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ShotGun Jolly
June 3rd, 2021, 06:47
Sent!

Thank you!

vegaserik
June 3rd, 2021, 06:59
I just tried and get the same error Shotgun got when adding npc's to a map.

Taxiarchis
June 3rd, 2021, 07:57
I get the same error too. Some more bugs to look at:
-the names of the NPCs are not displayed above their tokens at all (either as tooltip or title/title hover),which makes life really difficult when you have a large battle to run
-If i add any of the preset lights (cfx button) to any NPC populating the CT, the light is not visible at all.
-The "Squad" button does not work at FGU. I can not add any NPC to a squad, and even if i create each NPC in a squad manually, his stats are not connected to the respective token

Moon Wizard
June 3rd, 2021, 22:31
I just pushed a new build which should remove the NPC combat tracker -> map token error.

Regards,
JPG

spire
June 3rd, 2021, 23:13
The latest version of the ruleset is making all module-defined NPCs read-only when drag-and-drop is used to fill in a character sheet, regardless of whether the module or its contents were flagged to be read-only.

The NPCs in modules I've made myself, which have always been editable within the campaign that's using them, have become resistant to drag-and-drop, meaning you cannot easy copy abilities from one NPC to another if they're from a module. You can delete Doom Spends or Attacks, etc, and you can manually type in new abilities--it only appears to be the drag-and-drop that is broken).

To test, start a Conan Ruleset Campaign and import any editable module with NPCs. Open any two NPC records from that module using the sidebar and unlock them. Drag an Attack or Doom Spend or Special Ability from one to other's sheet. Expected behavior: the a replica of the dragged item appears on the target sheet. Actual behavior: an Uncategorized "New Personality" blank NPC record is created with the dragged item and nothing else; the intended target sheet is unchanged.

Taxiarchis
June 3rd, 2021, 23:21
I just pushed a new build which should remove the NPC combat tracker -> map token error.

Regards,
JPG

Works like a charm!! Thanks :):):) A strange thing i noticed: After the update, when i try to move tokens on a map by dragging them around, there is a 4-5 second delay until they move. This only happens in maps with a lot Line of Sight and Lighting elements.

ShotGun Jolly
June 4th, 2021, 00:44
I just pushed a new build which should remove the NPC combat tracker -> map token error.

Regards,
JPG

Thanks for taking the time to fix this Moon Wizard! Smiteworks for the WIN!

Moon Wizard
June 4th, 2021, 04:08
@Taxiarchis,

The performance of token movement on maps is impacted greatly by the number of tokens on the map and by the number and configuration of line-of-sight points on a map; and other factors in more minor ways. If there is a specific map that is in official content that has this issue, please let us know where to look. Otherwise, we would need a copy of the campaign folder zipped up to investigate any performance items.

Also, make sure that your graphics driver is not overriding the application defined frame rate; which is an option in NVidia/Radeon drivers.

Regards,
JPG

Taxiarchis
June 4th, 2021, 20:42
@Taxiarchis,

The performance of token movement on maps is impacted greatly by the number of tokens on the map and by the number and configuration of line-of-sight points on a map; and other factors in more minor ways. If there is a specific map that is in official content that has this issue, please let us know where to look. Otherwise, we would need a copy of the campaign folder zipped up to investigate any performance items.

Also, make sure that your graphics driver is not overriding the application defined frame rate; which is an option in NVidia/Radeon drivers.

Regards,
JPG

Thanks again:) I will check out the drivers and if this is not the issue i will send you copy of my the campaign folder as soon as possible!

spire
June 8th, 2021, 22:16
The latest version of the ruleset is making all module-defined NPCs read-only when drag-and-drop is used to fill in a character sheet, regardless of whether the module or its contents were flagged to be read-only.

The NPCs in modules I've made myself, which have always been editable within the campaign that's using them, have become resistant to drag-and-drop, meaning you cannot easy copy abilities from one NPC to another if they're from a module. You can delete Doom Spends or Attacks, etc, and you can manually type in new abilities--it only appears to be the drag-and-drop that is broken).

To test, start a Conan Ruleset Campaign and import any editable module with NPCs. Open any two NPC records from that module using the sidebar and unlock them. Drag an Attack or Doom Spend or Special Ability from one to other's sheet. Expected behavior: the a replica of the dragged item appears on the target sheet. Actual behavior: an Uncategorized "New Personality" blank NPC record is created with the dragged item and nothing else; the intended target sheet is unchanged.

Has anyone else experienced this bug?

Taxiarchis
June 8th, 2021, 22:30
Has anyone else experienced this bug?

I just checked, this bug also happens to me! It happens when i open Conan Ruleset NPC records ( i don't have any NPC modules). A temporary solution i found: if i create a copy of each NPC record that i want to use, then the bug stops and i can drag any Attack or Doom spend as expected.

statik37
June 8th, 2021, 22:41
Has anyone else experienced this bug?

If you are trying to say take an ability from one NPC in the rulebook, as an example and place it onto another from the rulebook, Then it will not let you do that. You will need to create a different copy of the NPC by dragging and dropping it into the NPC window. Then you can make all those changes.

spire
June 8th, 2021, 23:53
If you are trying to say take an ability from one NPC in the rulebook, as an example and place it onto another from the rulebook, Then it will not let you do that. You will need to create a different copy of the NPC by dragging and dropping it into the NPC window. Then you can make all those changes.

Yes, but it also happens with modules I've created with NPCs made from scratch. I have a whole set of soldiers, for example, each with different tiers of abilities based on their experience -- these were all made using a completely blank NPC record and exported as part of a home-brew module, which I then import into a Conan Ruleset campaign. I do not activate the Conan reference material, nor do I load any other content from the Ruleset. Even then, I cannot do the thing I described with my own custom NPCs' abilities and other NPCs, also created from scratch.

Trenloe
June 9th, 2021, 05:18
Yes, but it also happens with modules I've created with NPCs made from scratch. I have a whole set of soldiers, for example, each with different tiers of abilities based on their experience -- these were all made using a completely blank NPC record and exported as part of a home-brew module, which I then import into a Conan Ruleset campaign. I do not activate the Conan reference material, nor do I load any other content from the Ruleset. Even then, I cannot do the thing I described with my own custom NPCs' abilities and other NPCs, also created from scratch.
Yeah, it's weird.

I've done a test - I exported 4 NPCs into a module. Then loaded that module up in a new campaign.

I open two NPCs, unlock one and try to drag an ability from one NPC to the unlocked one. What I notice happens is that a new record <New Personality> is created in the NPCS data list, and when I open that it contains the ability I tried to drop on the unlocked NPC. With this <New Personality> open, I try to drag abilities to the originally unlocked NPC and it gets added to the <New Personality>.

It looks like the onDrop code is using the database reference of the module NPC without the @module reference. For example - the target I try to add a special ability to is [email protected] NPC test - "Conan NPC test" is the module name. But when I add a special ability to that NPC it is added to npc.id-00004 in the campaign - if that NPC doesn't already exist, a <New Personality> record is created.

@statik37 - look at the onDrop code and make sure that it uses the whole database path for the target.

spire
June 19th, 2021, 02:44
I know it's a minor thing, but any chance that the devs have had a moment to confirm this bug and can they recommend a work-around or give an estimate on the fix? Again, I get that I'm just one random dude, but it ****s me up virtually every week, so I find myself highly motivated to continue asking.

ShotGun Jolly
June 24th, 2021, 07:48
“I think the real reason so many youngsters are clamoring for freedom of some vague sort, is because of unrest and dissatisfaction with present conditions; I don't believe this machine age gives full satisfaction in a spiritual way, if the term may be allowed. ”
― Robert E. Howard

Jolly

Valyar
June 24th, 2021, 08:31
I think it is time to renew the community ruleset initiative...

statik37
June 24th, 2021, 13:54
I know it's a minor thing, but any chance that the devs have had a moment to confirm this bug and can they recommend a work-around or give an estimate on the fix? Again, I get that I'm just one random dude, but it ****s me up virtually every week, so I find myself highly motivated to continue asking.

So looking into this, the NPC's should have been set to read only. So we will be setting it to that. Then, you will need to duplicate the NPC to make changes.

spire
June 24th, 2021, 16:24
So looking into this, the NPC's should have been set to read only. So we will be setting it to that. Then, you will need to duplicate the NPC to make changes.

So you're saying that the way it's behaving right now, where it locks down my own NPCs from my own modules with no copyrighted material, is how it is intended to work?

That is a very bad design decision, if that's what you're saying. This makes it difficult for people to use your product the way that they use every other FGU product, and there's no licensure-related reason to add that complication to your user's lives.

spire
June 24th, 2021, 16:31
So looking into this, the NPC's should have been set to read only. So we will be setting it to that. Then, you will need to duplicate the NPC to make changes.

It seems weird to me to say that they "should have been set to read only" ... I exported the module and specifically did not check the "Read Only" toggle. Why would the publisher's rules regarding their own corebook have any relevance in this situation? This has nothing to do with copyright protection.

Trenloe
June 24th, 2021, 16:44
So looking into this, the NPC's should have been set to read only. So we will be setting it to that. Then, you will need to duplicate the NPC to make changes.
Did you investigate the information I presented in post #264 above? As mentioned by @spire this is an issue with user created modules, and will also be an issue with adventure modules (which should not have records set to read-only, as per the SmiteWorks development best practices).

spire
June 24th, 2021, 17:04
^^^^

Yes, exactly! Thank you, Trenloe.

spire
June 30th, 2021, 16:35
Yeah, it's weird.

I've done a test - I exported 4 NPCs into a module. Then loaded that module up in a new campaign.

I open two NPCs, unlock one and try to drag an ability from one NPC to the unlocked one. What I notice happens is that a new record <New Personality> is created in the NPCS data list, and when I open that it contains the ability I tried to drop on the unlocked NPC. With this <New Personality> open, I try to drag abilities to the originally unlocked NPC and it gets added to the <New Personality>.

It looks like the onDrop code is using the database reference of the module NPC without the @module reference. For example - the target I try to add a special ability to is [email protected] NPC test - "Conan NPC test" is the module name. But when I add a special ability to that NPC it is added to npc.id-00004 in the campaign - if that NPC doesn't already exist, a <New Personality> record is created.

@statik37 - look at the onDrop code and make sure that it uses the whole database path for the target.

Just putting this into a quote so the devs can see it ... this bug still exists and still makes it harder to be a GM.

statik37
June 30th, 2021, 19:38
It seems weird to me to say that they "should have been set to read only" ... I exported the module and specifically did not check the "Read Only" toggle. Why would the publisher's rules regarding their own corebook have any relevance in this situation? This has nothing to do with copyright protection.

Oh, so this happens with one of your custom modules. I think I misunderstood that. No, that is not how it should be working. I apologize.

spire
June 30th, 2021, 20:12
Oh, so this happens with one of your custom modules. I think I misunderstood that. No, that is not how it should be working. I apologize.

That is correct. Thank you, sir. Let me know if I can be of any assistance.

Moon Wizard
July 1st, 2021, 06:16
@spire, @Trenloe,

This appears to be an issue within the FGU client itself. The Conan ruleset uses a window list "acceptdrop" tag in their code that is not used in the built-in rulesets; so this issue has apparently been outstanding on FGU for over a year.

Thanks for the heads up. The fix will be in the next release. Unfortunately, the next release is wrapped up in a couple big refactors that will need some more internal and beta testing; so it may be a few weeks before it is addressed. Beta testing will be in the Test channel when it becomes available, and announced in the Laboratory forum.

Regards,
JPG

Trenloe
July 1st, 2021, 10:04
This appears to be an issue within the FGU client itself. The Conan ruleset uses a window list "acceptdrop" tag in their code that is not used in the built-in rulesets; so this issue has apparently been outstanding on FGU for over a year.

Thanks for the heads up. The fix will be in the next release. Unfortunately, the next release is wrapped up in a couple big refactors that will need some more internal and beta testing; so it may be a few weeks before it is addressed. Beta testing will be in the Test channel when it becomes available, and announced in the Laboratory forum.
Thanks for looking into this.

spire
July 1st, 2021, 16:42
@spire, @Trenloe,

This appears to be an issue within the FGU client itself. The Conan ruleset uses a window list "acceptdrop" tag in their code that is not used in the built-in rulesets; so this issue has apparently been outstanding on FGU for over a year.

Thanks for the heads up. The fix will be in the next release. Unfortunately, the next release is wrapped up in a couple big refactors that will need some more internal and beta testing; so it may be a few weeks before it is addressed. Beta testing will be in the Test channel when it becomes available, and announced in the Laboratory forum.

Regards,
JPG

Very cool. Good lookin' out, Moon Wizard.

spire
July 1st, 2021, 16:50
@spire, @Trenloe,

This appears to be an issue within the FGU client itself. The Conan ruleset uses a window list "acceptdrop" tag in their code that is not used in the built-in rulesets; so this issue has apparently been outstanding on FGU for over a year.

Thanks for the heads up. The fix will be in the next release. Unfortunately, the next release is wrapped up in a couple big refactors that will need some more internal and beta testing; so it may be a few weeks before it is addressed. Beta testing will be in the Test channel when it becomes available, and announced in the Laboratory forum.

Regards,
JPG


As you are bug-shooting and FWIW: This issue definitely did not exist prior to the mid-June-or-thereabouts Conan ruleset update. (I can attest to that as a GM who created a huge number of custom NPCs for my home-brew module by dragging and dropping abilities and attacks from Master/Template NPCs onto specific instantiations of NPC characters.) I have no special knowledge of what was included in the update, but if the Conan Ruleset was using acceptdrop prior to that, it wasn't causing problems for one reason or another.

iolarion
July 23rd, 2021, 17:02
Hello.

Is Nerdeye still active?
Will The Conan ruleset be updated for FGU?

Yesterday I posted the same questions in Nerdeye forums, but the post has been removed. There will be any news. The Conan ruleset is the most expensive I have purchased. It woud be a shame that it would be abandoned by the developer.

Thank you

ProfDogg
July 23rd, 2021, 18:26
Hello.

Is Nerdeye still active?
Will The Conan ruleset be updated for FGU?

Yesterday I posted the same questions in Nerdeye forums, but the post has been removed. There will be any news. The Conan ruleset is the most expensive I have purchased. It woud be a shame that it would be abandoned by the developer.

Thank you

I just checked. It seemed fine in FGU from just some quick reviews... What issue are you having?

iolarion
July 23rd, 2021, 19:32
Groups in the combat tracker cannot be created by dragging and dropping npcs on an exixting character, doing it creates a new npc in the combat tracker not one inside the exisiting npc.
Npc's vigor and resolve cannot be managed using ctrl and mouse wheel or typing.

New modules were hinted but nothing released until now ( i know this is not an issue, but it seems that the ruleset has been abandoned).

Regards.

kessler25
July 23rd, 2021, 23:33
Yes, the group function is fubar. I have a mile-long CT myself. I eventually got lazy and told the players one minion token counted as two minions and used the mob rules. I also have to unlock the NPCs to change their vigor/ resolve or do it on the CT, which makes sense in context. As for new content, looking at Nerd Eye's forum I think Conan is effectively dead as they appear busy on Star Trek Adventures, Dune, and a bunch of other properties. They say STA is done (which is good it's been a year) so maybe that will free up some time to start converting the plethora of Conan sourcebooks? Or not. I get the vibe they're just a few chaps with busy day jobs and the VTT stuff is a side project so... not mad, just saying.

vegaserik
July 24th, 2021, 01:25
Yes, the group function is fubar. I have a mile-long CT myself. I eventually got lazy and told the players one minion token counted as two minions and used the mob rules. I also have to unlock the NPCs to change their vigor/ resolve or do it on the CT, which makes sense in context. As for new content, looking at Nerd Eye's forum I think Conan is effectively dead as they appear busy on Star Trek Adventures, Dune, and a bunch of other properties. They say STA is done (which is good it's been a year) so maybe that will free up some time to start converting the plethora of Conan sourcebooks? Or not. I get the vibe they're just a few chaps with busy day jobs and the VTT stuff is a side project so... not mad, just saying.

I get that impression too, but they should not take on more and more projects without effectively finishing. I've put in almost everything myself from the sourcebooks as I don't think we'll ever see any of it.

Musaab
July 24th, 2021, 11:39
They definitely seem to be taking on more than they can handle as far as projects. They have stopped their "weekly updates" and there is basically no communication.

Valyar
July 25th, 2021, 11:12
And only Conan 2d20 is released and not updated.

ShotGun Jolly
August 2nd, 2021, 12:15
“Time and times are but cogwheels, unmatched, grinding on oblivious to one another. Occasionally – oh, very rarely! – the cogs fit; the pieces of the plot snap together momentarily and give men faint glimpses beyond the veil of this everyday blindness we call reality.” ― Robert E. Howard, Bran Mak Morn: The Last King

Sunspoticus
August 2nd, 2021, 16:04
Hello.

Is Nerdeye still active?
Will The Conan ruleset be updated for FGU?

Yesterday I posted the same questions in Nerdeye forums, but the post has been removed. There will be any news. The Conan ruleset is the most expensive I have purchased. It woud be a shame that it would be abandoned by the developer.

Thank you

Yes. We have an update coming next week in fact. Also working several new modules. Its far from abandoned.

Valyar
August 2nd, 2021, 16:12
Yes. We have an update coming next week in fact. Also working several new modules. Its far from abandoned.
It will be great if the team is more verbose in future... Really helps in the long run. ;)
Looking forward to the update.

iolarion
August 2nd, 2021, 20:36
Yes. We have an update coming next week in fact. Also working several new modules. Its far from abandoned.
Great news, Thank you

Mu77ley
August 11th, 2021, 02:14
Yes. We have an update coming next week in fact. Also working several new modules. Its far from abandoned.

Did this get delayed?

ProfDogg
August 11th, 2021, 02:23
Did this get delayed?

Apparently a lot was delayed this week. I've been waiting on some store releases that were scheduled but didn't happen as well...

Sunspoticus
August 11th, 2021, 04:54
Found an issue that required some additional work and ran outta runway for the week. It WILL get posted to Smiteworks on Friday however.

ProfDogg
August 11th, 2021, 12:37
Found an issue that required some additional work and ran outta runway for the week. It WILL get posted to Smiteworks on Friday however.

Even if you folks had been able to get it in, Smiteworks may not have been ale to get it out. There were some other developers that turned in some material for some other systems that didn't get posted this week (or last). But I did notice that the storefront got a new look (although it's kind of clunky, doesn't fit my screen resolutions very well so it takes me forever to scroll through the store now). I suspect that Smiteworks is running into a funnel effect right now with too much going on.

superteddy57
August 11th, 2021, 17:01
Even if you folks had been able to get it in, Smiteworks may not have been ale to get it out. There were some other developers that turned in some material for some other systems that didn't get posted this week (or last). But I did notice that the storefront got a new look (although it's kind of clunky, doesn't fit my screen resolutions very well so it takes me forever to scroll through the store now). I suspect that Smiteworks is running into a funnel effect right now with too much going on.

Our process in pushing updates is not impeded by our other projects as they are performed by different persons. To provide some background on the weekly updates, updates are to be posted by the developer by the friday before the weekly update. If that deadline is not met, it is setup for the next weekly update. If an update is not posted, the developer can reach out to our product coordinator for information on why the update was not part of the weekly update.

ProfDogg
August 11th, 2021, 17:32
Our process in pushing updates is not impeded by our other projects as they are performed by different persons. To provide some background on the weekly updates, updates are to be posted by the developer by the friday before the weekly update. If that deadline is not met, it is setup for the next weekly update. If an update is not posted, the developer can reach out to our product coordinator for information on why the update was not part of the weekly update.

No worries, superteddy57... This community is (or at least can be with some exceptions) pretty patient. You folks have a lot of irons in the fire nowadays. I expect delays especially considering the state of the world right now (and am always pleasantly surprised sometimes with how the whole community on the development side can produce so much wonderous products).

Valyar
August 11th, 2021, 18:19
Again... sigh...

superteddy57
August 11th, 2021, 18:59
No worries, superteddy57... This community is (or at least can be with some exceptions) pretty patient. You folks have a lot of irons in the fire nowadays. I expect delays especially considering the state of the world right now (and am always pleasantly surprised sometimes with how the whole community on the development side can produce so much wonderous products).

No worries, just wanted to be sure the process was clear. Delays can happen and we are happy to try and facilitate.

iolarion
August 12th, 2021, 17:59
So, no update that week. I am preparing Waves stained crimson but it will be in Foundry.

Sorry but too much waiting for me.

ShotGun Jolly
August 13th, 2021, 09:46
“Conan stood paralyzed in the disruption of the faculties which demoralizes anyone who is confronted by an impossible negation of sanity.”
― Robert E. Howard, Conan of Cimmeria

spire
September 2nd, 2021, 01:53
Are there ever any kind of patch notes or release notes for this ruleset?

Trenloe
September 2nd, 2021, 01:57
Are there ever any kind of patch notes or release notes for this ruleset?
Update notes are in the City Hall update threads, if there are any updates.

Go to the City Hall sub-forum and use the "Search Forum" option in the top right - search for threads with conan and you should get results for updates to the Conan ruleset: https://www.fantasygrounds.com/forums/forumdisplay.php?37-City-Hall

vegaserik
September 2nd, 2021, 02:58
The ruleset probably hasnt had any specific updates separate to those that Moon Wizard does as part of something else he is working on.
There isnt any active development of new features on this ruleset.

Nerd Eye isn't doing this one anymore?

damned
September 2nd, 2021, 03:43
Doh!
Im sorry - i thought I was in a Castles & Crusades thread.
Ignore me!

vegaserik
September 2nd, 2021, 04:58
Doh!
Im sorry - i thought I was in a Castles & Crusades thread.
Ignore me!

hahaha No Problem!

Mu77ley
November 15th, 2021, 13:13
Are we ever going to see a fix for not being able to drag/drop NPCs into a group on the combat tracker? It just adds the new NPC to the tracker instead of the group, and the published workaround for FG Classic does not work on FG Unity.

Sunspoticus
November 15th, 2021, 20:43
Its on our list for the next sprint (the next work period)

iolarion
January 14th, 2022, 21:12
Its on our list for the next sprint (the next work period)

Hello, will there be any update soon? The possiblity of drag and drop NPC's into a group in the combat tracker would be great.
What about aditional content? Adventures, source books?

Thank you

TrentLane
January 15th, 2022, 18:55
Hello, will there be any update soon? The possiblity of drag and drop NPC's into a group in the combat tracker would be great.
What about aditional content? Adventures, source books?

Thank you

Speaking from experience with this Dev: No :)
I'll never touch anything developed by Nerdeye again. No communication, broken products that never get fixed. It'd be easier to just code your own, better ruleset

Mu77ley
January 15th, 2022, 20:08
Speaking from experience with this Dev: No :)
I'll never touch anything developed by Nerdeye again. No communication, broken products that never get fixed. It'd be easier to just code your own, better ruleset

For exactly that reason I've had to switch to running my Conan games on Foundry, and started contributing to the open source ruleset on there....

goodmanje
January 18th, 2022, 01:27
I think they're also doing the Star Trek ruleset. Set phasers to suck......

Sunspoticus
January 19th, 2022, 07:45
Hello, will there be any update soon? The possiblity of drag and drop NPC's into a group in the combat tracker would be great.
What about aditional content? Adventures, source books?

Thank you

yes, we have that work pending some testing and should be released soon.

Thanks.

Haerilis
April 9th, 2022, 18:40
Hello, we just got this ruleset and encountering a few issues, i am not sure if there's bug or missing something... I cannot change the max resolve on the character sheet, my autocalculated number is 11 but then i want to add jaded feat , it doesnt add one more resolve and i cant manually change that neither as player nor DM.
Then the bonus damage, to change at character creation step 10, on the sheet stays at 0, no way to manually change it either.
Thanks

Trenloe
April 9th, 2022, 19:13
I cannot change the max resolve on the character sheet, my autocalculated number is 11 but then i want to add jaded feat , it doesnt add one more resolve and i cant manually change that neither as player nor DM.
Then the bonus damage, to change at character creation step 10, on the sheet stays at 0, no way to manually change it either.
For both of these hover over the number field hold down the CTRL key and use your mouse-wheel to apply a bubble modifier to the number. This is a pretty standard way of changing number fields in Fantasy Grounds - information in the Basic Guide portion of the FG Wiki here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640055/Basic+Actions#Number-Fields

Although it looks like the bonus damage is a bity screwy as the bubble modifier doesn't apply properly to the bonus damage - definitely a bug.

vegaserik
April 9th, 2022, 22:22
Hello, we just got this ruleset and encountering a few issues, i am not sure if there's bug or missing something... I cannot change the max resolve on the character sheet, my autocalculated number is 11 but then i want to add jaded feat , it doesnt add one more resolve and i cant manually change that neither as player nor DM.
Then the bonus damage, to change at character creation step 10, on the sheet stays at 0, no way to manually change it either.
Thanks

Just put one in the BON box, it should make the Resolve Max go up by what you put in the box. The Bonus Damage looks bugged, I can't seem to get it back to normal now.

iolarion
April 10th, 2022, 10:40
There is a bug with the NPC resolve space, the word RESOLVE overlaps the right square where the rating is recorded.
I attach an image.
52334

Dukehart
April 11th, 2022, 20:51
Hello, we just got this ruleset and encountering a few issues, i am not sure if there's bug or missing something... I cannot change the max resolve on the character sheet, my autocalculated number is 11 but then i want to add jaded feat , it doesnt add one more resolve and i cant manually change that neither as player nor DM.
Then the bonus damage, to change at character creation step 10, on the sheet stays at 0, no way to manually change it either.
Thanks
Thank you for purchasing Conan! This is a new bug that's cropped up due to a recent update and we will be looking into it this week.

Haerilis
April 12th, 2022, 17:47
For both of these hover over the number field hold down the CTRL key and use your mouse-wheel to apply a bubble modifier to the number. This is a pretty standard way of changing number fields in Fantasy Grounds - information in the Basic Guide portion of the FG Wiki here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640055/Basic+Actions#Number-Fields

Although it looks like the bonus damage is a bity screwy as the bubble modifier doesn't apply properly to the bonus damage - definitely a bug.

I did the CTRL+ mousewheel to change the bonus dice and it quickly went over 300 dices, created so much lag i cannot even do anything anymore and the server....Only way i can find to fix this is evenutally destroying the character sheet.

iolarion
June 25th, 2022, 10:46
There is a bug with the NPC resolve space, the word RESOLVE overlaps the right square where the rating is recorded.
I attach an image.
52334

Hello, am I the only one having this bug?

Santyagoffg
June 25th, 2022, 11:42
I have the same problem

iolarion
June 25th, 2022, 12:24
I have the same problem

Thank ypu for your response, this is really annoying, since January no response from the developers, and no maintenance of the ruleset is done.

kessler25
June 25th, 2022, 22:34
Hello! Apologize in advance for the Debbie Downer news. Maintenance of the Conan 2d20 ruleset is... a thing. The company that made it, Nerd Eye Industries, is MIA on this and an STA ruleset. As they're responsible for them through a deal with Modiphius, Smiteworks/ Fantasy Grounds can't do a thing about either ruleset, unfortunately. There are whisperings that since Smiteworks has worked with Modiphius directly on Fallout and Dune, maybe (and that's a big maybe) they can see what's going on with Conan and STA and bring them into the fold. Maybe. Otherwise, we're kinda on our own with what we've got.

Moon Wizard
June 26th, 2022, 02:13
superteddy57 or I will take a look, and see if we can fix the label position in the beta Test for rulesets currently going. (i.e. updates to many rulesets are locked right now as we go through the beta testing of the upcoming changes.)

Regards,
JPG

vegaserik
June 27th, 2022, 15:49
Hello! Apologize in advance for the Debbie Downer news. Maintenance of the Conan 2d20 ruleset is... a thing. The company that made it, Nerd Eye Industries, is MIA on this and an STA ruleset. As they're responsible for them through a deal with Modiphius, Smiteworks/ Fantasy Grounds can't do a thing about either ruleset, unfortunately. There are whisperings that since Smiteworks has worked with Modiphius directly on Fallout and Dune, maybe (and that's a big maybe) they can see what's going on with Conan and STA and bring them into the fold. Maybe. Otherwise, we're kinda on our own with what we've got.

There was a Facebook post by one of the guys working on Star Trek that said they had bounced to Foundry, so maybe that's good news for Conan as well. Hopefully a dev who will give this set the love it deserves will come along :)

Moon Wizard
June 27th, 2022, 19:56
I just pushed an update to the beta Test channel with a rebuild version of NPC sheet that supports resizing, as well as fixing a few layout issues (like the one mentioned). Target release for beta test version is mid-July.

Regards,
JPG

ShotGun Jolly
June 30th, 2022, 13:23
There was a Facebook post by one of the guys working on Star Trek that said they had bounced to Foundry, so maybe that's good news for Conan as well. Hopefully a dev who will give this set the love it deserves will come along :)

It would have to be some good ruleset, cause the fan made versions over there are superior in everyway..

vegaserik
June 30th, 2022, 17:38
It would have to be some good ruleset, cause the fan made versions over there are superior in everyway..

I don't know where their ruleset was lacking, I watched the videos on Gamer's Table and it looked like it was functioning pretty well. But we shall see what happens here. This was a pretty quick fix, just waiting for a core update from what I understand.

Valyar
July 2nd, 2022, 18:01
In addition to the tons of bugs and issues reported so far, there are two issues that made my group to prefer Foundry instead of FG. I hope someone can pick this up.

Attributes cannot be reduced below 6. Automation enforces minimum value, which is not supporting rules as Shadows of the Past that allows lower scores.
Bonus damage are screwed up completely - not only cannot be assigned or calculated properly, but the temporary boost via ctrl+mouse increase or decrease it insanely. Cannot be reduced and I have to edit the db.xml.



Screenshot is attached.

superteddy57
July 3rd, 2022, 03:36
Thanks I will take a look and see whats going on. Might be awhile due to the holiday.

Valyar
July 13th, 2022, 09:34
The problem with the bonus damage and temporary increase via ctrl + mouse scroll is still not OK. My players refused to use FGU and we moved to foundry. Now I have to convert the work done, @#$!$5 :(

Moon Wizard
July 13th, 2022, 20:59
Just pushed a hot fix for the Combat temporary bonuses not working with the mouse wheel.

Regards,
JPG

Valyar
July 13th, 2022, 22:16
Just pushed a hot fix for the Combat temporary bonuses not working with the mouse wheel.

Regards,
JPG

Many thanks!!!!!!!

iolarion
October 29th, 2022, 20:32
Hello

When clicking the button to see the npc sheet in the combat tracker I have the following error message:

10/29/2022 8:28:57 PM] [ERROR] Script execution error: [string "Conan:campaign/scripts/npc_header.lua"]:26: attempt to index global 'senses' (a nil value)
[10/29/2022 8:28:57 PM] [ERROR] Script execution error: [string "Conan:campaign/scripts/npc_header.lua"]:26: attempt to index global 'senses' (a nil value)
[10/29/2022 8:28:57 PM] [ERROR] Script execution error: [string "Conan:campaign/scripts/npc_header.lua"]:26: attempt to index global 'senses' (a nil value)
[10/29/2022 8:28:57 PM] [ERROR] window: Control (social) anchoring to an undefined control (senses) in windowclass (npc_header)
[10/29/2022 8:28:57 PM] [ERROR] window: Control (social) anchoring to an undefined control (senses) in windowclass (npc_header)
[10/29/2022 8:28:57 PM] [ERROR] Script execution error: [string "Conan:campaign/scripts/npc_header.lua"]:26: attempt to index global 'senses' (a nil value)
[10/29/2022 8:28:57 PM] [ERROR] window: Control (social) anchoring to an undefined control (senses) in windowclass (npc_header)
[10/29/2022 8:28:57 PM] [ERROR] window: Control (social) anchoring to an undefined control (senses) in windowclass (npc_header)
[10/29/2022 8:28:57 PM] [ERROR] window: Control (social) anchoring to an undefined control (senses) in windowclass (npc_header)
[10/29/2022 8:28:57 PM] [ERROR] window: Control (social) anchoring to an undefined control (senses) in windowclass (npc_header)

Will it be fixed?

Moon Wizard
October 29th, 2022, 23:49
Thanks for reporting. It looks like a poor interaction with the original design of the ruleset with recent CoreRPG changes.

I pushed a very quick fix that should remove the issue from any new NPCs added to combat tracker, but won't fix existing ones.

Please run a new Check for Updates, remove the old NPCs from the combat tracker, and re-add the encounter/NPCs. Let us know if you're still seeing any issues.

Regards,
JPG

iolarion
October 30th, 2022, 09:40
Fixed.

Thank you very much.