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deer_buster
February 17th, 2021, 14:10
In our game tonight the combat tracker was automatically applying damage to enemies done by the characters, but was not applying any damage to characters. Confirmed targeting was working correctly. Rolls to hit were also working correctly, but no damage was applied. I'm using the most recent update on FGU. This the the warning I get on the console:

[2/16/2021 9:49:12 PM] [WARNING] template: Could not find template (chat_resize) in class (chat)
[2/16/2021 9:49:12 PM] [ERROR] Handler error: [string "scripts/manager_gmidentity.lua"]:98: attempt to index field 'speaker' (a nil value)
[2/16/2021 9:49:13 PM] RULESET: SFRPG ruleset v2.1.18 for Fantasy Grounds
Copyright 2004-2020 Smiteworks USA, LLC
[2/16/2021 9:49:13 PM] RULESET: Core RPG ruleset (v2021-02-01) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[2/16/2021 9:49:13 PM] EXTENSION: Starfinder Bars Theme v1.6 by Steve Buza
[2/16/2021 9:49:13 PM] MEASURE: LOAD - PART 2 - 16.1444481


Disable all extensions and try again and post in the House of Healing forum for the client version you are using if you are still getting the error.

c4pappy
February 17th, 2021, 14:44
Thank you. I disabled the one extension that I was loading and the error message disappeared. I will test functionality before next week, but with no error message in the console, I suspect everything will be back to normal.

superteddy57
February 17th, 2021, 15:33
Verified the damage was not being applied to PC characters. A fix will be available soon.

c4pappy
February 17th, 2021, 15:36
That's great news. Thank you for checking on this.

deer_buster
February 17th, 2021, 15:37
Operative ability "Specialization", the first level feature "[1st LEVEL] Skill Focus" is improperly linked and shows up as empty if you click the link. the other 3 level features are linked properly.

Neovirtus
February 17th, 2021, 15:43
There are a number of assets, most notably the Ship Combat Tracker button image, which are not replaced when using the FG Simple Gray and Simple Brown themes. I'm not sure if these issues exist with other official themes, but I make a variant of Simple Gray and one of the users of my theme reported this issue to me. Upon investigation I found that it was an issue with the base theme which I believe is intended to support Starfinder.

edit: I know this isn't a Starfinder issue per se, but it doesn't seem like we have an official artwork/theme support thread yet.

Digodragon
February 19th, 2021, 02:56
I do have a couple things to mention about the default Starfinder theme, and I'm not sure what thread it should go under.

1. I noticed that the contents of the chat box clip up through the top border of the chat's window. Seems like there's a misalignment with the window and the chat box area.

2. The background color of the content windows used to be a soft blue, like the background color of the chat box. I don't know if this one is a deliberate change, but it feels aesthetically to me that the window background isn't meant to be white. It's as if something is missing from the default theme to give it a color.


I attached a screen shot to show how it looks on my screen. I added a red box and arrow to point at what I'm describing.

superteddy57
February 19th, 2021, 04:44
There are a number of assets, most notably the Ship Combat Tracker button image, which are not replaced when using the FG Simple Gray and Simple Brown themes. I'm not sure if these issues exist with other official themes, but I make a variant of Simple Gray and one of the users of my theme reported this issue to me. Upon investigation I found that it was an issue with the base theme which I believe is intended to support Starfinder.

edit: I know this isn't a Starfinder issue per se, but it doesn't seem like we have an official artwork/theme support thread yet.

The dev in charge of the theme will need to update the theme to accommodate those missing assets.


I do have a couple things to mention about the default Starfinder theme, and I'm not sure what thread it should go under.

1. I noticed that the contents of the chat box clip up through the top border of the chat's window. Seems like there's a misalignment with the window and the chat box area.

2. The background color of the content windows used to be a soft blue, like the background color of the chat box. I don't know if this one is a deliberate change, but it feels aesthetically to me that the window background isn't meant to be white. It's as if something is missing from the default theme to give it a color.


I attached a screen shot to show how it looks on my screen. I added a red box and arrow to point at what I'm describing.

The frame was changed to assist in readability of the text. The chat frame may need some tweaking if that is the case, but I haven't verified it quite yet.

Neovirtus
February 19th, 2021, 16:00
edit: Addressed in another thread. Please ignore/delete

msbranin
February 19th, 2021, 23:04
Would be great if there was a way to turn off the default star background in the default UI. Everything is looking good and that star background just kind of kills it with how busy and grainy it is. And Thank you for getting rid of the blue background on all the text windows. It is soo much more readable now.

Sorry this should have been in a feature request thread.

Stigfinnaren
February 20th, 2021, 08:18
Three bugs with Deck of Many Worlds (DoMW). Tested using SFRPG without any extensions or themes except for the DoMW extension and default theme.

1. A few times I've lost the icon for "Next page" after using "Open deck", and therefore cannot change deck page any longer. Doing this seems to reproduce it. First "Use deck" and "Open deck". Go through to last page of deck by clicking "Next page" bunch of times. Press "Reset" then "Use deck" and "Open deck" again. The icon for next page should be gone.

2. Some worlds in the deck creates empty system entries when using "Submit" after world is finished manually or chosen randomly. I've not tested every world manually, but the next to last page worlds "Asteroid", "Colony ship" and "Space station" seems to do it all the time.

3. The icons for races on the finished system can open the entry by double clicking on them. But the window opens behind the system, sometimes not visible unless you move the system window.

superteddy57
February 20th, 2021, 08:45
Thank you for the report. I will pass this along to the dev.

Samarex
February 20th, 2021, 09:09
Three bugs with Deck of Many Worlds (DoMW). Tested using SFRPG without any extensions or themes except for the DoMW extension and default theme.

1. A few times I've lost the icon for "Next page" after using "Open deck", and therefore cannot change deck page any longer. Doing this seems to reproduce it. First "Use deck" and "Open deck". Go through to last page of deck by clicking "Next page" bunch of times. Press "Reset" then "Use deck" and "Open deck" again. The icon for next page should be gone.

2. Some worlds in the deck creates empty system entries when using "Submit" after world is finished manually or chosen randomly. I've not tested every world manually, but the next to last page worlds "Asteroid", "Colony ship" and "Space station" seems to do it all the time.

3. The icons for races on the finished system can open the entry by double clicking on them. But the window opens behind the system, sometimes not visible unless you move the system window.

The first two I will look into, the third I know about but have not been able to find a fix for it.

Verified Items.
For Item 2 Worlds not showing after Submit. Set Type to "Celestial Body" and the world should show. (I will investigate as to why its not doing it by it self.)

msbranin
February 20th, 2021, 22:33
Open your SFRPG.pak under rulesets with something like WinRAR and drop this file under graphics/frames to get rid of the dark grey chat box

44043

Here is what it looks like after

44045

bratch9
February 21st, 2021, 11:56
Last night one of the clients was causing a massive error list, started part way into a session but continued after a restart of host and re-join of all clients..

Not sure why after 'Spike6116' disconnected the unauthorized players turn up... might just be a knock on effect of the recursive call issue..

( I've cut out chunks of the repeating messages etc.. )

I sent the full log to support, if you want that go grab it from them..

Without the client relogin, after restart host would use the character without issue... but once owner logs and starts using character ( probably going to spell page ) it restarts the issue.

A couple of 'new line' spell sections were added in the slow miss clicks, which I removed at the host side.. so maybe related to a non-formed spell ?

-pete

These are the errors,
[2/20/2021 11:22:46 PM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_levels) in class (spell_class)
[2/20/2021 11:22:46 PM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_dc) in class (spell_class)
[2/20/2021 11:22:46 PM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_stat) in class (spell_class)
[2/20/2021 11:22:46 PM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_sp) in class (spell_class)
[2/20/2021 11:22:46 PM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_cc) in class (spell_class)
[2/20/2021 11:22:46 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (dcstatmod)
[2/20/2021 11:22:46 PM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_levels) in class (spell_class)
[2/20/2021 11:22:46 PM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_dc) in class (spell_class)
[2/20/2021 11:22:46 PM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_stat) in class (spell_class)
[2/20/2021 11:22:46 PM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_sp) in class (spell_class)
[2/20/2021 11:22:46 PM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_cc) in class (spell_class)
[2/20/2021 11:22:46 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (dcstatmod)
[2/20/2021 11:22:46 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (dcstatmod)
[2/20/2021 11:22:46 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (dcstatmod)
...
[2/20/2021 11:25:32 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (dcstatmod)
[2/20/2021 11:25:32 PM] [WARNING] setValue: Recursive call terminated for (CONTROL_NUMBER) (dcstatmod)
[2/20/2021 11:25:32 PM] 'Spike6116' disconnected
[2/20/2021 11:25:32 PM] [ERROR] Unexpected command (DATAR) from unauthorized player.
[2/20/2021 11:25:32 PM] [ERROR] Unexpected command (DATAR) from unauthorized player.
...
[2/20/2021 11:25:32 PM] [ERROR] Unexpected command (DATAR) from unauthorized player.
[2/20/2021 11:25:32 PM] [ERROR] Unexpected command (DATAR) from unauthorized player.
[2/20/2021 11:25:32 PM] [ERROR] Unexpected command (DIEUQ) from unauthorized player.
[2/20/2021 11:25:32 PM] [ERROR] Unexpected command (DATAR) from unauthorized player.
[2/20/2021 11:25:32 PM] [ERROR] Unexpected command (DATAR) from unauthorized player.
...
[2/20/2021 11:25:32 PM] [ERROR] Unexpected command (DIEUQ) from unauthorized player.
[2/20/2021 11:25:32 PM] [ERROR] Unexpected command (DATAR) from unauthorized player.
[2/20/2021 11:25:32 PM] [ERROR] Unexpected command (DIEUQ) from unauthorized player.
[2/20/2021 11:25:32 PM] [ERROR] Unexpected command (DIESQ) from unauthorized player.
[2/20/2021 11:25:32 PM] [ERROR] Unexpected command (CHATQ) from unauthorized player.
[2/20/2021 11:25:32 PM] [ERROR] Unexpected command (COOBS) from unauthorized player.
[2/20/2021 11:25:32 PM] [ERROR] Unexpected command (DATAR) from unauthorized player.
[2/20/2021 11:25:32 PM] [ERROR] Unexpected command (DATAR) from unauthorized player.
[2/20/2021 11:25:32 PM] [ERROR] Unexpected command (DATAR) from unauthorized player.

Trenloe
February 21st, 2021, 12:12
Without the client relogin, after restart host would use the character without issue... but once owner logs and starts using character ( probably going to spell page ) it restarts the issue.
Probably related to this issue: https://www.fantasygrounds.com/forums/showthread.php?66281-Freezes-after-using-spells-in-SFRPG&p=580817#post580817

superteddy57
February 21st, 2021, 19:18
Hotfix pushed

jrock1
February 21st, 2021, 20:57
SFRPG Support:
The tokens' health bars have stopped working, please see the screenshots attached.

Token Bar remained at full no matter how much dmg we did against the creature: 44095
even though it's dead (dying): 44096
CT view (shows Dying in green): 44097

Thanks.

superteddy57
February 21st, 2021, 21:48
SFRPG Support:
The tokens' health bars have stopped working, please see the screenshots attached.

Token Bar remained at full no matter how much dmg we did against the creature: 44095
even though it's dead (dying): 44096
CT view (shows Dying in green): 44097

Thanks.

Pushed Hotfix

Tuleen Donai
February 22nd, 2021, 00:39
Hey guys,

The Character Selection window has an issue with horizontal resizing.

jrock1
February 22nd, 2021, 19:37
Pushed Hotfix

Hi Teddy,
The bar changes color now, like the "Dot" option, but isn't depleting like it did before. Screenshot:
44140

Thanks.

superteddy57
February 22nd, 2021, 19:59
Thank you for the report. Since you verified that the bar does change colors it can still track damage for you. In the mean time till I can get the bar depleting correctly, this will be something that will need to be used till I can find a solution.

Samarex
February 25th, 2021, 01:47
The first two I will look into, the third I know about but have not been able to find a fix for it.

Verified Items.
For Item 2 Worlds not showing after Submit. Set Type to "Celestial Body" and the world should show. (I will investigate as to why its not doing it by it self.)

All three issue have been fixed and submitted for update.

Mortar928
February 26th, 2021, 14:51
I notice that in the third part of - against the Aeon Throne - the walls/LoS are not done for the maps of - the third eye salvage- and -Aurelos- !!!

Stigfinnaren
February 26th, 2021, 16:53
All three issue have been fixed and submitted for update.
Deck of Many Worlds works fine now, thanks!

Samarex
February 26th, 2021, 22:43
Deck of Many Worlds works fine now, thanks!

The last fix will be with Tuesday update. I also fixed the window not comming to the top when you select the Threat or Sapient icon in the Locations extension.

Curuthanir
February 27th, 2021, 06:17
I think I found a new bug after latest update. It used to be, when NPCs were out of hit points, they were dead. Now, it appears that when they exceed their hit points, they are unconscious and dying. I checked in options, and I still have only 'friendly' toggled to autoroll stabilization checks.

Ulric
February 27th, 2021, 23:01
Is it possible to get the headings fixed for the Armor Table as a maintenance fix?

Here is a screenshot of the table.

superteddy57
February 28th, 2021, 09:39
I think I found a new bug after latest update. It used to be, when NPCs were out of hit points, they were dead. Now, it appears that when they exceed their hit points, they are unconscious and dying. I checked in options, and I still have only 'friendly' toggled to autoroll stabilization checks.

Thanks for the report. With the latest ActorManager changes, I have been slowly working through and getting things to work as they were before. This may take a bit longer than expected. Finding many of my old tricks actually is causing more problems. Will get the fixes into the base code once I have them settled.


Is it possible to get the headings fixed for the Armor Table as a maintenance fix?

Here is a screenshot of the table.

I will add it to my list of things to look into, but the ActorManager updates are taking priority.

Tuleen Donai
February 28th, 2021, 17:18
@SuperTeddy57,

Just checking, but did you put the small cosmetic one I reported on 2/21 on your list?

Character Selection

superteddy57
February 28th, 2021, 21:26
@SuperTeddy57,

Just checking, but did you put the small cosmetic one I reported on 2/21 on your list?

Character Selection

I honestly don't believe that is a bug. The character select window isn't changed from the standard CoreRPG, but if it is changed with the ruleset code, then see to get it to the way CoreRPG does it.

Tuleen Donai
February 28th, 2021, 21:47
Oh! I thought the frames and such were from the SFRPG.pak. Not CORERPG.

Ulric
March 1st, 2021, 00:40
I will add it to my list of things to look into, but the ActorManager updates are taking priority.

Thank you! Good luck with the bug fixes!

jrock1
March 2nd, 2021, 22:56
Support:
I just purchased Fly Free or Die (FFoD) AP Book 2 and noticed that the Lunar Weapon column is missing from the Solarian Class's Weapon Manifestation table. Screenshot attached:
44483

Also, I noticed when click on each build, a blank dialog box appears; screenshot attached:
44484
Builds are from the CRB.

Another observation is that some of the Manifestations (Flare, Shield, and Lunar Weapon) are missing from the Solarian Class seen here, screenshot attached:
44485
Flare & Shield are from the Character Operations Manual and Lunar Weapon from FFoD AP Book 2.

Thank you,

madman
March 2nd, 2021, 23:02
Is that from the core book?

When new options become available they do not get added to the list in the Core Rulebook.
They are made available for use as a separate option that can be chosen.

Madman..

kenny603
March 4th, 2021, 14:10
Running into a bug with the latest update of the Starfinder ruleset. Any time I add an Effect to an entry in the Combat Tracker I get a bunch of what looks to be debug text in the chatbox (example below):

s'onDrop' | s'ct' | s'combattracker.list.id-00005' | dragdata = { type = s'effect', desc = s'[EFFECT] Asleep', #slots = #1, slot = #1, string = s'[EFFECT] Asleep', num = #0, diceexpr = {}, shortcut = {}, asset = {, instance = }, custom = nil }

I've also noticed that with adding custom effects to entries in the Combat Tracker they will always default to All Rolls, even if they're defined as One Action, One Roll, or Apply Each Once.

Just out of curiosity I tried creating test games in 5E and Pathfinder 1E and ran the same tests with built-in and custom effects. I don't get the debug string in the chat box on either of those and they also maintain the One Action/One Roll/Apply Each Once setting when being added to the Combat Tracker.

superteddy57
March 4th, 2021, 14:33
Running into a bug with the latest update of the Starfinder ruleset. Any time I add an Effect to an entry in the Combat Tracker I get a bunch of what looks to be debug text in the chatbox (example below):

s'onDrop' | s'ct' | s'combattracker.list.id-00005' | dragdata = { type = s'effect', desc = s'[EFFECT] Asleep', #slots = #1, slot = #1, string = s'[EFFECT] Asleep', num = #0, diceexpr = {}, shortcut = {}, asset = {, instance = }, custom = nil }

I've also noticed that with adding custom effects to entries in the Combat Tracker they will always default to All Rolls, even if they're defined as One Action, One Roll, or Apply Each Once.

Just out of curiosity I tried creating test games in 5E and Pathfinder 1E and ran the same tests with built-in and custom effects. I don't get the debug string in the chat box on either of those and they also maintain the One Action/One Roll/Apply Each Once setting when being added to the Combat Tracker.

Left some debugs in there by mistake. As for the custom effect drops, I'll have a look and push a hotfix once I see why it's not being passed into the CT.

BGCMadrix
March 4th, 2021, 20:56
Hello
In our game yesterday, one of my players saw that feature were missing on the Biohackers level 2 Theorem, the Painful injection is missing. From the COM book.


Edit: its missing on the right window, the drag and drop thing.
44553

Evolivolution
March 4th, 2021, 21:06
Little workaround until this get's fixed (because the Painful Injection feature does exist, just the link doesn't). Go to your classes window, find 'Features' in the top left and search for Painful Injection, it'll come up and you can use it like normal. I assume the link will be added anyway ^^

BGCMadrix
March 4th, 2021, 21:21
Yeah, we did a workaround. :-)
I just wanted to inform that it is missing.

deer_buster
March 5th, 2021, 19:42
Also, I noticed when click on each build, a blank dialog box appears; screenshot attached:
44484
Builds are from the CRB.


Confirmed this. Not sure what the expected result or use case for the "Builds" are...if it was a character template, I would think the expectation would be to drag the build to the Characters list and it would create a new character with those items already input/selected....if it is just for display purposes, then it would just contain the correct links for everything.

benndrome
March 5th, 2021, 22:46
When adding NPC's to the combat tracker they will recieve a flat +10 to their Base DC

1. Open a FG game with Starfinder rule set
2. When selecting which modules to load select Core Rule Book and Alien Archieve 1
3. Select NPC on the side bar
4. Find Void Hag and click the paizo logo to the right of the NPC name to open the Void Hag's details
5. Click of the 'spells' tab on the void hag details
6. Highlight each of the saving roles and keep notes of the details, in this case:

Inflict pain has a Will save of 20
Irradiate has a Fort save of 21
Psychokinetic Strangulation has a Fort save of 21
Cosmic Eddy has a Ref save of 22
All these values are correct - Base Spell DC of CR 10 is 18 + the Spell Levels will get these saving values

7. Open you the combat tracker
8. Drag and place the void hag on the combat tracker
9.Click the paizo logo to the left of the Void Hag on the combt tracker
10. on the new Void Hag pop up click the spells tab and highlight all of the same Save rolls
11. You will see all of the roll values have increased by 10 (you may need to use the magnifying glass of the save rolls)

Unlocking the details pop up to edit and clicking the magnifying glass next to Spell-Like Abilities reveals the Base DC states
Stat: +18 Misc: 0 Total: 28


I have tried the same with other spell casters and got the same result. I have also created my own 'Void Hag' with the exact same stats and the issue persists however this reveled that the Base DC states (when the npc is not on the combat tracker)
Stat: +18 Misc: 0 Total: 18

44571 44572 44573

superteddy57
March 5th, 2021, 23:35
When adding NPC's to the combat tracker they will recieve a flat +10 to their Base DC

1. Open a FG game with Starfinder rule set
2. When selecting which modules to load select Core Rule Book and Alien Archieve 1
3. Select NPC on the side bar
4. Find Void Hag and click the paizo logo to the right of the NPC name to open the Void Hag's details
5. Click of the 'spells' tab on the void hag details
6. Highlight each of the saving roles and keep notes of the details, in this case:

Inflict pain has a Will save of 20
Irradiate has a Fort save of 21
Psychokinetic Strangulation has a Fort save of 21
Cosmic Eddy has a Ref save of 22
All these values are correct - Base Spell DC of CR 10 is 18 + the Spell Levels will get these saving values

7. Open you the combat tracker
8. Drag and place the void hag on the combat tracker
9.Click the paizo logo to the left of the Void Hag on the combt tracker
10. on the new Void Hag pop up click the spells tab and highlight all of the same Save rolls
11. You will see all of the roll values have increased by 10 (you may need to use the magnifying glass of the save rolls)

Unlocking the details pop up to edit and clicking the magnifying glass next to Spell-Like Abilities reveals the Base DC states
Stat: +18 Misc: 0 Total: 28


I have tried the same with other spell casters and got the same result. I have also created my own 'Void Hag' with the exact same stats and the issue persists however this reveled that the Base DC states (when the npc is not on the combat tracker)
Stat: +18 Misc: 0 Total: 18

44571 44572 44573

Found the issue, a hotfix will be pushed.

Evolivolution
March 6th, 2021, 17:06
NPC Sheet Defensive Abil.: hardness X currently gets parsed as DR: X adamantine; RESIST: X all when dragged to the CT. DR and RESIST (all) stack with each other leaving the NPC with a solid 2X DR instead of X.
Maybe change it to parse as RESIST: X all only.

madman
March 6th, 2021, 17:17
Does RESIST work for normal damage(B.S.P)? I did not think it did.

Evolivolution
March 6th, 2021, 17:22
Does RESIST work for normal damage(B.S.P)? I did not think it did.

Yes it does, you can have RESIST: X [bludgeoning, slashing, piercing] and it'll work for that specific type only and RESIST: X all works on all of them. I think the only type that doesn't get reduced by RESIST: X all is untyped damage.

Evolivolution
March 6th, 2021, 17:34
Also while we're on it: damage reduction and resistances don't work properly for multi-typed damage. But I'll need to do some more research and testing until I can make an informed bug report on that.

bratch9
March 7th, 2021, 01:31
Updated with attachments: should just need to load and go to party sheet and apply (down arrow) to players.. see before and after jpg..
(updated this mornings versions of FGU )

-pete



getting some party sheet items going missing to one character... 'Xerina Xeraxes', they are deleted from the party sheet but never arrive on the character..

( Had to go hunt down and track from memory what the missing items were !! )


[PARTY] -> [Maenala] : Spell Gem (See Invisibility)
[PARTY] -> [Ru'in Tyr] : Shirren-eye rifle, tactical
[PARTY] -> [Maenala] : Ability crystal (mk 1)
[PARTY] -> [Xerina Xeraxes] : (4x)
[PARTY] -> [Ru'in Tyr] : Disintegrator pistol, liquidator
[PARTY] -> [Larr Dot-an] : Detonator
[PARTY] -> [Larr Dot-an] : Detonator
[PARTY] -> [Larr Dot-an] : Machine gun, squad
[PARTY] -> [Xerina Xeraxes] :
[PARTY] -> [Larr Dot-an] : Comm Unit, System-wide (with firewall and wipe countermeasures)
[PARTY] -> [Larr Dot-an] : Shock grenade I (8x)
[PARTY] -> [Xerina Xeraxes] :
[PARTY] -> [Larr Dot-an] : Lashunta tempweave, basic
[PARTY] -> [Larr Dot-an] : Rounds, heavy (20 rounds) (6x)
[PARTY] -> [Xerina Xeraxes] :
[PARTY] -> [Larr Dot-an] : Zero rifle, frostbite-class
[PARTY] -> [Xerina Xeraxes] :
[PARTY] -> [Maenala] : Psychic Booster

deer_buster
March 7th, 2021, 06:47
getting some party sheet items going missing to one character... 'Xerina Xeraxes', they are deleted from the party sheet but never arrive on the character..

( Had to go hunt down and track from memory what the missing items were !! )


[PARTY] -> [Maenala] : Spell Gem (See Invisibility)
[PARTY] -> [Ru'in Tyr] : Shirren-eye rifle, tactical
[PARTY] -> [Maenala] : Ability crystal (mk 1)
[PARTY] -> [Xerina Xeraxes] : (4x)
[PARTY] -> [Ru'in Tyr] : Disintegrator pistol, liquidator
[PARTY] -> [Larr Dot-an] : Detonator
[PARTY] -> [Larr Dot-an] : Detonator
[PARTY] -> [Larr Dot-an] : Machine gun, squad
[PARTY] -> [Xerina Xeraxes] :
[PARTY] -> [Larr Dot-an] : Comm Unit, System-wide (with firewall and wipe countermeasures)
[PARTY] -> [Larr Dot-an] : Shock grenade I (8x)
[PARTY] -> [Xerina Xeraxes] :
[PARTY] -> [Larr Dot-an] : Lashunta tempweave, basic
[PARTY] -> [Larr Dot-an] : Rounds, heavy (20 rounds) (6x)
[PARTY] -> [Xerina Xeraxes] :
[PARTY] -> [Larr Dot-an] : Zero rifle, frostbite-class
[PARTY] -> [Xerina Xeraxes] :
[PARTY] -> [Maenala] : Psychic Booster

Unlikely to be successfully tracked down without a bit more info. Probably zipped up campaign and a repeatable set of steps that always causes it to happen.

bratch9
March 7th, 2021, 14:20
Unlikely to be successfully tracked down without a bit more info. Probably zipped up campaign and a repeatable set of steps that always causes it to happen.

updated original post with attachments and reproduction steps.

plaidinum
March 8th, 2021, 19:31
I'm having issues with persistent damage (DMGO). When the effect is applied by the current character to another character, then that character's turn comes up, it rolls the damage twice. If applied to self while also current character, it rolls only once. My syntax, when applied, is (DMGO: 4d6 Acid; [D: 1]; [ROLL]).
44639

deer_buster
March 8th, 2021, 20:20
I'm having issues with persistent damage (DMGO). When the effect is applied by the current character to another character, then that character's turn comes up, it rolls the damage twice. If applied to self while also current character, it rolls only once. My syntax, when applied, is (DMGO: 4d6 Acid; [D: 1]; [ROLL]).
44639

Confirmed. Steps to reproduce, on PC turn apply DMGO:4d6 acid with a duration of 1 round, and move to target's next turn...rolls twice on the same round before expiring. NOTE: Does not matter who it is applied to.

Moon Wizard
March 9th, 2021, 06:11
@bratch9,
It appears to be caused by the empty item at the bottom of Xerina's inventory; removing that empty item allowed it to work. I'm working on a general fix for CoreRPG; since this can technically happen with any ruleset.

@plaidinum, @deer_buster,
It should be fixed in the build tomorrow; we were working on some other fixes that already cleaned this up.

Regards,
JPG

Zaister
March 10th, 2021, 06:37
After an attack hits, the icon shown in the result entry in the chat window is the roll_attack icon, not the actual roll_attack_hit.

I believe the culprit is line 791 in manager_action_attack.lua, the pattern match does not recognize the text "[HIT vs. xx Defense]" as a hit. I'm not sure why the actualy AC is shown to the players here, so I changed line 646, so that the text inserted in the Messages reads just "[HIT]" (same on line 649 vs CMD). After that the pattern matches, and the correct icon shows up.

I also think the space goblin icons for the various roll_* icons (as well as for the GM portait token) might be outstaying their welcome, now that we do not have goblins in the sidebar anymore. I'd prefer them replaced by something that is more easily distinguishable, like the similar icons in the 3.5e rulset, maybe with a gun icon insterad of a sword, though.

deer_buster
March 10th, 2021, 13:07
After an attack hits, the icon shown in the result entry in the chat window is the roll_attack icon, not the actual roll_attack_hit.

I believe the culprit is line 791 in manager_action_attack.lua, the pattern match does not recognize the text "[HIT vs. xx Defense]" as a hit. I'm not sure why the actualy AC is shown to the players here, so I changed line 646, so that the text inserted in the Messages reads just "[HIT]" (same on line 649 vs CMD). After that the pattern matches, and the correct icon shows up.

I also think the space goblin icons for the various roll_* icons (as well as for the GM portait token) might be outstaying their welcome, now that we do not have goblins in the sidebar anymore. I'd prefer them replaced by something that is more easily distinguishable, like the similar icons in the 3.5e rulset, maybe with a gun icon insterad of a sword, though.
I've never cared for the players instantly knowing the AC either, and the results icon SHOULD only indicate a hit if the "Chat: Show results to client" is set to On or PC (if the PC is attacking)...otherwise it should always be the attack icon

Ulric
March 11th, 2021, 03:17
After an attack hits, the icon shown in the result entry in the chat window is the roll_attack icon, not the actual roll_attack_hit.

I believe the culprit is line 791 in manager_action_attack.lua, the pattern match does not recognize the text "[HIT vs. xx Defense]" as a hit. I'm not sure why the actualy AC is shown to the players here, so I changed line 646, so that the text inserted in the Messages reads just "[HIT]" (same on line 649 vs CMD). After that the pattern matches, and the correct icon shows up.

I also think the space goblin icons for the various roll_* icons (as well as for the GM portait token) might be outstaying their welcome, now that we do not have goblins in the sidebar anymore. I'd prefer them replaced by something that is more easily distinguishable, like the similar icons in the 3.5e rulset, maybe with a gun icon insterad of a sword, though.

Thank you for posting this! I have never liked the AC being revealed. I made made the changes you suggested and now the roll_attack_hit icon is now correctly displayed and my players do not get to see the NPC's AC.

Littlerogue
March 11th, 2021, 07:47
Hello !

I found that the Grappled conditions work strangely on damage : it seems to apply a -2 penalty to DMG rolls for ranged attack only.

44721 (with all extension disabled)

Plus, it work strangely with Deer_buser weapon specialisation wich seems to IMPROVE damages in a few cases :

44722

Did i miss something ?

Evolivolution
March 11th, 2021, 11:32
Grappled lowering the damage looks like a bug to me as well. I can reproduce it as well (just for ranged weapons like you). I suppose it's some weird interaction with grappled giving a malus to DEX checks or smth like that.

The specialisation extension (and specialisation with a weapon in general) are supposed to increase your damage. These two don't have anything to do with each other and them working together is just a stack of modifiers like any other.

Evolivolution
March 11th, 2021, 11:37
I suppose it's some weird interaction with grappled giving a malus to DEX checks or smth like that.

Little follow up on this: I tested this with a melee weapon and DEX with the dmg modifier instead of STR. It also reduces DMG for that weapon.

deer_buster
March 11th, 2021, 16:01
-2 attack tracks with what I am reading...



You are restrained by a creature, effect, or trap. You can’t move,
and you take a –2 penalty to your Armor Class, attack rolls, Reflex
saving throws, initiative checks, and Dexterity-based skill and
ability checks, except those made to grapple your opponent in
turn or to escape a grapple (see Grapple on page 246). In addition,
you can’t take actions that require two hands (or other limbs) to
perform. You can’t make attacks of opportunity.
You can’t use Stealth to hide from the creature grappling you,
even if a special ability allows you to hide when you normally
couldn’t. If you become invisible, through a spell or other ability,
you gain a +2 circumstance bonus to your check to escape being
grappled, but you receive no other benefit.

Evolivolution
March 11th, 2021, 16:03
-2 attack tracks with what I am reading...

Attack rolls aren't damage rolls though.

superteddy57
March 11th, 2021, 16:56
Hello !

I found that the Grappled conditions work strangely on damage : it seems to apply a -2 penalty to DMG rolls for ranged attack only.

44721 (with all extension disabled)

Plus, it work strangely with Deer_buser weapon specialisation wich seems to IMPROVE damages in a few cases :

44722

Did i miss something ?

I tested it with both NPCs and PCs and with the grappled effect, it would not remove -2 damage from the damage rolls on either melee or ranged damage. Might need more in depth steps.

44724

Evolivolution
March 11th, 2021, 17:04
But it did... 44726

superteddy57
March 11th, 2021, 17:27
But it did... 44726

Found issue, a fix will be pushed with Tuesday update.

deer_buster
March 11th, 2021, 17:41
Attack rolls aren't damage rolls though.

Reading is fundamental...I misread attack not damage..lol, my bad

deer_buster
March 18th, 2021, 16:19
When dropping Skill Focus from Operative's Specialization class feature onto the character sheet, receive the following message


Unable to find record to match link dropped. Check to make sure the correct modules are open. [feat.skillfocus@Starfinder Core Rulebook]

However, if I drop the feat from the Feats master index, it drops fine.

deer_buster
March 18th, 2021, 16:37
record_ability_roll.xml: 171

Misspelled word Damage. Currently says "On Save Damaage", should say "On Save Damage"

Zaister
March 19th, 2021, 01:13
Both the Soldier and Solarian classes are shortened to "Sol", where the abbreviation is used, such as on the party sheet.

GrumpyOldAndy
March 22nd, 2021, 22:19
Force Soles item from the Starfinder Armoury has the description for Force Palms (also in the armoury).

superteddy57
March 22nd, 2021, 22:26
Force Soles item from the Starfinder Armoury has the description for Force Palms (also in the armoury).

Thank you for the report. I will pass this along to the developer.

bratch9
March 26th, 2021, 00:51
Slight difference in weapon configuration causes different damage results.

See weapons configured with 'C,S' and 'S,C' damage type, against a 'DR: 5 cold iron' npc..

You can see 'C,S' weapon does the full 8 damage as the 'cold' weapon bypasses the DR..

But the 'S,C', ends up with 'partially resisted' in both cases... and on the '4+4=8' damage against skreeling 2 does 4 damage instead of 3. (8-5 = 3)

It seems to be that DR is applied to the 'dice' 4-5=0, then the +4 strength is added making 4 damage. ( which looks very odd in this case, and not sure on the exact rules for DR vs the strength bonus part which might be classed as 'non type' ? )

The weapons correctly convert to 'TYPE: cold, slashing' and 'TYPE: slashing, cold' so you would expect the order not to matter.

I've attached jpg and campaign.

Evolivolution
March 26th, 2021, 12:54
Slight difference in weapon configuration causes different damage results.

See weapons configured with 'C,S' and 'S,C' damage type, against a 'DR: 5 cold iron' npc..

You can see 'C,S' weapon does the full 8 damage as the 'cold' weapon bypasses the DR..

But the 'S,C', ends up with 'partially resisted' in both cases... and on the '4+4=8' damage against skreeling 2 does 4 damage instead of 3. (8-5 = 3)

It seems to be that DR is applied to the 'dice' 4-5=0, then the +4 strength is added making 4 damage. ( which looks very odd in this case, and not sure on the exact rules for DR vs the strength bonus part which might be classed as 'non type' ? )

The weapons correctly convert to 'TYPE: cold, slashing' and 'TYPE: slashing, cold' so you would expect the order not to matter.

I've attached jpg and campaign.

Since I already looked quite a bit into this. SFRPG isn't handeling Damage Reduction and Resistances right, as soon as you have more than one damage type. I don't want to go into too much detail since I myself don't have enough information to dicuss this propperly, yet.
First a few tips for you:
Damage of multiple types is meant to be split up into its components equally. So an Attack that deals 16 cold and slashing damage, effectively deals 8 cold and 8 slashing damage. Order does indeed not matter here (rulewise).
All of the attacks damage get's split up after all the dice have been rolled and modifiers have been added. So the strength bonus has no significant impact on this.
DR X/cold iron doesn't have anything to do with the 'cold' damage type. It's a different descriptor that is used by weapons that are made out of cold iron to overcome damage reduction. Anyway FG treats it as damage type. This causes much more problems than it fixes. I highly recommend to always use 'DR: X' without any additional descriptor until someone has a chance to look at this part of the code to, in all honesty, completly rework it.
For your examples specifically. Let's start with Skreeling 2 & 3, since they are easier.
Skreeling 2: Incomming damage 8 S, C -> 4 S, 4 C -> 4 slashing gets reduced to 0 because of the DR and 4 cold stays like it should. Result 4 damage is correct.
Skreeling 3: Incomming damage 16 S, C -> 8 S, 8 C -> 8 slashing get's reduced to 3 because of the DR and 8 cold doesn't get reduced. Result 11 damage is correct.
Skreeling 1 is a good example of where stuff went wrong. This is what I think happend, because I looked into this. I don't know this for certain.
Incomming damage 8 C, S -> 4 C, 4 S -> get's split into 4 C and 4 S, yet FG only checks the first half of the damage for reductions so 4 C doesn't get reduced like it should and 4 S isn't considdered at all. Result is 8 damage.

bratch9
March 26th, 2021, 14:32
Since I already looked quite a bit into this. SFRPG isn't handeling Damage Reduction and Resistances right, as soon as you have more than one damage type. I don't want to go into too much detail since I myself don't have enough information to dicuss this propperly, yet.
First a few tips for you:
Damage of multiple types is meant to be split up into its components equally. So an Attack that deals 16 cold and slashing damage, effectively deals 8 cold and 8 slashing damage. Order does indeed not matter here (rulewise).
All of the attacks damage get's split up after all the dice have been rolled and modifiers have been added. So the strength bonus has no significant impact on this.
DR X/cold iron doesn't have anything to do with the 'cold' damage type. It's a different descriptor that is used by weapons that are made out of cold iron to overcome damage reduction. Anyway FG treats it as damage type. This causes much more problems than it fixes. I highly recommend to always use 'DR: X' without any additional descriptor until someone has a chance to look at this part of the code to, in all honesty, completly rework it.
For your examples specifically. Let's start with Skreeling 2 & 3, since they are easier.
Skreeling 2: Incomming damage 8 S, C -> 4 S, 4 C -> 4 slashing gets reduced to 0 because of the DR and 4 cold stays like it should. Result 4 damage is correct.
Skreeling 3: Incomming damage 16 S, C -> 8 S, 8 C -> 8 slashing get's reduced to 3 because of the DR and 8 cold doesn't get reduced. Result 11 damage is correct.
Skreeling 1 is a good example of where stuff went wrong. This is what I think happend, because I looked into this. I don't know this for certain.
Incomming damage 8 C, S -> 4 C, 4 S -> get's split into 4 C and 4 S, yet FG only checks the first half of the damage for reductions so 4 C doesn't get reduced like it should and 4 S isn't considdered at all. Result is 8 damage.

I agree the damage is wrong, but I think the fact that it generates 'cold' damage and 'dr:5 cold iron' has 'cold' in it also allows it to match which is why the first case passes..

I think 'cold' with any gap to 'iron', should be internally closed to 'coldiron' so single word for damage type matching, as this is the only one with a gap, so it does not then match against 'cold' etc.

And it gets worse when you consider damage rolled into chat, and the used of 'double' or 'half' on the chat menu for a damage... because it stacks the extra for double or reduced amount for half into the first type only. So '6(1d8) slashing + 9(1d10) force = 15' doubles in the chat to '21 slashing + 9 force' which when passed to resist/immune/vun and also DR, would also end up with very wrong values.

You could also say, what is '+4' from a modifier like str/dex, is this 'un-typed' damage... ie 1d6 slashing + 4 un-typed ? or 1d6+4 slashing..

It could also be considered, 4 C + 4 S damage as neither been above the DR:5 so each set of damage is reduced to zero by DR:5, total zero damage. ( That would be unfair on players !! )

And what happens with both DR and resist in play, say with 10(1d12) slashing, against 'DR:5 slashing, resist: slashing', do you take 10/2=5 - 5 = 0 damage [ resist/dr ] or 10-5=5/2 = 2 damage [dr/resist]

Its a very very complex issue, not just in the SF ruleset but I think its got issues on many rulesets with the mix of multiple lines of damage with optional multiple types of damage a line, and different resists/vun/imm/dr structures in play.

I can understand why it gets calculated wrong.

So i join with you and hope that damage gets a re-write.

What I'd like to see is a more common 'calculation' in coreRPG ruleset for these, a more standard call. Maybe with tables that translate the 'word(s)' versions of damage into unique 'letter/single word', so that a system given a bunch of types for damage and a mix bag of multiple resists/vun/imm/dr gets a consistent calculation. ( While this might cause some issue with ruleset wording, im not sure. )

Evolivolution
March 26th, 2021, 14:51
I agree the damage is wrong, but I think the fact that it generates 'cold' damage and 'dr:5 cold iron' has 'cold' in it also allows it to match which is why the first case passes..
I think 'cold' with any gap to 'iron', should be internally closed to 'coldiron' so single word for damage type matching, as this is the only one with a gap, so it does not then match against 'cold' etc.
It's definetly not the wording of the DR: X cold iron that's causing it. You can test the same thing with DR: X and C, S damage and it'll work the same way.

And it gets worse when you consider damage rolled into chat, and the used of 'double' or 'half' on the chat menu for a damage... because it stacks the extra for double or reduced amount for half into the first type only. So '6(1d8) slashing + 9(1d10) force = 15' doubles in the chat to '21 slashing + 9 force' which when passed to resist/immune/vun and also DR, would also end up with very wrong values.
The usage of the 'double' and 'half' funtions that you get when right clicking on chat, don't have any impact on the damage rolled, since it's done after the damage has already been applied. If you want to modify the damage done you'd need to use the modifiers presented in the modifiers window (Critical and Half). They work as intended from my knowledge.

You could also say, what is '+4' from a modifier like str/dex, is this 'un-typed' damage... ie 1d6 slashing + 4 un-typed ? or 1d6+4 slashing..
It could also be considered, 4 C + 4 S damage as neither been above the DR:5 so each set of damage is reduced to zero by DR:5, total zero damage. ( That would be unfair on players !! )
It's definetly 1d6+4 slashing, that's how the rules define it and also how FG works with the values. Also neighter of those are how it works, nor how it should work, so I don't see a reason for those.

And what happens with both DR and resist in play, say with 10(1d12) slashing, against 'DR:5 slashing, resist: slashing', do you take 10/2=5 - 5 = 0 damage [ resist/dr ] or 10-5=5/2 = 2 damage [dr/resist]
Your example would work perfectly fine since its only one damage type. FG applies both effects and reduces the damage to 0, like it should. The problems start when you have multiple damage types, like I said.

Its a very very complex issue, not just in the SF ruleset but I think its got issues on many rulesets with the mix of multiple lines of damage with optional multiple types of damage a line, and different resists/vun/imm/dr structures in play.
I can understand why it gets calculated wrong.
So i join with you and hope that damage gets a re-write.
What I'd like to see is a more common 'calculation' in coreRPG ruleset for these, a more standard call. Maybe with tables that translate the 'word(s)' versions of damage into unique 'letter/single word', so that a system given a bunch of types for damage and a mix bag of multiple resists/vun/imm/dr gets a consistent calculation. ( While this might cause some issue with ruleset wording, im not sure. )
I'm working on a pretty lengthy bug report for this. It takes a lot of research to get everything right tough, since there is a lot of stuff going on in the background.
I do have some pretty specific ideas on how to remake the system. But since the ruleset is currently in maintainance mode there isn't really a developer who will be doing it anyway.

deer_buster
March 26th, 2021, 16:59
BUG found (this will not be an easy fix): Operative 3/Biohacker 1 (WIS). Selected Athletics and Acrobatics for Free Skills for Operative, correctly shows 3 free ranks at level 3 (Operative 3). Added a level of Biohacker (WIS), and selected Life Science and Medicine as Free Skills for Scientific Method (Instinctive), but it shows 3 free ranks for those 2 skills when it should show 1. Does not go up unless I change Operative level.

Ideally, the sheet would know which skills were selected as free skills for each class and rank them up correctly based on the class level of the class that selected them. Alternately (easiest fix), allow this to be changed by the player.

Ulric
March 27th, 2021, 14:17
The problems start when you have multiple damage types, like I said.

I'm working on a pretty lengthy bug report for this. It takes a lot of research to get everything right tough, since there is a lot of stuff going on in the background.
I do have some pretty specific ideas on how to remake the system. But since the ruleset is currently in maintainance mode there isn't really a developer who will be doing it anyway.
I feel fixing rule calculations from the Starfinder Core Rule Book is maintenance. I reviewed the scripts for damage and I could see what looks like the code to fix the problem. MY understanding is the original Dev copy pasted code from other rulesets so the calculation might need to be tweaked. I saw one section of damage code that was based on an a 10 year old post on RPGStackexchange for calculating Paladin smite damage. Keep up your efforts. I have seen superteddy57 comment that specific solution allow him to fix these things faster.

superteddy57
March 30th, 2021, 17:03
Slight difference in weapon configuration causes different damage results.

See weapons configured with 'C,S' and 'S,C' damage type, against a 'DR: 5 cold iron' npc..

You can see 'C,S' weapon does the full 8 damage as the 'cold' weapon bypasses the DR..

But the 'S,C', ends up with 'partially resisted' in both cases... and on the '4+4=8' damage against skreeling 2 does 4 damage instead of 3. (8-5 = 3)

It seems to be that DR is applied to the 'dice' 4-5=0, then the +4 strength is added making 4 damage. ( which looks very odd in this case, and not sure on the exact rules for DR vs the strength bonus part which might be classed as 'non type' ? )

The weapons correctly convert to 'TYPE: cold, slashing' and 'TYPE: slashing, cold' so you would expect the order not to matter.

I've attached jpg and campaign.

At the moment, I am working through adding the SOM features to the ruleset. Once those are finished I will be looking at cleaning up the effects/attacks/damage code to ensure things are working correctly. The main issue I am tackling at the moment is the clean up of the base core rules for ships along with SOM. This has made the project a lot more lengthy than I planned. So please keep reporting issues as I will notate them for a look.

Locotomo
March 31st, 2021, 17:29
What is this error? This happens every time when I start FGU and open any character sheet.
45316

Locotomo
March 31st, 2021, 17:33
These grenades show up strange too .
45317

Evolivolution
March 31st, 2021, 19:02
More Skill rank stuff:
While the function that enables Classes to benefit from Free Skill Ranks has been updated to include the Biohacker, a function that displays part of the information related to free skill ranks has not been updated.
45319 both of these characters are human Scholars, with 13 INT and 10 in every other stat. The only difference is the Class.
I'm not sure about this since I don't really have much experience working with the ruleset code; I think the section of the code that needs to be updated is located in \SFRPG\campaign\scripts\char_skilllist.lua line 55 and following.

superteddy57
March 31st, 2021, 19:03
What is this error? This happens every time when I start FGU and open any character sheet.
45316

That error code shows you are using an older version as that line doesn't exist anymore. I would suggest checking to see if you have any unpacked rulesets and discarding them or attempt another update after removal of the ruleset.

superteddy57
March 31st, 2021, 19:04
More Skill rank stuff:
While the function that enables Classes to benefit from Free Skill Ranks has been updated to include the Biohacker, a function that displays part of the information related to free skill ranks has not been updated.
45319 both of these characters are human Scholars, with 13 INT and 10 in every other stat. The only difference is the Class.
I'm not sure about this since I don't really have much experience working with the ruleset code; I think the section of the code that needs to be updated is located in \SFRPG\campaign\scripts\char_skilllist.lua line 55 and following.

I'm re-working the skilllist today to implement with the SOM update.
This is where I am at thus far.

45320

Evolivolution
March 31st, 2021, 19:12
I'm re-working the skilllist today to implement with the SOM update.
This is where I am at thus far.

45320

That looks nice.

Hawkward
April 1st, 2021, 00:57
superteddy57 looks great!

Have you put any thought to the fact that Athletics includes Climb, Jump, and Swim. That Bluff includes Diversion, Feint, Lie, and Pass Secret Message. That each of these sub-skills have different modifiers and DC levels. Your drop downs suggest so many possibilities!

superteddy57
April 1st, 2021, 03:05
superteddy57 looks great!

Have you put any thought to the fact that Athletics includes Climb, Jump, and Swim. That Bluff includes Diversion, Feint, Lie, and Pass Secret Message. That each of these sub-skills have different modifiers and DC levels. Your drop downs suggest so many possibilities!

Well the roll is open ended and doesn't include DCs. The down arrow currently is setup for the sub misc mods that were setup when you hit the edit button in the top right of the tab. I just brought them forward and eliminated the hard coding for things to open it up for homebrew play. Not saying they are not forgotten, but just would get lost in the character sheet and more for another feature being considered with requesting rolls to the player and the GM setting the DC for that roll.

Littlerogue
April 1st, 2021, 08:05
I think there is an issue with the way resistance work for piercing, slashing and bludgeoning damages.

I tried to set a resistance of 9 against piercing (not a DR : DR work in exclusive way and reduce all damages EXCEPT the bypassing source. A soldier feat imply a damage reduction against a defined source).

45331

As you can see the RESIST:9, piercing effect apply but instead of reducing damages by 9, it HALF the piercing damages.

Another example :

45332

The RESIST 5, fire work perfectly fine, whereas the RESIST 9, piercing which should decrease the 14 damages to 5 instead half the damages.

Littlerogue
April 1st, 2021, 09:50
An issue with the starship combat :

NPC ships weapons seems to target the AC of the PC ship, i can't force it to target the TL.

Littlerogue
April 1st, 2021, 10:11
And finally, the biggest problem i encountered yesterday :

Shields points on the Starship combat tracker and shields points on the PC ship sheet seems to be synchronised, BUT this synchronisation coul be lost in certains conditions i struggle to reproduce. Everything works fine as long as damages on an arc doesn't totally deplete shields : Any manual modification on the number of SP on an arc done on the combat tracker is reported on the Ship sheet and vice versa. I can manually set the value with ctrl+mous wheel or by a direct number entry.

Things begin to go wild as soon as weapon damages exceed the actual number of SP on an arc : the system force the SP value to 0 and transfers excesses damages on hull points. Its stable as long as i doesn't try to manipulate SP. But now, i want to restore some SP because the engineer successed at a transfer maneuver. Most of the time, it works BUT if i control+wheel and accidentally set a negative value, Ship combat tracker unsynchronise for SP and bugs start to appears. Here is a list of things i observe but can't systematically reproduce, don't know why.

- SP synchronisation lost, impossibilty to set a correct SP value in a defined arc (via ctrl+wheel or directly via setting a number in the case)
- Critical conditions applied on random arcs while the CT was not exceeded nor a natural 20 condition
- Impossible for player to move the ship on the map

The only thing that seems to work to correct the problem is to suppress the PC ship from Combat tracker and moving it again from "PC ships" list. The SP value synchronisation is restored.

Evolivolution
April 1st, 2021, 11:31
I think there is an issue with the way resistance work for piercing, slashing and bludgeoning damages.

I tried to set a resistance of 9 against piercing (not a DR : DR work in exclusive way and reduce all damages EXCEPT the bypassing source. A soldier feat imply a damage reduction against a defined source).

45331

As you can see the RESIST:9, piercing effect apply but instead of reducing damages by 9, it HALF the piercing damages.

Another example :

45332

The RESIST 5, fire work perfectly fine, whereas the RESIST 9, piercing which should decrease the 14 damages to 5 instead half the damages.

As I mentioned a few times before now, the issue isn't the effect coding itself, but the way multiple damage types are handled.
For your examples; FG splits up the damage into two halfs and then applies all Resistances to just the first half.
To be a bit more specific: 16 piercing, lawful, evil damage get's split up into 8 piercing, lawful, evil damage and 8, afterwards the first half get's reduced by 9 which exceeds the 8 so it get's reduced to just 0, plus the 8 that weren't considdered in the reduction.
Same goes for the other ones: 14 fire, lawful, evil -> 7 + 7 -> 7-5 + 7 -> 9, it works fine here just because the resistance doesn't exceed half the damage.
And last one: Same problem as before, 14 piercing, lawful, evil -> 7 + 7 -> 7-9 (0) + 7 -> 7, the issue is that the damage is reduced to 0 instead of below that.
The second problem you are facing, which I have also mentioned before and the reason your attack deals multiple types of damage is that "lawful", "evil" and many more are considdered damage types while they really shouldn't be and since some update the CT adds effects to the actors depending on their alignment (in your case the "DMGTYPE: lawful, evil" one).
To fix your problem, delete that damage type effect every time you drop an NPC on the CT! It's not the cleanest solution, but it solves many more problems than it causes.
Another tip, if a weapon your players have has "magic" as a damage type (because it has magic in the properties) delete that! Make it only deal the type that it usually deals. The reason behind that is that "magic" is also considdered a damage type while it really isn't one and will mess things up for you just like the effect on NPCs.

Littlerogue
April 1st, 2021, 11:44
Thanks, didn't understood my issue was related to your cause i missed the Lawful, evil part of the damages

Ulric
April 1st, 2021, 14:06
As I mentioned a few times before now, the issue isn't the effect coding itself, but the way multiple damage types are handled.
For your examples; FG splits up the damage into two halfs and then applies all Resistances to just the first half.
To be a bit more specific: 16 piercing, lawful, evil damage get's split up into 8 piercing, lawful, evil damage and 8, afterwards the first half get's reduced by 9 which exceeds the 8 so it get's reduced to just 0, plus the 8 that weren't considdered in the reduction.
Same goes for the other ones: 14 fire, lawful, evil -> 7 + 7 -> 7-5 + 7 -> 9, it works fine here just because the resistance doesn't exceed half the damage.
And last one: Same problem as before, 14 piercing, lawful, evil -> 7 + 7 -> 7-9 (0) + 7 -> 7, the issue is that the damage is reduced to 0 instead of below that.
The second problem you are facing, which I have also mentioned before and the reason your attack deals multiple types of damage is that "lawful", "evil" and many more are considdered damage types while they really shouldn't be and since some update the CT adds effects to the actors depending on their alignment (in your case the "DMGTYPE: lawful, evil" one).
To fix your problem, delete that damage type effect every time you drop an NPC on the CT! It's not the cleanest solution, but it solves many more problems than it causes.
Another tip, if a weapon your players have has "magic" as a damage type (because it has magic in the properties) delete that! Make it only deal the type that it usually deals. The reason behind that is that "magic" is also considdered a damage type while it really isn't one and will mess things up for you just like the effect on NPCs.
Thanks you for the additional explanation.

Littlerogue
April 1st, 2021, 14:47
I don't know if it's the right topic but ...

The starship operations manual contains rules and stats for deflector shields, but i can't find them in the module, nor reinforced hull.

(I suppose they will not work anyway, as SFRPG ruleset doesn't currently allow effects on ships).

Trenloe
April 1st, 2021, 15:01
I don't know if it's the right topic but ...

The starship operations manual contains rules and stats for deflector shields, but i can't find them in the module, nor reinforced hull.

(I suppose they will not work anyway, as SFRPG ruleset doesn't currently allow effects on ships).
Moved to the official product issue reporting thread.

Evolivolution
April 1st, 2021, 15:50
I don't know if it's the right topic but ...

The starship operations manual contains rules and stats for deflector shields, but i can't find them in the module, nor reinforced hull.

(I suppose they will not work anyway, as SFRPG ruleset doesn't currently allow effects on ships).

This is currently beeing worked on by Superteddy :)

madman
April 2nd, 2021, 03:48
I don't know if it's the right topic but ...

The starship operations manual contains rules and stats for deflector shields, but i can't find them in the module, nor reinforced hull.

(I suppose they will not work anyway, as SFRPG ruleset doesn't currently allow effects on ships).

I have updated the SOM module. It will get released when the ruleset changes go live. (Or as close to it as possible)

Madman..

cyblix
April 2nd, 2021, 23:55
Not sure if I'm doing something wrong but I'm unable to add/remove sidebar items from Library. It's affecting ability to use the new DoMW since it has items to be added.

Attached image is a fresh campaign's library window with no modules enabled.

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superteddy57
April 3rd, 2021, 01:54
This changed recently with an update to the core system. You will need to access the sidebar from the options in the top right and then choose sidebar.

deer_buster
April 3rd, 2021, 05:04
This changed recently with an update to the core system. You will need to access the sidebar from the options in the top right and then choose sidebar.
It'd be smart to put a one-time pop-up message in the Library to inform people that obviously don't look at the patch notes or keep up on the forums...

Hawkward
April 3rd, 2021, 18:32
superteddy57, that will be cool! Appreciate all the attention you give this rule set. In my original post I had envisioned something like this.
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superteddy57
April 3rd, 2021, 19:12
superteddy57, that will be cool! Appreciate all the attention you give this rule set. In my original post I had envisioned something like this.
45403

I understand, but the tasks all use the same skill to be rolled. They may have different DCs, but DCs aren't tracked on the skill list. I will still take your great idea and think of a way that it could be used to streamline games. Maybe a GM request system or something like it.

cyblix
April 4th, 2021, 04:58
It'd be smart to put a one-time pop-up message in the Library to inform people that obviously don't look at the patch notes or keep up on the forums...

There are patch notes?! Likely in a different forum then as I only bookmarked the Starfinder game system since its the only one we play.

deer_buster
April 4th, 2021, 06:09
There are patch notes?! Likely in a different forum then as I only bookmarked the Starfinder game system since its the only one we play.

In the City Hall (https://www.fantasygrounds.com/forums/forumdisplay.php?37-City-Hall)

cyblix
April 4th, 2021, 22:47
In the City Hall (https://www.fantasygrounds.com/forums/forumdisplay.php?37-City-Hall) edit: closing quote

Thanks. I’ll take a look!

We did notice yesterday when trying to automate Biohacker skills, Basic Inhibitors (dmgtype) resistance, that you cannot apply a negative value to a spell effect action.

Example:
Basic Inhibitor Acid Susceptible; RESIST: -5 acid

Marswipp
April 4th, 2021, 23:57
...

Example:
Basic Inhibitor Acid Susceptible; RESIST: -5 acid
Resistance isn't configured to work like that. I want to say there's a weakness keyword, as there is a vulnerability keyword. If I'm mistaken, you'll just have to adjudicate manually.

WEAK: 5 acid; --should increase acid damage by 5 points for all sources, but it could also just be unique to PF2e

Evolivolution
April 5th, 2021, 01:19
Resistance isn't configured to work like that. I want to say there's a weakness keyword, as there is a vulnerability keyword. If I'm mistaken, you'll just have to adjudicate manually.

WEAK: 5 acid; --should increase acid damage by 5 points for all sources, but it could also just be unique to PF2e

There is no WEAK keyword in SFRPG; RESIST does indeed not accept negative values but VULN works fine.
VULN: 5 acid should be what you're looking for.
But you do need to keep in mind that this does just increase damage taken of a specific type, it doesn't lower the resistance. I'm handling that feature manually since I need to check whether the NPC has that type of resistance and how much of it they have anyway. So I went with changing them on the fly whenever the Biohacker uses that inhibitor.

cyblix
April 5th, 2021, 04:37
There is no WEAK keyword in SFRPG; RESIST does indeed not accept negative values but VULN works fine.
VULN: 5 acid should be what you're looking for.
But you do need to keep in mind that this does just increase damage taken of a specific type, it doesn't lower the resistance. I'm handling that feature manually since I need to check whether the NPC has that type of resistance and how much of it they have anyway. So I went with changing them on the fly whenever the Biohacker uses that inhibitor.

Unfortunately since it doesn't lower resistance and increases type damage VULN does not perform the proper desired result. This means that a create with say 'RESIST: 10 acid' that gets inhibitor applied 'VULN: 5 acid' and attached with acid weapon dealing 6 dmg shows "Damage [6] -> [to creature][PARTIALLY RESISTED][VULENRABLE][STATUS: WOUNDED]" with Wnd having 5 dmg applied. The proper result in this scenario would be a 1.

Evolivolution
April 5th, 2021, 13:44
But you do need to keep in mind that this does just increase damage taken of a specific type, it doesn't lower the resistance.

Yes that's what I said.

cyblix
April 5th, 2021, 14:49
Yes that's what I said.

Right that's what I confirmed.


Unfortunately since it doesn't lower resistance and increases type damage VULN does not perform the proper desired result.

Unless you're trying to say that since it works like its not supposed to its not a bug? ...

Shouldn't there be a way to apply SFRPG ruleset abilities when using the SFRPG ruleset?

cyblix
April 5th, 2021, 15:03
'Painful Injection (Ex)' missing from the Level 2 list for Theorem class feature in the Biohacker class.
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Evolivolution
April 5th, 2021, 15:18
Unless you're trying to say that since it works like its not supposed to its not a bug? ...

Shouldn't there be a way to apply SFRPG ruleset abilities when using the SFRPG ruleset?

Vulnerability isn't meant to be used for the Inhibitor feature. It's meant to be used for vulnerabilities, so it is working as intended. No bug here.

I do agree that there currently isn't any support from the ruleset to automate the Inhibitor feature, which is sad. But you can still do it manually, like you would have to when at the table.

cyblix
April 5th, 2021, 16:17
Vulnerability isn't meant to be used for the Inhibitor feature. It's meant to be used for vulnerabilities, so it is working as intended. No bug here.

The bug (or feature request) is in RESIST since we are unable to lower resistance. The originally reported bug not the alternative. Doing something manually is a workaround. In SFRPG, Vulnerability is supposed to be a 50% dmg increase but I think that can be achieved without using VULN as an effect.
Is there a list anywhere of everything that doesn't work for SFPRG ruleset? How can I tell if something is a bug or in feature request category?



This changed recently with an update to the core system. You will need to access the sidebar from the options in the top right and then choose sidebar.

Re: Back to the post about DoMW, it ended up being that the Sidebar items were recently moved to Options. Then the bug (or content update) report is that the Reference Manual for DoMW is still giving instructions on using the Library to add Siderbar menus that are no longer there in the Fantasy Grounds > Deck of Many Worlds > Activation Extension.

deer_buster
April 5th, 2021, 22:24
Is there a list anywhere of everything that doesn't work for SFPRG ruleset?
No, there isn't an updated list of bugs or missing features anywhere. That's something you find in a mature software development studio. SW isn't a mature software development studio...they don't have the staffing or resources for that. Having said that, are you volunteering your time and energy to consolidate and maintain such a list?



How can I tell if something is a bug or in feature request category?

Support for that de-buff should have been included with COM, but it wasn't. It's really a toss-up if this particular instance is a bug or a feature request (I would tend to think of it as a bug), but that only really matters how the developer feels about it as it is new functionality added by COM.

cyblix
April 5th, 2021, 23:11
Happy to get involved, two major things I've been working.
1. A Starfinder SRD type module (although someone might already be done or a lot further than I am, I'd be happy to help maintain it once OGL is met)
2. Instructional material on how to automate as much as possible. Similar to the Blahness98's Effect List but in written form. Possibly videos similar stoehovve but focused on SFRPG. This would be the place to call out what can't be done and would need bug fixes or feature requests.

The work on DoMW shows that SW-FGU can achieve nice automation.

Digodragon
April 7th, 2021, 03:27
The bug (or feature request) is in RESIST since we are unable to lower resistance. The originally reported bug not the alternative. Doing something manually is a workaround. In SFRPG, Vulnerability is supposed to be a 50% dmg increase but I think that can be achieved without using VULN as an effect.

I have been creating some robot NPCs in SF with a weakness to electricity. Am I understanding correctly that adding vulnerability to electricity doesn't work if it's added to the Weakness section of the NPC sheet?

Asking because it wasn't working for me as intended. Adding VULN manually as an effect on the combat tracker works alright; I just didn't want to waste time adding a weakness on the NPC sheets that might not be working.

Evolivolution
April 7th, 2021, 11:28
I have been creating some robot NPCs in SF with a weakness to electricity. Am I understanding correctly that adding vulnerability to electricity doesn't work if it's added to the Weakness section of the NPC sheet?

Asking because it wasn't working for me as intended. Adding VULN manually as an effect on the combat tracker works alright; I just didn't want to waste time adding a weakness on the NPC sheets that might not be working.

It does work, in theory, but it's very wonky (from my experience). I'd recommend using the Defensive Abilities section of the NPC sheet. "Weaknesses vulnerable to electricity," put this in there along with all the other stuff your NPC has. This also works for most other things.

cyblix
April 7th, 2021, 16:36
It does work, in theory, but it's very wonky (from my experience). I'd recommend using the Defensive Abilities section of the NPC sheet. "Weaknesses vulnerable to electricity," put this in there along with all the other stuff your NPC has. This also works for most other things.

This works well! The 'VULN: cold' effect was added automatically with the Defensive Ability description. The dmg is increased 50% rounded down.
45519

Ulric
April 8th, 2021, 02:29
In my last session my players could not control the movement of the PC starship token. I have tested this problem with a new clean campaign with the latest updates and no extensions and the only thing the only thing the players can do with the token is double click to open the PC Starship sheet. This is something that needs to be fixed sooner than later.

Moon Wizard
April 8th, 2021, 02:34
Do you have the Party Movement and Vision option On?

Regards,
JPG

Digodragon
April 8th, 2021, 03:14
That does work, thanks!

Ulric
April 8th, 2021, 04:17
Do you have the Party Movement and Vision option On?

Regards,
JPG
I did not have that option turned on. After turning it on my players can now move the token. Thank you! I wish the Starship CT had a warning message to alert GMs that this option needs to be turned on.

Moon Wizard
April 8th, 2021, 16:08
It has to do with record ownership. By default, players can only move tokens for records that they "own", and each record can only have one owner. Since no single player can "own" the PC ship sheet, it is considered "unowned". By turning on the Party Movement and Vision option, players can move any friendly token linked from the combat tracker.

We'll add this to our list of things to look at improving for the future.

Regards,
JPG

jrock1
April 9th, 2021, 06:30
It has to do with record ownership. By default, players can only move tokens for records that they "own", and each record can only have one owner. Since no single player can "own" the PC ship sheet, it is considered "unowned". By turning on the Party Movement and Vision option, players can move any friendly token linked from the combat tracker.

We'll add this to our list of things to look at improving for the future.

Regards,
JPG

The issue with this setting is if you have a simultaneous starship and non-starahip combat.

rathen45
April 9th, 2021, 16:19
This is more of a website bug but the store page for 'pact worlds' reads that its $35.99 but the bundle price is $44.99

superteddy57
April 9th, 2021, 17:06
This is more of a website bug but the store page for 'pact worlds' reads that its $35.99 but the bundle price is $44.99

I reached out and verified the bottom price is correct and the discount is applied there.

Littlerogue
April 11th, 2021, 20:25
Following my post https://www.fantasygrounds.com/forums/showthread.php?62775-Official-Starfinder-RPG-Bug-Report-Thread&p=585920&viewfull=1#post585920 concerning ranged damage being impacted by Grappled condition, i found today that the Fatigued condition cause the same issue. I suppose more similar conditions may inappropriately impact damages.

cyblix
April 12th, 2021, 17:29
Some additional items found:

* Wonder Grenade effects table is missing as a Table in Armory.
* Inheritor's grace I/II/III heavy armor image link shows as "#wb;image;Inheritors Grace.jpg;Inheritor's Grace" for in Armory.
* Ursikka hide, basic/advanced/elite armor image link opens up with a blank << New Image >> window in AA4 (Players).
* Ursikka hides show up in 'Items > Armor > Armor' instead of 'Items > Armor > Light' section for both AA4s.

deer_buster
April 12th, 2021, 17:43
Some additional items found:

* Wonder Grenade effects table is missing as a Table in Armory.
* Inheritor's grace I/II/III heavy armor image link shows as "#wb;image;Inheritors Grace.jpg;Inheritor's Grace" for in Armory.
* Ursikka hide, basic/advanced/elite armor image link opens up with a blank << New Image >> window in AA4 (Players).
* Ursikka hides show up in 'Items > Armor > Armor' instead of 'Items > Armor > Light' section for both AA4s.

Confirmed the first 2 bugs...

cyblix
April 12th, 2021, 19:32
There are inconsistencies with Gravity Grenades between AA4 and AA4 players modules.
* Gravity grenade II/II entries part " - Eac" in 'Items > Weapons' section. AA4
* Then there is Gravity grenade I/II/III in a "Grenade - " section. AA4P
* Lastly Gravity grenade I in 'Grenade - Grenades' section. AA4

madman
April 13th, 2021, 07:40
Some additional items found:

* Wonder Grenade effects table is missing as a Table in Armory.
* Inheritor's grace I/II/III heavy armor image link shows as "#wb;image;Inheritors Grace.jpg;Inheritor's Grace" for in Armory.
* Ursikka hide, basic/advanced/elite armor image link opens up with a blank << New Image >> window in AA4 (Players).
* Ursikka hides show up in 'Items > Armor > Armor' instead of 'Items > Armor > Light' section for both AA4s.


Thanks for reporting these. I will get them fixed.
These are fixed. I will get the update pushed out ASAP.

madman
April 13th, 2021, 09:25
There are inconsistencies with Gravity Grenades between AA4 and AA4 players modules.
* Gravity grenade II/II entries part " - Eac" in 'Items > Weapons' section. AA4
* Then there is Gravity grenade I/II/III in a "Grenade - " section. AA4P
* Lastly Gravity grenade I in 'Grenade - Grenades' section. AA4

These are fixed as well.

dpezet
April 17th, 2021, 16:22
In the adventure "Skitter Shot" there is a bad link in the pinned notes for the bridge. The note 03.07 7. Bridge (CR3) contains a link to Image: Kenjaro Chidi (Cybernetic Zombie) that is broken. If you click on it you get a window with a blank image. Also, the reference manual entry for it does not include the image at all. The image is included in the assets folder.
4581145811

dpezet
April 17th, 2021, 16:23
In the adventure "Skitter Shot" there is a bad link in the pinned notes for the bridge. The note 03.07 7. Bridge (CR3) contains a link to Image: Kenjaro Chidi (Cybernetic Zombie) that is broken. If you click on it you get a window with a blank image. Also, the reference manual entry for it does not include the image at all. The image is included in the assets folder.
45811

deer_buster
April 21st, 2021, 19:58
Weapon Accessories from Armory do not have any description applied. Ex: Inertial Dampener gives "null" for description on Other tab...

madman
April 22nd, 2021, 12:31
I added these to the list. I will get them fixed.

jrock1
April 22nd, 2021, 18:49
Support:
This may be a major bug that effects other rulesets, not only SFRPG, that can stop a game in its tracks.

The issue: the NPC token that was clicked and all of the PCs' tokens glitch-out and must be deleted and then re-added via the combat tracker. Everything (the map etc.) goes black for the PCs when this occurs. Note that other NPC tokens, other than the one that was originally clicked, remain in tact and usable (as far as I observed).

To recreate the issue:
1. During a combat encounter, as the GM, set lock tokens to on.
2. As the GM, left-click an NPC (one of the opponents), do not unclick.
3. Attempt to move the NPC. While moving the NPC token, accidently right-click. The map will go black for all PCs and the token of the NPC that was moving becomes glitched. The PCs' tokens also become glitched and will need to be deleted from the map and re-added form the CT.

Please advise.
Thank you.

Addendum: I have not tested this issue in Classic; only in Unity b/c that's were I run games and where I observed the bug.

Moon Wizard
April 22nd, 2021, 19:36
Thanks for reporting. I've filed a ticket with Carl to look at what is happening. It's a general image control issue.

Regards,
JPG

cyblix
April 22nd, 2021, 20:37
* Images in the CRB reference image are not showing on 'Reference' screen but spot where image is can be clicked to bring up the image window. ( seen more commonly the lower you go. for example, starting with introduction appears correctly but down into armor upgrade descriptions and further you can't see them anymore)
* Grenade Proficiency missing on Biohacker added to character sheet.
* Not sure how to describe this one, for class abilities selected on Biohacker they don't indent like Core classes abilities.
** Similar to above I saw other rulesets have this indentation feature to place items in backpacks. This would be nice in SFRPG as well.

*Some of the additional races from specific books are added but not others (from the ones I have access to Core, Pact Worlds and some adventure modules have their additional races added but none of the Alien Archives. I could make full list if needed)

madman
April 23rd, 2021, 00:11
* Images in the CRB reference image are not showing on 'Reference' screen but spot where image is can be clicked to bring up the image window. ( seen more commonly the lower you go. for example, starting with introduction appears correctly but down into armor upgrade descriptions and further you can't see them anymore
I will look into the Core Rules Reference Images. And get them fixed. (Found the problem and made the fixes, next week we should see the changes)


* Grenade Proficiency missing on Biohacker added to character sheet.
* Not sure how to describe this one, for class abilities selected on Biohacker they don't indent like Core classes abilities.
Not Sure about these. (I will look and see if this is a module problem)


** Similar to above I saw other rulesets have this indentation feature to place items in backpacks. This would be nice in SFRPG as well.
See the image below. This works in SFRPG. So maybe I am confused.


*Some of the additional races from specific books are added but not others (from the ones I have access to Core, Pact Worlds and some adventure modules have their additional races added but none of the Alien Archives. I could make full list if needed)

Also in the image below, the races are included in the Players Version of the Alien Archives. If there is one that is not in there let me know and I will get it added.

Madman..

cyblix
April 23rd, 2021, 01:16
Not Sure about these.

Here is a Biohacker4 with Field Dressing added (also noticed Theorem: Paintful Injection is missing within the text of Theorem). Grenade Proficiency missing.
Compared to Envoy4 with Clever Feint and Dispiriting Taunt added. Grenade Proficiency was included.
46001
46002



See the image below. This works in SFRPG. So maybe I am confused.

Using the picture helped, thanks. I wasn't able to locate the original post I saw when browsing but my starting source is the Starfinder ruleset Atlassian page. My attempts were trying to drag an item onto the backpack instead of using the location field.



Also in the image below, the races are included in the Players Version of the Alien Archives. If there is one that is not in there let me know and I will get it added.

My mistake, I didn't have Players loaded on my test campaign.

madman
April 23rd, 2021, 03:19
I found the reason the Abilities are not indenting.

(As a side note) If you look at any ability there is a text field that contains what it is linked to.

So "Theorem" is the feature for "Field Dressing" so as long as the text is exactly the same (See Image below) it will indent. This text can be changed once it is dropped to the character sheet as well. Allowing you to organize it however you want to do it.

Some things are not going to have this information in the modules, I will get the stuff that needs fixed out as soon as I can.


Madman..

cyblix
April 23rd, 2021, 04:22
Here is another, an empty new class feature in Dead Suns 2
46004

madman
April 23rd, 2021, 05:06
Can you screenshot the link you clicked on to get that to generate please!

cyblix
April 23rd, 2021, 05:54
Can you screenshot the link you clicked on to get that to generate please!
As requested! It's under Classes > Features
46010

sciencephile
April 29th, 2021, 18:14
As requested! It's under Classes > Features
46010

Hi cyblix,

Sorry about that. Apparently, somewhere at some point, the Starfinder ruleset architecture changed, which took the module out of alignment, at least on how classes and class features are concerned. Change is good but sometimes has unintended consequences. I modified the module to match the new structure and the class features in this adventure will now work once the fix goes into the LIVE system (which is scheduled for next Tuesday, 5/4). I did go back and look at all my other Starfinder modules to make sure there weren't any similar issues and apparently this is the only one I did that had class features added.

Thanks for reporting and enjoy your Starfinder adventures!

-Danny

jrock1
April 29th, 2021, 18:41
Thanks for reporting. I've filed a ticket with Carl to look at what is happening. It's a general image control issue.

Regards,
JPG

Hi Moon Wizard & Carl,
Has there been an updates on this one? Will there be a fix implemented in the foreseeable future?
Thank you.

Moon Wizard
April 29th, 2021, 18:44
@jrock1,

This appears to already be fixed in the beta version that is in testing. The workaround is to be careful with buttons; and close/re-open image if it occurs for now. As soon as the beta version goes Live, it will be addressed.

Regards,
JPG

StarMaster
April 30th, 2021, 05:54
Hi! When creating a charcter, if you remove a class level it does not remove the BAB, Base Saves and Class Features. One of my players (Soldier 2), accidetnally added a level in Solarian, then deleted it and added the corresponding level in Soldier.

BAB went up with each level, but didn't go down when the level in Solarian was removed. Also, with each level added the saves went up. We could modify the BAB, but not the saves. We had to manually apply penalties to get to the right number.46221

deer_buster
April 30th, 2021, 06:44
Hi! When creating a charcter, if you remove a class level it does not remove the BAB, Base Saves and Class Features. One of my players (Soldier 2), accidetnally added a level in Solarian, then deleted it and added the corresponding level in Soldier.

BAB went up with each level, but didn't go down when the level in Solarian was removed. Also, with each level added the saves went up. We could modify the BAB, but not the saves. We had to manually apply penalties to get to the right number.46221
Best bet is to create a new character. I don't believe any of the rulesets allow you to remove a class level.

masterqgj
May 1st, 2021, 08:53
I know that the starship combat and such is noch 100% polished yet, but i want to mention the issue anyways.

The AC/TL of a starship is 10 + Pilotranks + Armor + Size + Misc. So a ship with a pilot with 3 ranks and armor 3 would have an AC of 16 (10 + 3 + 3). FGu only shows 13 (10 + 0 + 3), so the pilotingranks are not integerated in the calculation.

StarMaster
May 2nd, 2021, 02:54
Hi all! My campaign's crits don't crit!!! I'm starting a SF campaign, (Ultimate License + 4 Demos) and when the PCs score a critical hit, the following damage roll is not rolled as a critical. I'm rolling attacks from the char sheet of one of my players, prior targeting an NPC in the CT. I'm also rolling damage from the char sheet. If I double click the damage field while holding shift, it does roll it as critical and applies the correct effects to the NPC.

46263
46264

Am I doing something wrong? Or is it a bug?

notwithoutcid
May 2nd, 2021, 03:21
Am I doing something wrong? Or is it a bug?

Working fine on my end, just tested it with the same hunting rifle.
The only thing I can think of is if the crit is 0 or blank within the action tab when you hit the magnifying glass. Then it would roll normal damage, regardless of crit.
46265

jrock1
May 2nd, 2021, 04:12
Working fine on my end, just tested it with the same hunting rifle.
The only thing I can think of is if the crit is 0 or blank within the action tab when you hit the magnifying glass. Then it would roll normal damage, regardless of crit.
46265

Another reason may be b/c it didn't exceed the enemy's AC = an auto hit but not a crit.

StarMaster
May 3rd, 2021, 19:28
Working fine on my end, just tested it with the same hunting rifle.
The only thing I can think of is if the crit is 0 or blank within the action tab when you hit the magnifying glass. Then it would roll normal damage, regardless of crit.
46265

Nope, everything is just as you have it

46296

StarMaster
May 3rd, 2021, 19:30
Working fine on my end, just tested it with the same hunting rifle.
The only thing I can think of is if the crit is 0 or blank within the action tab when you hit the magnifying glass. Then it would roll normal damage, regardless of crit.
46265


Another reason may be b/c it didn't exceed the enemy's AC = an auto hit but not a crit.

Nope either, we are playing at lvl 2 against creatures CR 1/3, so a 20 on the die more than surpasses any AC...

StarMaster
May 3rd, 2021, 19:46
Hi all! Me again...

We are at character creation still, and the damage fields for melee weapons on the tab action of the char sheet appear empty. If you double click it, it rolls damage correctly, and the magnifying glass shows the correct formula (I THINK, very important point, just started using FG so maybe there's something wrong and I don't know it). And also there's the code on the log that shows when I access the Actions tab.

Let me attach a thousand pics, documenting almost everything...

46297 (This is the error I get on the log)
46298 (No DMG on the melee weapons of the drone char sheet)
46299 (This is is when you double click the field)
46300 (No DMG on the melee weapons of one of the PCs' char sheet)
46301 (But the magnifying glass shows everything is correct, again, I think)

Any ideas?

Ravien999
May 4th, 2021, 06:15
Alright, handful of issues, mostly relating to DS06

Items 1-9 all related to DS06:
1. Image Error: The map grid on Map: Command Station is set way wrong. The scale is wrong, the alignment is wrong, its really a mess. Was able to fix this easily in my local copy by using the glass cases in bottom center room as calibration points equivalent to the map.
2. Missing/Error: The base frames in "Ships of the line" are coded as NPC starships, not as starship frames.
3. Item Typing Error: the weapons in "Ships of the Corpse Fleet" are coded as "Starship Weapon (Eoxian)" which makes them unable to be added. They're all also listed as type: X Weapon, instead of just Light/Heavy/Capital, and therefore are not recognized properly by the PC ship weapon mount system (heavy and capital will illegally install in a light mount)
4. Bug/Personal issue: The Negative-Energy Cannon, when installed on a PC ship, would not show any details to my players, even if manually shared from the item list or through the button on the PC ship page. Did not validate if this was also true for other added starship weapons.
5. Item Typing Error: The expansion bays are coded as "Expansion Bay (Eoxian)" which makes them throw in the systems field instead of the expansion bays field
6. Automation Update?: Spinal weapons don't seem to be configured properly in the PC ship section. They'll allow to add, but show equipped as a light mount, and have a - in the attack type.
7. Story update: Documents still reference "this will be updated when the starship automation is added"
8. QoL improvement: The Blackwind Sepulture and the Empire of Bones are both respectively suggested and required to be used temporarily as PC ships, and adding them as prebuilt from that point of view would be a huge time saver.
9. QoL Improvement: Kurobozu, while described as having "F or C" resistance, and included in their special ability list, does not get added as an effect on the combat tracker. This is not mentioned in the encounter as needing to be manually configured or with a default assumption.

10. DS01: I could've sworn at one point I remember the Hippocampus and the Sunrise Maiden being built-out as PC ships, but neither seems to be at this time. Recommend same as #8 above.

11. AA1: Missing: The Slime Patch System for starships is missing from this.

12. General: Bug/Item Typing?: Ship Items subtype field is a mess. With just Dead Suns, AA, Armory, COM, and CRB loaded, I've got two to three different versions of most types written, some in all caps, some in normal capitals, as well as #3 and #5s issues. Strange part is the all-caps version and the normal version both return the same data, so its just a visual bug
13: Question: Are there any plans for the automation of line/explode weapons for NPCs or PCs? Even just handling the rolling properly for explode to attack vs AC5 and trigger ref saves on targets would be great.

14: DS05: Image/Token error: NPC Abneth uses generic creature art despite having unique art, both on his token as well as his Other reference page.

15: General: Resistances are going weird again. Had multiple instances where damage which processed through with type "E, Magic" was processed as a dual-type weapon with only half being subject to resistances, and "Fire, spell" processing also as two different damage types.

Evolivolution
May 4th, 2021, 11:33
15: General: Resistances are going weird again. Had multiple instances where damage which processed through with type "E, Magic" was processed as a dual-type weapon with only half being subject to resistances, and "Fire, spell" processing also as two different damage types.
This keeps coming up... (https://www.fantasygrounds.com/forums/showthread.php?62775-Official-Starfinder-RPG-Bug-Report-Thread&p=591114&viewfull=1#post591114)

superteddy57
May 4th, 2021, 16:53
Hi all! Me again...

We are at character creation still, and the damage fields for melee weapons on the tab action of the char sheet appear empty. If you double click it, it rolls damage correctly, and the magnifying glass shows the correct formula (I THINK, very important point, just started using FG so maybe there's something wrong and I don't know it). And also there's the code on the log that shows when I access the Actions tab.

Let me attach a thousand pics, documenting almost everything...

46297 (This is the error I get on the log)
46298 (No DMG on the melee weapons of the drone char sheet)
46299 (This is is when you double click the field)
46300 (No DMG on the melee weapons of one of the PCs' char sheet)
46301 (But the magnifying glass shows everything is correct, again, I think)

Any ideas?

Updates are not being pushed LIVE till Lighting and Vision are implemented. If you wish to have the up to date ruleset currently, you would need to use the TEST version.

StarMaster
May 4th, 2021, 23:02
Updates are not being pushed LIVE till Lighting and Vision are implemented. If you wish to have the up to date ruleset currently, you would need to use the TEST version.

Sorry, I keep forgetting to mention it, we ARE currently playing in the TEST channel!

superteddy57
May 5th, 2021, 01:02
Sorry, I keep forgetting to mention it, we ARE currently playing in the TEST channel!

Then there is a separate thread for the TEST version. Please use that to post bugs. This is for the LIVE version of the code.

Ravien999
May 5th, 2021, 11:18
This keeps coming up... (https://www.fantasygrounds.com/forums/showthread.php?62775-Official-Starfinder-RPG-Bug-Report-Thread&p=591114&viewfull=1#post591114)

The ,spell coding is part of the PC coding for spells in publshed material, so if that's the case, that's an even bigger bug.

However the ,magic is necessary for bypassing multiple kinds of DR, so needs to apply proper for physical damage types.

Evolivolution
May 5th, 2021, 13:51
The ,spell coding is part of the PC coding for spells in publshed material, so if that's the case, that's an even bigger bug.

However the ,magic is necessary for bypassing multiple kinds of DR, so needs to apply proper for physical damage types.

I know that it's an issue and honestly the whole system (descriptors, damage and effects) needs a rework for Starfinder.
Superteddy is the only dev working on the ruleset at the moment and even that is only to maintain it (he's not the developer for the ruleset). He's done a good job so far and still does. This isn't as high on the list, because there are easy ways to work around it.
If you see this as a big enough issue you can go ahead and start writing up an extension to fix it. I'm sure if it works well enough, there's a chance it get's merged into the ruleset at some point.

Rendran
May 5th, 2021, 14:52
From the Character Operation Manual module, the Witchwarper ability Paradigm Shift does not list the 8th level options
46376

superteddy57
May 5th, 2021, 18:54
From the Character Operation Manual module, the Witchwarper ability Paradigm Shift does not list the 8th level options
46376

I'll pass this along to the developer.

madman
May 5th, 2021, 19:59
From the Character Operation Manual module, the Witchwarper ability Paradigm Shift does not list the 8th level options
46376

I'll get that fixed. Thanks for reporting it.
Found the issue. Fixed and in for update.

Madman..

Littlerogue
May 9th, 2021, 20:20
We had an issue with the ship item "Light ablative armor 64" from SOM (not on the test server) : It is listed as costed 10 BP, the book also mention 10 BP ... But when i add it to the ship it take 30 BP i don't know why.

superteddy57
May 9th, 2021, 22:30
We had an issue with the ship item "Light ablative armor 64" from SOM (not on the test server) : It is listed as costed 10 BP, the book also mention 10 BP ... But when i add it to the ship it take 30 BP i don't know why.

All further fixes are being funneled into the TEST version as that has changed many underlying systems on factoring PC ships. It also ensures proper calculations of BP and the new SOM systems. Till Lighting and Vision go LIVE, those fixes will remain in TEST.

Evolivolution
May 9th, 2021, 22:31
We had an issue with the ship item "Light ablative armor 64" from SOM (not on the test server) : It is listed as costed 10 BP, the book also mention 10 BP ... But when i add it to the ship it take 30 BP i don't know why.

Probably because the SOM changes aren't on the LIVE channel yet!? It works perfectly fine on TEST.

jrock1
May 17th, 2021, 02:45
System: FG Unity (latest version as of today)
Module: Skitter Home
Encounter: Victory Speech
Error: 46816

To recreate the issue: click the Add encounter to combat tracker button from Encounter: Victory Speech.

Note (1) - with this error, a loop occurred on my end, which added a whole ton of NPCs to the CT.

Note (2) - some of the same errors also occur when adding the NPCs directly to the CT, without using Encounters.

Radditz
May 17th, 2021, 21:43
Hi,
I hope, this forum is the right place for this.

When you click on any of the build options in any class of the core rulebook, an empty window opens. The same happens, when you click on the feats of a class.

46848

46849

deer_buster
May 17th, 2021, 21:47
yes, this is the right place

Littlerogue
May 17th, 2021, 21:48
Another little issue : One of my player chose a feat that grant him additionnal resolve point. When i try to add these on the "mod" box near the total RP count, it totally mess with this total (total of 11, then i add 2 in "mod" and it results in a total of 6)

jrock1
May 17th, 2021, 22:02
Another little issue : One of my player chose a feat that grant him additionnal resolve point. When i try to add these on the "mod" box near the total RP count, it totally mess with this total (total of 11, then i add 2 in "mod" and it results in a total of 6)

Try changing the bottom number and then dragging to the top as a work-around for now. Hope that helps until it's fixed. Also, what's the name of the feat?

superteddy57
May 17th, 2021, 22:05
Hi,
I hope, this forum is the right place for this.

When you click on any of the build options in any class of the core rulebook, an empty window opens. The same happens, when you click on the feats of a class.

46848

46849

Thank you for the report. The dev is aware and currently investigating it.

Littlerogue
May 18th, 2021, 07:07
"Extra resolve" :-)

dpezet
May 19th, 2021, 02:38
There is a character rendering error in the Dawn of Flames AP Fire Starters. There are several spots where punctuation marks are rendered as a square. It seems to be all throughout the AP.

Example 1: In the story entry "1.A.14. Commisar s Cabin (CR 2)" the apostrophe is missing from Commisar. Also, Ignan's spoke dialogue shows as "[]Attention: For Ship[]s Commissar Only! Unauthorized carriers or users subject to termination.[]"
Example 2: In the story table there is an entry titled "1.A.10. Captain[]s Cabin"

madman
May 19th, 2021, 02:45
There is a character rendering error in the Dawn of Flames AP Fire Starters. There are several spots where punctuation marks are rendered as a square. It seems to be all throughout the AP.

Example 1: In the story entry "1.A.14. Commisar s Cabin (CR 2)" the apostrophe is missing from Commisar. Also, Ignan's spoke dialogue shows as "[]Attention: For Ship[]s Commissar Only! Unauthorized carriers or users subject to termination.[]"
Example 2: In the story table there is an entry titled "1.A.10. Captain[]s Cabin"

Thanks for reporting this. I will get it resolved.


Madman..

madman
May 19th, 2021, 02:48
Thank you for the report. The dev is aware and currently investigating it.

Found the issue. I will get it fixed and updated ASAP.

Madman..

Littlerogue
May 19th, 2021, 07:18
Following the last update (really pretty new ship interface !) i tried to create a new ship from scratch (Tier 11 Explorer). I encountered the following issues :
- Ship HP does not increase with tier (HP increase at tiers 4, 8 , 12 etc)
- When i add thrusters (M10 thrusters for example), they are located in "Other systems" istem of propulsion and the speed doesn't set up
- When i add ablative armor (Light ablative armor 64), the system is indeed located in "Defenses" but it take the slot of the standard armor and the total defenses/virtual number of SP doesn't increase (and i can't find how to set it up manually)
- The system seems hard coded to prevent supernumerary expansion bay. But i wand to add external expansions bays (from SOM), which count as expansion bays but give bays slots instead of taking one. I can't manually set the max number of expansion bays
- I'd like to decrease the manoeuvrebility of the ship (to many expansion bays) but i can't find how (again turning speed can't be manually set ?)
- Sensors (advanced midum-range) appears in "Other systems" instead of the appropriate slot in "systems"

All others changes seems fine, i specially like the option which permit to add or upgrade weapons slots :-)

superteddy57
May 19th, 2021, 07:38
Following the last update (really pretty new ship interface !) i tried to create a new ship from scratch (Tier 11 Explorer). I encountered the following issues :
- Ship HP does not increase with tier (HP increase at tiers 4, 8 , 12 etc)
- When i add thrusters (M10 thrusters for example), they are located in "Other systems" istem of propulsion and the speed doesn't set up
- When i add ablative armor (Light ablative armor 64), the system is indeed located in "Defenses" but it take the slot of the standard armor and the total defenses/virtual number of SP doesn't increase (and i can't find how to set it up manually)
- The system seems hard coded to prevent supernumerary expansion bay. But i wand to add external expansions bays (from SOM), which count as expansion bays but give bays slots instead of taking one. I can't manually set the max number of expansion bays
- I'd like to decrease the manoeuvrebility of the ship (to many expansion bays) but i can't find how (again turning speed can't be manually set ?)
- Sensors (advanced midum-range) appears in "Other systems" instead of the appropriate slot in "systems"

All others changes seems fine, i specially like the option which permit to add or upgrade weapons slots :-)

The first two look like it might be an issue with the module data and not the system. I'll get with the dev and see if this is the case.

Can you point me to the rules for external expansion bays? If I can see the rule I can set up the code to add expansion bays.

If the maneuverability is changed due to the external expansion bays, this would be worked on and included with above.

Sensors also appear to be an issue with the module data.

I will check the books and see if I made a goof. I think the changes to the modules are still on the TEST server.

Littlerogue
May 19th, 2021, 07:46
The rules for external expansion bays are basically :
- 1 external expansion bay = 1 additionnal bay slot
- They can be added on an small or larger ship
- Their number can not exceed the number of bay slots provided by the base frame
- They reduce the ship manoeuvrability by 1 for every 3 expansions bays installed, ROUNDED up : -1 for 1 to 3 EB, -2 for 4 to etc.

Thanks !

superteddy57
May 19th, 2021, 08:40
Following the last update (really pretty new ship interface !) i tried to create a new ship from scratch (Tier 11 Explorer). I encountered the following issues :
- Ship HP does not increase with tier (HP increase at tiers 4, 8 , 12 etc)

I investigated this in the core rulebook and step 2 of the ship building process only indicates that HP is increased at those tiers.

Littlerogue
May 19th, 2021, 08:48
Yup, and with the previous version of the ruleset HP automatically increased when i increased the tier of the ship

superteddy57
May 19th, 2021, 10:42
Yup, and with the previous version of the ruleset HP automatically increased when i increased the tier of the ship

Oh, I misread that and now understand what you mean. Thanks for the report.

Littlerogue
May 19th, 2021, 11:48
Great, thanks !

It's not a bug, but i saw on tab "ships" on party sheet that now each starship has it's own inventory, which is nice. I'd like to see the option to transfer directly from the parcel items to the starship inventory (can't be done now because they are two tabs of the same windows). Could it be feasible to to duplicate the ship inventory on partysheet in a new tab "cargo" in starship ship (possibly whith a "location" column to stack some items)?

superteddy57
May 19th, 2021, 13:47
Great, thanks !

It's not a bug, but i saw on tab "ships" on party sheet that now each starship has it's own inventory, which is nice. I'd like to see the option to transfer directly from the parcel items to the starship inventory (can't be done now because they are two tabs of the same windows). Could it be feasible to to duplicate the ship inventory on partysheet in a new tab "cargo" in starship ship (possibly whith a "location" column to stack some items)?

You would use the inventory tab to drop the parcels and you can distribute directly to the ship from there.

Littlerogue
May 19th, 2021, 14:22
Not sure if we understood each other : I basically want to drag and drop from Party sheet - Inventory tab :

46898

To ship cargo, juste like i drag'n drop to characters inventory. But the ship cargo is also located on party sheet, i didn't find a way to drag'n drop items directly from parcels in party sheets.

46899

What i suggest id to copy (and link) the content of the ships cargo on party sheets, directly to a new tab on PC ship sheet :

46900

But maybe there is an issue with player permissions which are pretty limited on starships?

superteddy57
May 19th, 2021, 15:31
The cargo tab was removed as an exported ship would contain the items in that tab. Since the PC Ship is basically a base or stronghold, the cargo is managed from the partysheet. You can drop parcels or items on the inventory tab of the party sheet and then assign it to the ship by typing it's name into the assignee box. If a player wishes to transfer an item to the ship's cargo, they can open the partysheet and drag and drop the item to the cargo frame or drop it into the inventory tab for the GM to distribute it to the ship.

Littlerogue
May 19th, 2021, 15:48
Ok, is there any complete changelog of the last SFRPG ruleset update somewhere ? I just seen that weapons specialization option extension as been integrated to the ruleset and i'd like to know if i miss something else

superteddy57
May 19th, 2021, 16:01
Weapon specialization and focus were added, but that extension was not integrated into the ruleset. The other change was to the skills tab on the PC sheet. the misc bonuses were merged to one frame and no longer need to click an edit button to swap back and forth. There is an expand button that will reveal them.

deer_buster
May 19th, 2021, 16:11
Questions and a couple bugs

Question 1, what is calculating/displaying the value in the column that the red arrow is pointing to
Question 2, are all the dice on the total supposed to be red?

Bugs: Can't read the total column,

Evolivolution
May 19th, 2021, 16:18
Something weird is happening with my characters skill ranks. Since the push to LIVE I switched back to it but now all of my characters get their INT bonus twice per level to their total skill ranks number.
I haven't found a good way to fix this (editing the xml doesn't seem to work).
Characters that are created after the update don't have this issue.

Evolivolution
May 19th, 2021, 16:22
PC and NPC sheets don't remember the caster type they are set to.
All the values are saved correctly but you have to change the caster type on every load.

superteddy57
May 19th, 2021, 16:34
Questions and a couple bugs

Question 1, what is calculating/displaying the value in the column that the red arrow is pointing to
Question 2, are all the dice on the total supposed to be red?

Bugs: Can't read the total column,

Red arrow is the stat modifier. Red boxes are untrained skills.

I'm not seeing that on my end. I would check to see if it might be another theme taking over.

46906

deer_buster
May 19th, 2021, 16:36
Red arrow is the stat modifier. Red boxes are untrained skills

Yeah, I struck my question when I realized what that column was. And yes, Red Boxes are untrained skills. I was asking about the dice being all red for EVERY skill, trained and untrained. And the trained skills TOTAL not being able to see the value was the bug

Evolivolution
May 19th, 2021, 16:40
Carrying capacity doesn't factor in STR mod.

The PS displays Abilitiy scores without mod but Ability score modifiers with.

superteddy57
May 19th, 2021, 16:45
Carrying capacity doesn't factor in STR mod.

The PS displays Abilitiy scores without mod but Ability score modifiers with.

Please elaborate. I'm seeing ability scores and their modifiers.

46908

Evolivolution
May 19th, 2021, 16:46
A Full Attack doesn't count as 1 action but rather as two for the purpose of effect expiration.
This causes an issue since there isn't any effect coding that allows for an effect to be applied to both attacks of a full attack and expiring afterwards.

Evolivolution
May 19th, 2021, 16:49
Please elaborate. I'm seeing ability scores and their modifiers.

46908

A character might have 14 in STR and then another 2 in the mod field for STR, bringing the total up to 16.
PS and also carrying capacity (in the case of STR) don't include these mod bonuses.
The Ability Score Modifiers are displayed correctly in the PS; so +2 for 14 STR and +3 for 14 STR with a 2 mod.

superteddy57
May 19th, 2021, 17:13
A Full Attack doesn't count as 1 action but rather as two for the purpose of effect expiration.
This causes an issue since there isn't any effect coding that allows for an effect to be applied to both attacks of a full attack and expiring afterwards.

A full attack performs two rolls. If the effect isn't going down, then it might be an issue in picking up the simultaneous rolls. Does it work if you roll them individually?

deer_buster
May 19th, 2021, 17:31
Weapon specialization and focus were added, but that extension was not integrated into the ruleset.
Functionality - Semantics

superteddy57
May 19th, 2021, 17:42
Functionality - Semantics

Agreed, but wanted to relay none of the the code was used from your extension.

Evolivolution
May 19th, 2021, 17:45
A full attack performs two rolls. If the effect isn't going down, then it might be an issue in picking up the simultaneous rolls. Does it work if you roll them individually?

The issue is the effect is going down.

Practical example:

I apply three effects to my target:
1; AC: -2
[1 ACTN]; 2; AC: -2
[1 ROLL]; 3; AC: -2

Now if I roll a single attack effect 2 & 3 get expanded and the target has -6 AC from effects, all good.
But if I re-apply the effects and go for a full attack 2 & 3 get expanded again and I do 1 attack against AC -6 and one against AC -2 (because the effects both expand).
In my opinion what should happen in the second example is both effects expand (because I did a roll as well as an action) but I should be doing 1 attack against AC -6 (all three effects) and one against AC -4 (effect 1 and 2) since effect 3 gets expanded after one roll but effect 2 after one action, which a Full Attack is.
The way it's set up currently there is no way to achive what I expect to happen with effects. A way to achive this without effects are modifiers, which do apply to both attacks of a full attack.

Locotomo
May 19th, 2021, 17:55
Hi there, as I posted earlier on the Discord channel:
After the update all characters have way to much skillpoints available and the mods are added onto the attribute scores. So the mods are added twice and the affected attributes are much to high.

Regards, Loco

Evolivolution
May 19th, 2021, 17:59
and the mods are added onto the attribute scores. So the mods are added twice and the affected attributes are much to high.

I checked this and it's actually quite bad, since it does this every time you load the campaign.

The skills thing happens only once as far as I know.

deer_buster
May 19th, 2021, 19:24
Agreed, but wanted to relay none of the the code was used from your extension.
wouldn't have mattered if you did...was fully licensed to do so.

superteddy57
May 19th, 2021, 20:32
The issue is the effect is going down.

Practical example:

I apply three effects to my target:
1; AC: -2
[1 ACTN]; 2; AC: -2
[1 ROLL]; 3; AC: -2

Now if I roll a single attack effect 2 & 3 get expanded and the target has -6 AC from effects, all good.
But if I re-apply the effects and go for a full attack 2 & 3 get expanded again and I do 1 attack against AC -6 and one against AC -2 (because the effects both expand).
In my opinion what should happen in the second example is both effects expand (because I did a roll as well as an action) but I should be doing 1 attack against AC -6 (all three effects) and one against AC -4 (effect 1 and 2) since effect 3 gets expanded after one roll but effect 2 after one action, which a Full Attack is.
The way it's set up currently there is no way to achive what I expect to happen with effects. A way to achive this without effects are modifiers, which do apply to both attacks of a full attack.

Again, this goes back to our discussion about effects being handled with simultaneous rolls. Since the full attack rolls both attacks at the same time the effects might not being processed correctly. As this might be a flaw with the program's code and not ruleset. I would suggest in those situations, to not use the full attack and use the single full attack till I can sort if it's a ruleset bug or a program bug.

superteddy57
May 19th, 2021, 20:51
I checked this and it's actually quite bad, since it does this every time you load the campaign.

The skills thing happens only once as far as I know.

Pushed a hotfix for this issue. The only thing that may additionally be needed is to revert the ability scores to base + race + ability score increase and remove any mod additions. Adding a mod refactors the score without touching the score with my new code.

Littlerogue
May 19th, 2021, 21:40
Just tested the hotfix, everything work fine now (appart from the external expansion bays, but it would take you more time :))

I'm now curious about the next task you will accomplish on the SFRPG ruleset

Littlerogue
May 19th, 2021, 22:01
Another little thing : you add the computer modifier (for my example, Mk5 mononode) on tactical tab of sthe starship sheet. I tried the functionnality, toggled the box and tried an engineering (divert) action from tje engineer character sheet.

This indeed add a +5 modifier to the test, but only if i click on the "Any Check" box until it switch to "engineering". In it's basic state "Any Check" the modifier doesn't apply on rolls, but i'm not really sure how it is supposed to work. wouldn't it be simpler to apply the modifier to the next check when you toggle one use of the computer ?

billyorkfellz
May 20th, 2021, 01:16
Hello, am I doing anything wrong? Don't know why the skill modifier boxes are all blacked out. Thanks for any help!
46916

deer_buster
May 20th, 2021, 04:11
Hello, am I doing anything wrong? Don't know why the skill modifier boxes are all blacked out. Thanks for any help!
46916

Reported that above...

superteddy57
May 20th, 2021, 05:55
Reported that above...

Yes, and I'm still not seeing this behavior. My boxes are clear and able to see the boxes. Are you getting any missing frames or anything from the console when you open the skills tab?

deer_buster
May 20th, 2021, 06:15
Yes, and I'm still not seeing this behavior. My boxes are clear and able to see the boxes. Are you getting any missing frames or anything from the console when you open the skills tab?
Nothing that seems like it would affect those boxes...btw, this is Classic

superteddy57
May 20th, 2021, 06:16
Ah, thanks, haven't checked in Classic.

Ok, found the issue. Funny how certain behavior is ok in FGU and not in FGC. Won't be hotfixing this and will try to get more into the update. Don't want a lot of little updates.

superteddy57
May 20th, 2021, 06:46
Another little thing : you add the computer modifier (for my example, Mk5 mononode) on tactical tab of sthe starship sheet. I tried the functionnality, toggled the box and tried an engineering (divert) action from tje engineer character sheet.

This indeed add a +5 modifier to the test, but only if i click on the "Any Check" box until it switch to "engineering". In it's basic state "Any Check" the modifier doesn't apply on rolls, but i'm not really sure how it is supposed to work. wouldn't it be simpler to apply the modifier to the next check when you toggle one use of the computer ?

That would be correct. As it's any skill, I have not found an elegant solution to when it would be used. So if you wish for it to be applied then you can setup a new modifier for that specific skill or cycle the any skill to the desired skill.

Littlerogue
May 20th, 2021, 07:05
In that case maybe we could limitate the skill list to the skills use for starship combat (we don't need disguise, medicine ans survival for example)

Alternatively, can you envisage n buttons/box (n being the number of nodes) which simply add the modifier to the next action when clicked ? The button then reset at the begining of the ship turn.

superteddy57
May 20th, 2021, 07:15
Once I find a better solution, it will be investigated and added. This is the best I can set up at this point.

Littlerogue
May 20th, 2021, 07:33
It's just a minor quality of life point, i can live without.

I made some test with starship combat, everything seems to work as it should with shields and ablative armor.

Just a litte question : now in Starship combat tracker, NPC ships have an option to select an arc (an an arc must be selected to fire with weapons). I first suppose it concerned the selection of the targeted ship arc the gunner is aiming, but when i apply damages the system still ask be to select an arc on the targeted ship to apply damages. So what is this new arc selection used for ?

superteddy57
May 20th, 2021, 07:54
It's just a minor quality of life point, i can live without.

I made some test with starship combat, everything seems to work as it should with shields and ablative armor.

Just a litte question : now in Starship combat tracker, NPC ships have an option to select an arc (an an arc must be selected to fire with weapons). I first suppose it concerned the selection of the targeted ship arc the gunner is aiming, but when i apply damages the system still ask be to select an arc on the targeted ship to apply damages. So what is this new arc selection used for ?

The system is certainly coming along and you are correct with it still using a pending for the damage. The firing arc is used for deflective shields to ensure you receive the bonuses when attacking the particular arc in this update. The unpredictable nature of tracking weapons still makes pending damage a necessity currently along with running out of time. The SOM update was quite large as it was and didn't want to include another couple months of waiting for the restructure of the damage system. Since I am watching over many other rulesets currently, I have to do things in waves to ensure each get my attention. My goal is to eventually have the firing arc take over and flow into the damage roll to make it easier on the DM. The foundation is there, just need more time with it to make it a reality.

Locotomo
May 20th, 2021, 20:39
Whats up with the resolve points now? Characters have 10 or 12 too many resolve points.

masterqgj
May 22nd, 2021, 11:12
- When you use the "Forge" to combine an armor with a upgrade (template) the "AC penalty" is lost after combining the items. For e.g. the lashunta armor MK II has an AC penalty of 2 - after using it in the forge with an upgrade the AC penalty is empty
- (possibly intended and not a bug) you can add more upgrades to an item than the rules would allow --> the checkmark is still green and implies that it is a valid combination. Maybe allow the combination, but make the checkmark orange or so, to show that the item is "out of the ruleset boundarys".

superteddy57
May 22nd, 2021, 13:33
Whats up with the resolve points now? Characters have 10 or 12 too many resolve points.

I will be pushing an update with the weekly update that should fix this behavior.


- When you use the "Forge" to combine an armor with a upgrade (template) the "AC penalty" is lost after combining the items. For e.g. the lashunta armor MK II has an AC penalty of 2 - after using it in the forge with an upgrade the AC penalty is empty
- (possibly intended and not a bug) you can add more upgrades to an item than the rules would allow --> the checkmark is still green and implies that it is a valid combination. Maybe allow the combination, but make the checkmark orange or so, to show that the item is "out of the ruleset boundarys".

I will have a look at the details being lost. You are correct you can create invalid combinations, but this is intended as it allows homebrew options to still be available. Since the DM will be creating these items, it's up to them to police their game until a better solution is made.

Locotomo
May 23rd, 2021, 21:26
In the description of the Technomancer class, the Technomancer spell list opens an empty window.
I was looking for the Spells known list. Couldn´t find it.

regards, Loco :)

madman
May 24th, 2021, 03:51
I will look into it and get it fixed

deer_buster
May 24th, 2021, 04:12
I will look into it and get it fixed

A lot of those links are broken madman

billyorkfellz
May 25th, 2021, 22:40
Thanks for the correction! :)
47082

Littlerogue
May 27th, 2021, 15:52
Just made the test : External Expansions Bays works fine for "adding" bay slots, but it lacks the effect on the maneuverability. Maybe an option to manually set it ?

Curuthanir
May 29th, 2021, 04:21
Dawn of Flame AP1: Fire Starters, 3 errors:

The treasure in 1.A.04, does not have the radiation sweeper in the treasure parcel.
The encounter in 1.A.05, the magma elemental does not have his vulnerability to cold entered in.
The encounter in 1.A.07, the tiny fire elemental's slam damage is listed as 1d6+3+1d4, it should only be 1d6+3 and crit 1d4. (you should have seen/heard my players when the tiny elementals did 11 damage on a slam!)

superteddy57
May 29th, 2021, 13:21
Just made the test : External Expansions Bays works fine for "adding" bay slots, but it lacks the effect on the maneuverability. Maybe an option to manually set it ?

I will adjust it to change the maneuverability

madman
May 31st, 2021, 02:17
@Curuthanir


I will get those fixed. Thanks for pointing them out.

Fixed and sent in for update.
Madman..

Evolivolution
June 1st, 2021, 15:59
Total Skill Ranks seem to be calculated wrong on the player side of things again. GM view is fine.

superteddy57
June 1st, 2021, 16:08
Total Skill Ranks seem to be calculated wrong on the player side of things again. GM view is fine.

I used a new character and leveled them up and did the whole process on the player connection. The skill total box updated correctly. So I might need more information on the scenario you are experiencing this issue.

Evolivolution
June 1st, 2021, 16:24
I used a new character and leveled them up and did the whole process on the player connection. The skill total box updated correctly. So I might need more information on the scenario you are experiencing this issue.

47252 this is on player client, all my players have this issue. The character has 4 (biohacker class) + 4 (int modifier) + 1 (human, skilled) = 9 skill ranks per level and he's a level 3 character so 27 is the right amount of skill ranks for him. On the GM side both numbers are calculated correct.

One of my players has an intelligence modifier of +0 and his numbers are correct (12 total and 12 spend) but his spend number is red.

Editing the skill ranks (adding and removing 1 skill rank) seems to fix this issue for some characters but not with 100% guarantee.

These are "old" characters so this might be a remnant issue that resolves after a level up... Not certain though.

superteddy57
June 1st, 2021, 16:30
47252 this is on player client, all my players have this issue. The character has 4 (biohacker class) + 4 (int modifier) + 1 (human, skilled) = 9 skill ranks per level and he's a level 3 character so 27 is the right amount of skill ranks for him. On the GM side both numbers are calculated correct.

One of my players has an intelligence modifier of +0 and his numbers are correct (12 total and 12 spend) but his spend number is red.

Editing the skill ranks (adding and removing 1 skill rank) seems to fix this issue for some characters but not with 100% guarantee.

These are "old" characters so this might be a remnant issue that resolves after a level up... Not certain though.

It might be an issue with the old character as new characters are not experiencing the issue with my testing.

Flyteach
June 5th, 2021, 22:05
I am not finding the Jump jets armor upgrade to add to a parcel. I have the CRB loaded.
Flyteach

deer_buster
June 5th, 2021, 22:29
I am not finding the Jump jets armor upgrade to add to a parcel. I have the CRB loaded.
Flyteach

Here it is

Flyteach
June 5th, 2021, 22:33
Aha, under Templates. I guess that's a synonym for upgrades?

Thanks a ton for that. Now I can complete creating the Year 4 Intro #2 SFS scenario.

Flyteach

deer_buster
June 6th, 2021, 03:48
Aha, under Templates. I guess that's a synonym for upgrades?

Thanks a ton for that. Now I can complete creating the Year 4 Intro #2 SFS scenario.

Flyteach

Yes

San Holo
June 6th, 2021, 18:34
While watching the character creation video from Fantasy Grounds, when the teacher drops in a theme, a special screen pops up allowing you to modify your ability scores and has a message at the top that says "you have 10 points to adjust base stats..." https://youtu.be/NPmqLr1eMfo?t=371

This ability modification screen is not there in FGU Mac version v4.1.3 Ultimate

There is also no magnifying glass to open that screen manually.

superteddy57
June 6th, 2021, 18:40
While watching the character creation video from Fantasy Grounds, when the teacher drops in a theme, a special screen pops up allowing you to modify your ability scores and has a message at the top that says "you have 10 points to adjust base stats..." https://youtu.be/NPmqLr1eMfo?t=371

This ability modification screen is not there in FGU Mac version v4.1.3 Ultimate

There is also no magnifying glass to open that screen manually.

That video is outdated and that process does not happen anymore. You can add in the 10 points manually to the score box

San Holo
June 6th, 2021, 18:44
That video is outdated and that process does not happen anymore. You can add in the 10 points manually to the score box

Thanks for the speedy response! I'm new to FGU and enjoy a lot of the automation, especially the character creation wizards.
Will that functionality be put back into the Starfinder ruleset in the future?

stephan_
June 6th, 2021, 18:45
That part of Character Creation has received an overhaul.

The way you would edit things now is either:

1. Click into the ability field and type in the value.

2. Hover with your mouse over the field, hold down control [on Windows, on Mac presumably another key) and use your mouse wheel.

Note that for RP to calculate correctly automatically, it's usually better to set the ability scores before adding the class.

Flyteach
June 6th, 2021, 21:26
While creating encounters and parcels, when I drag over an NPC or an item, the number of items is doubled. So, if I drag an Akata from the NPC list to an encounter window, it populates the encounter with 2. Easy workaround is to modify the number of items. Mildly annoying, but the workaround is easy, so certainly not a big deal to fix quickly in the grand scheme.

superteddy57
June 6th, 2021, 21:38
While creating encounters and parcels, when I drag over an NPC or an item, the number of items is doubled. So, if I drag an Akata from the NPC list to an encounter window, it populates the encounter with 2. Easy workaround is to modify the number of items. Mildly annoying, but the workaround is easy, so certainly not a big deal to fix quickly in the grand scheme.

I was able to verify the parcel issue, but couldn't replicate the NPC issue. What NPC list are you adding to encounter window?

47395

Is this where you are seeing the duplication for NPCs?

Flyteach
June 6th, 2021, 22:12
OK, I'm not able to replicate the NPC one now. If it appears again, I'll let you know. Sorry, it could have been a brain faze on my part.

superteddy57
June 6th, 2021, 22:13
OK, I'm not able to replicate the NPC one now. If it appears again, I'll let you know. Sorry, it could have been a brain faze on my part.

No that is ok. I'll have a fix for the item issue with parcels with the weekly update.

Littlerogue
June 9th, 2021, 17:58
@Superteddy in the last update you mentionned a fix about external expansion bays not changing maneuvrability. I try adding some of these but the turning distance and maneuvrability did not change

superteddy57
June 9th, 2021, 18:52
@Superteddy in the last update you mentionned a fix about external expansion bays not changing maneuvrability. I try adding some of these but the turning distance and maneuvrability did not change

Thank you for the report. I will investigate.

Curuthanir
June 12th, 2021, 04:06
No that is ok. I'll have a fix for the item issue with parcels with the weekly update.

I've updated FGU this week, but I am still getting the bug where I drag an item to the parcel on the party sheet and it doubles the quantity.