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View Full Version : Official Ruleset Bug Reports - v2.1.1



deer_buster
June 18th, 2020, 21:50
Please post your bugs/issues with the v2.1.1 of the Starfinder Ruleset for Classic (post FGU bugs in that forum) here. Please post your bugs/issues with official content (Adventure Paths, SFS Modules, etc.) in the content bugs topic (https://www.fantasygrounds.com/forums/showthread.php?59189-Official-Content-Bug-Reports)

deer_buster
June 18th, 2020, 21:50
Known Issues


Players are unable to drag inventory back to party sheet (fix incoming)
COM - Vanguard stamina adds 8+Con modifier per level currently instead of 7+Con modifier (fix incoming)
Knocking an NPC to 0 hit points with a Critical results in Unconscious, Stable, and Prone instead of Dead - eg forcing non-lethal damage on Critical - TWA: 2.1.1d (https://www.fantasygrounds.com/forums/showthread.php?59190-Official-Ruleset-Bug-Reports-v2-1-1&p=519761&viewfull=1#post519761)
COM - Biohacker: When adding Biohacker, the Select Feature popup doesn't include Genetics for Primary Field of Study, but it shows up on the Class Primary Field of Study definition. (Requires reference manual changes)
Item Forge does not allow forging computers with modules/upgrades (Requires reference manual changes)
Spells do not filter appropriately by class in the spell lookup. Spells with multiple classes should show up when select an individual class in the filter. (Requires reference manual & code changes)
Solarian - Solar Manifestation is missing from Class Features (Requires reference manual changes)
Manage Characters not fully functional - WORKAROUND: Use a campaign to create/edit your characters
If COM is unloaded, campaign still considers it loaded for alternate features, etc.
Fatigue is spelled incorrectly (FATIGUE instead of FATIQUE) on character sheet
Initiative ties not working correctly in CT. (eg Enemy with a +2 Init is ahead of a +4 Init PC) - TWA: 2.1.1c (https://www.fantasygrounds.com/forums/showthread.php?59190-Official-Ruleset-Bug-Reports-v2-1-1&p=519761&viewfull=1#post519761)
Entangling weapon fusion is spelled incorrectly as "Entagling" (Requires reference manual changes)
Damage Resistance is working reverse the way it should. (e.g. DR 10/magic should resist 10 kinetic damage unless magic, but is not) - TWA: 2.1.1a (https://www.fantasygrounds.com/forums/showthread.php?59190-Official-Ruleset-Bug-Reports-v2-1-1&p=519761&viewfull=1#post519761)
Damage Resistance is applying twice to critical hit damage, whereas it should only apply once (e.g. DR 5 results in 10 resisted on critical hit kinetic damage)
COM - Athlete (Con) adding 1 STR instead of 1 CON (Requires reference manual changes)
Console error when importing character xml. (NOTE: This is more or less a warning only, as it doesn't actually affect the import - fix incoming)
---

deer_buster
June 18th, 2020, 21:51
Temporary Extension to fix issues - all versions should be a working roll-up of previous changes for this version of the ruleset.
Starfinder Fixes v2.1.1a
--Damage Resistance should be working the way it is supposed to
Starfinder Fixes v2.1.1b
--Removed creepy "I am here" debug message
Starfinder Fixes v2.1.1c
--Fixed initiative order not sorting correctly
Starfinder Fixes v2.1.1d
--Fixed unintentional non-lethal criticals when result is <= 0 HP
Starfinder Fixes v2.1.1e
--Changed damage output to show how much stamina is used

deer_buster
June 18th, 2020, 21:51
***reserved_2

deer_buster
June 18th, 2020, 21:52
***reserved_3

deer_buster
June 18th, 2020, 21:52
***reserved_4

madman
June 18th, 2020, 22:44
Module load times have gone through the roof for me. Not sure it is a ruleset thing or not?

Detroitus
June 19th, 2020, 05:40
Module load times have gone through the roof for me. Not sure it is a ruleset thing or not?

Same. Also significant increase in lagging for my players for about the last 2 weeks.

deer_buster
June 19th, 2020, 07:27
Since nothing has changed in the ruleset in many weeks now, I'm guessing that isn't the cause...

Samarex
June 24th, 2020, 02:16
Since nothing has changed in the ruleset in many weeks now, I'm guessing that isn't the cause...

Sorry everyone, I have had alot of stuff going on and have not been active with the system.
I am looking at issues now and will try to get fixes out as soon as I can.

Griffonbait
June 28th, 2020, 10:40
SF: Initiative ties not working correctly in CT. Enemy with a +2 Init is ahead of a +4 Init PC.

deer_buster
June 28th, 2020, 21:22
SF: Initiative ties not working correctly in CT. Enemy with a +2 Init is ahead of a +4 Init PC.
Confirmed and added

Nutter4Ever
June 29th, 2020, 01:33
Not sure if this counts as bug or an improvement.

There are a few traps in SF what bascially behave like creatures to a certain degree. They have HP, armour class, resistances and immunities and other fun stuff as per a creature, but they share alot of features like a trap, you find them with a perception, they can be disabled, and the like.

However when you set them as a trap, drop them into the combat tracker and a player targets them, it ignores the values for ACs, it doesn't count HP, and there is no way to set a trap with resistances and immunities.

deer_buster
June 29th, 2020, 03:20
That'd be an enhancement, but I would create something with AC/HP/Resistance,et.al, as a creature

Nutter4Ever
June 29th, 2020, 20:00
That'd be an enhancement, but I would create something with AC/HP/Resistance,et.al, as a creature

Fair enough wasn't sure, becuase the Traps for SF already have the stat block for alot of those entries just missing a couple and those that you can set it ignores. It's the first time in 2 years that it's really come up for me.

Evolivolution
July 8th, 2020, 15:54
Hey, I don't know If it's been discussed or not I just encountered it recently. If a creature has damage reduction or resistances of some sorts, there might be a damage type that overcomes this resistance (for excample magic damage). Now I had my group come across a dragon wich has DR 10/magic to put it like in the statblock. In the combat tracker he added the DR fine and gave it magic as a damage type, makes sense so far. One of my players has the Mystic Strike feat and I added the magic type to his weapon like you would normaly. Now the problem I encountered was that the hits of the player with the piercing, magic damage were resisted and all the other physical hits weren't. I did a bit of testing with the dragon himself and sure enougth he resisted his own attacks (which he shouln't) but if I turn of his DMGTYPE: magic effect his damage is not resisted (which it then should be). Sorry for the long text just wanted to make sure I'm understandable.

TLDR: Damage types that are supposed to overcome resistances work opposite to how it should be.

deer_buster
July 8th, 2020, 16:46
Hey, I don't know If it's been discussed or not I just encountered it recently. If a creature has damage reduction or resistances of some sorts, there might be a damage type that overcomes this resistance (for excample magic damage). Now I had my group come across a dragon wich has DR 10/magic to put it like in the statblock. In the combat tracker he added the DR fine and gave it magic as a damage type, makes sense so far. One of my players has the Mystic Strike feat and I added the magic type to his weapon like you would normaly. Now the problem I encountered was that the hits of the player with the piercing, magic damage were resisted and all the other physical hits weren't. I did a bit of testing with the dragon himself and sure enougth he resisted his own attacks (which he shouln't) but if I turn of his DMGTYPE: magic effect his damage is not resisted (which it then should be). Sorry for the long text just wanted to make sure I'm understandable.

TLDR: Damage types that are supposed to overcome resistances work opposite to how it should be.

Confirmed and annotated

Evolivolution
July 9th, 2020, 17:43
Also, using the "IMMUNE: all" effect does prevent damage but it says vulnerable in the chat result massage.
I think bleeding also needs some changes. Atm bleed damage gets reduced by damage reduction, which I think is not the case rule wise and the "IMMUNE: bleeding" effect of constructs (or in general) doesnt work for me.
Swarm Immunities and Defenses also dont work, altough I don't think that's a bug, prob not implemented yet :)

thecause80
July 11th, 2020, 05:04
Mechanic with exocortex and longarm proficiency is getting penalties for not being proficient in longarms.

Skill points for operative are not being calculated correctly on level up

Soldier Primary and secondary Fighting style techniques are not populating

deer_buster
July 11th, 2020, 05:20
Mechanic with exocortex and longarm proficiency is getting penalties for not being proficient in longarms.

Skill points for operative are not being calculated correctly on level up

Soldier Primary and secondary Fighting style techniques are not populating

Fighting styles are manual. Free Skills for operatives needs to be marked manually on edit skills. Make sure you have Longarm Proficiency in Proficiencies and not Feats, add it if you don't. If none of that works, pm me your character.xml

thecause80
July 11th, 2020, 05:50
Fighting styles are manual. Free Skills for operatives needs to be marked manually on edit skills. Make sure you have Longarm Proficiency in Proficiencies and not Feats, add it if you don't. If none of that works, pm me your character.xml

i dont know what "fighting styles are manual" means. the first skill shows up in the other tab of the style. So at level nine sharpshooter will just have snipers aim in the other tab when it should have snipers aim, focus fire, and Intense focus in there. In fact it used to have those things in the other tab, that you could then drop into the class abilities, but the list is no longer populating correctly

deer_buster
July 11th, 2020, 06:06
i dont know what "fighting styles are manual" means. the first skill shows up in the other tab of the style. So at level nine sharpshooter will just have snipers aim in the other tab when it should have snipers aim, focus fire, and Intense focus in there. In fact it used to have those things in the other tab, that you could then drop into the class abilities, but the list is no longer populating correctly

It means that you have to drag and drop the fighting style that you want onto your abilities tab

thecause80
July 11th, 2020, 06:12
It means that you have to drag and drop the fighting style that you want onto your abilities tab

right, I did that, for sharp shooter. Then when you open up sharp shooter and go to the "other" tab, the appropriate techniques for your level should be in there. But they arent. just the level 1 technique is in there.

deer_buster
July 11th, 2020, 06:50
Many of the popup automations stopped working with COM due to ruleset changes, and possibly other reasons. So, you have to go into Artificial Intelligence and select the appropriate one from the Other tab and drag it to your Class Abilities. This does not automatically add Heavy Armor and Longarm proficiency, you have to drag and drop those from the FEATS list to your Proficiencies (only).

For Soldier, you need to go in to Primary Fighting Style on your Class Abilities and drag the appropriate one (e.g. Sharpshoot) from the Other tab onto your Class Abilities. You will then need to go into the Sharpshoot feature and drag and drop the Snipers Aim to the Class Abilities from the Other tab. If you are not seeing them on the other tab, I would assume that you are trying to work on this character from Manage Characters, rather than from a campaign....Manage Characters is deprecated in FGU and hasn't worked for Starfinder properly in FGC for as long as I can remember.

thecause80
July 11th, 2020, 15:49
Many of the popup automations stopped working with COM due to ruleset changes, and possibly other reasons. So, you have to go into Artificial Intelligence and select the appropriate one from the Other tab and drag it to your Class Abilities. This does not automatically add Heavy Armor and Longarm proficiency, you have to drag and drop those from the FEATS list to your Proficiencies (only).

For Soldier, you need to go in to Primary Fighting Style on your Class Abilities and drag the appropriate one (e.g. Sharpshoot) from the Other tab onto your Class Abilities. You will then need to go into the Sharpshoot feature and drag and drop the Snipers Aim to the Class Abilities from the Other tab. If you are not seeing them on the other tab, I would assume that you are trying to work on this character from Manage Characters, rather than from a campaign....Manage Characters is deprecated in FGU and hasn't worked for Starfinder properly in FGC for as long as I can remember.



Again, I am in campaign and looking in sharpshooter. I know that it SHOULD look like the pic you posted. What I am saying is it DOES NOT look like that, I only have the level one skill in there, even though i am level 9

madman
July 11th, 2020, 18:18
So i made a character from scratch and i see all the items in the other tab. Image 1

You can always go to the class and drag them from there. Image 2
Do you have any extensions running?
Madman..

madman
July 11th, 2020, 19:26
Ok I can recreate the problem. I leveled a character from 1-9 without adding the Sharpshooter to the abilities before leveling then it only has the first one.
Make sure you are leveling the PC completely before adding more levels.

Madman..

deer_buster
July 12th, 2020, 08:08
Temporary Workaround Extension for ruleset bugs - in progress..see here (https://www.fantasygrounds.com/forums/showthread.php?59190-Official-Ruleset-Bug-Reports-v2-1-1&p=519761&viewfull=1#post519761)

Evolivolution
July 12th, 2020, 17:07
Hey thanks for the quick fix, damage reduction works now but for some reason it says s'I am here' when you overcome the damage reduction...
37633

deer_buster
July 12th, 2020, 17:35
haha, I put that in to make sure the code was working...I'll take it out. Early AM coding before I went to bed

deer_buster
July 12th, 2020, 18:47
Fixed initiative ties with 2.1.1c

madman
July 12th, 2020, 18:48
Nice Job Deer_Buster Thanks!

Evolivolution
July 12th, 2020, 18:49
No worries, thanks a lot :)

deer_buster
July 12th, 2020, 19:13
Fixed unintentional non-lethal criticals when result is <= 0 HP w/ v2.1.1d

deer_buster
July 12th, 2020, 19:15
That's probably the extent of the fixes for now unless I get access to some more material (e.g. rule books) to fix things...

Evolivolution
July 12th, 2020, 22:44
I'd be happy to help, I don't know how exactly all of the programming stuff works on the backend but I own all of the source matterials (excluding starfinder society) and I figgured stuff out pretty quickly from the client side.

deer_buster
July 13th, 2020, 00:31
I'd be happy to help, I don't know how exactly all of the programming stuff works on the backend but I own all of the source matterials (excluding starfinder society) and I figgured stuff out pretty quickly from the client side.

I have all the materials purchased. I meant that I need developer access to fix some of these items.

deer_buster
July 13th, 2020, 13:12
New update, see post 3

Evolivolution
July 13th, 2020, 17:50
Are you able to change the incorporeal effect and bleeding damage type atm?

deer_buster
July 13th, 2020, 17:57
Are you able to change the incorporeal effect and bleeding damage type atm?

What do you mean? Pretend I don't have any clue what you are talking about. :)

Evolivolution
July 13th, 2020, 18:36
Okay so bleeding is pretty simple to explain, it gets reduced by damage reduction (which it shouldn't) and it seemingly doesnt count as a damage type for immunities. There are creatures, like constructs or undead, that get "IMMUNE: bleeding" and I also tried "IMMUNE: bleed" yet they still take the damage. Exeption here are Incorporeal creatures cause they ignore physical damage but then again bleeding isnt a physical damage type.
Second one would be Incorporeal creatures in general: So if you just regard the normal 8 damage types (Kinetic: Bludgeoning, Piercing and Slashing, Energy: Acid, Cold, Electrictiy, Fire and Sonic) it works just as intended. Kinetic is ignored completely and Energy just gets halfed. Now there are other damage types in the game obviously, for example there is force damage, which deals full damage to incorporeal creatures (that works as well) or maybe the alignment damage good, evil, lawful and chaotic. Which are just there to overcome damage reduction or resistance of certain creatures but for example a weapon that deals "piercing, good" damage deals half the damage to an incorporeal creature. Same for adamantine, cold iron, and silver. Magic damage is interesting as well. Now there are different weapon fusions in the game, all of which would add the magic damage type to your weapon since it says in the CRB: "Weapons with fusions are considered magic for the purpose of overcoming damage reduction." but only really one of them allows you to also deal that damage to incorporeal creaures namely the "ghost killer" fusion. In FG weapons with the magic damage type (for example fire, magic or piercing, magic to cover kinetic and energy) all deal about 3/4 of the damage to incorporeal creatures. To fix the ghost killer weapon I'm giving the weapons force and magic as damage type so they work like intended. But I can't give a weapon the magic damage type cause it has some fusion and still stop it from dealing damage to incorporeal creatues. Also the 3/4 damage is just so wierd to me, where does that ratio even come from...
EDIT: Oh and I did some more testing... Incorporeal creatures shouldn't be affected by critical hits, so they would take normal damage. And If I were to use other damage types that the system recognises (like positive and negative damage) that also doesnt work but I didn't expect it to be, since Starfinder doesn't have these.

Sorry for the long text :square:

deer_buster
July 13th, 2020, 19:08
Bleeding is caused by kinetic damage, yeah? So it makes sense that DR reduces that, unless you can point me to a rule that says otherwise? Ghost Killer allows for criticals on incorporeal creatures (says so in the description). I will have to check out more on the what does/doesn't affect incorporeal creatures in the ruleset.

FYI, this is the list of things that are currently available to be listed as IMMUNE.

"acid",
"cold",
"electricity",
"fire",
"sonic",
"nonlethal",
"critical",
"charm",
"poison",
"sleep",
"sleep effects",
"paralysis",
"petrification",
"polymorph",
"stunning",
"fear",
"bleed",
"disease",
"death effects",
"flat-footed",
"mind-affecting",
"mind-affecting effects",
"necromancy",
"vacuum",
"unflankable",
"nonlethal",
"radiation",
"sight-based attacks",
"visual effects",
"illusions",

Evolivolution
July 13th, 2020, 19:32
Bleeding is mostly caused by kinetic weapons yes, but there are a number of different ways to inflict bleeding without dealing kinetic damage in the first place. Also in CRB263 on Damage Reduction: "Damage reduction (DR) applies to kinetic damage—any bludgeoning, piercing, or slashing damage—that a character takes, regardless of that damage’s source. It does not apply against damage with no damage type or any other damage type" which would make me think it doesnt apply to bleeding damage cause it's a different damage type. I tried the "IMMUNE: bleed" effect on multiple occations in my campaign now. I have an operative that has the bleeding shot exploit (a way to cause bleeding without dealing physical damage since you can use it with any small arm and operative melee weapon btw) in my group and tried to make enemys immune with the effect but it doesnt work. My guess would be since its in the list down with the other effect descriptors that its used as a descriptor like fear effect or mind-affecting effect but it should be a damage type like acid, cold, etc. (for immunity purposes). From my experence these descriptor immunities dont actually do anything, at least if you cast a mind-affecting spell at a creature with "IMMUNE: mind-affecting" that doesnt show up anywhere, so that might be why bleed isnt working.
Ghost killer lets you crit incorporeal creatures yes, but my concern is the attacks that aren't made with a ghost killer weapon. Ghost killer weapons work fine if you set the conditions right in my opinion. I just tried the "IMMUNE: critical" effect but that also doesn't work, probably also cause handled as a descriptor immunity.

Evolivolution
July 13th, 2020, 19:58
Also while we're on critical hits and DR... DR aplies twice to critial hits right now, while in CRB245 it says: " You roll your damage twice, each time with all your usual bonuses and including any additional damage from special abilities, and then add the rolls together.". So it should be just one damage instance.

deer_buster
July 17th, 2020, 04:55
Also while we're on critical hits and DR... DR aplies twice to critial hits right now, while in CRB245 it says: " You roll your damage twice, each time with all your usual bonuses and including any additional damage from special abilities, and then add the rolls together.". So it should be just one damage instance.

interesting...hadn't come across that yet...I'll have to try it out

EDIT: Confirmed. Oddly enough the same doesn't apply to energy resistances...they only apply their resistance to the total.

deer_buster
July 18th, 2020, 07:22
Found and fixed the issue for Players not able to drag items to the inventory. I've requested that it be pushed to TEST. I'll update the other thread when that happens.

jrock1
July 27th, 2020, 20:26
SFRPG Support:

So I found a Unity setting bug for SFRPG only. I tested it in PF2RPG and it is working properly. The setting is called Party Vision and Movement (under Token (GM)). When set to OFF players cannot click on their allies' tokens to cheat the LoS and see what others see, also they cannot see their allies tokens and uncover the explored areas, as-well-as manipulate others' tokens (move etc.), which is working in PF2RPG. This is not working in SFRPG: players can click on friendlies and see exactly what they see, they can uncover unexplored areas before exploring them through their allies LoS (uncover the fog of war), and they can manipulate others' tokens.

Please help fix this issue.
Thank you,
Jarad Rock (jrock1)

Moon Wizard
July 27th, 2020, 22:38
I've submitted a fix for this to the SFRPG developers for them to use. It looks like they're in the middle of some other changes; so it will be included with their next push.

Regards,
JPG

Gwaihir Scout
August 2nd, 2020, 22:51
Adding an item to a parcel always adds two items.

deer_buster
August 2nd, 2020, 23:17
Adding an item to a parcel always adds two items.

Confirmed and added it to v2.1.3 known bugs... Please use the sticky forum topic to report bugs :)

Nakedjustice
August 7th, 2020, 20:57
Dunno if it belongs here, but there is new errata for SF core rulebook which corrects multiple things. Here is link (https://paizo.com/threads/rzs2ur2e&page=2?The-Starfinder-FAQErrata-is-up) for changes that were found in CRB, plus these changes will be added to FAQ/ERRATA page later.

deer_buster
August 7th, 2020, 21:19
Dunno if it belongs here, but there is new errata for SF core rulebook which corrects multiple things. Here is link (https://paizo.com/threads/rzs2ur2e&page=2?The-Starfinder-FAQErrata-is-up) for changes that were found in CRB, plus these changes will be added to FAQ/ERRATA page later.

Well, it doesn't belong in the 2.1.1 thread for sure :D But until they update the errata list to show the changes I don't think we're going to invest the manpower to manually compare the two revisions of the PDF. Doesn't seem like a good return on (time) investment.

jrock1
August 28th, 2020, 02:30
Please see: https://www.fantasygrounds.com/forums/showthread.php?59189-Official-Content-Bug-Reports/page4

sciencephile
August 29th, 2020, 20:57
Please note that while Weaknesses is a text box within an NPC record, the Weaknesses field is not parsing correctly (doesn't put the weaknesses onto the combat tracker's effects).

bmos
September 7th, 2020, 14:31
disregard, wrong thread.
sorry to resurrect it!