from the Class&Level window for the first time to update their wizard from 7th to 8th level and ended up with their spell slots doubled? Is this a known issue? How does one fix the character sheet from there? Edit the XML directly?
Thanks
Kirklandone
FG_Wraith
December 6th, 2020, 17:40
Last night one of my players used the Character wizard from the Class&Level window for the first time to update their wizard from 7th to 8th level and ended up with their spell slots doubled? Is this a known issue? How does one fix the character sheet from there? Edit the XML directly?
Thanks
Kirklandone
Is this a known issue?
It is. That's one of the major fixes that I am currently bug testing.
How does one fix the character sheet from there? Edit the XML directly?
You should be able to just change the actions tab mode to preparation and then change the numbers there. At the bottom of the actions page, the box next to Mode will say Combat or Standard, change that to Preparation by clicking the box itself and the spell slot numbers will show above under the spell slots banner.
Bonkon
December 10th, 2020, 02:33
Good Day All :)
Not sure when this happened but whenever I click on the Human race (Directly in the PHB, from a main tab on the character sheet or the Races button)the description always starts with the Revenant description. Just to experiment I made a human (Both through the wizard and by hand). When clicking on the race from the main tab it opens human with the Revenant opening description.
Then, just for fun, I drug the Human race to the Main page a second time and it changed to Human (Revenant) and added the stats and abilities of the Revenant. :)
Zacchaeus
December 10th, 2020, 10:05
I suspect some kind of extension or other loaded module. Most probably the old, now deprecated, Unearthed Arcana module.
I can't reproduce any error with any of the official books open.
deer_buster
December 11th, 2020, 03:16
FGU - Avernus in room V26 (p37), the southern secret door is visible to players by default.
Zacchaeus
December 11th, 2020, 10:11
FGU - Avernus in room V26 (p37), the southern secret door is visible to players by default.
Ha, that's because I made a door instead of a secret one. I'll add this to my fix list; thanks for reporting.
Bonkon
December 11th, 2020, 22:28
I suspect some kind of extension or other loaded module. Most probably the old, now deprecated, Unearthed Arcana module.
I can't reproduce any error with any of the official books open.
Good Day Zacchaeus :)
Totally mind boggling that you thought about that old Unearthed Arcana module, I did not even realize I had loaded it!! That was it. Problem fixed. Thank You :)
RodesBR
December 14th, 2020, 14:29
FGU - Lost Mine of Phandelver: The Folk Hero character sheet is broken. The stats of the character are wrong and when we try to use the Archery Fighting Style (applying the effect) the +2 bonus is not added at the ranged attack. I tried to create a new Class Trait for the character, but it did not work as well. Then I tried to create the same Class feature on another character of the campaign and it did work. Please, could you take a look on this issue? Thank you!
PS.: I don't know if there are more issues on this character sheet as well as on the other character sheets.
Zacchaeus
December 14th, 2020, 14:57
FGU - Lost Mine of Phandelver: The Folk Hero character sheet is broken. The stats of the character are wrong and when we try to use the Archery Fighting Style (applying the effect) the +2 bonus is not added at the ranged attack. I tried to create a new Class Trait for the character, but it did not work as well. Then I tried to create the same Class feature on another character of the campaign and it did work. Please, could you take a look on this issue? Thank you!
PS.: I don't know if there are more issues on this character sheet as well as on the other character sheets.
Hmm, not at all sure where those stats came from but yes, they are incorrect and I'll add that to my fix list. I suspect that the fighting style effect not working is a symptom of the new code which was added for versatile and two handed weapons. The effect works in my (un-updated) version of Classic and the only change that there would be is that new code. Let me know if this is still an issue after the fixes that are in the pipeline for that code are published tomorrow.
LordQ96
December 16th, 2020, 02:07
Since you have added the off-hand , one hand, and two hand for weapons on the character sheet, I can not change the versatile dmg. I had a character with a special sword of versatile of 3d4 dmg but it doesnt work.. I tried changing a regular long sword to that and all it does is the reg 1d10 versatile even if I go into the info screen where I changed it to anything when i click to the 2 hand it just does the old 1d10 versatile dmg.
Zacchaeus
December 16th, 2020, 02:19
I don’t have an answer for that. It could be that Homebrew stuff will need to be done using the current method which would be to create a new weapon line for the two handed use (which is what I assume you are doing). I would need to test once I am on my computer what does and doesn’t work with non standard stuff.
LordQ96
December 16th, 2020, 02:38
It was working before, I had a player with a sawtooth sword with 2d4 reg dmg and 3d4 versatile dmg now versatile doesnt work and ive tried changing a long sword to try to get it to work but it doesnt it just goes to reg 1d10 for a long sword when clicking the 2 hand even if the info says i changed it to 3d4. i can change a long sword to do 3d4 dmg for a second weapon line to get it right.. lol but if he clicks on the hand for 2 it does 2d4+1d10 dmg so if he doesnt do that on the 2nd weapon it works but he has to have two weapon lines.. not sure
Moon Wizard
December 16th, 2020, 06:21
The versatile keyword as implemented in the current 5E ruleset version only supports a single die replacement. If you want to have a custom item that uses a multiple die versatile value; you'll need to make separate weapon entries still.
Regards,
JPG
spoonhead
December 16th, 2020, 16:20
Has this module been corrected? This has been a long running saga for me. I submitted the LoS info on Sep 20th in the LoS thread.
https://www.fantasygrounds.com/forums/showthread.php?50591-FGU-Sharing-LOS-Definitions-for-Maps-Crowd-Project&p=543506&viewfull=1#post543506
Which was acknowledged by Zacchaeus here:
https://www.fantasygrounds.com/forums/showthread.php?50591-FGU-Sharing-LOS-Definitions-for-Maps-Crowd-Project&p=543633&viewfull=1#post543633
Then an update to the module happened on 20 October which basically created completely unusable player maps.
Empire of the Ghouls (5E Compatible)
[Fixed] module name
[Fixed] all maps to 1000px largest dimension
[Updated] Map pins, grids on PC maps
This was also pointed out to you on the 25th Oct.
https://www.fantasygrounds.com/forums/showthread.php?50591-FGU-Sharing-LOS-Definitions-for-Maps-Crowd-Project&p=551711&viewfull=1#post551711
But again, nothing has changed.
I have been very lucky, in that I switched over to FGU for Mac, and had the non updated version on my PC that I was able to copy across, so that in my campaign I can still use the original maps and LoS info that I created.
Here is a picture of a resized player map that has my LoS info on.
41897
Can this ever be corrected? Or are we stuck with the low res maps?
Zacchaeus
December 16th, 2020, 21:40
I answered this in your other thread.
LordQ96
December 17th, 2020, 02:59
The versatile keyword as implemented in the current 5E ruleset version only supports a single die replacement. If you want to have a custom item that uses a multiple die versatile value; you'll need to make separate weapon entries still.
Regards,
JPG
Thank you .. are there any plans to change this.. not a big deal just curious.
Moon Wizard
December 17th, 2020, 06:05
Are there any official D&D items that have multiple dice versatile?
The standard PHB weapons and magic weapons with versatile keyword are a single die replacement; so we assume the first die of the first damage entry should be replaced. (i.e. one-to-one mapping.) Beyond that, it starts getting complicated how to map the versatile "dice" to which damage entry and which dice it should apply to (especially if the number of dice in versatile and number of dice in the damage clauses is different). I think we'll focus on supporting official content; and letting people continue to set up multiple weapons for any multi-die house content.
Regards,
JPG
NinjaL0gic
December 19th, 2020, 18:03
Doesn't look like it's been reported but when trying to open the 'Keep at Caer-Dineval DM Map' in the Rime of the Frostmaiden module, a new image is created instead. Seems like this image is missing?42154
Zacchaeus
December 19th, 2020, 19:13
Doesn't look like it's been reported but when trying to open the 'Keep at Caer-Dineval DM Map' in the Rime of the Frostmaiden module, a new image is created instead. Seems like this image is missing?
Thanks for reporting, I'll let the developer know.
Paperclipkiller
December 19th, 2020, 22:32
Tasha's Cauldron of Everything
Are all the new spells supposed to have their sources be "Class (New)"? Previous books like Xanathar's would just label them as "Class" and that was it. This is only in regards to the "Class (New)" ones, since the "Class (Optional)" ones make sense.
None of the "Summon" spells have links to the stat blocks that get summoned from them. To avoid having the DM making the DM version of the module open to players as well, adding those stat blocks to the Player version would be super beneficial. Especially since those are creatures that can't be encountered naturally anyway, they can only be summoned. So it isn't like they will be seeing spoilers for anything.
Zacchaeus
December 20th, 2020, 01:10
There is no point in linking the creatures to the summon spells in the players module since none of them can be used as is by the players. All of them will need to be edited to make them useable and the only person that can do that is the DM. Hence the reason that those NPC’s only appear in the DM version of the module. See the videos here https://www.fantasygrounds.com/forums/showthread.php?63715-Videos-for-Tasha&p=557113#post557113
I had a very good reason for naming the new spells new but I have forgotten why that was and I’m not at my computer to check.
Paperclipkiller
December 20th, 2020, 19:38
This was working until recently, tested in FGU and FGC.
When I have an Effect on a creature that does additional damage, if the creature has another effect attached to it that does the same type of damage but only on a Critical hit, the effect that doesn't require a Critical hit never triggers. If the Critical Hit one is turned off, it will trigger like it should be.
The included pic shows the effects, specifically the 2nd and 4th one. I can only get the "DMG: 2d8 lightning" to activate when the "DMG: 2d6 lightning,melee,critical" one is off.
Kelrugem
December 20th, 2020, 20:22
This was working until recently, tested in FGU and FGC.
Actually, as far as I remember, this is not working correctly for a longer period of time; a similar problem in 3.5e/PF1 :) I remember someone here reported something similar some months ago
Paperclipkiller
December 20th, 2020, 20:27
Actually, as far as I remember, this is not working correctly for a longer period of time; a similar problem in 3.5e/PF1 :) I remember someone here reported something similar some months ago
Weird I seem to remember it working in October at least. We haven't had this particular combination of effects come up since then at least and it was working then I believe. Although my concept of "recently" is like October in regards to updates.
Kelrugem
December 20th, 2020, 20:46
Weird I seem to remember it working in October at least. We haven't had this particular combination of effects come up since then at least and it was working then I believe. Although my concept of "recently" is like October in regards to updates.
Hm, also not sure anymore how old that is :D
As an addition, you also get a similar problem when you use in general multiple effects with a similar first damage type; e.g. DMG: d6 fire and DMG: d10 fire, lightning results into a damage die with type "fire, lightning, fire" and so on. Okay, that may be not the best example in sense of what is needed/used as an effect, but it shows that the effect stuff has problems with multiple effects sharing similar damage types :)
Paperclipkiller
December 20th, 2020, 21:05
Hm, also not sure anymore how old that is :D
As an addition, you also get a similar problem when you use in general multiple effects with a similar first damage type; e.g. DMG: d6 fire and DMG: d10 fire, lightning results into a damage die with type "fire, lightning, fire" and so on. Okay, that may be not the best example in sense of what is needed/used as an effect, but it shows that the effect stuff has problems with multiple effects sharing similar damage types :)
Interesting. I wonder what broke it in the past few months then. Because it definitely worked before, everyone was super confused at my table last night when it didn't work.
Tested with no extensions, just the base game. I should have clarified. I'm just glad to hear it's apparently not just me!
Kelrugem
December 20th, 2020, 21:06
This was working until recently, tested in FGU and FGC.
When I have an Effect on a creature that does additional damage, if the creature has another effect attached to it that does the same type of damage but only on a Critical hit, the effect that doesn't require a Critical hit never triggers. If the Critical Hit one is turned off, it will trigger like it should be.
The included pic shows the effects, specifically the 2nd and 4th one. I can only get the "DMG: 2d8 lightning" to activate when the "DMG: 2d6 lightning,melee,critical" one is off.
I found a workaround: Rather write DMG: 2d6 melee, critical, lightning, so, critical as first damage type :) (FG treats critical as damage type, so, put that at the damage types)
At devs: I may have found the culprit, it is in the effects manager of 5e (and similar for 3.5e/PF1), in the function getEffectsBonusByType, line 671
dmg_type = v3;
break;
Due to the break; that seemingly leads to that effects with similar first damage types are treated similarly because they are put into the same result (which is defined in that function), something like that. That is why my workaround above works. I shortly tested and replaced that part of the code with
if dmg_type then
dmg_type = dmg_type .. ", " .. v3;
else
dmg_type = v3;
end
and that seems to work (tested in 3.5e/PF1, but it looks the same in 5e) :) But I never really looked at that part of the code, so, I may be wrong here :) The idea of my solution is that for damage type stuff the whole stuff of types is used to define that part of the result, to avoid that different damage type effects are treated the same :) (also no break; here)
LaiJien
December 22nd, 2020, 11:35
It seems that the weight calculation is incorrect. In my backpack I am carrying 41.873 pounds, but the total says 139.939. 5e, FGU.
42203
Zacchaeus
December 22nd, 2020, 13:45
I'm not seeing this. I don't see any extensions listed in your chat so it doesn't look like your issue is with an extension. Is this Classic or Unity?
LaiJien
December 22nd, 2020, 13:59
Unity. I added, then deleted (right clicked on the shield and chose trash can in the radial menu) a few items. The program isn’t keeping the deleted weight, is it? I also didn’t delete enough items to account for that large a weight discrepancy.
I'm not seeing this. I don't see any extensions listed in your chat so it doesn't look like your issue is with an extension. Is this Classic or Unity?
Zacchaeus
December 22nd, 2020, 14:14
No, I've tested adding and then deleting items and changing the status of items from carried to not carried and every time the weight changes accordingly.
Does this happen in a new character? It may be that the character has become corrupted in some way, I'm not sure. But the program is tracking weight correctly as far as I can see.
LaiJien
December 22nd, 2020, 14:25
Yes, it’s a new build *not* using the Character Wizard. (FYI I’m using Rob’s 5e Effects Coding.)
Should I just start over?
No, I've tested adding and then deleting items and changing the status of items from carried to not carried and every time the weight changes accordingly.
Does this happen in a new character? It may be that the character has become corrupted in some way, I'm not sure. But the program is tracking weight correctly as far as I can see.
Zacchaeus
December 22nd, 2020, 14:35
Yes, I'd try a new character just using the PHB material to see if that works. It's possibly something in the coding package (I wasn't aware that that had anything to do with equipment).
LaiJien
December 22nd, 2020, 14:52
Will do.
Thanks for checking and getting back to me so quickly! Happy (as happy as possible) Holidays!
Yes, I'd try a new character just using the PHB material to see if that works. It's possibly something in the coding package (I wasn't aware that that had anything to do with equipment).
LordEntrails
December 22nd, 2020, 16:46
Note that extensions are not required to output a message to chat (and I've encountered a few that don't). So it's worth checking that you don't have any extensions loaded on your launch screen.
If you can duplicate it, please export the character and upload them here so we can take a look.
LaiJien
December 23rd, 2020, 01:08
OMG, this was all my fault (I'm still a relative newbie)! I made the mistake of changing the weight of multiple items. For instance, a ration weighs 2 pounds. When I increased to seven rations, I changed the weight to 14 pounds (2x7=14), not realizing FGU is saying I have seven rations, each ration weighing 2 pounds. So what I was telling FGU was that I had seven rations, each ration weighing 14 pounds! <facepalm> Nothing to see here, folks.
Thanks, as always, for your help and patience.
Note that extensions are not required to output a message to chat (and I've encountered a few that don't). So it's worth checking that you don't have any extensions loaded on your launch screen.
If you can duplicate it, please export the character and upload them here so we can take a look.
LaiJien
December 23rd, 2020, 01:09
OMG, this was all my fault (I'm still a relative newbie)! I made the mistake of changing the weight of multiple items. For instance, a ration weighs 2 pounds. When I increased to seven rations, I changed the weight to 14 pounds (2x7=14), not realizing FGU is saying I have seven rations, each ration weighing 2 pounds. So what I was telling FGU was that I had seven rations, each ration weighing 14 pounds! <facepalm> Nothing to see here, folks.
Thanks, as always, for your help and patience.
Yes, I'd try a new character just using the PHB material to see if that works. It's possibly something in the coding package (I wasn't aware that that had anything to do with equipment).
LordEntrails
December 23rd, 2020, 16:05
*lol* Not a problem. Simple mistake and easy to fix once you understand what's happening. Thanks for letting us know you resolved it and what the issue was. Happy Gaming and Happy Holidays!
Griogre
December 25th, 2020, 22:24
Kobold Press, Creature Codex, Mouse King -> Other Tab
Typo: First paragraph starts with: \li800\ri800\sb80\sa160\qjThis
Duplicate text at the end of "The Mouse King's Lair". The 4 paragraphs of the next section, "Regional Effects" are duplicated at the end of The Mouse King's Lair.
Zacchaeus
December 26th, 2020, 09:50
How wierd. I'll let the developer know.
rob2e
December 26th, 2020, 21:07
Kobold Press, Creature Codex, Mouse King -> Other Tab
Typo: First paragraph starts with: \li800\ri800\sb80\sa160\qjThis
Duplicate text at the end of "The Mouse King's Lair". The 4 paragraphs of the next section, "Regional Effects" are duplicated at the end of The Mouse King's Lair.
Submitted for correction with the text goberish. However, the repeat of the Lair and Regional text is INTENTIONAL (and also not exactly the same).
LaiJien
December 27th, 2020, 08:02
Fantasy Grounds Unity, 5e: under the Items Banner, the Mirror sourced from the Dungeon Master's Guide is listed as "Mirror, Adventuring Gear (Standard), Cost 5 gp, Weight 50 lb." I believe the weight should be 0.5 lb, the same as the Mirror, Steel sourced from the Player's Handbook, listed as "Mirror, Steel, Adventuring Gear (Standard), Cost 5 gp, Weight 0.5 lb." I believe the erroneous weight is from the DMG's Mirror of Life Trapping.
Zacchaeus
December 27th, 2020, 10:30
Fantasy Grounds Unity, 5e: under the Items Banner, the Mirror sourced from the Dungeon Master's Guide is listed as "Mirror, Adventuring Gear (Standard), Cost 5 gp, Weight 50 lb." I believe the weight should be 0.5 lb, the same as the Mirror, Steel sourced from the Player's Handbook, listed as "Mirror, Steel, Adventuring Gear (Standard), Cost 5 gp, Weight 0.5 lb." I believe the erroneous weight is from the DMG's Mirror of Life Trapping.
In order to create a magic item when creating a module such as the DMG we use the same method as is done when creating things from the Forge. We use a mundane item and add to that a magic item template. In many cases an ordinary item can be used - such as any standard weapon can be used to create a weapon +1 for example. In some cases however a special item needs to be created in order to merge the template successfully and get the final statistics of the magic item correct. In the case above the Mirror of Life Trapping weighs 50lbs, and since no ordinary mirror exists with such a weight one has to be created since the template doesn't have a weight property. So, to sum up, the mirror is correct and you are correct in that it relates to the mirror of life trapping.
If you look at the gear list in the DMG you will see many such items such as Bag (D), Bag (H), and Bag (T) or Longsword (S) and Rod (T). These are all used as the base for magical items which have different weights or some other stat (like the damage dealt) which is different from a standard item.
drathos4050
December 27th, 2020, 17:57
FGU
Waterdeep: Dungeon of the Mad Mage
Is something wrong with my download of the module or are there apparently just absolutely no LOS borders set up on Level 2 or on the Skullport map (although I'm not sure the Skullport map necessarily needs them).
All the other dungeon levels seem to have LOS set up just fine.
Also the Level-2-Players map and the Skullport-Lower-Players maps are in a different group than the other levels.
All the normal maps are in Maps - D&D Dungeon of the Mad Mage
The two listed maps are in Maps - DD Dungeon of the Mad Mage
Zacchaeus
December 27th, 2020, 18:40
I didn't add LoS to any of the Skullport maps (apart from the Island one I think) since I didn't think it needed them (and I was sick of the sight of DotMM maps by the time I did the 23rd). All of the other maps - including level 2 have full LoS. I just checked and it is there.
I'm not seeing any issue with group names either. All of the maps are in the Maps - D&D Dungeon of the Mad Mage group. Make sure that you test in a new campaign without any extensions.
And welcome to FG.
drathos4050
December 27th, 2020, 19:22
Yeah I tried creating a new campaign and both the extra group is gone and it is now displaying with LOS. Not sure what was going on with it but it seemed weird that it would have been missed hence why I wondered if it was just an issue on my end.
Thanks for the speedy response, and I've been here for quite awhile now just tend to be the lurker type and only post when there is an issue.
Zacchaeus
December 27th, 2020, 21:51
Yeah I tried creating a new campaign and both the extra group is gone and it is now displaying with LOS. Not sure what was going on with it but it seemed weird that it would have been missed hence why I wondered if it was just an issue on my end.
Thanks for the speedy response, and I've been here for quite awhile now just tend to be the lurker type and only post when there is an issue.
In your original campaign you can try reverting changes on the two maps that are in the wrong folder (right click over the maps in the images and maps list and select revert changes). If that doesn't work you can try reverting changes on the entire module (right click over the module in module activation); but be warned that will remove any and all edits you might have made to DotMM which you may not want to do.
El Condoro
December 29th, 2020, 05:19
Sorry if already reported.
Tasha's Cauldron - the skeleton keys images for the 'Skeleton Keys' puzzle are not matched to their names. e.g. the bat key should have 3 teeth etc. They should also be unidentified, otherwise it kind of gives it away when the image is shared. :)
Zacchaeus
December 29th, 2020, 09:51
Sorry if already reported.
Tasha's Cauldron - the skeleton keys images for the 'Skeleton Keys' puzzle are not matched to their names. e.g. the bat key should have 3 teeth etc. They should also be unidentified, otherwise it kind of gives it away when the image is shared. :)
Indeed, well spotted - apart from the bat image the teeth are wrong for the given names. You'll need to make the images unidentified yourself before sharing. There's no way that I can make them unidentified by default.
LordEntrails
January 1st, 2021, 16:51
This thread has been closed and is now replaced with; https://www.fantasygrounds.com/forums/showthread.php?64816-5e-Bug-Reports-(2021)
Powered by vBulletin® Version 4.2.1 Copyright © 2026 vBulletin Solutions, Inc. All rights reserved.