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deer_buster
July 28th, 2020, 18:30
Please post your bugs/issues with the v2.1.3 of the Starfinder Ruleset for Classic (post FGU bugs in that forum) here.

Most Recent Update


[Fixed] Vanguard incorrectly adding 8+CON stamina
[Fixed] Error on character import
[Fixed] Damage Resistance worked in reverse of the way it should have
[Fixed] Initiative order ties based on Initiative modifier
[Fixed] Unintentional non-lethal criticals when result is <= 0 HP
[Fixed] Players unable to drop items onto partysheet
[Added] Changed damage output text to show how much stamina was used
[Fixed] Biohacker unable to utilize Free Skills
[Fixed] Refblock-page display issues

deer_buster
July 28th, 2020, 18:31
Known Issues


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
Entangling weapon fusion is spelled incorrectly as "Entagling" (Requires reference manual changes)
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) - fixed
Biohacker unable to utilize Free Skills - fixed in 2.1.3 update
Refblock-page display issues - fixed in 2.1.3 update
Adding a new item to a parcel always adds two items. - fixed in 2.1.4
---

deer_buster
July 28th, 2020, 18:33
Coming in Update 2.1.4

Adding a new item to a parcel always adds two items
(DEV) Added a new framedef for refblock-box

deer_buster
August 4th, 2020, 16:27
Due to a timing issue, the update from today was not the 2.1.4 update, but an updated version of 2.1.3 that includes the following items.
[Fixed] Biohacker unable to utilize Free Skills
[Fixed] Refblock-page display issues

In addition to those changes, Samarex posted the following change to COM
[Fixed] Athlete (Con) adding 1 STR instead of 1 CON

Neerad
August 6th, 2020, 00:23
Not sure if it's a bug but I can't see the labels under Financial Assets for Credits, Income and UPB and it seems to prevent the GM to see anything under Party Sheet / Inventory / Party Coins.

Distributing the Credit/Income/UPB if the player has 0 will reset the labels and then work the same way as in classic.

deer_buster
August 6th, 2020, 01:13
Not sure if it's a bug but I can't see the labels under Financial Assets for Credits, Income and UPB and it seems to prevent the GM to see anything under Party Sheet / Inventory / Party Coins.

Distributing the Credit/Income/UPB if the player has 0 will reset the labels and then work the same way as in classic.

So this is an issue in Unity only?

Neerad
August 6th, 2020, 01:19
Correct, only with Unity.

deer_buster
August 6th, 2020, 04:12
Correct, only with Unity.

I verified and submitted an issue to the Unity forum

deer_buster
August 12th, 2020, 00:41
v2.1.4 is live. See above for details

bratch9
August 21st, 2020, 01:02
v2.1.4 - theme in player is not marked as public in 'starfinder core rulebook', so they dont show up on the player side.

( Yes you can enable the 'starfinder core rulebook (player)' to get at them, but it should not be needed... )

bratch9
August 21st, 2020, 01:04
v2.1.4 - resize of the character window causes the 'class & level' box and the 'race' box to expand over the 'theme' and 'companion' areas.

Stigfinnaren
August 31st, 2020, 05:42
v2.1.4 - Creating a Starship with less than Tier 1, for example Tier 0.25 (that is Tier 1/4 and 25 build points) causes an error every time you open the ship. It seems to create an empty entry in the build cost list, see attached image.

Error log:
"[8/31/2020 6:26:44 AM] [<color="red">ERROR</color>] Script execution error: [string "campaign/scripts/charstarship.lua"]:87: attempt to index field '?' (a nil value)"


When changing the ship to Tier 1, the error stops popping up. But checking the Build Point costs it seems to add an empty entry every time opening the ship anyway (without error).

Stigfinnaren
September 2nd, 2020, 18:26
v2.1.4 - Starships counts Drift Engines minimum power unit requirement as power usage. It's just a minimum requirement and should not count as power usage.

Stigfinnaren
September 2nd, 2020, 18:35
v2.1.4 - removing a ship from the Ship Combat Tracker causes an error popup in the log.

Error log:
"[9/2/2020 7:31:59 PM] [<color="red">ERROR</color>] Script execution error: [string "ct/scripts/ct_shipentry.lua"]:107: attempt to index global 'windowlist' (a nil value)"

Stigfinnaren
September 6th, 2020, 19:09
v2.1.4 - Removing a system that takes power from a Starship does not remove it from the power calculation or the build cost or weapon list.

Edit: Ok, seems to be due to no automation. Removing a weapon does not remove it from the build cost calculation or the weapon list either.

bmos
September 7th, 2020, 15:39
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).Perhaps a good thing to add to Known Issues on first page?

A pretty simple fix would be to change the sDefensiveAbilities variable on line 461 and 1691 of manager_combat2.lua to concatenate the two fields (with a separating semicolon I assume) instead of just using the contents of "defensiveabilities".

local sDefensiveAbilities = string.lower(DB.getValue(nodeNPC, "defensiveabilities", "")) .. "%; weaknesses%; " .. string.lower(DB.getValue(nodeNPC, "weaknesses", ""))

I have tested this on my system (with an NPC that I made via copy/paste as I don't own any NPC content with weaknesses) and it works, see attached.
Also, just want to say that I love that it breaks out each effect into a separate entry. This is much better than the PF1e approach of putting all defensive effects into a single effect line.

--------


Resizing the character sheet on the Main tab messes up the formatting of the Race and Class lines. The link button on Race goes behind the box for class and it generally just looks funky.
This doesn't happen with 5e or Pathfinder rulesets.Also, I have fixed this long-standing issue with the main tab's UI. See attached.

--------

EDIT: i've removed the attachments since they'll be included soon :)

bratch9
September 7th, 2020, 19:16
Perhaps a good thing to add to Known Issues on first page?

A pretty simple fix would be to change the sDefensiveAbilities variable on line 461 and 1691 of manager_combat2.lua to concatenate the two fields (with a separating semicolon I assume) instead of just using the contents of "defensiveabilities".

local sDefensiveAbilities = string.lower(DB.getValue(nodeNPC, "defensiveabilities", "")) .. "%; weaknesses%; " .. string.lower(DB.getValue(nodeNPC, "weaknesses", ""))

I have tested this on my system (with an NPC that I made via copy/paste as I don't own any NPC content with weaknesses) and it works, see attached.
Also, just want to say that I love that it breaks out each effect into a separate entry. This is much better than the PF1e approach of putting all defensive effects into a single effect line.

--------

Also, I have fixed this long-standing issue with the main tab's UI. See attached.

--------

not official patches

Thanks, looks good to me until the real rule set updates..

superteddy57
September 8th, 2020, 01:10
There is currently a clean up in process with SFRPG to eliminate the laggy performance and issues with FGU. 2.1.5 will be coming out soon to address these issues. This may limit some functionality to nail down a base line for the code and then functionality will be added back in slowly over time. Thank you for reporting this bmos and glad for the solution as well.

Samarex
September 8th, 2020, 13:34
Perhaps a good thing to add to Known Issues on first page?

A pretty simple fix would be to change the sDefensiveAbilities variable on line 461 and 1691 of manager_combat2.lua to concatenate the two fields (with a separating semicolon I assume) instead of just using the contents of "defensiveabilities".

local sDefensiveAbilities = string.lower(DB.getValue(nodeNPC, "defensiveabilities", "")) .. "%; weaknesses%; " .. string.lower(DB.getValue(nodeNPC, "weaknesses", ""))

I have tested this on my system (with an NPC that I made via copy/paste as I don't own any NPC content with weaknesses) and it works, see attached.
Also, just want to say that I love that it breaks out each effect into a separate entry. This is much better than the PF1e approach of putting all defensive effects into a single effect line.

--------

Also, I have fixed this long-standing issue with the main tab's UI. See attached.

--------

not official patches

Thanks I will look at the changes and get them into a update. (Probably will be 2.1.6 don't want to add more changes to what we have fixed for the lag that was addressed in 2.1.5 Update)
I will includes then in the fixes Im making for the Spell parsing and NPC Spells.

Samarex
September 9th, 2020, 01:38
Perhaps a good thing to add to Known Issues on first page?

A pretty simple fix would be to change the sDefensiveAbilities variable on line 461 and 1691 of manager_combat2.lua to concatenate the two fields (with a separating semicolon I assume) instead of just using the contents of "defensiveabilities".

local sDefensiveAbilities = string.lower(DB.getValue(nodeNPC, "defensiveabilities", "")) .. "%; weaknesses%; " .. string.lower(DB.getValue(nodeNPC, "weaknesses", ""))

I have tested this on my system (with an NPC that I made via copy/paste as I don't own any NPC content with weaknesses) and it works, see attached.
Also, just want to say that I love that it breaks out each effect into a separate entry. This is much better than the PF1e approach of putting all defensive effects into a single effect line.

--------

Also, I have fixed this long-standing issue with the main tab's UI. See attached.

--------

not official patches

Weekness field from the NPC sheet does transfer to Combat Tracker when a NPC is dropped. It is labeled as VULN.

bmos
September 9th, 2020, 13:01
Weekness field from the NPC sheet does transfer to Combat Tracker when a NPC is dropped. It is labeled as VULN.But look at the NPC sheet. You don't have anything in the weaknesses field, but rather everything entered in defensiveabilties. Unlock the NPC and you will see the issue.
Either the format used for your NPC should be the standard (and the seperate weaknesses field should be removed) or it should parse both fields in a manner similar to what I have posted.

Samarex
September 9th, 2020, 13:55
But look at the NPC sheet. You don't have anything in the weaknesses field, but rather everything entered in defensiveabilties. Unlock the NPC and you will see the issue.
Either the format used for your NPC should be the standard (and the seperate weaknesses field should be removed) or it should parse both fields in a manner similar to what I have posted.

Not wasting my time, Im just trying to figure out what you ment, and was pointing out the the weakness field does transfer over.
Ok it was my misunderstanding, I was taking it that you were saying weakness does not go to the CT.
I am working on some fixes that will be in a extension for testing before I post them in the ruleset. To prevent the issue we had with the COM update.
I have included both your extensions in my extension so there will only be one extension to run.

But both your fixes you posted will be incorprated into the ruleset.

Thank you for your time in not only reporting a issue but also providing a fix for the problem.

bmos
September 10th, 2020, 22:41
I created a new character (in Unity) and noticed that the resolve points didn't recalculate to include the key ability mod.
entering a value in mod then changed it too high (as it suddenly noticed my key ability score) so I removed the mod entry and it was correct (unless my ability changes, I assume).
Unity, latest update.

Samarex
September 10th, 2020, 23:23
I created a new character (in Unity) and noticed that the resolve points didn't recalculate to include the key ability mod.
entering a value in mod then changed it too high (as it suddenly noticed my key ability score) so I removed the mod entry and it was correct (unless my ability changes, I assume).
Unity, latest update.

After dropping your class on your PC sheet if you just do a overnight rest it will update your resolve.

deer_buster
September 11th, 2020, 04:38
Also, did you drop race -> theme -> class, in that order?

Samarex
September 11th, 2020, 10:35
Also, did you drop race -> theme -> class, in that order?

Race and Theme don't matter which order the are dropped, But both are required before Class can be dropped unless you making a Drone for the Mechanic then it's only Race is required.

This insures that the Race and Theme bonuses are applied then the 10 Point ability adjustments are made before you drop the Class so the HP, SP, RP .... Can be calculated.

I will look at why it's not calculating when the Class is dropped.
The Full Rest option is just something you can do to force it to calculate the RP again until I can look at it.

bmos
September 11th, 2020, 13:03
Also, did you drop race -> theme -> class, in that order?Yup, iirc it doesn't even let you do it out of order (good UI decision).


I will look at why it's not calculating when the Class is dropped.
The Full Rest option is just something you can do to force it to calculate the RP again until I can look at it.I think what happened is I distributed the ability scores after picking race, theme, and class (as suggested in the core rulebook) but it didn't recalculate after the scores changed. I assume there isn't a handler on the ability scores, but no guarantees :)

Samarex
September 11th, 2020, 13:21
Yup, iirc it doesn't even let you do it out of order (good UI decision).

I think what happened is I distributed the ability scores after picking race, theme, and class (as suggested in the core rulebook) but it didn't recalculate after the scores changed. I assume there isn't a handler on the ability scores, but no guarantees :)

It should have opened the abilities box to add the 10 after the Race and Theme were done.

bmos
September 11th, 2020, 20:29
It should have opened the abilities box to add the 10 after the Race and Theme were done.Ah, then I did that part out of order (following the order stated in the Core Rulebook).

Samarex
September 11th, 2020, 23:51
Ah, then I did that part out of order (following the order stated in the Core Rulebook).

Yeah, that was switched so all abilities would be adjusted before dropping class.

daevenar
September 14th, 2020, 14:23
Dear all,

FGU
SFRPG ruleset v2.1.4.

In case of natural "20" during starship combat (attack roll), I got the following error :
[9/14/2020 3:15:48 PM] [<color="red">ERROR</color>] Script execution error: [string "scripts/manager_action_shipattack.lua"]:253: createChild: Invalid argument 1

I have the starfinder critical hit deck loaded, but it is not related I think (same error with table crit off in the option menu).

Let me know if more information are needed.

Samarex
September 14th, 2020, 14:42
Dear all,

FGU
SFRPG ruleset v2.1.4.

In case of natural "20" during starship combat (attack roll), I got the following error :
[9/14/2020 3:15:48 PM] [<color="red">ERROR</color>] Script execution error: [string "scripts/manager_action_shipattack.lua"]:253: createChild: Invalid argument 1

I have the starfinder critical hit deck loaded, but it is not related I think (same error with table crit off in the option menu).

Let me know if more information are needed.

Did you try unloading the crit deck and see if it goes away?

daevenar
September 14th, 2020, 14:58
Did you try unloading the crit deck and see if it goes away?

I reproduced the problem after unloading the crit deck.
I do not have the problem in case of natural "1".

I can reproduce the problem (error in case of natural 20) both from character sheet (gunner action) and from the starship combat tracker.

deer_buster
September 14th, 2020, 16:12
Confirmed issue only occurs in FGU. Works fine in FGC

daevenar
September 14th, 2020, 16:50
v2.1.4 - removing a ship from the Ship Combat Tracker causes an error popup in the log.

Error log:
"[9/2/2020 7:31:59 PM] [<color="red">ERROR</color>] Script execution error: [string "ct/scripts/ct_shipentry.lua"]:107: attempt to index global 'windowlist' (a nil value)"

FGU
SFRPG v2.1.4
same problem for me when removing a starship (pc or npc) from the Ship combat tracker:
[9/14/2020 5:43:06 PM] [<color="red">ERROR</color>] Script execution error: [string "ct/scripts/ct_shipentry.lua"]:107: attempt to index global 'windowlist' (a nil value)

superteddy57
September 14th, 2020, 20:59
I will be looking into the latest bug reports on ship related errors. There is currently a major update incoming and won't release until it's ready for testing. So may be awhile to see an update to these issues.

bmos
September 18th, 2020, 14:24
Is the encumbered effect supposed to auto-clear when encumbrance is no longer applicable or is it up to GM to remove it?
I had 7 weeks of rations instead of 7 days and after I fixed that by entering quantity of 1 the effect remained on the combat tracker.

madman
September 18th, 2020, 19:07
Effects like that one are not removed automatically. IIRC
It only adds the "Overburdened" if you drop the character on the CT while they are Overburdened It does not seem to update anything after the drop.

dmchucky
October 4th, 2020, 20:20
Hello all. I hope that this is the right place to post this. I noticed in my Starfinder Dead Suns game last night, that a creature with Critical Immunity, was still getting damage doubled on criticals. The Effects text appears correct on the monster (see screenshot below).

39950

The "critical" damage type is showing up in combat log, so I assume the critical should have been prevented. Everything seems to be spelled and parsed correctly.

39951

Is this a known issue? I tried the same experiment in my Pathfinder campaign, and the critical immunity seemed to work correctly. So I wonder if it is something in the Starfinder ruleset specifically.

There could be something obvious I am missing as I am not a programmer. Also, this was in FGU and not FGC.

Stadlerc
October 9th, 2020, 02:46
When creating a starship, the user selects a frame which determines the HP and CT of the ship. But the HP and CT go up based on its (Increment) number every 4th level. This is not currently reflected in the Starships in the core rulebook. In addition to this defect, Starships do not have a placeholder to indicate its increment

DEFECT: Core rulebook PG 294 under "Step 2: Determine tier and Build Points"
In a base frame stat block, the Hull Points entry also lists the HP increment, which is the number of Hull Points a starships with that frame automatically gains when its tier increases to 4 (and every 4 tiers thereafter).

For example. If the user was to build a Tier 9 Explorer class starship (55HP w/ increment of 10), it would have 75HP and a CT of 15 (75/5) due to its 2 increases..

Steps to reproduce issue..
- Create a new starship in the PC ships tab
- Set the Tier of the ship to Tier 9
- Drag and Drop an Explorer class starship into the Frame
NOTE: The HP and CT will be set to 55 and 11 respectively rather than 75 and 15

WORKAROUND: The user will need to copy the starship frame and manually adjust the HP and CT for the starships..
- From the Starships tab, drag the frame you wish to use down lower into the starship list box to create a second version of that ship
- Change the name of the frame to reflect its new level.
- Change the Tier level to the new level of the frame
- Change the HP according to the rules noted above
- Change the CT according to the rules noted above.

superteddy57
October 9th, 2020, 15:27
No work is continuing on the LIVE version at this time. There will be an update to the TEST version with a fix to this issue.