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deer_buster
June 18th, 2020, 21:46
Please post your bugs/issues with official content (Adventure Paths, SFS Modules, etc.) here. Rules bugs/issues should be posted in the Ruleset bugs topic (https://www.fantasygrounds.com/forums/showthread.php?59190-Official-Ruleset-Bug-Reports-v2-1-1).

deer_buster
June 18th, 2020, 21:46
Known Issues

deer_buster
June 18th, 2020, 21:47
***reserved

deer_buster
June 18th, 2020, 21:47
***reserved 2

deer_buster
June 18th, 2020, 21:48
***reserved 3

deer_buster
June 18th, 2020, 21:48
***reserved 4

madman
June 18th, 2020, 22:41
Sweet! I had planned to do this but no mod to have it Sticky:

Added to Subbed threads...

Seroster
June 22nd, 2020, 06:43
I've encountered numerous issues with ability or item description text. Several entries seem to be cutoff too early and/or too late, but the more common issue was description text for the entry I was looking at seemed to be copied from a previous entry in whatever list I was looking at (most frequently it was the item directly before it, but not always). Another one that I distinctly remember is that there's 2 identical entries for the Solarian "Gravity Shield" Revelation, 1 at lvl 14 & a 2nd at lvl 16. I'm assuming one of those is a duplicate, but I haven't dug any further than that for that specific issue. IDK if this could be related or have some effect on these issues, but I own no content myself & I'm logged into the game of a user w/ an Ultimate License.

Do reports for these things belong in this thread? I can try to retrace my steps on the issues I found, but I don't want to go through all the required effort to document all of it if this isn't the right thread, or if I should be looking at some other issue that could be the root cause.

Griffonbait
June 28th, 2020, 10:36
This should probably be in a FGU program specific thread, but is is occurring during Starfinder games.

3 times in 2 sessions the Program appears to change it's version date mid-use.

What happens:
- Players lose connection mid-game
- Everyone restarts their program
- GM Restarts the program the version is Ultimate v4.0.0 (2020-04-15) even though it was 2020-06-12 at beginning of play. This is the updated version - update done just before play.
- Doing an Update starts the update process with no program updating happening.
- Cancel the update process while going through the already updated modules, then click "Launch Fantasy Grounds" button, then program shows the correct version date for today, Ultimate v4.0.0 (2020-06-12).
- Players can connect.

This is repeatable, albeit, when it occurs.

Nutter4Ever
June 28th, 2020, 11:50
Dawn of Flame, Soliders of Brass AP#14.

Encounter A5. Exhibit Balcony. In module, it's got it as a Patrol-Class Secuity Robot, however in the book it is a Observer-Class Security Robot.

madman
June 28th, 2020, 15:54
Thanks for pointing that out.. I will get it fixed and in the update system.
Madman

Edit: Changes complete and added to update system.

Nutter4Ever
June 29th, 2020, 01:43
Just been thought the rest of Dawn of Flame, Soliders of Brass AP#14.

Kato, Akitonian Gashmaw - C3 Junkyard, missing effect
VULN: acid

Monchulla - D1 Watch Point, missing effect
VLUN: cold

Kerschu - D4 Gym, missing the effects
Immune: fire
VULN: cold
DR: 5 magic

Patrol-Class Security Robot - D2 - Reception, missing effect
VLUN: electricity

Thoqquas - D5 Pool, missing effect
VLUN: cold

Quartermaster Dosc - E2 Supply Depot, missing effect
VLUN: cold

Rungga, Brass Dragons Mechanic - E4 Motor Pool, missing effect
VLUN: cold

Iggi E4 Motor Pool, missing effects
Construct traits
IMMUNE: bleeding
IMMUNE: death effects
IMMUNE: disease
IMMUNE: mind-affecting
IMMUNE: necromancy
IMMUNE: paralysis
IMMUNE: poison
IMMUNE: sleep
IMMUNE: stunning

Salamander - Alien Archive, missing effect
VLUN: cold

Oh and the alignment of Eos Athletics Club, Basement Map it way off.

madman
June 29th, 2020, 07:40
Fixed and updated into the system.

Madman

Moon Wizard
June 29th, 2020, 08:00
@Griffonbait,

It sounds like you have more than one installation of FGU on your machine installed in different locations; and the shortcut link you are using to start the version is pointing to an old one. When you run the updater, it will end up using the settings in the Windows registry to run the current one. (2020-06-25).

The GM will need to look where their shortcut is pointing; and where the App Folder is specified in the FG Settings. They may have changed the FG app folder setting at some point; but that doesn't delete the original folders where it installed nor update the shortcut.

Regards,
JPG

criamon
July 6th, 2020, 07:45
just bought dead suns part 1, incident at absalom station. when i go load it up, there are no story, encounters, ships, just a few items

edit: turns i'm just blind and loaded the player version and not the gm version, lol.

DarkGalaxiesGaming
July 19th, 2020, 05:42
Attack of the Swarm, Fate of the Fifth

No encounter map for 1.D00 Kerozan Bridge.

The monsters are there, the monster image is there, but no map to fight them on.

madman
July 19th, 2020, 05:59
Thanks for pointing this out.

Look in the Images. The map is there I just did not add the link to it. I will get it fixed

Madman..

deer_buster
July 30th, 2020, 21:29
Jrock indicated in Discord that Card 3 of the fumble deck and Card 11 of the crit hit deck are missing info.

DM_BK
July 30th, 2020, 23:32
Dead Suns, AP2 has a lot of story pages with links that you can't click on for example 2.04.01 there are 6 links on this page and none of them are clickable. A.01, after you click on any of the continents, none of the notable locations links work. These are just 2 examples, there are many more in there. Doesn't seem right.

I'm on Unity.

madman
July 31st, 2020, 01:10
Thanks! I will get it fixed.

Fixed...

deer_buster
August 4th, 2020, 16:30
Jrock indicated in Discord that Card 3 of the fumble deck and Card 11 of the crit hit deck are missing info.

Fix pushed today

Evolivolution
August 7th, 2020, 18:17
The Zenith Revelations for the Solarian in the COM don't show up for me (if they are implemented). The Stellar Revelations that came with the COM are there so I don't know if the Zenith Revelations should be there as well.

Curuthanir
August 15th, 2020, 05:40
Noticed that the Core Rule Book is missing a number of armor upgrades, such as the Thermal Capacitor.

deer_buster
August 15th, 2020, 07:15
Noticed that the Core Rule Book is missing a number of armor upgrades, such as the Thermal Capacitor.

Where are you looking that you don't see them?

madman
August 15th, 2020, 07:34
Are you looking under Templates?

Curuthanir
August 15th, 2020, 21:01
I had not looked in templates, I was in the Items-->Armor-->Upgrades section. When I went to the Templates section, I found it there.

I had done a search in Items for the the Thermal Capacitor, and nothing had come up. I never thought to look in Templates.

I guess it's worth asking, why are there some items in the Templates, and some items listed in the Armor Upgrades table?

And I'm not sure if this is a bug to the ruleset, or the FGU, but a search in the items window will bring up Items window will bring up results that are Armor or Weapons, but not Templates.

Tybrimel
August 16th, 2020, 02:49
Event Error - 0.3 AotS The Last Refuge Part 1

I was running Starfinder AotS The Last Refuge today and found an error.
In section 1.02 Event 1: Damage Control (CR4) - After clicking the Paizo icon for Map Terminus Wild it pulls up Caves of Pilgrimage image.
It's listed after the Trap header.
Thanks!

madman
August 16th, 2020, 06:56
I will take a look and get it fixed. Thanks for pointing this out!

Tybrimel
August 16th, 2020, 12:02
madman,
Anything for improvement!! ;P

DDM869
August 21st, 2020, 03:57
Not a bug, but something that should be fixed for Dead Suns. According to Jason Keeley, the stats for two NPCs at the end of Dead Suns: Book 4 (The Ruined Cloud) are incorrect.

https://paizo.com/threads/rzs2uidx?The-Ruined-Clouds

Both Hybeki and Xavra have EAC & KAC that are too high. Their stats should be adjusted (according to Jason) as follows...

Hybeki
CR: 9
EAC: 20
KAC: 22

Xavra
EAC: 24
KAC: 26

Xavra especially is a pain as currently written, with an EAC: 31 and KAC: 32.

lokiare
August 25th, 2020, 21:17
Not a bug, but something that should be fixed for Dead Suns. According to Jason Keeley, the stats for two NPCs at the end of Dead Suns: Book 4 (The Ruined Cloud) are incorrect.

https://paizo.com/threads/rzs2uidx?The-Ruined-Clouds

Both Hybeki and Xavra have EAC & KAC that are too high. Their stats should be adjusted (according to Jason) as follows...

Hybeki
CR: 9
EAC: 20
KAC: 22

Xavra
EAC: 24
KAC: 26

Xavra especially is a pain as currently written, with an EAC: 31 and KAC: 32.

Usually we wait for official errata for things like this. I'll pass the link to the developer anyway.

sciencephile
August 26th, 2020, 20:08
Usually we wait for official errata for things like this. I'll pass the link to the developer anyway.

Thank you, DDM869 for providing the Paizo forum thread. I was able to confirm that the developer did indeed post a correction there.

I have updated the module and have checked it in. It should be in the TEST environment shortly and in the LIVE environment on the next Tuesday update (9/1).

jrock1
August 28th, 2020, 02:33
HI FG Unity SFRPG Support,
I just purchased Grimmerspace and all images are corrupt and throw errors. Please help troubleshoot (I've attached 2 screenshots). I am using FG Unity.

38878

38879

+ I'm seeing issues with some of the NPC stats:
38880

Thank you,

bratch9
August 29th, 2020, 18:01
DeadSuns: incident at absalom station.

npc have both 'defensive ability' and 'weaknesses' line, from the looks in the ruleset the 'weaknessess' line is not parsed and so some effects end up missing in the combat tracker. ( Specifically VULN: electricy' on the garaggakal' )

( in the alien archive 'the second row in the screen shot' the matching npc have the correct data.. )

In the physical books for both the 'weaknessess' line is listed correctly, so I dont know if you just want to 'concatenate' the 'weaknessess' string onto the 'defensive ability' string to create a long line with both in.... or go in and correct the source data in the adventure path.

( And I guess check all the 6 books for the same issue, etc.... )

sciencephile
August 29th, 2020, 20:55
I think this is more an issue with the ruleset not parsing than an issue with any one module. I think the alien archive just did a band-aid to prevent the problem. But... since the weaknesses is listed in the NPC sheet, then intuitively, it should be parsed correctly instead of having to ignore it and put into the defensive abilities line.

I will report the issue in the ruleset bug report so they can fix the issue of weaknesses not being parsed.

bratch9
August 30th, 2020, 01:19
I think this is more an issue with the ruleset not parsing than an issue with any one module. I think the alien archive just did a band-aid to prevent the problem. But... since the weaknesses is listed in the NPC sheet, then intuitively, it should be parsed correctly instead of having to ignore it and put into the defensive abilities line.

I will report the issue in the ruleset bug report so they can fix the issue of weaknesses not being parsed.

thanks, was not sure from the data in game which 'direction' the developers were going... but I agree it looks more like a ruleset issue, as the 'standard' book layout for the stat block has this extra section.

Samarex
September 1st, 2020, 00:48
Character Operations Manual has been updated,
[Fixed] Saving Throws and SR of Spells now show in there proper sections instead of the First line of the Desc.

Stadlerc
September 2nd, 2020, 04:34
Modules - Starfiner Core (2.1.4) & Starfinder Abattoir 8 (all updated as of 9/1/2020 [post patch day])
System - Fantasy Grounds 2.0

Story - 01: Cover and Adventure.. Image:cover broken..
Database Error: image: Invalid file (Abattoir 8 cover.jpg)
**NOTE** This appears to be true of every image in the module
Category 2: No workaround

Story - 07: Table of Contents..
Rather then putting page numbers, would be nice to have links

ENCOUNTERS
Big Boy Trask
Link on bottom of BBT (Door & Camera Control(EX) contains a link with no information)
Big Boy Trask drone token is a letter D (Token available in Tokens bag)

Cannibal maintenance Crew 5a and 5C
Torn to Pieces special ability link has not information (also duplicated)
Tokens are of letter C (Token available in Tokens bag)

Dying Zero-G Welder
Welder Industrial - requires Starfinder Armory to be installed (dead link)
Has 3 copies of Fire Extinguisher ( 2 require Starfinder Player module to be loaded )
*Consider adding inventory to parcel and putting parcel link in encounter area for gear
Token is a letter D (Tokens available in token bag)

Harvester Hoverbot
Unstable battery link is empty
Token is a letter H (see attachment or use Token image in bag)

Thunk, Adult
Panicked Trample (EX) link is empty
Token is a letter T (Tokens available in token bag?)

This is a quick look.. I will deep dive later

I had a chance to convert 2 images to tokens for you to use...

bmos
September 7th, 2020, 14:33
I had a chance to convert 2 images to tokens for you to use...Just a heads up, posting those tokens is against the rules as they are not covered by OGL.

EDIT: the first post of this thread links to an old ruleset bugs thread

superteddy57
September 8th, 2020, 01:15
Modules - Starfiner Core (2.1.4) & Starfinder Abattoir 8 (all updated as of 9/1/2020 [post patch day])
System - Fantasy Grounds 2.0

Story - 01: Cover and Adventure.. Image:cover broken..
Database Error: image: Invalid file (Abattoir 8 cover.jpg)
**NOTE** This appears to be true of every image in the module
Category 2: No workaround

Story - 07: Table of Contents..
Rather then putting page numbers, would be nice to have links

ENCOUNTERS
Big Boy Trask
Link on bottom of BBT (Door & Camera Control(EX) contains a link with no information)
Big Boy Trask drone token is a letter D (Token available in Tokens bag)

Cannibal maintenance Crew 5a and 5C
Torn to Pieces special ability link has not information (also duplicated)
Tokens are of letter C (Token available in Tokens bag)

Dying Zero-G Welder
Welder Industrial - requires Starfinder Armory to be installed (dead link)
Has 3 copies of Fire Extinguisher ( 2 require Starfinder Player module to be loaded )
*Consider adding inventory to parcel and putting parcel link in encounter area for gear
Token is a letter D (Tokens available in token bag)

Harvester Hoverbot
Unstable battery link is empty
Token is a letter H (see attachment or use Token image in bag)

Thunk, Adult
Panicked Trample (EX) link is empty
Token is a letter T (Tokens available in token bag?)

This is a quick look.. I will deep dive later

I had a chance to convert 2 images to tokens for you to use...

Please remove the tokens, if they are made from images of the said module or copyright material.

Stadlerc
September 15th, 2020, 20:56
Modules - Starfiner Core (2.1.4) & Starfinder Abattoir 8 (all updated as of 9/1/2020 [post patch day])
System - Fantasy Grounds 2.0

Story - 01: Cover and Adventure.. Image:cover broken..
Database Error: image: Invalid file (Abattoir 8 cover.jpg)
**NOTE** This appears to be true of every image in the module
Category 2: No workaround

Story - 07: Table of Contents..
Rather then putting page numbers, would be nice to have links

ENCOUNTERS
Big Boy Trask
Link on bottom of BBT (Door & Camera Control(EX) contains a link with no information)
Big Boy Trask drone token is a letter D (Token available in Tokens bag)

Cannibal maintenance Crew 5a and 5C
Torn to Pieces special ability link has not information (also duplicated)
Tokens are of letter C (Token available in Tokens bag)

Dying Zero-G Welder
Welder Industrial - requires Starfinder Armory to be installed (dead link)
Has 3 copies of Fire Extinguisher ( 2 require Starfinder Player module to be loaded )
*Consider adding inventory to parcel and putting parcel link in encounter area for gear
Token is a letter D (Tokens available in token bag)

Harvester Hoverbot
Unstable battery link is empty
Token is a letter H (see attachment or use Token image in bag)

Thunk, Adult
Panicked Trample (EX) link is empty
Token is a letter T (Tokens available in token bag?)

This is a quick look.. I will deep dive later

I had a chance to convert 2 images to tokens for you to use...

so any news on this. The module is pretty much useless with out the image files..

lokiare
September 15th, 2020, 21:13
so any news on this. The module is pretty much useless with out the image files..

Have you tried reverting the module since the update?

lokiare
September 15th, 2020, 21:43
so any news on this. The module is pretty much useless with out the image files..

We are taking a look at this one internally to figure out what happened.

Stadlerc
September 16th, 2020, 01:13
All I can ask for. Thanks

bmos
September 18th, 2020, 14:20
Attack of the Swarm book 1 "B. HIGHWAY 12 (CR 3)" encounter has 2 swarm dredgers rather than 4.
I don't own the adventure so I can't personally verify this but my GM mentioned it in game last night. Hopefully I'm not wasting your time on a wild-goose chase.

bmos
September 18th, 2020, 14:21
accidental double-post, disregard

madman
September 18th, 2020, 19:04
I will look into it and get it fixed.

Madman..

Tuleen Donai
September 18th, 2020, 22:59
Character Operations Manual

Missing Option for Special Feature for Biohacker - Primary Field of Study [Ex] - there are five:

Genetics <========= Missing
Immunology
Neurochemistry
Pharmacology
Toxicology

When you add the Class Biohacker, a dialog box appears asking you to pick a Field of Study. Genetics is MISSING.

I found this while trying to recreate the Pre-Gen Character Barsala - lvl 1.

Samarex
September 19th, 2020, 03:54
Character Operations Manual

Missing Option for Special Feature for Biohacker - Primary Field of Study [Ex] - there are five:

Genetics <========= Missing
Immunology
Neurochemistry
Pharmacology
Toxicology

When you add the Class Biohacker, a dialog box appears asking you to pick a Field of Study. Genetics is MISSING.

I found this while trying to recreate the Pre-Gen Character Barsala - lvl 1.

Classes were looked at in the upcoming update and this should be taken care of with the update but I will double check.

Tuleen Donai
September 19th, 2020, 16:32
Just tried creating a Drone for the Pre-Gen Quig. Even though Drones only require Race, the Ruleset won't let me add Class Drone without a Theme.

Help? Is this another one that will get fixed in an update?

Addendum: OK. I found it - Themeless!!!

jrock1
October 7th, 2020, 05:22
Hi Content Bugs,
I just purchased Near Space and I was looking at the Archetypes: every Near Space entry is in CAPS and Battle Leader and Mediator is spelled incorrectly.

Detroitus
October 8th, 2020, 19:07
Near Space: I've noticed that - as the GM - none of the character race, class, theme, or item options are available to me unless I've loaded the Player version of the module as well as the GM version. Is there a reason this one is different or is it a bug? Every other module gives me access to everything at the GM level without having to load the Player version.

Thanks.

jrock1
October 8th, 2020, 19:19
@Detroitus I think they seperated some things that GMs might not want the Players to see (?)

Detroitus
October 8th, 2020, 19:23
@Detroitus I think they seperated some things that GMs might not want the Players to see (?)

Yeah, that's why there is a "Player" version and a "GM" version. But typically the GM version has access to everything while the Player version does not. That way the GM does not have to load BOTH version of every single module every time. But for some reason for Near Space they have separated the content out entirely so that the GM DOES have to have both versions loaded and it's a bit irritating. That's why I asked.

bmos
October 8th, 2020, 20:06
Near Space: I've noticed that - as the GM - none of the character race, class, theme, or item options are available to me unless I've loaded the Player version of the module as well as the GM version. Is there a reason this one is different or is it a bug? Every other module gives me access to everything at the GM level without having to load the Player version.

Thanks.Probably to fix the issues with splitting it up.
You would either have both loaded and duplicates, or you'd click a link on the player's sheet to see the info and get a 'module not loaded' message because the link was to the player module.
They will be changing the Core Rulebook to a single module in the upcoming big update. (https://www.fantasygrounds.com/forums/showthread.php?62494-New-Update-in-Testing&p=547275&viewfull=1#post547275)

Samarex
October 8th, 2020, 23:52
Probably to fix the issues with splitting it up.
You would either have both loaded and duplicates, or you'd click a link on the player's sheet to see the info and get a 'module not loaded' message because the link was to the player module.
They will be changing the Core Rulebook to a single module in the upcoming big update. (https://www.fantasygrounds.com/forums/showthread.php?62494-New-Update-in-Testing&p=547275&viewfull=1#post547275)

Correct , it prevents duplicate entries for one and also the issue of someone making a character using the main module and then being a player and not having access to that module in a game.
If a GM does not allow access to a module from a campaign the player can not open that module even though they have it in there list of modules.
With that said this is the first time I split out the reference manual part, I could add Chap 4 to the reference manual but would still want to keep the actual data part only in the players version

Tuleen Donai
October 9th, 2020, 00:35
I guess I don’t understand either. To me it makes sense that the GM version should be the superset of the two, again, so the GM doesn’t need to load the player version. The more stuff you have loaded, the more bogged down FGU gets.

Detroitus
October 9th, 2020, 00:47
@Samarex
So I guess my question, then, is why is Near Space the only module that is like this? And have I just been incredibly lucky to have been working with every other released module for all these months and never have encountered this issue before?

Samarex
October 9th, 2020, 01:02
@Samarex
So I guess my question, then, is why is Near Space the only module that is like this? And have I just been incredibly lucky to have been working with every other released module for all these months and never have encountered this issue before?

I will fix it.
It will be in the updated when the ruleset that is in test goes live.

deer_buster
October 9th, 2020, 14:46
FYI, not including the info in the GM version is standard way of doing it, and we are trying to standardize Starfinder to conform with how FG handles other rulesets (using 5e as the model, as that is the flagship product). This will be how the content going forward will be done, and how the existing content will be modified (as time/schedules permit)

The reason you don't include it in both, is because if the GM doesn't remember to NOT create characters with that module loaded, and then passes the character over to the player, who doesn't have those GM only resources available, then none of the links will ever work. This was the impetus for merging the CRB back into one module only, since there really isn't any GM Only information in that particular book.

Tuleen Donai
October 9th, 2020, 16:00
The reason you don't include it in both, is because if the GM doesn't remember to NOT create characters with that module loaded, and then passes the character over to the player, who doesn't have those GM only resources available, then none of the links will ever work. This was the impetus for merging the CRB back into one module only, since there really isn't any GM Only information in that particular book.

Lots of double negatives in here, but I think I can parse this and understand what you are saying.

If the GM is able to create characters, but without the Player's version loaded (and char features exist in the GM version,) then passes the character to the players, who DON'T have access to the GM version, then the links to their character features will not work.

Do I have this right? I agree this is a VERY good reason to do it this way. I hadn't anticipated that. Now, I'll have to check the characters I CREATED to make sure they work for players!

deer_buster
October 9th, 2020, 16:07
Lots of double negatives in here, but I think I can parse this and understand what you are saying.

If the GM is able to create characters, but without the Player's version loaded (and char features exist in the GM version,) then passes the character to the players, who DON'T have access to the GM version, then the links to their character features will not work.

Do I have this right? I agree this is a VERY good reason to do it this way. I hadn't anticipated that. Now, I'll have to check the characters I CREATED to make sure they work for players!

You know how it is. You start down one explanation path then get sidetracked, go back and start rewriting the explanation and don't proof it to ensure a 5th grader can understand it before you click Post. Happens a lot more often than I care to admit to given the amount of pressure I am under at work this time of year.

EDIT: Oh, and yes, you have the correct understanding

Tuleen Donai
October 9th, 2020, 16:15
... to ensure a 5th grader can understand it before you click Post.

Are YOU, my dear, comparing ME to a 5th grader? ;)

deer_buster
October 9th, 2020, 16:16
Are YOU, my dear, comparing ME to a 5th grader? ;)

Not if you understood my original post ;)

deer_buster
October 9th, 2020, 16:19
P.S., unless your audience is specifically Elementary aged students, you should write in such a way that a 5th grader could understand it...at least that is what I was taught in my professional career.

Tuleen Donai
October 9th, 2020, 20:30
P.S., unless your audience is specifically Elementary aged students, you should write in such a way that a 5th grader could understand it...at least that is what I was taught in my professional career.

Yes, completely agree.

bmos
October 15th, 2020, 23:11
I'm not sure if this is a bug exactly, but my GM (who doesn't know FG very well) mentioned it to me and wanted me to pass it along:
Mobile Striker in Attack of the Swarm, Fate of the Fifth is not included in the Vehicles list.

madman
October 16th, 2020, 00:05
The module does not include the stats for the Vehicle. It only gives the modifiers to run the encounter.

Triage88
October 21st, 2020, 17:16
I am trying to build my starship and when I attempt to put in the frame nothing shows up in the starship items.

msbranin
October 21st, 2020, 18:10
Race Elf
Theme Priest
Class Mystic (1)

No Stamina points are being added from Class, So character has 10 Hit points from Race and Class and 0 Stamina Points.

No Extensions loaded and only the core rulebook and player versions of Alien Archive 1-3 and Armory and Pact Worlds and Character Operations Manual

Example: Mystic.jpg

Evolivolution
October 21st, 2020, 19:00
I am trying to build my starship and when I attempt to put in the frame nothing shows up in the starship items.

When you open up the Starship item list you can filter by type at the bottom, there is Starship frames in there and you should find everything. You should be able to search for the name of the frame (let's say explorer) in the search bar and it should show up. These work for me when I put them into a new starship sheet.


Race Elf
Theme Priest
Class Mystic (1)

No Stamina points are being added from Class, So character has 10 Hit points from Race and Class and 0 Stamina Points.

No Extensions loaded and only the core rulebook and player versions of Alien Archive 1-3 and Armory and Pact Worlds and Character Operations Manual

Example: Mystic.jpg

I can reproduce this, I tried some other combinations of races themes and classes (where classes should be the only one that matters for this). It seems to be a general issue. Once you level up to level two it correctly calculates the Stamina Points.

superteddy57
October 21st, 2020, 21:12
When you open up the Starship item list you can filter by type at the bottom, there is Starship frames in there and you should find everything. You should be able to search for the name of the frame (let's say explorer) in the search bar and it should show up. These work for me when I put them into a new starship sheet.



I can reproduce this, I tried some other combinations of races themes and classes (where classes should be the only one that matters for this). It seems to be a general issue. Once you level up to level two it correctly calculates the Stamina Points.

I performed a clean up of the functions related to adding class stats for class drops that will be available in the next release. This will be available once I am back from vacation.

deer_buster
October 21st, 2020, 21:22
Race Elf
Theme Priest
Class Mystic (1)

No Stamina points are being added from Class, So character has 10 Hit points from Race and Class and 0 Stamina Points.

No Extensions loaded and only the core rulebook and player versions of Alien Archive 1-3 and Armory and Pact Worlds and Character Operations Manual

Example: Mystic.jpg

Not able to recreate this...steps to create?

Triage88
October 22nd, 2020, 11:48
When you open up the Starship item list you can filter by type at the bottom, there is Starship frames in there and you should find everything. You should be able to search for the name of the frame (let's say explorer) in the search bar and it should show up. These work for me when I put them into a new starship sheet.




I already tried to do this. when frames are selected nothing shows up. I have all of my books that I should need loaded. If I am doing something wrong I do not know what it is.

deer_buster
October 22nd, 2020, 14:36
For those having problems with things like Frames, create a new Campaign, load the Core Rulebook and take a look again. If it works, go back to your original campaign, unload your books and reload them (or try this path first).

deer_buster
October 22nd, 2020, 14:40
Pro Tip: if you just click inside the Frame field on the starship, it will open Starship Items with the Frames filtered....this works with many fields now in Starfinder

Evolivolution
October 22nd, 2020, 15:06
Pro Tip: if you just click inside the Frame field on the starship, it will open Starship Items with the Frames filtered....this works with many fields now in Starfinder

That's a cool addition. Thank you for the tip :)

Evolivolution
October 22nd, 2020, 15:12
This is not a bug but in the Mystic class window on the Main tab in the class table on level 5 the Fort/Ref and Will saves are swaped. 40417

deer_buster
October 22nd, 2020, 16:02
This is not a bug but in the Mystic class window on the Main tab in the class table on level 5 the Fort/Ref and Will saves are swaped. 40417

Oh, that's definitely a bug with the CRB. FORT Is also wrong...should be F/R/W of 1,1,4, currently 4,4,1


NOTE: It is correct on the character sheet, just not on the class info

Evolivolution
October 22nd, 2020, 16:13
Oh, that's definitely a bug with the CRB. FORT Is also wrong...should be F/R/W of 1,1,4, currently 4,4,1


NOTE: It is correct on the character sheet, just not on the class info

Yeah the input in the Features tab (it's hidden because the window is locked) is correct, just the table is wrong, but it doesn't actually influence anything. That's why I said its not a bug, because it doesn't break anything.

Daso
October 22nd, 2020, 16:34
edit... wrong thread!

Samarex
October 23rd, 2020, 00:06
Yeah the input in the Features tab (it's hidden because the window is locked) is correct, just the table is wrong, but it doesn't actually influence anything. That's why I said its not a bug, because it doesn't break anything.

This is probably one of the ERRATA items, all the books got ERRATA updated when I did the updates except CRB as it's a long long list. I will be updating CRB soon to get it updated.

Samarex
October 23rd, 2020, 00:13
I already tried to do this. when frames are selected nothing shows up. I have all of my books that I should need loaded. If I am doing something wrong I do not know what it is.

After you open you books, from the Module Activation window right click the book and make sure there is no double arrow symbol, if there is click it. This will revert the book back to it full state.

Triage88
October 27th, 2020, 01:45
After you open you books, from the Module Activation window right click the book and make sure there is no double arrow symbol, if there is click it. This will revert the book back to it full state.

still nothing, no double arrow or anything other than the close window button when I right click on the book. I have everything else for starships. I have weapons, expansion bays, all of the systems, I just do not have frames.

Locotomo
October 27th, 2020, 16:07
Hi :)
When I go to the Combat Tracker and klick on "Menu" , the handshake symbol (and no icon in the next radial) doesnīt show the tooltip, so I donīt know which button is for which initiative.

Evolivolution
October 27th, 2020, 21:17
Hi :)
When I go to the Combat Tracker and klick on "Menu" , the handshake symbol (and no icon in the next radial) doesnīt show the tooltip, so I donīt know which button is for which initiative.

I'm sure this will get fixed, but for now here are the buttons meanings:
Double Arrow: Reroll all Initiatives
Mask: Reroll all NPC Initiatives
Picture Frame: Reroll all PC Initiatives
Circle: Clear all Initiatives (also resets round counter)

superteddy57
October 28th, 2020, 18:09
I'm sure this will get fixed, but for now here are the buttons meanings:
Double Arrow: Reroll all Initiatives
Mask: Reroll all NPC Initiatives
Picture Frame: Reroll all PC Initiatives
Circle: Clear all Initiatives (also resets round counter)

Pushed hotfix to address these missing labels.

Locotomo
October 29th, 2020, 11:04
Pushed hotfix to address these missing labels.

You are on fire ! :D

deer_buster
October 29th, 2020, 11:29
You are on fire ! :D
Helps when you have the ability to push updates directly without having to wait for Tuesday updates :)

superteddy57
October 29th, 2020, 12:09
This is only due to the game breaking nature of the bugs. If the errors reported are not game breaking, then they will get the weekly treatment like the rest of the systems.

Ulric
November 7th, 2020, 02:06
Nevermind

ptchicuorka
November 7th, 2020, 13:26
Hi I've been playing for a short time on starfinder. the starship combat controls and handling seem very rough and have found a few problems with them. not sure if these have been pointed out ir if its still being worked on but I'll list what we have found so far.

The Initiative system seem to no work. we roll piloting during helm phase but they don't go into the initiative boxes, I have to manually in put them.

When you roll damage why do you have to drop it on the ships token when you have the ship targeted. is this something at is being worked on or can be changed like it is in normal combat?
also with that why does the damage going to the player ship cant be applied by them. it seem every thing during the combat drops on the GM with enough stuff to sort out. my played agree with this so they can see the damage they are getting and where.

The Shield rating has a hard time being correct. it seem the shield rating number might be glitched. when we do attack damage the first time the shied goes down but some times it goes to into negative numbers. from the roles that's not suppose to happen is I have to manually adjust it every time.

a small item is some of the ships you cant tell where the forward facing is on them because they line up with the line on the hex. would it be possible to give the tokens an arrow point to show where the front area of the ship it.

These right how seem to be the only real problems we as a group have encountered, like i said not sure if the starship combat feature is still being worked on or if these problems have been addressed already, but figure we would let you know

Evolivolution
November 7th, 2020, 14:34
The Initiative system seem to no work. we roll piloting during helm phase but they don't go into the initiative boxes, I have to manually in put them.

There is a Initiative action in a pilots actions, which does update the Initiative of the PC ship(s). For NPC ships it works as well with a double click on the Initiative box of the ship in the combat tracker. 40863


When you roll damage why do you have to drop it on the ships token when you have the ship targeted. is this something at is being worked on or can be changed like it is in normal combat?

If you have your players roll damage out of their character sheet (with a double click on the weapons damage you will get the damage on the targeted ship. 40864

With the rest I agree, although I don't think players necessarily need to apply damage theirselfs. But all in all starship combat needs a lot of work. I still hope my explanations can help you and your group.

bratch9
November 7th, 2020, 17:46
There is a Initiative action in a pilots actions, which does update the Initiative of the PC ship(s). For NPC ships it works as well with a double click on the Initiative box of the ship in the combat tracker. 40863



If you have your players roll damage out of their character sheet (with a double click on the weapons damage you will get the damage on the targeted ship. 40864

With the rest I agree, although I don't think players necessarily need to apply damage theirselfs. But all in all starship combat needs a lot of work. I still hope my explanations can help you and your group.

I found it was not possible for players to 'ctrl' click to set the target on the map to set the target, but the dm can do this with the target drop down on the star ship combat tracker.

We have a session tonight, which I hope will see my players doing star ship combat, so I'll keep any eye out for any feedback..

Evolivolution
November 7th, 2020, 17:53
I found it was not possible for players to 'ctrl' click to set the target on the map to set the target, but the dm can do this with the target drop down on the star ship combat tracker.

That's true, but usually starship encounters have only one enemy ship. So you can just set it up with both ships (PC and NPC) targeting each other and be fine for the whole combat.

jrock1
November 7th, 2020, 18:06
Are the bonuses from the Captain, 1st mate, AI etc. still working automatically for subsequent rolls? Wouldn't want to miss any bonuses as well as any penalties applied to enemy ships.

Btw, I remeber being able to target enemy ships as a PC in previous releases.

superteddy57
November 8th, 2020, 01:38
The bonuses from crew actions are not implemented. The rolls are there, but needs to be expanded. The use of the modifiers (set them up within FG) or modifier box will need to be used in these cases. The ship bonuses from the computer and such should be automated if set up correctly on the PC ship. The ruleset is slowly getting adjusted and streamlined to move to these needed things and certainly on the list of getting some treatment.

Stadlerc
November 8th, 2020, 20:07
Description: "Star Battles: Space Stations and Planets Space Map Pack" produces error message and fails to load image.

Discussion: When a user loads the "Star Battles: Space Stations and Planets Space Map Pack", and attempts to load any map, they receive the following message:

Database Notice: Campaign saved.
Database Error: image: Invalid file (images/Asteroid Mining - Hex Grid.jpg)

I have deleted the file from my vault folder (JBEFGANYSBSSPSMP.dat") and forced a reload without any luck. I have also created a new debug campaign and also receive the error message. Of note, I received a similar issue with Abattoir 8 in September 15th of this year https://www.fantasygrounds.com/forums/showthread.php?59189-Official-Starfinder-Content-Bug-Reports/page5&highlight=abattoir+8 (Post #41). a fix was required in order to correctly load the data.

Steps to reproduce.
1) Create a new Starfinder campaign.
2) Close the module helper when starting the campaign
3) From Data, click on Module and load "Star Battles: Space Stations and Planets Space Map Pack"
4) Once loaded, in the Images are attempt to load any images from the map pack. The above message appears..

Only materials loaded were Core RPT ruleset v3.3.1.2 for FGC, SFRPG Ruleset v 2.1.9 and the above mentioned map pack..

Stadlerc
November 9th, 2020, 01:49
Dawn of Flame - AP5 - Encounter 2.E.03. Field office

Grunph Mele and Range attacks are incorrect. Grumph uses a Dualing sword, buzzblade and a Laser Pistol, aphelion, but on his stat block he has Rhyolite Magma blade and a Corona Serpent Laser.
You might want to check the rest of the stat block as this looks like a occupation soldiers stats..

The to hit for the occupation soldiers appear to be the same as Grumph's. So the to hit numbers are most-likely incorrect (Unless he is a pushover)

madman
November 9th, 2020, 17:20
Thanks for reporting this. I will get it fixed.

LokiTheWanderer
November 9th, 2020, 18:25
In the Character Operations Manual, the Biohacker is supposed to be able to select which stat will be their primary stat (either Intelligence or Wisdom), much like Soldiers must choose between Strength or Dexterity. Can this be updated, since the class is locked to user updates (the system currently has it hard coded as an INT based character instead of a choice)?

Also regarding the Biohacker, they are supposed to be proficient in all injection weapons. I know it's already there as a class feature, but when players attempt to use injection weapons outside the weapon classes the Biohacker gets by default, they get a non-proficiency penalty. Can this be resolved by updating the coding or creating an effect on my side?

Key Ability Score - Int|Wis
Your Intelligence helps you learn about the sciences, while your Wisdom helps you interpret facts and apply them to real-world situations. You should choose either Intelligence or Wisdom as your key ability score. Once made, this choice cannot be changed. A high Dexterity can help you better aid your allies and hinder your foes with your ranged biohacks.

I've also noticed that PC speeds / movement do not transfer to the combat tracker, and the character size / space, even though listed on the character sheets, does not transfer to the combat tracker, so larger than medium sized characters (again, this seems to be mainly limited to PCs vs. NPCs) have to be manually overridden on the combat tracker.

Thanks!

deer_buster
November 10th, 2020, 00:48
Also regarding the Biohacker, they are supposed to be proficient in all injection weapons. I know it's already there as a class feature, but when players attempt to use injection weapons outside the weapon classes the Biohacker gets by default, they get a non-proficiency penalty. Can this be resolved by updating the coding or creating an effect on my side?
Thanks!

If you look at the weapon properties on the Actions tab, you'll see a proficiency star there. It should be defaulting to selected (e.g. yellow), but if it isn't, that's what is giving you non-proficiency penalties...make it yellow.

LokiTheWanderer
November 10th, 2020, 17:32
If you look at the weapon properties on the Actions tab, you'll see a proficiency star there. It should be defaulting to selected (e.g. yellow), but if it isn't, that's what is giving you non-proficiency penalties...make it yellow.

Thanks. I'll try that and make sure my players know about it.

bratch9
November 11th, 2020, 10:43
If you look at the weapon properties on the Actions tab, you'll see a proficiency star there. It should be defaulting to selected (e.g. yellow), but if it isn't, that's what is giving you non-proficiency penalties...make it yellow.

Question ?

Should proficiency star be on my default ?

Just added a heavy laser to my a new character with no skills setup, and it classes as proficient ?

Should it not be checking the feats for proficient ?

Or do characters have to manage this by hand for now ?

thanks, pete

deer_buster
November 11th, 2020, 13:40
Question ?

Should proficiency star be on my default ?

Just added a heavy laser to my a new character with no skills setup, and it classes as proficient ?

Should it not be checking the feats for proficient ?

Or do characters have to manage this by hand for now ?

thanks, pete

Yes, it was coded, like 5e, to make everything proficient by default, so it doesn't matter what proficiency you have setup on your character, all weapons will drop as proficient by default. Like 5e, if you are not supposed to be proficient, you merely need to deselect the star.

Maybe in an ideal ruleset code it would handle automatic proficiency, weapon specialization (I think we are going to have the double-star indicate specialization, kind of like 5e expertise), etc., but the first task to simplify, fix, and harden the code must be completed.

Samarex
November 18th, 2020, 22:31
I got the Skittermander Crash module, and was looking at it. All the images in this module are extremely large.

madman
November 18th, 2020, 23:24
Indeed the Images are out of control for sure.

lokiare
November 19th, 2020, 16:38
I got the Skittermander Crash module, and was looking at it. All the images in this module are extremely large.

Is this the "Starfinder RPG - Starfinder Skitter Crash" product?

Stadlerc
November 19th, 2020, 16:57
Opposite problem of Abattoir 8. When I worked on LOS for the module, grid settings were around 13.

Kreger Bjorn
November 19th, 2020, 20:39
Unless I'm doing something wrong, the pregenerated characters in Skitter Crash seem to be level 2 where the module states they should be level 3.

Stadlerc
November 19th, 2020, 20:41
Correct.
skitter shot is 2nd
skitter crash is 3rd
skitter home is 4th

Kreger Bjorn
November 19th, 2020, 20:46
Correct, that is my understanding as well. However the pregens included in the FG module of Skitter Crash seem to be 2nd level.

Samarex
November 19th, 2020, 22:42
Is this the "Starfinder RPG - Starfinder Skitter Crash" product?

Yes

LokiTheWanderer
November 19th, 2020, 23:31
If you look at the weapon properties on the Actions tab, you'll see a proficiency star there. It should be defaulting to selected (e.g. yellow), but if it isn't, that's what is giving you non-proficiency penalties...make it yellow.
Is any activity being taken to rectify the other issues, to your knowledge?

superteddy57
November 20th, 2020, 04:13
Is any activity being taken to rectify the other issues, to your knowledge?

What other issues are you referring to exactly?

lokiare
November 20th, 2020, 16:38
Yes

I've notified the developer on both of these issues.

Curuthanir
November 21st, 2020, 04:12
The Solarian zenith revelation Wormholes has the wrong description text in the reference (it has the description from the Time Dilation, instead) and it appears to be carrying over when a character takes the class feature.

LokiTheWanderer
November 21st, 2020, 04:51
What other issues are you referring to exactly?

I reposted the three remaining items from my original post below - one is specific to the way the Biohacker is hard coded as being INT based, and the other two issues are things not transferring to the combat tracker (or not transferring correctly).


In the Character Operations Manual, the Biohacker is supposed to be able to select which stat will be their primary stat (either Intelligence or Wisdom), much like Soldiers must choose between Strength or Dexterity. Can this be updated, since the class is locked to user updates (the system currently has it hard coded as an INT based character instead of a choice)?

Key Ability Score - Int|Wis
Your Intelligence helps you learn about the sciences, while your Wisdom helps you interpret facts and apply them to real-world situations. You should choose either Intelligence or Wisdom as your key ability score. Once made, this choice cannot be changed. A high Dexterity can help you better aid your allies and hinder your foes with your ranged biohacks.

I've also noticed that PC speeds / movement do not transfer to the combat tracker, and the character size / space, even though listed on the character sheets, does not transfer to the combat tracker, so larger than medium sized characters (again, this seems to be mainly limited to PCs vs. NPCs) have to be manually overridden on the combat tracker.

Thanks!

superteddy57
November 21st, 2020, 05:25
I reposted the three remaining items from my original post below - one is specific to the way the Biohacker is hard coded as being INT based, and the other two issues are things not transferring to the combat tracker (or not transferring correctly).



Thanks!

Thank you for the report. I have notified the dev that worked on COM to have a look and I will see about the CT issues you mentioned.

xeltul
November 21st, 2020, 18:59
I ran into a problem where I lost my "Starships" and "S.Ship Items" menu buttons on the right menu.
41348
they don't Show up in the Library window as check boxes to add them back to the menu.
41349
It turns out that if you click on one of the "GM" "Play" "Create PC" or "All" buttons at the top of the library menu you will loose the "Starships" and "S.Ship Items" menu buttons.

I did find a work around and that was to go into C:\Users\<your username>\AppData\Roaming\SmiteWorks\Fantasy Grounds\campaigns\<your campaign name> and edit the CampaignRegistry.lua file with notepad. The file looks something like this:
{
["OptREVL"] = "on",
["setup"] = true,
["OptTFAC"] = "on",
["OptTPTY"] = "on",
["sidebar"] = "story,battle,image,item,npc,quest,starship,starshi pitem,table,treasureparcel,note,charsheet,charstar shipsheet,class,feat,race,spell,theme,skill",
["OptTBOX"] = "on",
["OptRING"] = "on",
["OptTASG"] = 80,
}

In the ["sidebar"] section if you add in starship,starshipitem, part back in you will get those icons back.

Hopefully the developers can just add these into the Library window as options to check so you can add them back in like you should be able to. But, if anyone has this problem here is a work around.

superteddy57
November 21st, 2020, 20:39
The ruleset has seen some clean up back in October to streamline and remove performance issues. Part of that process was also a streamlining of the sidebar. The code is there for extensions to be made to allow them back if you wish, but they were integreated into logical nodes.

That information can be seen here.
https://www.fantasygrounds.com/forums/showthread.php?62494-New-Update-in-Testing

LokiTheWanderer
November 21st, 2020, 21:11
Thank you for the report. I have notified the dev that worked on COM to have a look and I will see about the CT issues you mentioned.

Thank you. I appreciate it!

Samarex
November 22nd, 2020, 00:21
Character Operations Manual has been updated to fix Biohacker key ability selection during character creation.
Starfinder Core Rulebook has been updated to fix the description of the Solarian's Wormhole (Su).

Both have been summited for update.

LokiTheWanderer
November 22nd, 2020, 00:46
Character Operations Manual has been updated to fix Biohacker key ability selection during character creation.
Starfinder Core Rulebook has been updated to fix the description of the Solarian's Wormhole (Su).

Both have been summited for update.

Thank you!

quirkygamer
November 28th, 2020, 22:55
Just noticed this when I opened the "Class" tab. There are three empty "classes" at the top. They are listed as << New Class >>. I figure it's just a bug for the three new classes which are showing up now for the Starfinder Characters Operation Manual. Originally put this in the main forum on accident and just noticed. Screenshot attached for you to look at. I just went to create a new character and it's still there.

superteddy57
November 28th, 2020, 22:58
Thanks for the report. I will pass this along to the developer.

wesphillips
November 29th, 2020, 03:23
Hi,
I just wanted to let you know that I found several discrepancies in the Starfinder module locations on the Library page in both FG and FGU. They are as follows:

1. The three modules in the “Against the Aeon Throne” series are listed under both the “Adventures” heading as well as under the “Player Resources” heading. Should they be in their own heading named “Against the Aeon Throne”?
41507 41508
2. The “Dead Suns” series is also listed under the “Adventures” heading and the "Player Resources" heading. Should the get their own “Dead Suns” heading? I think that the adventure modules should either be all under the “Adventures” heading or none of them should be.
41507
3. The adventure module “Attack Of The Swarm AP4, The Forever Reliquary” is under the misspelled “Attack Of The Sawrm” heading.
41509
4. The module “Dawn Of Flame AP6, Assault On The Crucible” is under the “Attack Of The Swarm” heading. It should be under the “Dawn Of Flame” heading.
41510
5. The module “Starfinder – Abattoir 8” is under the “Module” heading. Is that the right place for it? I am not sure.
41511
6. The “Skitter” series is listed under the “Starfinder” heading. Should it get it’s own “Skitter” heading?

7. The “Starfinder Core Rulebook” is under the “Core Rules” heading. I think that it makes more sense to place it under the “Starfinder” heading where all the other reference books are located.
41510

madman
November 29th, 2020, 11:34
Hello! and Welcome to the forums.
I thought I sent in fixes for the Attack of the Swarm and Dawn of Flame modules I will get those fixed..
I have sent these in for Update..

sciencephile
November 29th, 2020, 17:51
Hi,
I just wanted to let you know that I found several discrepancies in the Starfinder module locations on the Library page in both FG and FGU. They are as follows:

1. The three modules in the “Against the Aeon Throne” series are listed under both the “Adventures” heading as well as under the “Player Resources” heading. Should they be in their own heading named “Against the Aeon Throne”?
41507 41508
2. The “Dead Suns” series is also listed under the “Adventures” heading and the "Player Resources" heading. Should the get their own “Dead Suns” heading? I think that the adventure modules should either be all under the “Adventures” heading or none of them should be.
41507
3. The adventure module “Attack Of The Swarm AP4, The Forever Reliquary” is under the misspelled “Attack Of The Sawrm” heading.
41509
4. The module “Dawn Of Flame AP6, Assault On The Crucible” is under the “Attack Of The Swarm” heading. It should be under the “Dawn Of Flame” heading.
41510
5. The module “Starfinder – Abattoir 8” is under the “Module” heading. Is that the right place for it? I am not sure.
41511
6. The “Skitter” series is listed under the “Starfinder” heading. Should it get it’s own “Skitter” heading?

7. The “Starfinder Core Rulebook” is under the “Core Rules” heading. I think that it makes more sense to place it under the “Starfinder” heading where all the other reference books are located.
41510

Welcome to the forums, wesphillips.

While some of these are actual bugs (like the misspellings), others are more of standards and style. I think SmiteWorks has the standard of having "Adventures" and "Player Resources" in order to bundle all adventure a person owns into a category for ease of knowing what adventures a person owns (similar for Player Resources). Otherwise, the categorizations are for adventures themselves and doesn't present the list of adventures one owns as easily. It's sort of a "six one, half-dozen the other" situation and each has its advantages.

The first two Adventure Paths (APs), Dead Suns and Against the Aeon Throne, follows the standard given by SmiteWorks leadership. It is the same standard that all of Pathfinder uses, as well. I don't know if SmiteWorks changed their standards after the first two APs were done, but I haven't heard about the standards changing. Therefore, I won't be able to make the changes to categorization for Dead Suns and Against the Aeon Throne at this time. I do apologize for the inconvenience and thank you for reporting.

Samarex
November 30th, 2020, 08:20
Just noticed this when I opened the "Class" tab. There are three empty "classes" at the top. They are listed as << New Class >>. I figure it's just a bug for the three new classes which are showing up now for the Starfinder Characters Operation Manual. Originally put this in the main forum on accident and just noticed. Screenshot attached for you to look at. I just went to create a new character and it's still there.

Try Revert Changes (In Data Module Activation Window) right click on the module and click the arrows in a circle.
See if they go away.

jrock1
December 13th, 2020, 03:08
SFRPG Tech Support:
When attacking with the Solarian Stellar Rush revelation against an Operative that has Evasion [Evaded], where the Operative succeeds their Reflex saving throw, the chat/roll area will show that all the dmg was applied (this is incorrect and should be 0 due to Evade), but the Combat Tracker will not apply the damage (as intended). Bug: So beware that the chat/roll area is incorrect. However, this should be retested and confirmed to ensure that the damage shown is NOT actually applied; in this case, please fix the chat/roll area info.
Thank you.

Evolivolution
December 13th, 2020, 07:27
SFRPG Tech Support:
When attacking with the Solarian Stellar Rush revelation against an Operative that has Evasion [Evaded], where the Operative succeeds their Reflex saving throw, the chat/roll area will show that all the dmg was applied (this is incorrect and should be 0 due to Evade), but the Combat Tracker will not apply the damage (as intended). Bug: So beware that the chat/roll area is incorrect. However, this should be retested and confirmed to ensure that the damage shown is NOT actually applied; in this case, please fix the chat/roll area info.
Thank you.

Hey, first of all it would be interessting what the Stellar Rush and the Evasion is. From my knowledge both do not work if you just drop them onto the Ability section of the character sheet and you need to change them up manually to work as intended. I quickly tried to reproduce your issue. 41956 is my chat output. The ist two lines are the combat maneuver, the bull rush the solarian performs before the damage of the stellar rush. This is irrelevant for the damage because the target takes the damage regardless, whether you hit the bull rush or not. The next three lines are the solarian using the stellar rush ability and the operative making his reflex save with a success and Evasion, as indicated by the result chat output. Last two lines are the solarian rolling the damage. As you can see it says:

Damage [8]->[to Test 2][EVADED][STATUS:]

which means: the stellar rush would have done 8 damage (or 4 damage halved on a successfull save). The damage is applied to Test 2 (the operative) who has evaded it due to a successfull save. He's now still at 100% health, because he took no damage (that's the status).
I suspect you just overread the little [EVADED] thing there, but just to make sure, please try again. If you still don't get that chat output please take a screeshot of your Abilities in the character sheets.

Samarex
December 13th, 2020, 12:01
Yes as I see it, like E said, it's telling you the damage would have been 8 but it was evaded, and since you said the damage did not translate to the CT then it seems to be working fine.

jrock1
December 13th, 2020, 16:29
Yes as I see it, like E said, it's telling you the damage would have been 8 but it was evaded, and since you said the damage did not translate to the CT then it seems to be working fine.

Hi Samarex,
Thank you for the explanation.

Flyteach
December 13th, 2020, 19:13
I'm not able to find the Decoupler Grenade. It's from AA3 and does not appear in the list of items. Hopefully just an oversight.

Evolivolution
December 13th, 2020, 19:29
I'm not able to find the Decoupler Grenade. It's from AA3 and does not appear in the list of items. Hopefully just an oversight.

They are in the Player's version of the AA3

Flyteach
December 13th, 2020, 20:17
OK, I'll take another look. As a GM, I only load the GM version but was creating NPCs and wanted this. I guess I'm still not sure how the double version stuff works and when I need one over the other.

Evolivolution
December 13th, 2020, 20:22
OK, I'll take another look. As a GM, I only load the GM version but was creating NPCs and wanted this. I guess I'm still not sure how the double version stuff works and when I need one over the other.

This is generally whats included in the Player Versions: Classes, Races, Themes, Items, Spells, Feats and Starship Items (basically anything a player would use with or for their character)

Flyteach
December 13th, 2020, 20:41
Right, but I was creating an NPC and all the other items were available in the GM versions.

Evolivolution
December 13th, 2020, 20:45
Well, all the other items are probably in the CRB or ARM, which don't have seperatied versions.

deer_buster
December 14th, 2020, 18:11
Well, all the other items are probably in the CRB or ARM, which don't have seperatied versions.
this

Ulric
December 15th, 2020, 00:10
CT Target window does not open the first time it is clicked. The problem occurs the first time you try to open the target window on the CT. This bug occurs on every PC and NPC on the CT. After you click the target symbol to close and then click again to reopen then the bug is fixed for that individual PC/NPC. No extensions are loaded and FGU and SF ruleset is current version.

Screenshot with target window not working and then working correctly.

superteddy57
December 15th, 2020, 05:03
CT Target window does not open the first time it is clicked. The problem occurs the first time you try to open the target window on the CT. This bug occurs on every PC and NPC on the CT. After you click the target symbol to close and then click again to reopen then the bug is fixed for that individual PC/NPC. No extensions are loaded and FGU and SF ruleset is current version.

Screenshot with target window not working and then working correctly.

Thank you for the report. We will have a look at it and see what might be causing this.

Ulric
December 15th, 2020, 21:13
The item Wildeyes from the SF CRB is missing it's description on the "other" tab. I am up to date and no EXT loaded.

Ulric
December 15th, 2020, 21:26
Life Bubble spell from SF CRB seems to be losing the spells "Target" info when added the the character sheet. The screenshot shows the "Life Bubble" spell on the left side opened from the CS. The Life Bubble spell shown on the right is the spell when opened from the spells list before dragging it to the CS.

Ulric
December 17th, 2020, 19:15
This item from COM is missing it's description info.

Clean campaign with all updates and no EXT loaded. see screenshot

superteddy57
December 17th, 2020, 19:16
Thank you for the report. There is work being done on the CRB at the moment and will pass this along to the dev.

Ulric
December 17th, 2020, 20:00
Thank you for the report. There is work being done on the CRB at the moment and will pass this along to the dev.
No problem! Be sure to send them the other two post #144 and #145. Thanks for your help!

Samarex
December 17th, 2020, 23:29
No problem! Be sure to send them the other two post #144 and #145. Thanks for your help!

I will take a look, The two missing desc will be easy, the third one not sure what's going on if it's there in the record.
CRB is going through a overhaul, I'm cleaning up all the casing issues in the reference manual and images , fixed some missing areas and currently going through the Official Errata list from Paizo which is long.



[UPDATED]Xenowardens Boots and Wildwise have been fixed will been seen on there next update.
Note: did a search and found 60 items without a Description. I will update those while Im fixing the CRB.

Ulric
December 18th, 2020, 00:55
Thank you!

Ravien999
December 23rd, 2020, 00:26
Couple of issues I noticed

Dead Suns book 5 - Kishalee Hoverbike needs updated to the new Vechile/NPC style

Both Dead Suns book 5 and 6 are showing abilities (such as the hoverbike and the Corpsefolk Marine's focus fire abiliteis) as square boxes instead of "-" symbols.

sciencephile
December 23rd, 2020, 08:25
Couple of issues I noticed

Dead Suns book 5 - Kishalee Hoverbike needs updated to the new Vechile/NPC style

Both Dead Suns book 5 and 6 are showing abilities (such as the hoverbike and the Corpsefolk Marine's focus fire abiliteis) as square boxes instead of "-" symbols.

Thank you for reporting. I will get this fixed today (Wednesday) and turned back in so it will go out during the next Tuesday update (12/29)

sciencephile
December 23rd, 2020, 18:04
Couple of issues I noticed

Dead Suns book 5 - Kishalee Hoverbike needs updated to the new Vechile/NPC style

Both Dead Suns book 5 and 6 are showing abilities (such as the hoverbike and the Corpsefolk Marine's focus fire abiliteis) as square boxes instead of "-" symbols.

Hi Ravien999,

I updated the modules to fix the issues you reported (fixing the bad characters and modifying how vehicles are used).

I actually updated all the Starfinder modules that I have developed (all of Dead Suns and Against the Aeon Throne) to have the same fixes. They should be in the LIVE environment after this Tuesday's production update (12/29).

-Danny