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View Full Version : New Update in Testing



superteddy57
October 5th, 2020, 17:44
Disclaimer

As with any test project, please back up your campaign prior to using the ruleset. Also it would be a best practice to use a copied version of the campaign during testing to ensure no data is lost within your campaign.

Overview

SFRPG was reported by some as needing some fine tuning and streamlining of the system. This is the culmination of that work to get the ruleset to bring an enjoyable experience without causing frustration with its function. We examined where the problems were and came up with solutions to iron out the wrinkles. This process also may have taken a step back with some automation as it was the cause of said frustrations. These features, that have been scaled back, are not gone forever. They will be investigated at a later time to expand from this new baseline of the ruleset.

Features

Character Sheet

Updated sublabeled string areas (race, theme, and class) to allow almost a hyperlink setup to access the masterindex quickly to create characters or access information.
Removed gatekeepers to allow more manual control over character creation
Merged Ability helper window with main ability frame to make it easier to add scores and to track damage and mods.
Added areas for Mechanics to easily access the drone character sheet (this will need to be a second character sheet owned by the player in order for it to drop to that location). Also added area for Mech tracking for future supplement.
The main class/theme features are added automatically, but additional choices for sub features will need to be done by hand by the player. The records have been fine tuned to accommodate this and provide more information than previously.
Repaired the Spells Tracking and parsing of spell text. Also available is the ability to drag created spells/actions from their lists to others.
Repaired the Ship attacks to factor tracking or direct-fire weapons correctly (TL/AC).


NPC Sheet

Added Array type to the sheet to provide it with correct Spell DC base
Spell Abil. tracks Melee/Ranged bonus correctly to spells
Repaired Spell tabs to parse spells automatically without additional drag'n'drop changes in the CT.
Merged Vehicles with NPC record to allow use of vehicles in the combat tracker.


PC Ship Sheet

Redesigned sheet to be smaller.
Frames are now merged with Ship Items and can be located there.
Added 'hyperlink' sub labels as on the Character sheet to help navigate to the common areas of ship building and retrofitting.
Removed gatekeepers to allow more manual control over ship building, but left the warnings when exceeding BP/PCU limits. E.G. adding additional mounts to the ship without being told no.
BP/PCU Summaries are read only now and update correctly when adding/removing systems to ensure calculations are providing correct information.
Added option to double click on the empty token field to open asset/tokenbag window to drag desired token to ship.


Sidebar
Cleaned up sidebar to include larger categories for tracking data. This has shrunk the sidebar to manageable levels.Outstanding sidebar buttons have been merged with the masterindex of similar or logical locations for them.

Companions - PC
Starships - NPC
Starship Items - PC Ships
Archetypes and Features - Class
Boon - Feats
Companion Race and Alt Race Traits - Race


There are many additions in the backend of the ruleset that you may not see when using the program, but this was to help with future conversion creation and usability of those modules.

Installing

Access the settings button from the dashboard and then navigate to the Advanced tab (in FGU). In FGC, it will open the correct screen. We then change the Build (FGU) or Updates section from LIVE to TEST and then run an update to update your system to be on the TEST server. If you wish to switch back, you would turn it from TEST to LIVE and run the update again.

Feedback/Suggestions
Please use this thread to track bugs and report them as well. If you have suggestions or comments, we would greatly appreciate them as well.

Updates

10/7/20 - Added proficiency to weapon entries on the actions tab. Will make every attack proficient. Will need to click on star to provide the non-proficient modifier.
10/8/20 - Pushed an update to fix NPC spells would not parse unless it was a legitimate spell. This allows creation of actions to be included in the spell lists for rolls/automation. Also allows setting up pregens with pre-made action lists for characters to be dragged and dropped to other character sheets. Also, further configured the automation to all 'Spell-Like' abilities to not hide spells/actions when all the uses are used.
10/9/20 - Pushed an update to fix PC starship HP increment and CT updating. Also, caster level was not being updated when leveling the class on the PC sheet.

Samarex
October 5th, 2020, 23:25
As a note
The Starfinder Core rule book has been updated for these features, and the Players version removed.
The Character s Operations Manual has also been updated.
I am working on the rest of the modules starting with Alien Archive to get you some NPCs for testing. If you use a current NPC the DCs will be off unless you unlock the record and set the cyclers to it's Array type.Combatant, Expert or Spellcaster as per there stat block. AA1 will be ready today or tomorrow.

Samarex
October 5th, 2020, 23:35
For those that use FGU but still have FGC you can use FGC for testing the system and as long as you have the normal setup of different folders for FGU and FGC data your FGU campaign data won't be affected.

Daso
October 6th, 2020, 01:07
thanks for the hard work!

How will this affect AP modules? I only have the CRB and a Dead Suns module to work with. Will I have to do anything to fix NPC and encounters when the update hits live?

RevenantBob
October 6th, 2020, 02:14
I was just sitting here going "No way they aren't letting me type levels in for classes." and found you guys are updating to remove this problem. Thank goodness!

Samarex
October 6th, 2020, 03:05
thanks for the hard work!

How will this affect AP modules? I only have the CRB and a Dead Suns module to work with. Will I have to do anything to fix NPC and encounters when the update hits live?

Can't speak for AP's but most if not all the source books should be updated by the time we go Live. Im working on them now
Core Rules -Ready on Test
Characters Operation Manual-Ready on Test
AA1- In Work

madman
October 6th, 2020, 06:02
Thanks for all the work on this guys!

Samarex
October 6th, 2020, 06:22
The wrong client.xml file was placed in the Characters Operations Manual, I got it fixed and asked for it to be pushed to test again.

Daso
October 6th, 2020, 13:43
Can't speak for AP's but most if not all the source books should be updated by the time we go Live. Im working on them now
Core Rules -Ready on Test
Characters Operation Manual-Ready on Test
AA1- In Work

If that's the case, what do we have to switch to make them compatible? I don't mind doing some footwork myself to get everything up and up.

bmos
October 6th, 2020, 14:31
Great job SF team!
It looks like a really great update!


If that's the case, what do we have to switch to make them compatible? I don't mind doing some footwork myself to get everything up and up.Unfortunately we don't have access to the stuff that would have to be changed (due to copy-protection). It's encrypted so people can't share with people who haven't purchased.

Stigfinnaren
October 6th, 2020, 16:10
A lot of good stuff, thank you!

superteddy57
October 7th, 2020, 16:10
Pushed a new update to address proficiency.

deer_buster
October 7th, 2020, 22:44
Pushed a new update to address proficiency.

Just to clarify, when you edit a weapon, you can change whether or not you are proficient with it. When it is dropped onto the inventory and added to your Actions tab, you are defaulted to Proficient (blue star). It is up to you to mark it as non-proficient (black star) if you are not supposed to be proficient with it. This gives greater flexibility to the players, and accounts for one-offs like Injection Weapon Proficiency for Biohackers.

superteddy57
October 8th, 2020, 17:12
Pushed an update to fix NPC spells would not parse unless it was a legitimate spell. This allows creation of actions to be included in the spell lists for rolls/automation. Also allows setting up pregens with pre-made action lists for characters to be dragged and dropped to other character sheets. Also, further configured the automation to all 'Spell-Like' abilities to not hide spells/actions when all the uses are used.

Evolivolution
October 8th, 2020, 17:16
Hey, I haven't had the time to check out the test version yet but from what I'm reading here this sounds amazing. I'm really looking forward to playing with this. Thank you guys for the awesome work you are putting into the ruleset.

superteddy57
October 9th, 2020, 16:30
Pushed an update to fix PC starship HP increment and CT updating. Also, caster level was not being updated when leveling the class on the PC sheet.

snow1701
October 9th, 2020, 20:40
Points spell casters not updating used PP when click on cast

superteddy57
October 9th, 2020, 21:04
Thank you for the report. We will look into it.

superteddy57
October 10th, 2020, 01:09
I'm not finding any reference to PP casting available within the rule book. This might be a left over from the 3.5e ruleset that the code borrows quite a bit from. There were plans on having it be removed if there were no references to this style of casting.

Evolivolution
October 10th, 2020, 01:33
All the classes in Starfinder are point based, you have a certain amout of spells each day and you can cast whatever spell you want as long as you know it (you don't have to prepare spells, which would be the other system.) I really like what you did with the update for spellcasting, the functionality is very good. I think what snow means would be a new function so that if you cast a spell (press the cast icon in the action it automaticaly ticks of one used spell slot, but I honestly think this should stay manual.

superteddy57
October 10th, 2020, 01:49
All the classes in Starfinder are point based, you have a certain amout of spells each day and you can cast whatever spell you want as long as you know it (you don't have to prepare spells, which would be the other system.) I really like what you did with the update for spellcasting, the functionality is very good. I think what snow means would be a new function so that if you cast a spell (press the cast icon in the action it automaticaly ticks of one used spell slot, but I honestly think this should stay manual.

You are correct, this will remain manual. Thank you for the feedback. It certainly needed some streamlining. This will be in TEST for another week and will be here keeping a microscope on the feedback to ensure it's great when it goes LIVE.

Evolivolution
October 10th, 2020, 01:57
I do also have a request: I don't know how difficult this is to implement but since you are reworking things on the character sheet would it be possible to also change up the weapon damage formula to 1; include CL in the selctable stat like the Spell damage formula does and 2; inlcude a second "Multi x Stat (Max)" section. This would be great for automating proficiency and it also gives a little more customisability for ambitious GMs ;)

superteddy57
October 10th, 2020, 01:59
So you want the weapon damage to function like the spell helper or vice versa?

The semi-colons threw me off. I think I understand, but any additional information would be great. I'll have a look and see if we can arrange that for you.

snow1701
October 10th, 2020, 02:01
Yes, I realize that the official classes are spontaneous casters but the rule set is still based on the 3.5 / pathfinder ruleset and the function was there given the fact that you can select a points spell caster. Me and my group play with a lot classes, monsters and spell classes from different systems converted to starfinder. One of those happen to be psionics. I was just hoping that it would be something easy to fix. I spent an hour trying to see if I could figure out, but no such luck. I'm not close to being as smart as you guys.

Also I think you guys are doing a great job and it does look awesome.

Evolivolution
October 10th, 2020, 02:08
So you want the weapon damage to function like the spell helper or vice versa?

The semi-colons threw me off. I think I understand, but any additional information would be great. I'll have a look and see if we can arrange that for you.

Uhm so I'll write out the formula I'd like to see, I hope this helps... [DICE] + [Multi x Stat (Max)] + [Multi x Stat (Max)] + [Bonus].
[DICE] ~ Dice input
[Multi x Stat (max)] ~ Stat input cycling through CL, Even CLs, Odd CLs, Str, Dex, Con, Int, Wis, Cha, - with a multiplier in front and a max behind it both beeing number inputs
[BONUS] ~ Number input

Evolivolution
October 10th, 2020, 02:10
Yes, I realize that the official classes are spontaneous casters but the rule set is still based on the 3.5 / pathfinder ruleset and the function was there given the fact that you can select a points spell caster. Me and my group play with a lot classes, monsters and spell classes from different systems converted to starfinder. One of those happen to be psionics. I was just hoping that it would be something easy to fix. I spent an hour trying to see if I could figure out, but no such luck. I'm not close to being as smart as you guys.

Also I think you guys are doing a great job and it does look awesome.

My players are also using some pathfinder legacy abilities from time to time. But I think the ruleset should be consistent in supporting Starfinder and Starfinder only. I'd recommend for you to homebrew these abilites so it fits the ruleset or find another workaround your players and you find acceptable.

EDIT: Sorry this doesn't really fit the update thread

superteddy57
October 10th, 2020, 02:12
Yes, I realize that the official classes are spontaneous casters but the rule set is still based on the 3.5 / pathfinder ruleset and the function was there given the fact that you can select a points spell caster. Me and my group play with a lot classes, monsters and spell classes from different systems converted to starfinder. One of those happen to be psionics. I was just hoping that it would be something easy to fix. I spent an hour trying to see if I could figure out, but no such luck. I'm not close to being as smart as you guys.

Also I think you guys are doing a great job and it does look awesome.

Thank you for the feedback, and you are correct that the ruleset borrows a big bunch of it's code from PF/3.5e. The plan was to remove it since I can't find rules to support it. I can leave the option there to use it, to help track the points, but there won't be any automation to help it along. The spells don't contain the needed information to make it work correctly. Also we don't want to force automation in tracking spells. Gatekeeping and full automation hurt many features of the ruleset and we had to dial that back.


Uhm so I'll write out the formula I'd like to see, I hope this helps... [DICE] + [Multi x Stat (Max)] + [Multi x Stat (Max)] + [Bonus].
[DICE] ~ Dice input
[Multi x Stat (max)] ~ Stat input cycling through CL, Even CLs, Odd CLs, Str, Dex, Con, Int, Wis, Cha, - with a multiplier in front and a max behind it both beeing number inputs
[BONUS] ~ Number input

Yes, thank you! Let me see if we can get this to work. If not, it will be on the list of one of the first things to expand upon.

Evolivolution
October 10th, 2020, 02:18
Yes, thank you! Let me see if we can get this to work. If not, it will be on the list of one of the first things to expand upon.

Awesome thanks a lot!

snow1701
October 10th, 2020, 03:29
Thanks that helps.

Ulric
October 10th, 2020, 19:38
I am really excited to see these new ruleset updates for SFRPG. I was worried that development of the SF ruleset was dead. I too think it's best to focus on replicating core rules. I would love to see spell and ability casting from the GM combat tracker similar to the D&D 5e ruleset. Thank you for your hard work!

superteddy57
October 16th, 2020, 21:24
Closed thread due to pushing to LIVE

Please continue posting in the Bug report thread with any Bugs