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superteddy57
December 14th, 2021, 02:40
The radio selection control was to select who was applying to the gunnery check. Since the NPC entry is very abstract the GM can roll any bonus and the attack rolls always follow gunners then pilots. This control was removed since it's not really needed with the options available to change modifiers on the fly and the ability to roll any crew modifier.

Regina M
December 14th, 2021, 02:46
The radio selection control was to select who was applying to the gunnery check. Since the NPC entry is very abstract the GM can roll any bonus and the attack rolls always follow gunners then pilots. This control was removed since it's not really needed with the options available to change modifiers on the fly and the ability to roll any crew modifier.

Ok thank you for the quick response! I shall carry on without!

superteddy57
December 14th, 2021, 02:48
We are always open to suggestions and feedback. Thank you for letting us know your question.

superteddy57
December 14th, 2021, 22:12
The spell Resistant Armor allows you to choose resistance to energy damage, pick any three of acid, cold, electricity, fire, and sonic damage. The target and her gear gain energy resistance 10 that protects against the chosen types of energy. I added the effect to the NPC "RESIST: 10 fire" and cast laser net spell on the NPC. The NPC takes full damage but if I open the "Spell/Ability Damage" window and change "Spell Dmg?" tp "No" the RESIST effect stops 10 point of damage and applies any remaining to HP. I was able to reproduce this with the other damage types.

SFRPG ruleset (v2021-10-19) for Fantasy Grounds, Core RPG ruleset (v2021-07-06) for Fantasy Grounds

I am still looking into this, but just wanted you to know that I haven't had a chance to investigate fully. Just wanted to let you know it's not forgotten.

Ulric
December 15th, 2021, 01:56
I am still looking into this, but just wanted you to know that I haven't had a chance to investigate fully. Just wanted to let you know it's not forgotten.
Thank you for the update!

dpezet
December 23rd, 2021, 19:47
The instructions for the Deck of Many Worlds need to be updated to reflect the new FGU sidebar. Here are the current instructions in the reference manual:
50554
The library menu no longer exists, and the sidebar item is called "Locations" not "Worlds".

dpezet
December 23rd, 2021, 19:57
I may be doing something wrong, but mech building doesn't seem to be working properly in Tech Revolution. I created a mech by going to the NPCs list, clicking "Add Item", and then checking the "Mech" button at the bottom of the window. From there, all of the fields operate as simple text boxes. No item lists popup when clicking a field (for example, Frame) and dragging and dropping items (for example, Basic Arms) doesn't seem to work either. Am I missing something, or is the automation broken on this? I'm running FGU v4.1.12 and am fully updated on the "Live" channel. Thanks!

dpezet
December 23rd, 2021, 20:06
In the campaign setup wizard, selecting to load "SFRPG - All Rules" does not load the following:
Alien Archive 4
Galaxy Exploration Manual
Near Space
Starship Operations Manual
Tech Revolution

Moon Wizard
December 23rd, 2021, 21:08
Thanks for the reports. @superteddy57 is away for holidays; but we'll take a look in the new year.

Regards,
JPG

superteddy57
December 23rd, 2021, 23:24
I may be doing something wrong, but mech building doesn't seem to be working properly in Tech Revolution. I created a mech by going to the NPCs list, clicking "Add Item", and then checking the "Mech" button at the bottom of the window. From there, all of the fields operate as simple text boxes. No item lists popup when clicking a field (for example, Frame) and dragging and dropping items (for example, Basic Arms) doesn't seem to work either. Am I missing something, or is the automation broken on this? I'm running FGU v4.1.12 and am fully updated on the "Live" channel. Thanks!

Hi, I believe you might be looking into the wrong places if you are wishing to build a PC mech. From what you are describing you opened the NPC record and wanted to build a mech. This is not possible here as this is mostly copy/paste from books to fill stat blocks. You could then drag and drop a NPC mech created with words to the Player's Gear/Vehicle tab to convert it to a PC mech.

50556

To the right is the NPC sheet, this is built like any other NPC and doesn't accept drag n drop. It's built like the stat blocks you see in the book.

To the left I showed steps on how to create a blank PC mech to begin building and this does support drag n drop and uses the PC calculations to create the mechs the players will use.

superteddy57
December 23rd, 2021, 23:30
In the campaign setup wizard, selecting to load "SFRPG - All Rules" does not load the following:
Alien Archive 4
Galaxy Exploration Manual
Near Space
Starship Operations Manual
Tech Revolution

I will add it to my list to include those modules

sciencephile
December 24th, 2021, 01:53
The instructions for the Deck of Many Worlds need to be updated to reflect the new FGU sidebar. Here are the current instructions in the reference manual:
50554
The library menu no longer exists, and the sidebar item is called "Locations" not "Worlds".

Hi dpezet,

Done. Thanks for the suggestion. The updated version with the fixed instructions will roll out to the LIVE environment on Tuesday.

Thanks,
Danny

Bloc
December 26th, 2021, 06:31
The new drone chassis from the Tech Revolution set don't level correctly. Currently they add as new class trees rather than increment. So Artillery, Sage, and Protocol class lines just show as Drone (Artillery) 1/ Drone (Artillery) 1 or similar. Also they are set up as clones of the Combat Drone currently, so they don't seem to follow the new class line for the drones. Repeatable by adding a new drone class in either a new PC sheet or the Drone companion sheet and seeing instead it adding Reductive Plating and similar from the Combat Drone class.

superteddy57
December 26th, 2021, 08:36
Was able to replicate and found a solution. Will make available with the next update. Also, I noticed you are using a character sheet. I have setup drones on the gear tab under vehicles to help with the use of them if they are engineer related or allies.

Muagen
December 26th, 2021, 23:47
While reading through the Reference Manual for the Galaxy Exploration Manual I ran into an issue loading the Background tables in the Background section. Clicking the links to load Place of Origin, Major Event, Influential Associate, or Party Relation ship from the Reference Manual results in a New Table being generated and a loading error.
50581

All four of these tables exist and can be loaded from the Tables record, but they do not appear to be referenced/linked correctly in the Reference Manual.
50582

madman
December 26th, 2021, 23:57
I will get that fixed. Thanks for reporting it. [Fixed]

Madman..

Bloc
December 27th, 2021, 06:37
Thanks Superteddy57, I've been able to build out mechanic drones in the vehicles tab and it seems a lot more streamlined this way.

I did notice in the abilities tab there is some limited functionality. There is no context menu to delete entries, so once a feat or ability is added there's no way to remove it.

superteddy57
December 27th, 2021, 08:27
Thanks Superteddy57, I've been able to build out mechanic drones in the vehicles tab and it seems a lot more streamlined this way.

I did notice in the abilities tab there is some limited functionality. There is no context menu to delete entries, so once a feat or ability is added there's no way to remove it.

Thank you for the feedback. I will certainly add it to my list to expand that sheet.

acyd69
December 29th, 2021, 23:37
Small thing, but while building out some PC Ships today I noticed that the Cut-rate Sensors do not transfer their bonus to the PC Ship Sheet. The the value listed in the Ship Item is correct.
50628

Locotomo
December 30th, 2021, 10:52
The Alucidaemon has a feat and when you klick on the golem an empty Feat window opens.50633

Locotomo
December 30th, 2021, 12:27
Fly Free or Die , Weīre no Heroes : Where can I find the ship BD514?

madman
December 30th, 2021, 12:57
Small thing, but while building out some PC Ships today I noticed that the Cut-rate Sensors do not transfer their bonus to the PC Ship Sheet. The the value listed in the Ship Item is correct.
50628

I will look into this. I will have to talk with Superteddy57 about this one

Madman..

madman
December 30th, 2021, 12:58
The Alucidaemon has a feat and when you klick on the golem an empty Feat window opens.50633

Looks like a bad link. I will get it fixed. [Fixed]

Madman..

madman
December 30th, 2021, 12:59
Fly Free or Die , Weīre no Heroes : Where can I find the ship BD514?

I don't see it in the list. I will get it added. [Fixed]

Madman..

acyd69
December 31st, 2021, 05:11
Playing with effects and noticed that Blinded is applying DEF EFFECT -4. The Blinded condition makes the target Flat-footed which is only a DEF EFFECT -2. Can this be corrected easily?

superteddy57
December 31st, 2021, 15:20
Playing with effects and noticed that Blinded is applying DEF EFFECT -4. The Blinded condition makes the target Flat-footed which is only a DEF EFFECT -2. Can this be corrected easily?

So you are saying that the effect is not applying a -2 to AC and instead applying a -4?

acyd69
December 31st, 2021, 15:26
So you are saying that the effect is not applying a -2 to AC and instead applying a -4?

Exactly.

Locotomo
January 4th, 2022, 15:33
The description of the "Entu Colony" (Alien Archive 4) :D
50725

madman
January 4th, 2022, 15:58
The description of the "Entu Colony" (Alien Archive 4) :D
50725

Thanks for reporting this. I will get that fixed. [Fixed]

Madman..

Locotomo
January 4th, 2022, 18:58
How can I change the size of the Symbiote, Entu ?
At the beginning you have the option of being small, medium or large.
But I cannot edit the race on the character sheet.

Locotomo
January 4th, 2022, 19:05
How can I change the size of the Symbiote, Entu ?
At the beginning you have the option of being small, medium or large.
But I cannot edit the race on the character sheet.

Locotomo
January 4th, 2022, 19:06
Sorry, for double posting, I actually wanted to edit my post :P

superteddy57
January 4th, 2022, 19:12
You should be able to change the size on the CT or on the character sheet before you drop it to the CT to change the size of the character.

50734

madman
January 4th, 2022, 19:13
I was looking at the wrong one. I will get that updated as well. I will create a separate entry for all the sizes. [Fixed]

Madman..

Locotomo
January 4th, 2022, 19:48
Thank you both :)

Ulric
January 4th, 2022, 22:01
The item "Tactical shield, basic" from the CRB is missing it's +1 KAC bonus.

Locotomo
January 5th, 2022, 20:01
The Computer Upgrade "Range I,II and III" seems to be missing in the templates.
By accident I found the description of the upgrade in the Template "Miniaturization"

madman
January 6th, 2022, 05:30
The item "Tactical shield, basic" from the CRB is missing it's +1 KAC bonus.

I'll take a look and get it fixed. Thanks for pointing it out to me. [Does not need to be fixed]
It looks like the basic version of the shield does not give a +1. It only gives a +1 to the aligned target.
Madman..

madman
January 6th, 2022, 05:33
The Computer Upgrade "Range I,II and III" seems to be missing in the templates.
By accident I found the description of the upgrade in the Template "Miniaturization"

Thanks for pointing these out. I will get them fixed. [Fixed]
I assume these are in the Core Rulebook or the Armory.
It would help speed up fixing problems like these if you included what module they are in. (In the future)
Thanks
Madman..

flobz
January 8th, 2022, 20:16
Hey not sure if this has already been reported but the Witchwarper spells section under bonus spells is has wis as the bonus spells table instead of cha.

thanks
andy

madman
January 9th, 2022, 03:47
Hey not sure if this has already been reported but the Witchwarper spells section under bonus spells is has wis as the bonus spells table instead of cha.

thanks
andy

I will get that changed. Thanks for reporting it. [Fixed]

Madman..

Locotomo
January 9th, 2022, 15:43
There seems a problem with the skill points.
I tried to make several Operatives. Race Aasimar, Theme Corporate Agent and Intelligence 12.
They always have 10 Skillpoints instead of 9. Why is that? I cannot figure it out.

Locotomo
January 9th, 2022, 16:16
Energel Food Pellet (1 Pack) - (Galaxy Exploration Manual p.40) - the description is missing. Price seems to be wrong too.

Evolivolution
January 9th, 2022, 18:11
There seems a problem with the skill points.
I tried to make several Operatives. Race Aasimar, Theme Corporate Agent and Intelligence 12.
They always have 10 Skillpoints instead of 9. Why is that? I cannot figure it out.

This is because the Aasimar have a racial trait that is called Skilled. FG is hard coded to give characters with the Skilled racial trait an additional skill point (because of humans). Sadly Paizo named the two traits exactly the same. You can 'fix' this by changing the name of the racial trait to anything but Skilled.

Locotomo
January 9th, 2022, 19:11
This worked, thx :)

Locotomo
January 9th, 2022, 19:25
The Operative specialization Gadgeteer is not showing up, eventhough I own the Armory. Where can I find it?
50874

Evolivolution
January 9th, 2022, 19:58
The Operative specialization Gadgeteer is not showing up, eventhough I own the Armory. Where can I find it?
50874

That's another thing were FG limits the user a bit. These lists are defined in the module they came from (CRB in this case). The additional character options from other modules are still loaded but don't show up in that specific list.
In the Classes window there is a link to the Features window in the top left. In there you should be able to find the Gadgeteer specialisation (use the filters to get there quicker). From there you can just drag and drop the feature onto the character sheet like you would from the list you posted.

Ulric
January 9th, 2022, 19:59
The Operative specialization Gadgeteer is not showing up, eventhough I own the Armory. Where can I find it?
50874
Click the Features button at the top of the classes window.

Locotomo
January 9th, 2022, 20:39
Thx to you both :)

Ulric
January 9th, 2022, 22:32
When I click the add profession button on the skill list this error occurs. I am fully updated without any extensions loaded.

superteddy57
January 9th, 2022, 23:13
When I click the add profession button on the skill list this error occurs. I am fully updated without any extensions loaded.

Will push a fix for this with the weekly update

Locotomo
January 10th, 2022, 18:33
The Augmented Archetype seems to be missing its features :)
50889

Locotomo
January 10th, 2022, 18:36
The race Copaxi (Alien Archive 4) is missing it's picture, it's empty.

madman
January 11th, 2022, 05:44
The Augmented Archetype seems to be missing its features :)
50889

Thanks for reporting this. I will get it fixed. [Fixed]
Madman..

madman
January 11th, 2022, 05:45
The race Copaxi (Alien Archive 4) is missing it's picture, it's empty.

I will take a look. Thanks for pointing it out. [Fixed]

Madman..

acyd69
January 12th, 2022, 17:02
Ectoplasmic Eruption (spell) from Attack of the Swarm AP 5, is appearing in the level 0 filtered spells. This spell is 4th level.

madman
January 12th, 2022, 23:24
Ectoplasmic Eruption (spell) from Attack of the Swarm AP 5, is appearing in the level 0 filtered spells. This spell is 4th level.

Thanks for reporting it. I will get that fixed. [Fixed]

Madman..

acyd69
January 13th, 2022, 00:29
Just noticed the following from Starfinder Tech Revolution:

- Smuggler's compartment mk 2 appears to have it's price entered in the Category block.
- Intensification antennae appears to have it's price entered in the Category block.

Thanks for all the hard work on swatting these bugs!

madman
January 13th, 2022, 00:59
Just noticed the following from Starfinder Tech Revolution:

- Smuggler's compartment mk 2 appears to have it's price entered in the Category block.
- Intensification antennae appears to have it's price entered in the Category block.

Thanks for all the hard work on swatting these bugs!

I'll get it fixed. [Fixed]

Madman..

Ulric
January 13th, 2022, 02:29
When PC Halfling Race is added to the character sheet it has a 20' base move instead of the correct 30' base move. There is also some unrelated text at the end of the halfling race description. The Halfling race is found in the SF CRB. I've circled these errors in my attached screenshot. My FGU was fully updated and zero extensions loaded.

madman
January 13th, 2022, 04:07
When PC Halfling Race is added to the character sheet it has a 20' base move instead of the correct 30' base move. There is also some unrelated text at the end of the halfling race description. The Halfling race is found in the SF CRB. I've circled these errors in my attached screenshot. My FGU was fully updated and zero extensions loaded.

Thanks for reporting this.
I'll take a look and get it corrected. [Fixed]

Madman..

yarnameloc90
January 13th, 2022, 17:40
I am working to implement space combat into a future gaming session however I noticed that when a PC ship using any sort of tracking (ie micro missiles or nuclear missiles) the PC ship targets the enemy ship's AC vs TL. Is this a known issue?

Yar

Ulric
January 13th, 2022, 19:54
I am working to implement space combat into a future gaming session however I noticed that when a PC ship using any sort of tracking (ie micro missiles or nuclear missiles) the PC ship targets the enemy ship's AC vs TL. Is this a known issue?

Yar
This was reported and supposed to be fixed back in 2020. See this past bug report. https://www.fantasygrounds.com/forums/showthread.php?62159-Starship-tracking-weapons
I guess it has return. I was also able to verify the problem is still occurring.

Gyrsun
January 15th, 2022, 16:29
I'm not sure if this has been reported yet, I tried searching for it.

I'm having issues with health bars on PC and NPC tokens. They are super large and extend outside the token image. I switched them to health dots as an alternative, those seem to be working correctly.

Things I've tried:
I had some older extensions that I wasn't using so I deleted those from the folder and restarted FGU.
I tried deleting the tokens and re-adding them into the map.
I tested a map and tokens on the 5E ruleset and they are showing correctly in that one.

I've attached an image to show what it looks like, I think I did it right.

51006

Moon Wizard
January 15th, 2022, 18:21
Have you tried without any extensions to see if you see the same issue?

I loaded up my development Starfinder campaign; and I'm not seeing that issue.

Regards,
JPG

Locotomo
January 15th, 2022, 18:33
Just a little spelling mistake with the "Improved Unarmed Strike" Feat :)
51013

Gyrsun
January 15th, 2022, 21:24
Hi Moon,

I did try without extensions, it still looked funky. I loaded and created a new SF campaign and created a new char and it's showing the health bars as normal.

I went back to the ongoing campaign and noticed the current PCs have no value in their size field in the combat tracker.
I made a couple new characters and it's showing 5 in the size field and the health bar is looking normal when I put the new test chars on the map.

I can't edit the size field, I did see a thread in the general Starfinder forum, that the size field is locked for now. I guess I can remake the chars and transfer over their data, unless there's another way to fix it?

51020

superteddy57
January 16th, 2022, 04:19
The size of the character or NPC can be changed. For each the PC and NPC, the space control dictates the size of the token before it's placed on the map. This is editable and a fresh drop will correct the size of the token. Also for a more direct change, you can change the size on the NPC sheet and PC sheet. Its located on the notes tab for the PC.

acyd69
January 16th, 2022, 19:50
Flat-footed condition is not applying a DEF EFFECT. It also seems to be interfering with some other conditions (specifically encumbered) preventing them from applying DEF EFFECT.

Note: previous issues with Blinded have been corrected and Flat-footed is not affecting the Blinded condition.

madman
January 17th, 2022, 00:51
Just a little spelling mistake with the "Improved Unarmed Strike" Feat :)
51013

Easy fix. Thanks for pointing it out. [Fixed]

Madman..

XYZenori
January 18th, 2022, 14:43
I'm not sure if this has been reported yet, I tried searching for it.

I'm having issues with health bars on PC and NPC tokens. They are super large and extend outside the token image. I switched them to health dots as an alternative, those seem to be working correctly.

Things I've tried:
I had some older extensions that I wasn't using so I deleted those from the folder and restarted FGU.
I tried deleting the tokens and re-adding them into the map.
I tested a map and tokens on the 5E ruleset and they are showing correctly in that one.

I've attached an image to show what it looks like, I think I did it right.

51006

I was having a similar issue in PF2 ruleset with health bars but only on Tiny creatures. Other size creatures had correct health bar size.

Cormellion
January 18th, 2022, 22:06
SFRPG Armory - Augmented Archetype Features are missing

Is there a reason why the class variation Augmented Archetype Features are missing in the Armory DLC? In the ref manual they are there.

madman
January 18th, 2022, 22:11
SFRPG Armory - Augmented Archetype Features are missing

Is there a reason why the class variation Augmented Archetype Features are missing in the Armory DLC? In the ref manual they are there.

It has been reported and fixed.
Thanks for pointing it out though.

Madman..

yarnameloc90
January 19th, 2022, 20:19
Thanks for the update Ulric. How often should I check in to see if the fix has been released?

Ulric
January 20th, 2022, 02:04
Thanks for the update Ulric. How often should I check in to see if the fix has been released?
By posting in this forum you have followed the correct method of reporting the problem Now we have to hope superteddy57 has seen our post and has time to fix it. You will know it's fixed when it's posted in a ruleset update in the City Hall section of this forum. Here is a link to City Hall https://www.fantasygrounds.com/forums/forumdisplay.php?37-City-Hall It's good to check City Hall to stay up on all the lates fixes and improvements to FGU.

Locotomo
January 24th, 2022, 18:14
In the Starfinder Core Rulebook reference manual - The Pactworlds - Apostae ...
When you click on the picture, under the second paragraph, it says "Apastae" instead of Apostae.

madman
January 24th, 2022, 20:40
In the Starfinder Core Rulebook reference manual - The Pactworlds - Apostae ...
When you click on the picture, under the second paragraph, it says "Apastae" instead of Apostae.

Thanks! I'll get it fixed. [Fixed]

Madman..

Locotomo
January 25th, 2022, 18:38
Fly Free or Die - Lamashtus Lair- Horizon (The Drow Solarian Bounty Hunter)
The abilities and equipment look odd and there is no parcel for this encounter.
51158

madman
January 25th, 2022, 21:46
Fly Free or Die - Lamashtus Lair- Horizon (The Drow Solarian Bounty Hunter)
The abilities and equipment look odd and there is no parcel for this encounter.
51158

Thanks for reporting this. I will get that fixed. [Fixed]
Madman..

Locotomo
January 26th, 2022, 18:47
It looks like the Electric hull starts with a " " (space). So it arrives first in the list.
51171

Locotomo
January 28th, 2022, 15:03
Somebody should review the Adventure Fly Free or Die - We are no Heroes. It seems like half the parcels are missing and all the NPC donīt have drag and droppable items.

madman
January 28th, 2022, 22:26
I will take a look. And get it fixed. [Fixed]

Madman..

LordQ96
January 29th, 2022, 06:01
Hello, I am about to run a starfinder path Against the Aeon Throne and I am checking out the system and when I try to check the rolls for Npcs in the starship combat I am getting the error window pop up when I use a weapon on the ship. The skill checks are fine the initiative is fine and the dmg is fine but rolling to hit pops up the error. https://www.fantasygrounds.com/forums/attachment.php?attachmentid=51222&stc=1&d=1643436302

sciencephile
January 29th, 2022, 06:28
Hello, I am about to run a starfinder path Against the Aeon Throne and I am checking out the system and when I try to check the rolls for Npcs in the starship combat I am getting the error window pop up when I use a weapon on the ship. The skill checks are fine the initiative is fine and the dmg is fine but rolling to hit pops up the error. https://www.fantasygrounds.com/forums/attachment.php?attachmentid=51222&stc=1&d=1643436302

Hi LordQ96,

Thanks for reporting. I verified the issue and that it is also an issue with Dead Suns (another adventure I developed) and the Core Rulebook (not one of mine but the standard for the system). I think this may be an issue with the ruleset itself and not the adventure. I reached out to my contacts at SmiteWorks to see if we can get this fixed.

-Danny

superteddy57
January 29th, 2022, 07:24
Hello, I am about to run a starfinder path Against the Aeon Throne and I am checking out the system and when I try to check the rolls for Npcs in the starship combat I am getting the error window pop up when I use a weapon on the ship. The skill checks are fine the initiative is fine and the dmg is fine but rolling to hit pops up the error. https://www.fantasygrounds.com/forums/attachment.php?attachmentid=51222&stc=1&d=1643436302

Pushed a hotfix for this issue.

LordQ96
January 29th, 2022, 13:41
yes I did forget to mention as it was late last night that it was doing this with ALL npc ships from Core Rulebook,the module, and the Ship Operational manual :)
thank you guys

Locotomo
January 31st, 2022, 14:05
It looks like the player race Entu Colony (AA p.35) is missing: "Amorphous: An entu colony has the amorphous universal creature rule (page 152)".

madman
February 1st, 2022, 00:23
Thanks. I'll get it updated. [Fixed]

Madman..

madman
February 1st, 2022, 16:26
Energel Food Pellet (1 Pack) - (Galaxy Exploration Manual p.40) - the description is missing. Price seems to be wrong too.

Missed this one. I will get it fixed. [Fixed]

Madman..

Locotomo
February 10th, 2022, 14:49
NPC - Nelentu - On the "other" tab, scroll down to Race, klick on the golem "Race: Symbiote, Entu" and an empty page opens.

Locotomo
February 10th, 2022, 14:53
NPC - Entu Colony - has a spell called Tactical Symbiosis. Itīs from itīs ability of the same name.
Why doesnīt the pc race have that spell?

Dhragyn
February 11th, 2022, 10:02
When creating a character and trying to assign theme or race by clicking on the field in the character sheet the error log pops up and I get the following

[2/11/2022 1:54:05 AM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[2/11/2022 1:54:07 AM] [ERROR] Script execution error: [string "theme"]:11: openWindow: Invalid parameter 2
Can Drag and Drop from the Quick Buttons for Race and Theme but the values don't show in the Character sheet. The race and theme abilities do seem to be added properly though.
The Class and Level field does seem to respond properly when clicking on it.

superteddy57
February 11th, 2022, 11:58
When creating a character and trying to assign theme or race by clicking on the field in the character sheet the error log pops up and I get the following

Can Drag and Drop from the Quick Buttons for Race and Theme but the values don't show in the Character sheet. The race and theme abilities do seem to be added properly though.
The Class and Level field does seem to respond properly when clicking on it.

I was able to verify the issue. The ruleset is currently in lockdown due to waiting for a CoreRPG update. The fix will go LIVE with that update.

Dhragyn
February 11th, 2022, 15:15
I was able to verify the issue. The ruleset is currently in lockdown due to waiting for a CoreRPG update. The fix will go LIVE with that update.

ok, thanks superteddy. How long has it been on lockdown? it was working fine until a day or two ago

superteddy57
February 11th, 2022, 17:01
There is no concrete time frame. It's when the CoreRPG update is ready unfortunately.

flobz
February 12th, 2022, 20:26
when equiping the junk armour into spells list the effect for it is Unconscious, which i am sure shouldnt be the case.

madman
February 14th, 2022, 03:33
Some words create effects regardless if they apply to the spell directly or not. It is a problem with text parsing. Thanks for reporting it.

Madman..

Curuthanir
February 14th, 2022, 03:55
Galactic Magic - Precog class. Doesn't appear to populate the char sheet with the proficiencies, nor with the spells per day.
Also appears that spells that scale (Blessing of Youth, Death's Door, etc.) are listed twice - once as the general spell, and again at each scalable level (I, II, III, etc.)

Shaldor69
February 15th, 2022, 16:10
FGU is not correctly applying the CLC to overcome spell resistance on creatures, I have tested this with multiple monsters that contain spell resistance as an example the Assault Laser Dragon from Alien Archive #4 has an SR of 23 yet when I go to make the CLC check against the target FGU displays the result of my roll as a D20+PC's CLC mod but instead of comparing that to the targets SR to see if it bypasses it displays the message "target has no SR".

madman
February 16th, 2022, 04:36
Galactic Magic - Precog class. Doesn't appear to populate the char sheet with the proficiencies, nor with the spells per day.
Also appears that spells that scale (Blessing of Youth, Death's Door, etc.) are listed twice - once as the general spell, and again at each scalable level (I, II, III, etc.)

Thanks for reporting this. I will take a look. [Fixed]

Madman..

Locotomo
February 17th, 2022, 16:05
Resolve Points.
After a level up from 2 to 3, all characters suddenly had 1 of 1 Resolve Points. After a restart they all had 1 of 5.
Full rest in the combat tracker did nothing. I had to do a full rest on each character individually.

Curuthanir
February 18th, 2022, 02:37
Formatting bug: the longarms from the Core Rule Book (Longarms - Disintegrator, Longarms - Flame, Longarms - Cryo, etc.) are listed in the Items- Weapons table as "Long Arms". It should be one word.
I noticed it because it causes the category to not merge the weapons of the same type with other modules, it considers Long Arms and Longarms to be 2 different categories.

madman
February 18th, 2022, 17:58
Formatting bug: the longarms from the Core Rule Book (Longarms - Disintegrator, Longarms - Flame, Longarms - Cryo, etc.) are listed in the Items- Weapons table as "Long Arms". It should be one word.
I noticed it because it causes the category to not merge the weapons of the same type with other modules, it considers Long Arms and Longarms to be 2 different categories.

Thanks for reporting this. I will get that fixed and in the update for next week.

Madman..

jrock1
February 19th, 2022, 01:46
In the last 2 sessions we observed some new issues:

1.) When clicking the accept button for movement the token would be deleted instead.
2.) The tokens had LoS issues even though LoS was clean from the GM's perspective, like walls where there weren't any (the tokens couldn't move nor see past LoS walls that weren't there).
3.) Tokens getting stuck in walls, not able to move in any direction until the GM intervened.

No extensions were loaded.

Moon Wizard
February 19th, 2022, 01:57
Are you running on the Live or Test version for your game?

Just want to be sure we're looking at the right code; and I believe the token stuck in wall is already fixed in the Test version.

Regards,
JPG

jrock1
February 19th, 2022, 03:19
Are you running on the Live or Test version for your game?
Just want to be sure we're looking at the right code; and I believe the token stuck in wall is already fixed in the Test version.
Regards,
JPG

It's the Live version.

superteddy57
February 19th, 2022, 08:27
Resolve Points.
After a level up from 2 to 3, all characters suddenly had 1 of 1 Resolve Points. After a restart they all had 1 of 5.
Full rest in the combat tracker did nothing. I had to do a full rest on each character individually.

I've tested with 2 new characters and 1 old one and the resolve points were at the correct levels. Are you able replicate this with specific steps? As for the number of resolve points, the PCs can click and edit the box directly to set their Resolve points.

Moon Wizard
February 19th, 2022, 08:39
@jrock1,

Any example campaign and steps to recreate would be very useful for us to be able to recreate and track down any issues with this.

Regards,
JPG

Locotomo
February 19th, 2022, 18:33
I started a new test campaign with all available sourcebooks loaded (for players and gm), Critical hit/miss decks, Deck of Many Worlds, Starfinder Effects and Effect Spells, Fly free or Die Ap 1+2 (player+gm), Dead Suns (only players, I give access to items from AP we already played) and Starfinder Society Pregens for testing level-up.
Strangely all was ok. I will let you know when the players level up the next time and something goes wrong.
I don't know what happened here, but I can assure you this really happened.

Regards, Loco

superteddy57
February 19th, 2022, 19:06
I started a new test campaign with all available sourcebooks loaded (for players and gm), Critical hit/miss decks, Deck of Many Worlds, Starfinder Effects and Effect Spells, Fly free or Die Ap 1+2 (player+gm), Dead Suns (only players, I give access to items from AP we already played) and Starfinder Society Pregens for testing level-up.
Strangely all was ok. I will let you know when the players level up the next time and something goes wrong.
I don't know what happened here, but I can assure you this really happened.

Regards, Loco

No problem, just wanted to be sure I wasn't missing a step to replicate it.

ActiveEvolution
February 22nd, 2022, 02:06
I did a search and didn't find this among the list, so I don't think this has been reported. We came across this issue this past weekend as we made new characters for the Fly Free or Die adventure path. One of the players had given his character the soldier class and then changed his mind to be a solarian and then decided soldier was the way to go, after all. Well, it messed up his hit points. Every time he added a class, it added in the hit points for the class, but when deleting the class, it didn't take them away. So each time he got 7 more hit points and soon had 25 as a 1st level soldier. Stamina points were fine, but not hit points. We couldn't manually change the hit points and so he ended up remaking the character entirely. (There probably was a better way to fix the issue, but that was the one he found.)

superteddy57
February 22nd, 2022, 10:46
Recreating the character would be the best option as it would require many edits that are beyond just changing hit points for the character. It would require removal of everything the class drops adds to the character. Starfinder (and many other rulesets) don't have a the option of replacing classes/levels. I can make the max HP editable, but the character may still run into issues with the next update and not doing the manual edits that were added.

ActiveEvolution
February 22nd, 2022, 14:33
Thanks for the feedback. Making the hit points and stamina points editable would help, as that was our first instinct (and what we did in our Pathfinder games when things got off). It would allow us to fix any of those issues if they crop up. Yes, it puts some responsibility on the user with the next character update, but I think that's easier on the user than rebuilding the character. In the mean time, I made sure to tell my players not to add any class levels unless they were sure that's what they wanted. :)

Curuthanir
February 23rd, 2022, 02:36
Thanks for reporting this. I will get that fixed and in the update for next week.

Madman..

Unfortunately, I'm still seeing this; but to help, I've narrowed it down to: Longarms- Disintegrator from COM, Longarms- Projectile from COM, Longarms- Projectile from Tech Revolution, Longarms- Projectile from Pact Worlds, Longarms- Relic from Tech Revolution, Longarms- Sonic from Tech Revolution, Longarms- Sonic from Galaxy Exploration Manual, Longarms- Sonic from Near Space, Longarms- Uncategorized from Near Space, and Longarms- Uncategorized from Tech Revolution.

Thank you for all you do! I know it can't be easy with all books.

LordQ96
February 23rd, 2022, 05:17
When using a melee weapon an error keeps popping up even when changing it to a ranged and also when changing the stat to it for dmg bonuses and it is also showing the dmg as blank on the actions bar. it pops up often.

madman
February 24th, 2022, 02:27
Unfortunately, I'm still seeing this; but to help, I've narrowed it down to: Longarms- Disintegrator from COM, Longarms- Projectile from COM, Longarms- Projectile from Tech Revolution, Longarms- Projectile from Pact Worlds, Longarms- Relic from Tech Revolution, Longarms- Sonic from Tech Revolution, Longarms- Sonic from Galaxy Exploration Manual, Longarms- Sonic from Near Space, Longarms- Uncategorized from Near Space, and Longarms- Uncategorized from Tech Revolution.

Thank you for all you do! I know it can't be easy with all books.

It did not make it into the update it appears. It will be in it for the next one.

Madman..

superteddy57
February 24th, 2022, 02:31
When using a melee weapon an error keeps popping up even when changing it to a ranged and also when changing the stat to it for dmg bonuses and it is also showing the dmg as blank on the actions bar. it pops up often.

Can you please provide images of the error or relay what it says?

LordQ96
February 25th, 2022, 16:15
so this is as soon as you put a melee item in the gear 51657
this one is when you try to change the stat modifier for the weapon 51658

superteddy57
February 25th, 2022, 16:17
I would attempt with all of your extensions disabled. The error you are facing appears to be coming from one of them.

LordQ96
February 25th, 2022, 16:22
thank you I completely forgot about an inventory mod that i had put on long before starting to make characters and didnt think to look at that.. sorry to bother you guys but thanks for the help.

superteddy57
February 25th, 2022, 17:33
thank you I completely forgot about an inventory mod that i had put on long before starting to make characters and didnt think to look at that.. sorry to bother you guys but thanks for the help.

Please don't take it as bothering. It's a nice find and worth a look. Helps find the cause.

flobz
February 26th, 2022, 21:56
Can you check the witchwarper level up code as i think when you level up it is using wisdom instead of char as the ability modifier cos once i have done the level up it only gives me 2 rp instead of 5rp from my half level and +3 from char.

acyd69
March 10th, 2022, 03:01
I'm adding some characters into a campaign and have gotten an error message when clicking the race and theme portions of the character sheet;

[ERROR] Script Execution error: [string "race"]:11: openWindow: Invalid parameter 2 or [ERROR] Script Execution error: [string "theme"]:11: openWindow: Invalid parameter 2

I have noticed that if Race and Theme are dragged from their tables, they populate, but are not showing the names on the sheet (though the link icon is there and can be clicked.)

Additionally, Financial Assets text entries are along the line not on it.

superteddy57
March 10th, 2022, 05:25
I'm adding some characters into a campaign and have gotten an error message when clicking the race and theme portions of the character sheet;

[ERROR] Script Execution error: [string "race"]:11: openWindow: Invalid parameter 2 or [ERROR] Script Execution error: [string "theme"]:11: openWindow: Invalid parameter 2

I have noticed that if Race and Theme are dragged from their tables, they populate, but are not showing the names on the sheet (though the link icon is there and can be clicked.)

Additionally, Financial Assets text entries are along the line not on it.

I might need some more information. I am unable to replicate this with the current build. When I click on race and theme it opens the masterindex and clicking the links open the references. Have you tried it in a new campaign and see if it is also producing those errors?

acyd69
March 10th, 2022, 15:22
Just tried this in a new campaign and got the same errors. Cleared all extensions and still received the errors.

-Update- wrong version of SFRPG Ruleset in load. Deleted and reloaded to correct issues.

Graylight
March 11th, 2022, 13:47
Minor quibble I noticed recently. Definitely not the end of the world, but the stat-block for Space Goblin Zaperator in Fantasy Grounds has 7 RP. Unless I'm missing something, that critter should have exactly zero RP. I suspect this is a transcription error carried over from the sheet for a Space Goblin Monark, which DOES have 7 RP.

madman
March 12th, 2022, 02:55
Minor quibble I noticed recently. Definitely not the end of the world, but the stat-block for Space Goblin Zaperator in Fantasy Grounds has 7 RP. Unless I'm missing something, that critter should have exactly zero RP. I suspect this is a transcription error carried over from the sheet for a Space Goblin Monark, which DOES have 7 RP.

I will get that fixed. In the future when reporting bugs, can you please include the module you are referring to.
Thanks [Fixed]

Madman..

Graylight
March 12th, 2022, 11:36
I will get that fixed. In the future when reporting bugs, can you please include the module you are referring to.
Thanks

Madman..

Whoops, my bad. :o
Yeah, it's the Space Goblin Zaperator stat block, associated with the very first Alien Archive book/module.
But it sounds as if you found it okay. Keep up the good work. :)

Renegat
March 12th, 2022, 22:16
I have problem since the last update, new weapons doesn't transfer damage information on the action tab of the character sheet.

acyd69
March 13th, 2022, 23:04
I have problem since the last update, new weapons doesn't transfer damage information on the action tab of the character sheet.

I have noticed this as well, specifically the damage dice are not being included in the actions.

superteddy57
March 14th, 2022, 12:24
With the updates to the base codebase I need to up the parsing for the actions. I will push an update when a solution is found.

Evolivolution
March 18th, 2022, 16:37
Was testing around a bit and found some things:
The effect Grappled should apply the following penalties: –2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks
The effect Pinned should apply these: –4 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks
Everything that is underlined is actually applied. Also want to mention that these don't stack, Pinned replaces Grappled, which does work for the AC thing.

ShimapanKnight
March 24th, 2022, 18:11
I have an issue with weapons in action tab. For some reason buttons for different attack types are merged together like this: https://i.imgur.com/LN93YAo.png
I have tested it without any extensions and modules, did a complete FGU reinstall, and even tested on different PC.

Locotomo
March 24th, 2022, 18:28
Just found 2 bugs.
I started a new campaign with level 3 characters. When i distribute the attributes before determining the class, the resolve points will stay at 1/1 until i restart FGU.
The second is a small sorting error as shown in the picture. I think Electrified hull should not52157 be up there :)

superteddy57
March 24th, 2022, 19:02
Was testing around a bit and found some things:
The effect Grappled should apply the following penalties: –2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks
The effect Pinned should apply these: –4 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks
Everything that is underlined is actually applied. Also want to mention that these don't stack, Pinned replaces Grappled, which does work for the AC thing.

It is on my list of things to investigate


I have an issue with weapons in action tab. For some reason buttons for different attack types are merged together like this: https://i.imgur.com/LN93YAo.png
I have tested it without any extensions and modules, did a complete FGU reinstall, and even tested on different PC.

I'm not quite sure what you mean by attack types. The first one is a regular attack and the next is the full attack. Since rolling multiple attacks in a single click doesn't get factored correctly the full attack is now just one field. You can click it multiple times and it will roll the correct roll for each.

ShimapanKnight
March 24th, 2022, 19:30
I'm not quite sure what you mean by attack types. The first one is a regular attack and the next is the full attack. Since rolling multiple attacks in a single click doesn't get factored correctly the full attack is now just one field. You can click it multiple times and it will roll the correct roll for each.

Sorry, I don't remember what they were exactly, only just there were three different buttons. And by the way separate full attack button still exists in mini sheet and it works just fine.

madman
March 25th, 2022, 03:31
Just found 2 bugs.
I started a new campaign with level 3 characters. When i distribute the attributes before determining the class, the resolve points will stay at 1/1 until i restart FGU.
The second is a small sorting error as shown in the picture. I think Electrified hull should not52157 be up there :)

I swear I fixed that. I will get it rectified. Thanks for pointing it out. One little space.[Fixed]

Madman..

Keyring
March 25th, 2022, 13:36
Howdy,

Not sure if this is reported, I searched about but cant find anything. Seems the ID button and the Non-ID Name field on items has gone missing. However if a non-identified item (created about a month ago) is placed in the characters inventory, it can be seen with the Non-ID name.
NPC's however, still have their Non-ID Name and ID button.

Default SFRPG theme. No extensions.

52174

Cheers

superteddy57
March 25th, 2022, 13:51
Howdy,

Not sure if this is reported, I searched about but cant find anything. Seems the ID button and the Non-ID Name field on items has gone missing. However if a non-identified item (created about a month ago) is placed in the characters inventory, it can be seen with the Non-ID name.
NPC's however, still have their Non-ID Name and ID button.

Default SFRPG theme. No extensions.

52174

Cheers

Thank you for the report. I will add it to my list to investigate.

Curuthanir
April 6th, 2022, 02:17
Unfortunately, I'm still seeing this; but to help, I've narrowed it down to: Longarms- Disintegrator from COM, Longarms- Projectile from COM, Longarms- Projectile from Tech Revolution, Longarms- Projectile from Pact Worlds, Longarms- Relic from Tech Revolution, Longarms- Sonic from Tech Revolution, Longarms- Sonic from Galaxy Exploration Manual, Longarms- Sonic from Near Space, Longarms- Uncategorized from Near Space, and Longarms- Uncategorized from Tech Revolution.

Thank you for all you do! I know it can't be easy with all books.


It did not make it into the update it appears. It will be in it for the next one.

Madman..

Just following up to make sure this is still on the list of things to update.

Thanks!

bmos
April 6th, 2022, 16:13
Not technically a bug, but on line 666 of record_comp_main.xml the object name "will label" is used instead of "will_label" which is almost certainly not intended.

superteddy57
April 6th, 2022, 16:16
very ominous line you reported. It's a tricky devil lol. Sorry couldn't resist. I see what you mean. I don't think it will cause an issue, but I will fix it for the next weekly update.

madman
April 6th, 2022, 23:22
Just following up to make sure this is still on the list of things to update.

Thanks!

I will check it out. Maybe the fix did not work.[Fixed]

Madman..

Graylight
April 7th, 2022, 12:32
I just noticed a minor line of missing text for the "Medkit, advanced" item, as found within the Starfinder Core Rulebook module.

When navigating to the "Other" tab for this item's description and detailed rules, the description appears to be (abruptly) truncated. Currently, the final line of text reads as follows: "You can then provide long-term care to a single patient usin"-- and then promptly cuts off before listing the DC for the action being described.

Consulting my own copy of the CRB, I believe that the final sentence is supposed to read as thus: "You can then provide long-term care to a single patient using the temporary medical lab, with a DC 30 Medicine check."

madman
April 7th, 2022, 16:01
I just noticed a minor line of missing text for the "Medkit, advanced" item, as found within the Starfinder Core Rulebook module.

When navigating to the "Other" tab for this item's description and detailed rules, the description appears to be (abruptly) truncated. Currently, the final line of text reads as follows: "You can then provide long-term care to a single patient usin"-- and then promptly cuts off before listing the DC for the action being described.

Consulting my own copy of the CRB, I believe that the final sentence is supposed to read as thus: "You can then provide long-term care to a single patient using the temporary medical lab, with a DC 30 Medicine check."

Thanks for pointing this out. I will get it fixed and turned in for the next update. [Fixed]

Madman..

Evolivolution
April 14th, 2022, 00:19
Class level effects coding isn't working. So things like [VANGUARD] seem to just always return -1 for me.

superteddy57
April 14th, 2022, 20:24
Class level effects coding isn't working. So things like [VANGUARD] seem to just always return -1 for me.

I'm having a bit of trouble locating the code that helps this process. I will need a bit of time to see where the problem lies. I might even just set up a new function. I'll add it to my list of things to work on.

HeckoX
April 27th, 2022, 01:46
FGU (latest version; update 20 mins ago) on Windows 10

ISSUE
The LV2 Theorem feature Painful Injection is not listed in the Theorem feature description.
Further, it's incorrectly configured by listing Theorem (EX) in the info field instead of having Theorem in the (parent) feature field like all the others
52551

BUG
All weapons that have NULL damage type, e.g. Graviton Pistol or Wraith-Sting Rifle (both from Starfinder Armory) will result in an error when adding them to the inventory and won't display under actions. Adding a damage type, regardless of damage value (e.g. changing - to - P) will make it work, however, some weapons aren't made to have damage types, but only special effects.
52553

superteddy57
April 27th, 2022, 04:35
FGU (latest version; update 20 mins ago) on Windows 10

ISSUE
The LV2 Theorem feature Painful Injection is not listed in the Theorem feature description.
Further, it's incorrectly configured by listing Theorem (EX) in the info field instead of having Theorem in the (parent) feature field like all the others
52551

BUG
All weapons that have NULL damage type, e.g. Graviton Pistol or Wraith-Sting Rifle (both from Starfinder Armory) will result in an error when adding them to the inventory and won't display under actions. Adding a damage type, regardless of damage value (e.g. changing - to - P) will make it work, however, some weapons aren't made to have damage types, but only special effects.
52553

Thank you. This certainly is a new one and not one related to my earlier fix for untyped damage. I will investigate it further and try and get a fix out as soon as possible.

madman
April 27th, 2022, 11:50
FGU (latest version; update 20 mins ago) on Windows 10

ISSUE
The LV2 Theorem feature Painful Injection is not listed in the Theorem feature description.
Further, it's incorrectly configured by listing Theorem (EX) in the info field instead of having Theorem in the (parent) feature field like all the others
52551


I'll take a look. Thanks for reporting it.

Madman..

frozenstiff
May 3rd, 2022, 06:33
I just recently picked FGU up and I'm trying to set up my players characters. One of them wants to be a Drone mechanic and I cant figure out how to get the Drone AC to change when he puts on the armor mod. I'm using the add drone feature on his gear tab. Any help would be appreciated.

superteddy57
May 3rd, 2022, 17:49
It took me a moment to look things over and I see the inventory tab is still the old style on the drone sheet. The armor upgrades were setup as templates and were to be dropped onto augmentation tab. I'll look into adding the additional tab for drone sheets so armor upgrades can be dropped and tracked.

frozenstiff
May 3rd, 2022, 18:12
I also notes that I can’t delete anything that is added to the drone sheet like feats.

AlterZwerg
May 3rd, 2022, 21:18
Having some issues with drones, too.

My Player has a Level 3 Combat Drone.
Standard EAC 10, KAC 13, AC Bonus +2 for Level3, Enhanced Armor +2, Dex Bonus +1 should be EAC 15 and KAC 18 total.
Works on the old character sheet for the drone but now that theyīve leveled up we tried rebuilding it with the new one.
The new one says EAC 12 and KAC 15 (lacking the bonus for Enhanced Armor and Dex)

Also it seems that the Dex Bonus isnīt accounted for the Drones Initiative on the new sheet
Rolling initiative doesnīt work when rolling on the drone sheet, i have to do it as GM via the CT

And getting the magnifying glasses back on the sheet would be great, too... ;)

superteddy57
May 4th, 2022, 00:08
MOD: Merged with bug report thread.

It's best to post these issues within the bug report thread. That is were all the SFRPG devs monitor for issues to get them resolved.

As for the drone issue, please post a copy of the character sheet that has the drone on and I will have a look.

frozenstiff
May 4th, 2022, 02:13
im sorry im new here but how can i get you the export file of the character?

acyd69
May 4th, 2022, 03:08
Regarding the Drone (additional) Character Sheet -

1. Title Box - Adding "Class" levels to the Drone is not intuitive (Class as used here represents Drone Chassis). The line that accepts the "Class" levels is not labeled. Additionally, the "Class" cannot be added by dropping it on the box where it is displayed. The "Class" can be dropped on any other box on the sheet to add it.
1a. "Class" levels cannot be removed and drones cannot have levels in multiple "Classes". This may just be more of an awareness point as drones can be completely rebuilt whenever a character gains a level in Mechanic.

2. Health Box - Drones do not have SP and therefore also have no need for Fatigue. I would maintain the Temp points, especially if the Subd is the negative to it.

3. Combat Box - Drones do not make a separate initiative roll, they act at the end of the controlling character's turn as stated in the Drone Special Ability, Limited AI. This roller/input can be removed.

4. Speed Box - Drone speed is not applied by the applied "Class", nor is there a way to enter a speed value.

5. Main Tab - There is no way to apply miscellaneous modifiers to any stats (other than possibly effects within the CT).

6. Abilities Tab - Features box collects the Drone Special Abilities and Drone Mods. Consider separating the two.
6a. Many Drone Mods affect stats on the Main Tab. If integration is not planned recommend miscellaneous modifiers for stats on Main Tab.

7. Gear Tab - Augments tab for armor upgrades, is not the same thing as Drone Mods. As with regular character sheets there is no integration of these affects to the stats on the Main tab thus reinforcing the need for miscellaneous modifiers.

I did not play around with the actions tab, I assume it works similarly to the regular character sheet and should respond in kind.

I hope these insights are helpful and the sheet can be improved. It is very nice to have it included in the regular sheet removing the need for a separate character sheet for a class ability.

Please feel free to contact me on Discord (Acyd69#8866).

superteddy57
May 4th, 2022, 04:39
im sorry im new here but how can i get you the export file of the character?

It was in response to AlterZwerg's post as I would like to have a look at the xml for the character.

AlterZwerg
May 4th, 2022, 08:18
MOD: Merged with bug report thread.

It's best to post these issues within the bug report thread. That is were all the SFRPG devs monitor for issues to get them resolved.

As for the drone issue, please post a copy of the character sheet that has the drone on and I will have a look.

Here you go. Thank you very much for your assistance :)

superteddy57
May 4th, 2022, 21:23
Thanks, I'll have a look and see if what it's doing.

superteddy57
May 5th, 2022, 14:47
Regarding the Drone (additional) Character Sheet -

1. Title Box - Adding "Class" levels to the Drone is not intuitive (Class as used here represents Drone Chassis). The line that accepts the "Class" levels is not labeled. Additionally, the "Class" cannot be added by dropping it on the box where it is displayed. The "Class" can be dropped on any other box on the sheet to add it.
1a. "Class" levels cannot be removed and drones cannot have levels in multiple "Classes". This may just be more of an awareness point as drones can be completely rebuilt whenever a character gains a level in Mechanic.

2. Health Box - Drones do not have SP and therefore also have no need for Fatigue. I would maintain the Temp points, especially if the Subd is the negative to it.

3. Combat Box - Drones do not make a separate initiative roll, they act at the end of the controlling character's turn as stated in the Drone Special Ability, Limited AI. This roller/input can be removed.

4. Speed Box - Drone speed is not applied by the applied "Class", nor is there a way to enter a speed value.

5. Main Tab - There is no way to apply miscellaneous modifiers to any stats (other than possibly effects within the CT).

6. Abilities Tab - Features box collects the Drone Special Abilities and Drone Mods. Consider separating the two.
6a. Many Drone Mods affect stats on the Main Tab. If integration is not planned recommend miscellaneous modifiers for stats on Main Tab.

7. Gear Tab - Augments tab for armor upgrades, is not the same thing as Drone Mods. As with regular character sheets there is no integration of these affects to the stats on the Main tab thus reinforcing the need for miscellaneous modifiers.

I did not play around with the actions tab, I assume it works similarly to the regular character sheet and should respond in kind.

I hope these insights are helpful and the sheet can be improved. It is very nice to have it included in the regular sheet removing the need for a separate character sheet for a class ability.

Please feel free to contact me on Discord (Acyd69#8866).

Thank you for the suggestions. The ruleset is currently in maintenance mode due to not having a dedicated developer. The only work being performed on it would be bug fixing and ensuring it is working with the latest Core update. As drones were built using character sheets in prior builds, then I will try and ensure that same functionality is there. The current sheet's functionality is the mini sheet for the character sheet and it needed some different logic than what is the base of the mini sheet, which looks like was missed in some places. So that is why it's in it's current state. That does not mean updates do not come and I will take your list for when that next round of expansion comes.

frozenstiff
May 6th, 2022, 01:06
just curious what the patch schedule is? when can we expect to see a fix for this?

superteddy57
May 6th, 2022, 03:57
All fixes are pushed with the weekly update. This is Tuesday of every week.

Locotomo
May 20th, 2022, 18:39
Strange behaviour with critical damage. I tested the critical damage of a Disintegrator rifle, executioner with shift-click.
Every time I clicked it the corrosion damage doubled and I canīt reset it.52855
There are over 100 entries now and I am afraid to do another test :)
I tried it with another character, just normal double damage and Fantasy Grounds crashed.

Locotomo
May 20th, 2022, 18:53
It crashes with another characters damage rolls of a Shirren-eye rifle, paragon.
For now I canīt play with this group anymore. How can I reset the game?

superteddy57
May 21st, 2022, 06:20
Strange behaviour with critical damage. I tested the critical damage of a Disintegrator rifle, executioner with shift-click.
Every time I clicked it the corrosion damage doubled and I canīt reset it.52855
There are over 100 entries now and I am afraid to do another test :)
I tried it with another character, just normal double damage and Fantasy Grounds crashed.

I tested both weapons and it appears that it's adding the corrode dice pool each time you are rolling critical and updating the DMGO effect on the target. In my testing, I only saw an increase of 1d6 as the critical was set to be a d6. This appears to be behavior that has been in the ruleset since Samarex was the developer and hasn't changed. I'm not seeing numbers that you have shown here, but I'm also not able to see the weapon the damage originated from as well. The crashing would stem from the DMGO effect trying to roll that very large pool of dice. So that effect would need to be removed or it will keep trying to attempt to roll that effect. I'm still a bit perplexed on how the effect got that high and I may need more information from the weapon being used in game (may have been changed) from the base weapons you have relayed here.

Locotomo
May 21st, 2022, 09:15
Ok, here some more pictures :
The Vorpal Shirren Rifle is causing the crash/freeze and the Disintegrator is causing the strange critical behaviour.
52868
52870
52869
How can I reset this? A restart doesnīt change anything.

superteddy57
May 21st, 2022, 13:01
You can either replace the db.xml in your campaign with a back up session or go in to the db.xml of your campaign manually and remove the effect that is being called. The file needing to be renamed looks something 'db.session.20220413.xml' to db.xml.

I'm still not able to replicate the issue even with the weapon records.

Faolan the Azure Abjurer
June 1st, 2022, 19:54
Issue is exactly what it says in the title. It is literally impossible to build a ship. Can't drag any ship parts onto a ship sheet. Can't drag a ship into the party sheet either. There are no extensions running.

MOD: moved to Starfinder Bug Report thread

Dangus
June 1st, 2022, 23:02
I have just tried today to add vulnerability effect to the Garaggakal from Alien Archives 2 because it was never coded into the monster and it is not adding the extra damage and resistances do not seem to be working either

superteddy57
June 1st, 2022, 23:09
Issue is exactly what it says in the title. It is literally impossible to build a ship. Can't drag any ship parts onto a ship sheet. Can't drag a ship into the party sheet either. There are no extensions running.

MOD: moved to Starfinder Bug Report thread

Can you provide me some images of the steps you are taking in creating a ship? I verified that I am able to add components to a PC ship and add it to the party sheet with the latest version.


I have just tried today to add vulnerability effect to the Garaggakal from Alien Archives 2 because it was never coded into the monster and it is not adding the extra damage and resistances do not seem to be working either

Can you provide me full details of the combat that you tested with this monster and how the stat block looks or it's combat tracker entry? I'm not seeing issues with my testing.

Dangus
June 2nd, 2022, 02:10
So what I had done was added VULN: electricity to the combat tracker for the Garaggakal. It says it's vulnerable to electricity but there's nothing else in it's stat block or it's combat tracker entry to reflect this so I added it myself. All I did was kept casting jolting surge from one of my players sheet to see if it would add the extra damage but it did no such thing

Faolan the Azure Abjurer
June 2nd, 2022, 02:59
Can you provide me some images of the steps you are taking in creating a ship? I verified that I am able to add components to a PC ship and add it to the party sheet with the latest version.

Well, for one thing, I wasn't the GM, but logged on as a player. It worked when the GM tried to fill out the sheet. Apparently, despite the fact that players can create a new ship sheet, only the GM can actually add parts to it, which kinda gets in the way when it comes to player-owned ships.

superteddy57
June 2nd, 2022, 09:57
Well, for one thing, I wasn't the GM, but logged on as a player. It worked when the GM tried to fill out the sheet. Apparently, despite the fact that players can create a new ship sheet, only the GM can actually add parts to it, which kinda gets in the way when it comes to player-owned ships.

The current state of the PC ship records is the GM will have to assist in creating them and interacting with them. Solutions for players to have this ability were being brainstormed, but never implemented. Its high on my list of things to introduce.

superteddy57
June 2nd, 2022, 09:58
So what I had done was added VULN: electricity to the combat tracker for the Garaggakal. It says it's vulnerable to electricity but there's nothing else in it's stat block or it's combat tracker entry to reflect this so I added it myself. All I did was kept casting jolting surge from one of my players sheet to see if it would add the extra damage but it did no such thing

I'll pass along to the developer to investigate the npc stat block for missing data. I'll test it out and see if I can replicate and/or find a solution.

superteddy57
June 2nd, 2022, 13:28
So what I had done was added VULN: electricity to the combat tracker for the Garaggakal. It says it's vulnerable to electricity but there's nothing else in it's stat block or it's combat tracker entry to reflect this so I added it myself. All I did was kept casting jolting surge from one of my players sheet to see if it would add the extra damage but it did no such thing

After looking over the code, it does appear the code is not parsing vulnerability to energy or kinetic damage types. I will do some more testing and push a fix with the next weekly update.

Locotomo
June 7th, 2022, 16:26
Junkers Delight.
The Ysoki true Warrior has the wrong loot.
53051

Ulric
June 7th, 2022, 23:15
After looking over the code, it does appear the code is not parsing vulnerability to energy or kinetic damage types. I will do some more testing and push a fix with the next weekly update.

Superteddy57, thanks for fixing this old bug!

superteddy57
June 8th, 2022, 02:07
Sorry it fell through the cracks. Lots of plates moving on my end. Will be more diligent.

Ulric
June 8th, 2022, 02:47
Sorry it fell through the cracks. Lots of plates moving on my end. Will be more diligent.
You are doing great!

madman
June 8th, 2022, 04:41
Junkers Delight.
The Ysoki true Warrior has the wrong loot.
53051

I'll get that fixed. Thanks for reporting it.. [Fixed]
Madman

Littlerogue
June 13th, 2022, 08:12
Hello ! It's been a while but i launched a new campaign and i found a few bugs before the first session :


Ruleset related bugs :


Effects : the CLC argument doesn't seems to work : I created an effect to add +2 to CLC that i activate before casting a spell on a target with SR. When i cast the caster level check is done but the bonus isn't applied.
Starships : Deflector Shields coding work fine concerning RD, but this item also add bonus to TL/AC : These bonus are lised into the item description but aren't applied when slotted to starship.


Module related bugs :


There is a lot of spells duplicated between Core Rulebook and Character Operation Manual. Seems the CRB module is necessary to play the game, why do we need to copy the spells content in another book ?
Galactic Magic/CRB : The base spells in Core Rulebook aren't assigned to Precog (for those which are in its spells list). The classes from COM doesn't seems to present this issue
Galactic Magic : Recall spell doesn't have level and is not associated to Precog
Galactic Magic : Chronomatic defense is not listed in Precog class feature, and i can't find any detail on Chronomatic flow


Thank you !

TheDungeonMaxter
June 13th, 2022, 16:17
Power Armor appears to be bugged with the latest update. Anytime my characters equip it we get the following bug:

[ERROR] Handler error: [string "scripts/manager_char.lua"]:377: attempt to compare string with number

I tested this with multiple players characters and all the Power Armor in the Core Rules. We don't get this error with any heavy or light armor.

superteddy57
June 13th, 2022, 16:30
Power Armor appears to be bugged with the latest update. Anytime my characters equip it we get the following bug:

[ERROR] Handler error: [string "scripts/manager_char.lua"]:377: attempt to compare string with number

I tested this with multiple players characters and all the Power Armor in the Core Rules. We don't get this error with any heavy or light armor.

I was able to locate the issue. Unfortunately the ruleset is currently in lockdown for some major updates. I will make the fix available on the TEST server, but it may take some time to be available on the LIVE server.

madman
June 14th, 2022, 14:44
Hello ! It's been a while but i launched a new campaign and i found a few bugs before the first session :


Ruleset related bugs :


Effects : the CLC argument doesn't seems to work : I created an effect to add +2 to CLC that i activate before casting a spell on a target with SR. When i cast the caster level check is done but the bonus isn't applied.
Starships : Deflector Shields coding work fine concerning RD, but this item also add bonus to TL/AC : These bonus are lised into the item description but aren't applied when slotted to starship.


Module related bugs :


There is a lot of spells duplicated between Core Rulebook and Character Operation Manual. Seems the CRB module is necessary to play the game, why do we need to copy the spells content in another book ?
Galactic Magic/CRB : The base spells in Core Rulebook aren't assigned to Precog (for those which are in its spells list). The classes from COM doesn't seems to present this issue
Galactic Magic : Recall spell doesn't have level and is not associated to Precog
Galactic Magic : Chronomatic defense is not listed in Precog class feature, and i can't find any detail on Chronomatic flow


Thank you !


I did not create the Core Rules or, Character Operations Manual. Not sure why this is the case. I will look into it.
The Galactic Magic Precog class spells not reflecting in the core rulebook spells. I will investigate this. [Core Rulebook spells updated to show other classes]


Galactic Magic : Recall spell doesn't have level and is not associated to Precog (I need some more information on this one. I am not finding anything called Recall spell)
Galactic Magic : Chronomatic defense is not listed in Precog class feature, and i can't find any detail on Chronomatic flow

These I will get fixed..

Madman..

Locotomo
June 17th, 2022, 14:31
When I drag Magic Negation to the character sheet all the description gets lost.
53197

Evolivolution
June 17th, 2022, 15:35
When I drag Magic Negation to the character sheet all the description gets lost.
53197

That's because it's a class feature, meant to go into the Class Abilities section. The feats section is expecting different data and can display it correctly because of that.

superteddy57
June 17th, 2022, 15:39
Features shouldn't be accepted by the Feats list. I'll have a look and ensure they can't be dropped to that frame.

Locotomo
June 17th, 2022, 16:32
That worked, there were a lot more "magic hacks" that I had to move over to the right place.
This is what it should look like :D 53198

Thx :)

Locotomo
June 20th, 2022, 15:29
Two Archetypes are in the Classes section.
53242

Locotomo
June 20th, 2022, 21:23
The spell Ectoplasmic Eruption (Attack of the Swarm AP 5) shows up in the Mystic spell list, lvl "0" (It is a lvl 4 spell)

madman
June 21st, 2022, 00:12
Two Archetypes are in the Classes section.
53242


The spell Ectoplasmic Eruption (Attack of the Swarm AP 5) shows up in the Mystic spell list, lvl "0" (It is a lvl 4 spell) [Fixed]
I'll take a look and get these fixed [Fixed]

Madman..

Locotomo
June 23rd, 2022, 17:33
I just realised that all Pistols and Rifles do no double damage on a critical. Is this right?

Locotomo
June 26th, 2022, 13:54
Just a little typo at the Encounter . J missing :) (Devastation Arc AP2)
53317

madman
June 27th, 2022, 01:32
Just a little typo at the Encounter . J missing :) (Devastation Arc AP2)
53317

Thanks. I'll add it to the list. [Fixed]

Madman..

Littlerogue
June 27th, 2022, 22:25
Blessing of Youth spell (Galactic Magic) in its 6 levels variants should restaure stamina points, not hit points as coded :-)

madman
June 27th, 2022, 23:40
Blessing of Youth spell (Galactic Magic) in its 6 levels variants should restaure stamina points, not hit points as coded :-)

Spells are not Hardcoded. They are parsed from text and do not always parse correctly.
SP must not be in the code for healing. (workaround) open the healing line and click the HP to change it to SP.

Madman..

Littlerogue
June 30th, 2022, 08:50
Got it, thank for the precision !

Ulric
July 4th, 2022, 16:54
Truesight isn't working it applied using the character sheet "Truesight 60" or an effect VISION: 60 truesight. It does work if applied to a token using the Image Toolbar.

HeckoX
July 11th, 2022, 14:27
String inconsistency

2nd level Operative Exploit correctly list the Operative Exploits as being [2nd level].
4th level Operative Exploit incorrectly list them as [Level 1]

53510

Don't know if this appears on others as well

madman
July 12th, 2022, 04:31
String inconsistency

2nd level Operative Exploit correctly list the Operative Exploits as being [2nd level].
4th level Operative Exploit incorrectly list them as [Level 1]

53510

Don't know if this appears on others as well

I'll take a look and get it fixed. Thanks for reporting it. [Fixed]

Madman

Evolivolution
July 13th, 2022, 02:08
Taking lethal damage doesn't apply the 'Prone' condition anymore.

Moon Wizard
July 13th, 2022, 03:57
Just pushed hot fix to restore that.

Regards,
JPG

Graylight
July 17th, 2022, 11:29
Ever since the most recent update, I've been getting an error message popup whenever I roll for an attack in the chat window, WITHOUT targetting a specific PC or NPC. The error message appears in the logs as follows:


[7/17/2022 8:04:01 PM] [ERROR] Script execution error: [string "scripts/manager_action_attack.lua"]:714: attempt to compare number with nil

This error does NOT materialize in the logs if I make the attack roll against a specific NPC, (i.e. if I drag out the dice, and drop them directly onto the NPC's token). The error only occurs if I drag-and-drop the roll directly into the chat window. Likewise, this error does NOT appear when dragging a damage roll directly into the chat box. It only appears when making an attack roll. I've experimented a tiny bit with two other rulesets in Fantasy Grounds (Pathfinder and 5E), and this error seems to only appear while using the Starfinder ruleset. Not the others.

Granted, this error doesn't really disrupt play significantly. It's just an annoying distraction at the moment. If you need a screenshot, or a copy of the log file, I could publish those as needed. But the error appears to be readily and easily reproduced on my end, in both new and old campaign files.

superteddy57
July 17th, 2022, 14:19
Was able to identify the issue and a fix will be pushed with the weekly updates.

Locotomo
July 18th, 2022, 14:48
5358653587
Drift Crisis: In the NPC Section there is a blank sheet and the AbadarCorp Drone is a Tier 1 ship, according to the Drift Crisis PDF p. 146.

madman
July 19th, 2022, 04:16
Thanks for reporting these. I will get them fixed. [Fixed]

Madman..

jrawly
July 25th, 2022, 16:53
I am playing a Starfinder Campaign with the first adventure path, Dead Suns. When running ship combat, the rolls to attack for the NPC ship appears to be incorrect.

For example, the first ship combat is the Stiletto NPC ship, vs the player ship Hippocampus.

When rolling an attack from the ship combat tracker, the modifier is +14, which means the Stiletto will never miss an attack vs the players as the Hippocampus AC is 14.

The gunnery skill for the pilot is +6, which is what I think the combat should be using.

The same issue seems to occur with all NPC ships that I have access to in this adventure path - I haven't tested any custom ships, or other modules.

The modifier seems to be the piloting skill which is incorrect.

I am running the latest version of FGU, 4.2.2 2022-06-7, Ultimate license, with no extensions loaded.
I have all the Dead Suns adventure modules loaded, 1-6, along with the player modules.
Windows 10, UK English.

Thanks

superteddy57
July 25th, 2022, 18:18
I am playing a Starfinder Campaign with the first adventure path, Dead Suns. When running ship combat, the rolls to attack for the NPC ship appears to be incorrect.

For example, the first ship combat is the Stiletto NPC ship, vs the player ship Hippocampus.

When rolling an attack from the ship combat tracker, the modifier is +14, which means the Stiletto will never miss an attack vs the players as the Hippocampus AC is 14.

The gunnery skill for the pilot is +6, which is what I think the combat should be using.

The same issue seems to occur with all NPC ships that I have access to in this adventure path - I haven't tested any custom ships, or other modules.

The modifier seems to be the piloting skill which is incorrect.

I am running the latest version of FGU, 4.2.2 2022-06-7, Ultimate license, with no extensions loaded.
I have all the Dead Suns adventure modules loaded, 1-6, along with the player modules.
Windows 10, UK English.

Thanks

I was able to see that it wasn't pulling the gunnery skill of the pilot. I will push a fix for this with the next weekly update.

masterqgj
August 13th, 2022, 00:32
The regeneration effect on trolls (and maybe other mobs) does not work correctly. If the mob gets hit by the intended damage (for e.g. fire or acid in the case of trolls) the regeneration should stop for one round, but it does not do that. Instead it just regenerates as if nothing happened. Evolivolution did reproduce the issue as stated in this thread: https://www.fantasygrounds.com/forums/showthread.php?74761-Trolls-an-renegeration-it-s-not-disabled-after-they-get-hit-by-fire-or-acid-damage&p=659415#post659415

His comment was also:
"To clarify: the troll does get an effect
Code:
REGEN: 5 acid or fire
which won't work regardless but even a normal
Code:
REGEN: 5 fire
doesn't behave like intended."

Zionmatrix
August 13th, 2022, 02:51
Just an FYI; Technomancer Spell Junk Armor has been made a 1st Level spell from a 0 lvl with release of Tech Revolution.

madman
August 13th, 2022, 11:46
Just an FYI; Technomancer Spell Junk Armor has been made a 1st Level spell from a 0 lvl with release of Tech Revolution.

Thanks for pointing this out. I will check it out.

Madman..

Littlerogue
August 15th, 2022, 11:47
For starship combat : We use to have a toggle in CT for NPC starship crew : When toggled, gunnery/piloting bonus were applied to appropriate checks (initiative, attack rolls etc.)

This toggle doesn't seems to appear anymore.

Evolivolution
August 15th, 2022, 11:51
For starship combat : We use to have a toggle in CT for NPC starship crew : When toggled, gunnery/piloting bonus were applied to appropriate checks (initiative, attack rolls etc.)

This toggle doesn't seems to appear anymore.

It now should automatically apply the bonus when the name of the crew member is Pilot or Gunner respectively.

Littlerogue
August 15th, 2022, 12:22
Oh, ok ! Thanks !

So it seems some NPC ship lack the correct wording for this behaviour. For example, The sivv defense drone from Devastation Ark 1 : Waking the Worldseed doesn't apply the correct bonus on CT.

superteddy57
August 15th, 2022, 12:27
Oh, ok ! Thanks !

So it seems some NPC ship lack the correct wording for this behaviour. For example, The sivv defense drone from Devastation Ark 1 : Waking the Worldseed doesn't apply the correct bonus on CT.

Reporting which records you have come across that need updating would be a huge help. That way I can pass it along to the content developer.

Littlerogue
August 15th, 2022, 12:44
Here is the caption of the NPC ship (i don't know any simple way to send you the record).

53971

superteddy57
August 15th, 2022, 15:28
What I mean is providing a list of the ships that are not updated and the name of their modules.

Littlerogue
August 15th, 2022, 18:40
From the modules i own :


Alien Archive
- Endbringer Devil
- Novaspawn
Both of those are either living ship or spell transformer ship, with no crew but spacial crew bonus to be considered
Devastation Ark 1 - Waking the Worldseed
- Sivv defense drone
Devastation Ark 2 - The Starstone Blockade
- Sivv drone destroyer
- Sivv drone interceptors
- Skyward glory
Starship operation Manual
- AAC Hoardmaster (initiative check not working)
- Alinoisos (same)
- Atech resolute (same)
...
Basicaly all SOM starship have issue with initiative test, and some of them (example : Vanguard exsanguinator) have unclickable weapon to do the gunnery test (it think the "*" at the end of the name of some weapon may cause the issue)


Also, for Devastation Ark 3 - Dominion End : The starship Multifols Industry Harvester from the book/pdf does not appear in the FGU module.

madman
August 16th, 2022, 03:50
I'll have a look at those. Thanks for reporting them. [Fixed]

Madman..

GravityBlade
August 18th, 2022, 20:04
When PC fires a capital weapon it is not getting resolved correctly:

54026

When an NPC ship does the same it is resolved properly:

54027

This is from Attack of the Swarm AP 5 Hive of Minds.

GravityBlade
August 18th, 2022, 20:16
Ship Combat Tracker is not tracking initiative in the correct order. It is showing from highest to lowest and this should be reversed for the Helm phase (the only time initiative matters).

superteddy57
August 18th, 2022, 20:24
When PC fires a capital weapon it is not getting resolved correctly:

54026

When an NPC ship does the same it is resolved properly:

54027

This is from Attack of the Swarm AP 5 Hive of Minds.

Thanks for the report. Thanks for the images, but can you elaborate on how you expect it to perform? I'm guessing from the images the PC attack is not adding the damage. Just want to be sure and can you provide exact steps you used to perform your test?

GravityBlade
August 19th, 2022, 15:23
Thanks for the report. Thanks for the images, but can you elaborate on how you expect it to perform? I'm guessing from the images the PC attack is not adding the damage. Just want to be sure and can you provide exact steps you used to perform your test?

Sorry, the NPC results shown were after the step which is bugged for the PC ships. Here is a better common point of reference image:

54036

In the weapons bug image (above post) compared to this one you can see where the damage, arc selection and the Apply button are missing. This only seems to happen for PC ships using capitol weapons.

Steps taken:
1. target ship
2. PC selects weapon and firing arc
3. PC resolves attack roll
4. PC double clicks on weapon damage box to roll damage

Also an odd thing is that if a nat 20 is rolled the crit determination box does show up, but the "normal" damage box does not. Example:

54037

Hope that helps.

superteddy57
August 19th, 2022, 15:25
Thanks, that helped clear it up a bit. I'll do some testing and see where it's dropping the ball.

superteddy57
August 19th, 2022, 20:10
I was able to locate the issue and will have a fix with the weekly update.

GravityBlade
August 23rd, 2022, 19:37
I was able to locate the issue and will have a fix with the weekly update.

Confirm that the bug has been squashed. :)

Littlerogue
August 23rd, 2022, 19:54
What kind of automation appeared on spells and effects following this weekd update ?

superteddy57
August 23rd, 2022, 20:03
What kind of automation appeared on spells and effects following this weekd update ?

I'm not sure what you mean by automation with spells and effects. Can you elaborate?

Littlerogue
August 23rd, 2022, 20:18
The Iokare post on weekly update :

Starfinder RPG - Core Rules (Starfinder)

[Added] Automation for spells and effects
[Updated] Images and reference manual
[Fixed] Minor issues

superteddy57
August 23rd, 2022, 20:28
I would leave that for the developer to respond. I'm not sure of the complete additions.

madman
August 24th, 2022, 15:50
What kind of automation appeared on spells and effects following this weekd update ?

Most of the spells now have extra effects that will be usable when they are dropped to a Character or NPC.

Example: spells that have a "RESIST: 5 fire" effect will show without having to code it yourself.

Madman..

Ulric
August 25th, 2022, 00:22
Most of the spells now have extra effects that will be usable when they are dropped to a Character or NPC.

Example: spells that have a "RESIST: 5 fire" effect will show without having to code it yourself.

Madman..
That's great! Thank you!

Ulric
September 7th, 2022, 16:45
I emailed FG support concerning this error several days ago and provided console logs. Derek with FG support responded "You may want to post the issue you are having in the Official Starfinder RPG Bug Report Thread in our forums so that the developers will be made aware of it and can address the issue(s) directly."

Here is the problem

I am running a GM connection and a localhost Player connection on the same Macbook Pro M1. When I open the CT in the player instance I get the following error
message when I open the player CT [9/5/2022 5:17:34 PM] [ERROR] Script execution error: [string "ct/scripts/ct_effect_summary2.lua"]:17: attempt to call field 'getEffectsString' (a nil value)

I sent the console logs to support on the 5th of Sept.

HeckoX
September 7th, 2022, 17:19
I am running a GM connection and a localhost Player connection on the same Macbook Pro M1. When I open the CT in the player instance I get the following error
message when I open the player CT [9/5/2022 5:17:34 PM] [ERROR] Script execution error: [string "ct/scripts/ct_effect_summary2.lua"]:17: attempt to call field 'getEffectsString' (a nil value)
Additional info to assist the development team:

Issue occurs when loading an entity in the combat tracker for the first time only, which means:

closing and re-opening the combat tracker does not retrigger the error message, as it has already loaded
Opening an empty CT does not trigger the error message
Adding a new entity to the CT triggers the error message

The error message appears no matter if it is a PC or NPC that gets added to the CT
The error message appears regardless of whether the NPC comes with an effect "built in" or not
Error appears both when using localhost, but also when remote connecting to a LAN host

Like Ulric mentions, this only occurs on the player side and not for the GM.
Above was tested on a fresh instance on the latest version with no extensions and no rulebooks loaded on the player side.
Retested with only the CRB loaded on the play side to the same effect.

Moon Wizard
September 7th, 2022, 20:45
In the latest release pushed this morning, that file no longer exists in the Starfinder ruleset, and the combat tracker code has been changed quite a bit with the modularized combat tracker code changes made to CoreRPG (and thus all the layered rulesets).

Can you try running a new Check For Updates, making sure that you don't have any unzipped ruleset folders, and try again?

Thanks,
JPG

HeckoX
September 7th, 2022, 21:17
Did a clean update, and that totally did the trick.
The error message no longer appears in any of the above instances - confirming as resolved.

GravityBlade
September 8th, 2022, 15:28
Not sure this is a bug or not but in my mind it is so...

The "Mod" box in the HP/SP does not retain negative values. In cases where the SP needs to be lowered due to spell affects/special cases/etc when you put a negative value in but then change the focus (i.e. select a different box) the value goes away.

Value entered:
54252

After switching focus:
54253

This does not occur when adding a positive value so I can only assume it's because the value is negative.

I'm on the current FGU build with the most recent SFRPG ruleset.

Let me know if more info is needed.

Thanks. :)

HeckoX
September 8th, 2022, 16:06
Not sure this is a bug or not but in my mind it is so...

The "Mod" box in the HP/SP does not retain negative values. In cases where the SP needs to be lowered due to spell affects/special cases/etc when you put a negative value in but then change the focus (i.e. select a different box) the value goes away.

Just out of personal curiosity: what spell/effect affects only max stamina? Is it maybe a homebrew thing or am I just missing something?

superteddy57
September 8th, 2022, 17:41
Those boxes don't accept negative numbers as I haven't run across any need for them. The HP box is not a modifier to the total HP. It's a whole separate bar of HP. Another layer to receive damage before the HP would take damage. The SP Mod box does modify the max SP, but I am not aware of such a case. If you know of these cases, please relay it here and we'll see if the logic needs to be changed.

Evolivolution
September 8th, 2022, 17:55
Those boxes don't accept negative numbers as I haven't run across any need for them. The HP box is not a modifier to the total HP. It's a whole separate bar of HP. Another layer to receive damage before the HP would take damage. The SP Mod box does modify the max SP, but I am not aware of such a case. If you know of these cases, please relay it here and we'll see if the logic needs to be changed.

Here (https://aonsrd.com/AltClassFeatures.aspx?ID=47) is an example that would be easily solved with negative HP and SP modifiers. I had to remake the class with the different base values...

superteddy57
September 8th, 2022, 18:03
I still don't see a need for negative modifiers to HP and SP. From what you showed it would mean a recalculation of the base formula instead when you choose this feature.

Evolivolution
September 8th, 2022, 18:04
I still don't see a need for negative modifiers to HP and SP. From what you showed it would mean a recalculation of the base formula instead when you choose this feature.

Just that a recalculation of the base formula isn't possible as things stand since they are all locked values...

HeckoX
September 9th, 2022, 01:48
Just that a recalculation of the base formula isn't possible as things stand since they are all locked values...
I think what superteddy is implying that instead of the developers adding support for a negative SP modifier, they are gonna add support for taking the Stellar Sage class feature, since that is the -actual- issue. I could be wrong tho.

Evolivolution
September 9th, 2022, 02:06
Well the only other example I can think of is negative levels (https://aonsrd.com/Rules.aspx?ID=126) and of course homebrew compatability.

superteddy57
September 9th, 2022, 02:54
I think what superteddy is implying that instead of the developers adding support for a negative SP modifier, they are gonna add support for taking the Stellar Sage class feature, since that is the -actual- issue. I could be wrong tho.

That is what I was implying. I was going to add it to my list of things to look into when I circle back.

HeckoX
September 9th, 2022, 03:14
Well the only other example I can think of is negative levels (https://aonsrd.com/Rules.aspx?ID=126) and of course homebrew compatability.
I'm going by memory here, but I think negative levels are handled through an effect called neglvl og nlvl (or similar). I never used it myself, so I'm unsure of how much is supported.

superteddy57
September 9th, 2022, 04:20
The wiki provides a list of available effects and negative level is one of them.

https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2011037697/Starfinder+Advanced+Effects

Locotomo
September 9th, 2022, 08:01
Abomination Vaults - 3.10.C15 Gauntlight Reading Room
I think the flickering light is in the wrong position.
54275

Sorry, this belongs to Pathfinder 2nd :P

Littlerogue
September 9th, 2022, 08:05
I think the issue has already been mentionned, but REGEN doesn't seems to work properly : The descriptor after the effect should describe a type of damage which overcome regeneration (for 1 round ?) but monsters which suffers the appropriate damage keep regenerating.

Also, how could we manage special players regen effects that work on Stamina Points or Temporar Hit points ?

Thank you