View Full Version : PFRPG2 ruleset - Release 17 now "live"
Trenloe
July 10th, 2020, 10:37
There's a lot of changes being added to this release of the Pathfinder Second Edition ruleset (PFRPG2).
This is primarily around NPC ability automation (and a few other things). This release is aimed at the first steps in making the GMs life easier when running encounters.
Release 17 of the PFRPG2 ruleset is now in the "live" channel.
There's also an update to the PF2 Official Bestiary - where creatures of levels -1 to 6 have the new experimental automation added to their abilities. ShadeRaven is updating by creature level, so expect to see more updates over the coming weeks.
More info in this post and the next two.
Overview videos:
Introduction to NPC ability actions (https://youtu.be/EMKz_Z26WoQ)
BUGS / GOTCHAS
Trenloe
July 10th, 2020, 10:38
The following is a summary list of what release 17 brings to the (virtual) table.
Updated:
- "and" in a NPC attack/damage string will no longer ignore damage data after the "and". Better handling of non-damage entries.
- object immunities corrected as per page 273 of the core rules.
- Minor improvements on chargen tracker messages around feats/features with automation.
- RE-work of PERS, Frightened and end of turn effect operations
- NPC abilities - only display the automation "A" if the automation text contains one of the predefined actions. This makes it possible to add notes which aren't flagged as automation, reducing confusion with what is automated and what isn't.
- Spell roll and spell DC calc shows appropriate sign (= or +) based off type.
- Changed order of success/failure entries for spells - now Crit success, success, failure, crit failure as per the order in the Core Rules.
- Deity grouped list to display data as per Lost Omens Gods & Magic Appendix.
Added:
- NPC abilities within the combat tracker.
- Reaction and Free action abilities will display in the CT when it is not the actor's turn. + All automatic and reactive abilities will be shown in the CT when it's not the NPCs turn.
- Experimental NPC action automation
- Spell Level option to damage/heal actions (migrated from Blackfoot's extension).
- Tabbed notes to the PC sheet.
- IF/IFT conditional effects recognise all conditions which give the flat-footed condition, when "flat-footed" used as the conditional check.
- Ancestry feat filter will auto populate based off class and ancestry records loaded when the session starts.
- Pressing ALT when copying a creature in the CT copies the whole creature data, including current effects. Normal behaviour without ALT is to delete current effects and rebuild based off NPC statblock info.
- Shoony ancestry (AP 2 part 3) to feat filter.
- Added dbstring option to experimental PC automation.
- PC shield raised flag resets at start of actor's turn
- Reaction used flag resets at the beginning of an actor's turn.
- USED effect to track abilities that can only be used again after a certain duration
- Action symbol replacement in NPC ability title and description
- Allow dragging of grouped list buttons to the hotkey bar
- Treasure by Level grouped list.
- CT entry Right-click reset used ability
- "Access" field to items (needed for Lost Omens Gods & Magic)
- Refblock frames #4 and #4 for PF blue, green and red.
- Drag/drop of Deity lookup data record to the PC sheet.
- Class features available via choice selections (alchemist, barbarian, bard, rogue, sorcerer and wizard - other classes to come).
- APG versatile heritages added to heritage selection list.
- Ancestries, classes and language names from the Advanced Player's Guide
- Language names from Bestiary 2
- Bestiary 2 and APG to "Core" modules campaign setup load list.
Fixed:
- FGU automation icons offset vertically.
- FGU level background colours not displaying.
- Issue with dragging lookup data from campaign data list to PC sheet (worked fine from a grouped list view).
- "Anc" ancestry feats button in the chargen tracker wouldn't show all available feats for half-orcs or half-elves.
- Issue with old NPC ability text not being deleted.
- NPC attack/damage strings with persistent damage now apply the PERS effect correctly.
- Issue with PERS damage effect containing + or - not being removed when flat check succeeded.
- NPC ability action name and traits not getting passed correctly.
- Flat check DC entry with space not being matched.
- Fix for nil error with spell damage roll
- RS2.096 NPCs can be type NPC, Creature or Hazard. NPC and Creature are the same.
- NPC weakness to area damage and splash damage now parses correctly when added to the CT.
Trenloe
July 10th, 2020, 10:38
Entries within the three NPC ability sections have a hidden "automation" field, which can be viewed by enabling the Experimental Development campaign option. This option controls the viewing of the automation field in the NPC statblock, it doesn't enable/disable the automation.
More details on this setting and how automation works in this Google doc (read only access): https://docs.google.com/document/d/1BwmTDr6LlKs5PW3psmyfUM0rLjCSueeU_gRHO3atIV8/edit?usp=sharing
An overview video is available here: https://youtu.be/EMKz_Z26WoQ
The above document goes into detail of each automation action available. These are:
Attack - carries out an attack.
Cooldown - tracks limited ability usage (i.e. cannot use an ability for a certain number of rounds).
Damage - applies damage.
Effect - applies an effect.
Heal - applies healing.
Permament Effect - details any permanent effects that will be applied to the creature when added to the Combat Tracker
Save - carries out a save action.
Trait - shows details of one or more trait.
Versus DC - carries out a save versus DC action. In development - limited use at this point (skills and effects aren't operational, for example).
The PF2 Bestiary in the live channel (as of July 28th, 2020) has the above automation applied to creatures from level -1 to 5.
An ability which contains automation is indicated with the usual automation "A" flag in the ability header:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=37748
Trenloe
July 10th, 2020, 10:40
Placeholder 2
damned
July 10th, 2020, 12:32
Yeehah! Well done Trenloe!
Weissrolf
July 10th, 2020, 13:16
Great looking improvements! One questions:
- PC shield raised flag resets at start of actor's turn
Is there any way to raise a shield other than clicking that rather small check-mark on the PC character sheet's Main tab? Some player keep their shield raised for several rounds and always going back there every round seems rather tedious. An option for the Action tab or CT would be useful. Or maybe that is already possible and I just don't know how?!
Trenloe
July 10th, 2020, 14:02
Is there any way to raise a shield other than clicking that rather small check-mark on the PC character sheet's Main tab? Some player keep their shield raised for several rounds and always going back there every round seems rather tedious. An option for the Action tab or CT would be useful. Or maybe that is already possible and I just don't know how?!
There are currently two places - the main and combat tab. I do have plans to add it in other places. If players want to avoid clicking the Shield Raised check box every round when they spend an action to raise shield, then they can use an effect to apply the circumstance bonus to AC and add/remove as needed.
Weissrolf
July 10th, 2020, 18:50
I get the impression that my players more or less exclusively only use the Action tab during combat. Raising a shield is one of the very few reasons to leave that tab, so having that switch on the Action tab could be useful.
- Spell Level option to damage/heal actions (migrated from Blackfoot's extension).
I noticed that you migrated a feature from an extension. Would it not make sense to also integrate SR's "Drag N Drop" spells or Alex Craft's Pathfinder "2E Spell Effects"? Especially for bought adventure path I miss NPCs offering more sophisticated spell actions. (AP 1 AoA, Voz Lirayne, Grim Tendrils: No bleed action in AP, but both 3rd party extensions offer these for the same spell.)
Trenloe
July 10th, 2020, 18:57
I noticed that you migrated a feature from an extension. Would it not make sense to also integrate SR's "Drag N Drop" spells or Alex Craft's Pathfinder "2E Spell Effects"? Especially for bought adventure path I miss NPCs offering more sophisticated spell actions. (AP 1 AoA, Voz Lirayne, Grim Tendrils: No bleed action in AP, but both 3rd party extensions offer these for the same spell.)
Two lines of code from an extension and thousands of lines of data from a module are two very, very different things.
There are plans afoot, but stuff like this takes time (and the original author's permission). SmiteWorks requires me to build official modules using their internal tools. So it's not just a case of copying a module made by someone else, the whole data needs to be converted/entered into the SmiteWorks required format.
Trenloe
July 10th, 2020, 23:27
Video overview of the NPC ability automation now available in post #1. Thanks @ShadeRaven!
ShadeRaven
July 11th, 2020, 00:26
As Trenloe says, there's a lot more that goes into changing the core of an official product as compared to mocking up something in a community module. Speaking from personal experience, though, one of the advantages of working from the inside out in doing the Bestiaries is that it afforded me a chance to really work with Trenloe in getting the tools and formats that would make the creatures the best possible versions of themselves. The same is holding true with the Automation. As we all know, Tren has a lot on his plate but has always taken the time to read our feedback and add/update the ruleset in response to all the input. And that really is a key to the success here. There's a real passion to see PF2 become the best version it can possibly be, so all the feedback is essential until Trenloe gets himself a Time-Turner Necklace from Hogwarts and can do it all himself :p
From my side, I *love* every comment and suggestion when it comes to creatures and will be doubly appreciative on input when it comes to how to best apply the automation features within the Bestiaries. So please feel free to continue to let me know what you think!
tcrossbar
July 11th, 2020, 10:06
ShadeRaven, Trenloe- you guys are really so awesome! Thanks for all your work.
UltimateGM
July 16th, 2020, 04:33
Yes, thank you! I love Pathfinder but I love Pathfinder 2 more and to see you all putting the time in really means a lot to the people who play Fantasy Grounds.
Weissrolf
July 16th, 2020, 10:38
+1!
ShadeRaven
July 16th, 2020, 13:23
Has anyone taken the dive into the Test Channel yet? Creature 4s should be added soon, but the group that's already there certainly has enough variety to allow testing the automation? Everything looking good? Anyone try their hand in creating their own automated powers?
Would love to hear some early impressions. :)
Surge
July 16th, 2020, 13:35
I might play around this evening or Friday evening. Won't be a proper session with players though - our next planned session is Saturday, but I don't want to make FGU any more unstable than it already is.
Larsenex
July 18th, 2020, 00:31
WoW!! >>> Trenloe and ShadeRaven > Thank You!! You are both awesome and the updates you give us are very very much welcome!
I cant wait for these to arrive on Live.
UltimateGM
July 18th, 2020, 01:44
How do you get into the test channel? I am guessing through steam you go to the beta tab? Didnt even know there was a test channel we can use.
Moon Wizard
July 18th, 2020, 01:48
Use the FG Settings to switch to Test channel. It's at the bottom of the Settings dialog in FGC, and on the Advanced tab of the Settings in FGU.
Regards,
JPG
UltimateGM
July 18th, 2020, 01:58
Thank you!
Trenloe
July 28th, 2020, 19:28
Today there was an update to the Bestiary in the live channel. This has NPC ability automation available for levels -1 through 5. See details (and links to a video and Google doc) in post #3.
Farnaby
July 29th, 2020, 13:21
This is impressive, I have just purchased the Bestiary through HumbleBundle so now I've added the FGU module.
One interesting thing that I noticed in the video is that the Bloodseeker gains as many temp hp as it drains.
But the automation has 1d4 damage and 1d4 heal. I take it there is no variable placeholder that can be used so that the same value is used for both.
Trenloe
July 29th, 2020, 14:47
I take it there is no variable placeholder that can be used so that the same value is used for both.
Correct. Damage and heal are two different actions.
I have some ideas for storing previous damage rolls - primarily for activities that do multiple damage rolls and combine to bypass resistance, etc, but that's something for the future.
croten
July 29th, 2020, 15:32
This update has been amazing, unfortunately my party is level 7 now so I'm not making the best use of the automation yet but I'm incredibly excited to see more plus having the ability to do it myself is great! Huge props to Trenloe, Blackfoot and Shaderaven you guys are actually amazing
ShadeRaven
July 29th, 2020, 19:09
Working on Creature 6s today, now that I got some of the Drag n Drop stuff done, so that's not far off. Hopefully, though, you'll see good examples in the previous stuff that could help if you want to build the automation yourself :) I am also releasing the next instructional video very soon for those who want to see visual instructions.
meowy
July 30th, 2020, 01:51
Fantastic update! Are there plans for creatures from APs (hint hint curse of extinction modules)?
ShadeRaven
July 30th, 2020, 01:58
Fantastic update! Are there plans for creatures from APs (hint hint curse of extinction modules)?Ironically, it was GMing an AP that made me realize it is nice to have them updated for the new features (but I had to do it by hand, myself).
Since they aren't my projects, I can't directly affect those products myself, but I am sure we can figure out something to eventually get them updated one way or another :)
Weissrolf
July 31st, 2020, 19:29
Big thumbs up for the ability automation feature that lists all important abilities in the combat tracker! :)
ivell
August 2nd, 2020, 17:23
Hmm.... following the video, I have created a copy of Bloodseeker from the SR Bestiary module and there's no automation showing up under the existing abilities. When I create a new one though it shows up. Should it be like this?
Trenloe
August 2nd, 2020, 19:13
Hmm.... following the video, I have created a copy of Bloodseeker from the SR Bestiary module and there's no automation showing up under the existing abilities.
The automation hasn't been added to the SR Bestiary, it's been added to the official Bestiary.
ivell
August 3rd, 2020, 09:49
Sure, I know. But what I mean is that the input does not show at all for existing entries. It does for new properties only. So if I say, would like to take my old (not even in SR Bestiary) NPC and add some automation, I would have to copy-paste all properties from old inputs to the new ones. Just FYI.
Trenloe
August 3rd, 2020, 10:08
Sure, I know. But what I mean is that the input does not show at all for existing entries. It does for new properties only. So if I say, would like to take my old (not even in SR Bestiary) NPC and add some automation, I would have to copy-paste all properties from old inputs to the new ones. Just FYI.
Make sure you've enabled the campaign option to show the automation fields. Detailed in post #3 of this thread. If this is not what you're referring to then please post screenshots explaining your issue. Thanks.
ivell
August 3rd, 2020, 11:11
I don't even have that "A" icon.
So here I did copy Bloodseeker from the Fall of the Plaguestone adventure.
Image 1: no "A" icon
Image 2: unlocked - no automation input in the current abilities
Image 3: Added new ability and it has Automation input.
38295
38296
38297
Trenloe
August 3rd, 2020, 14:13
I don't even have that "A" icon.
So here I did copy Bloodseeker from the Fall of the Plaguestone adventure.
Image 1: no "A" icon
Image 2: unlocked - no automation input in the current abilities
Image 3: Added new ability and it has Automation input.
What have you set for the Experimental Development -> Show Ability Automation Field in your campaign options?
ivell
August 3rd, 2020, 14:32
Aaahh that way... I understood this "option" is the "A" icon itself. Got it now! Thanks for explanation.
Trenloe
August 3rd, 2020, 14:34
Glad we got there! :)
I understood this "option" is the "A" icon itself.
The "A" indicates that there *is* some automation already there. This is used throughout the ruleset where automation has already been entered for a record.
ShadeRaven
August 4th, 2020, 02:15
The automation hasn't been added to the SR Bestiary, it's been added to the official Bestiary.At some point, I will update (SR) Bestiary to catch up with the times but, for obvious reasons, the importance of getting the official Bestiary updated to have all the automation work done for it (including processes and improvements yet to be implemented) take top priority. :)
I do know there's a formatting issue introduced with some of the new data structure which results in some oddities on the combat tracker. I hope it isn't too distracting. I believe Trenloe indicated that he would do an update that would eliminate this little irritant in the future.
I do have plans to release a new video giving further insight on Automation in the next couple days. I did record one quickly last week before we went off on our lakeside vacation but I wasn't satisfied with the audio quality so I will have to rerecord it. Hopefully, that'll help make automation even easier. :)
Weissrolf
August 4th, 2020, 09:58
Do we know of any plans to update the adventure path modules for automation? It's already great to get the extra information in the combat tracker, but automation sure would be even better.
ShadeRaven
August 4th, 2020, 14:18
It's on my list. :) Rest assured, the Agents of Edgewatch series (AP3) will also come with it from the get-go.
Trenloe
August 11th, 2020, 18:56
Release 17b has gone live today. This is mostly APG compatibility updates/fixes - list of items here: https://www.fantasygrounds.com/forums/showthread.php?60840-Release-Updates-for-August-11th-2020
I also slipped this in:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=38486
JaskoTheBear
August 11th, 2020, 19:20
Loving the new format for selecting feats.
It looks great!
Larsenex
August 11th, 2020, 19:29
I also really like the changes. Will all these carry over to the Unity server?
Trenloe
August 11th, 2020, 19:31
Will all these carry over to the Unity server?
The same ruleset and DLC is in both FGC and FGU.
Thes33
August 11th, 2020, 22:03
I also slipped this in
This is a phenomenal addition. I love it. No more switching pages in combat to check numbers! Thanks, Trenloe!
FracturedSolace
August 11th, 2020, 23:18
Not sure if it was this update or not but the filter tabs at the top of the item page isnt working anymore
Script Error: [string "ref/scripts/ref_groupedlist.lua"]:46: attempt to index local 'v' (a nil value)
just comes up with that error when clicking on any of the tabs at the top armor, shields, weapons ext.
Trenloe
August 11th, 2020, 23:54
Not sure if it was this update or not but the filter tabs at the top of the item page isnt working anymore
Script Error: [string "ref/scripts/ref_groupedlist.lua"]:46: attempt to index local 'v' (a nil value)
just comes up with that error when clicking on any of the tabs at the top armor, shields, weapons ext.
Thanks for reporting. I've identified the issue - it's caused when there's an item in the campaign data list that doesn't have complete data. Check for any items that have been added to the Items list and make sure they have complete data. I'll modify the code to avoid this issue in future.
I've also spotted an issue with the Shields and Weapons list not showing any data after the cost. I'll try to get a fix out for this ASAP.
Willot
August 12th, 2020, 00:07
Looks good!, I have all these little red boxes next to the Ancestries? Is this the Rarity? Is there a way to change them? I have a homebrew ancestry I want to make rare.
Trenloe
August 12th, 2020, 07:26
Looks good!, I have all these little red boxes next to the Ancestries? Is this the Rarity? Is there a way to change them? I have a homebrew ancestry I want to make rare.
Yes, those boxes indicate rarity, using the standard colours used in feats, spells, etc..
It was a last minute addition and I didn’t have time to add a field to the GUI, I will in future. You can edit the XML and add a string field called "rarity" with uncommon, rare or unique. Common is assumed if there's no rarity field/value.
Milke
August 12th, 2020, 18:10
I'm very excited about the idea of automation (especially for NPC's while playing online remotely). I am going to be looking at the pages and videos to see what all is available.
I think maybe I don't grasp the full scope of what is possible. Is this going to be able to apply poisons from attacks, or automatically add the grabbed condition and things like that?
Trenloe
August 12th, 2020, 18:14
Is this going to be able to apply poisons from attacks, or automatically add the grabbed condition and things like that?
Afflictions - not yet. Automatically apply a condition? Not automatically, but at a double-click. Info in the video links in post #1 and the high level overview of what actions are supported is in post #3.
MaxAstro
August 13th, 2020, 15:22
Ooh, that combat reference in the actions page is handy. Definitely in the category of things I didn't know I wanted, but definitely do. :)
croten
August 13th, 2020, 18:17
Just a thought, is there a way for you to automate effects that only affect one roll? So far I think duration only works on a per round basis.
Trenloe
August 13th, 2020, 19:14
Just a thought, is there a way for you to automate effects that only affect one roll? So far I think duration only works on a per round basis.
Normal effects can be assigned for the next action. But the NPC ability automation currently doesn't have that. I'll probably add it in at some point...
Trenloe
August 13th, 2020, 20:07
Not sure if it was this update or not but the filter tabs at the top of the item page isnt working anymore
Script Error: [string "ref/scripts/ref_groupedlist.lua"]:46: attempt to index local 'v' (a nil value)
just comes up with that error when clicking on any of the tabs at the top armor, shields, weapons ext.
There has been a hotfix added to the updater for this. Do an update and make sure you're on Release 17b-1. Thanks again for reporting the issue.
https://www.fantasygrounds.com/forums/showthread.php?60840-Release-Updates-for-August-11th-2020&p=534239&viewfull=1#post534239
Trenloe
August 14th, 2020, 20:51
Just a thought, is there a way for you to automate effects that only affect one roll? So far I think duration only works on a per round basis.
Todays release (17-b2) adds [ACTION], [ROLL] or [SINGLE] to the NPC "Effect" automation. See the Google doc for info.
Trenloe
August 14th, 2020, 21:05
A hotfix today, and a couple of additional functionality around NPC ability automation - info here: https://www.fantasygrounds.com/forums/showthread.php?60840-Release-Updates-for-August-11th-2020&p=534239&viewfull=1#post534239
bigdummy
August 14th, 2020, 21:09
New (minor) issue in character creation, I believe it started with 17b2. Forgive me for using pics, but I don't know the right names for these windows.
In character creation, once an ancestry is chosen, clicking on the background button should bring up this:
38561
What has started happening is this window comes up instead:
38562
I believe this started with today's 17b2 update.
It's minor to be sure, as the bigger window works the same.
Trenloe
August 14th, 2020, 21:13
New (minor) issue in character creation, I believe it started with 17b2. Forgive me for using pics, but I don't know the right names for these windows.
In character creation, once an ancestry is chosen, clicking on the background button should bring up this:
38561
What has started happening is this window comes up instead:
38562
I believe this started with today's 17b2 update.
It's minor to be sure, as the bigger window works the same.
That is a specific design change. I feel displaying more details about each background in a table format is much better in helping the player to make a decision on which background to choose. Otherwise to get any info the player needs to open each background individually.
bigdummy
August 14th, 2020, 21:18
That is a specific design change. I feel displaying more details about each background in a table format is much better in helping the player to make a decision on which background to choose. Otherwise to get any info the player needs to open each background individually.
Alrighty then!
Trenloe
August 14th, 2020, 21:21
If it's not your thing then clicking the "Background" button in the sidebar will give you the list in the original format.
bigdummy
August 14th, 2020, 21:23
If it's not your thing then clicking the "Background" button in the sidebar will give you the list in the original format.
Yeah, understood. That's how I created the "expected" screenie.
Is this going to be applied to other windows eventually?
Trenloe
August 14th, 2020, 21:26
Is this going to be applied to other windows eventually?
There's been a few of them done in the last two releases.
It's been applied to the chargen tracker feat filter buttons in the recent release.
In the prior release, there were buttons added to the heritage selection window to show details of the available heritages in a table format.
Plus various ones at the top of the lookupdata campaign data list.
I'm planning grouped list tables for ancestries and classes in future.
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