PDA

View Full Version : Official Starfinder RPG Bug Report Thread



Pages : 1 2 3 4 [5] 6 7

GravityBlade
September 9th, 2022, 16:51
If you know of these cases, please relay it here and we'll see if the logic needs to be changed.

Attack of the Swarm! AP5 - Hive of Minds, p 27:
54286

There may be others but that is the one that brought this up.

Thanks.

superteddy57
September 9th, 2022, 17:17
Thanks, something to consider for sure. Appreciate the find

Evolivolution
September 9th, 2022, 18:47
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.

They are handled via an effect but maximum SP and HP aren't modified...


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.

I second that.


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

Here (https://forge.fantasygrounds.com/shop/items/832/view) ;)

Littlerogue
September 9th, 2022, 19:11
Oh thanks !

HeckoX
September 10th, 2022, 03:09
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.
It was mentioned in a different thread, actually: https://www.fantasygrounds.com/forums/showthread.php?74761-Trolls-an-renegeration-it-s-not-disabled-after-they-get-hit-by-fire-or-acid-damage

superteddy57
September 13th, 2022, 20:25
Pushed a fix for the REGEN effect not working correctly. Should apply healing at the start of the turn and will skip a round if the NPC is damaged by a damage type that overcomes the regeneration.

HeckoX
September 13th, 2022, 22:05
Pushed a fix for the REGEN effect not working correctly. Should apply healing at the start of the turn and will skip a round if the NPC is damaged by a damage type that overcomes the regeneration.
Tested against Troll that has (Regen:5 fire or acid)

Scenario: Hit with weapon with Fire or Acid damage property
Expectation: Regen is disabled for one round
Result: Regen is disabled for one round ✔️

Scenario: Hit with weapons without the Fire or Acid damage property
Expectation: Regen is not disabled
Result: Regen is not disabled ✔️

Scenario: Hit with weapon with Fire or Acid damage property and another damage property
Expectation: Regen is disabled for one round due to part of the damage being fire/acid
Result: Regen is disabled for one round ✔️

Scenario: Hit with weapon with Fire or Acid damage property multiple times before the Troll's turn
Expectation: Regen is disabled for only one round, as disabling the effect does not stack
Result: Regen is disabled for one round ✔️

Scenario: Troll takes damage from ongoing effect with fire or acid damage property (burn and corrode, respectively)
Expectation: Regen is disabled for one round, which renews every time the effect does damage
Result: Regen is disabled for one round, which renews every time the effect does damage ✔️

Confirming on my side that it works

San Holo
September 19th, 2022, 03:24
It appears that the "DR" effect automation has stopped working. I have characters that just got the "deflective reinforcement" armor upgrade which gives DR 5/- and I coded into their effects as "deflect; DR: 5", but when they are hit by a P, S, or B weapon they are taking full damage from the hit. I know this used to work because our mechanic has a combat drone with DR 1/- and that used to work but now is not working now either.

HeckoX
September 19th, 2022, 03:38
It appears that the "DR" effect automation has stopped working. I have characters that just got the "deflective reinforcement" armor upgrade which gives DR 5/- and I coded into their effects as "deflect; DR: 5", but when they are hit by a P, S, or B weapon they are taking full damage from the hit. I know this used to work because our mechanic has a combat drone with DR 1/- and that used to work but now is not working now either.
Confirmed to work in the ruleset from September 6.
Confirmed to no longer work in the ruleset from September 11.

superteddy57
September 19th, 2022, 08:54
I am seeing the chat output not matching the wounds being applied to the actor. It is factoring the DR effect. I will push a fix for the chat output with the weekly update.

HeckoX
September 19th, 2022, 10:27
I am seeing the chat output not matching the wounds being applied to the actor. It is factoring the DR effect. I will push a fix for the chat output with the weekly update.
Not sure I agree with that.
In my case, chat output and applied wounds/fatigue match perfectly and the DR effect is being disregarded
54425

ProfDogg
September 22nd, 2022, 01:06
In Dead Suns Module 1 (Incident at Absolom Station), the Players Guides sections for Races and Item Templates are "blank". There's not even a drop-down option for Races in the Characters Tab for Races.

54448

The only extensions I'm running btw are Locations and Deck of Many Worlds.

CommanderSalamander
September 22nd, 2022, 02:44
having a few issues with Starship combat. posting here because it might be a bug? 1) piloting bonus for NPCs doesn't add when rolling initiative (pilot check)? 2) linked weapons should only roll once (but rolling for each linked weapon)? 3) attacks by GM against PC ship always register as a "hit" - seems to ignore AC/TL?

GravityBlade
September 22nd, 2022, 15:59
Found a bug in the damage determination when the Ghost Killer fusion is applied to a weapon. At least that is what I think is causing it. During game play a player accidentally selected two targets for a single ranged attack, one of the attacks scored a crit but the damage wasn't rolled correctly:
54454

Tested this with a proper single target single ranged attack and got the same result:
54455

Tested again with a dual attack but with a different weapon and the damage rolls were correct:
54456

I can't say for sure that it's the fusion but I can only replicate the issue when the Ghost Killer fusion is involved.

Thanks.

superteddy57
September 22nd, 2022, 18:31
having a few issues with Starship combat. posting here because it might be a bug? 1) piloting bonus for NPCs doesn't add when rolling initiative (pilot check)? 2) linked weapons should only roll once (but rolling for each linked weapon)? 3) attacks by GM against PC ship always register as a "hit" - seems to ignore AC/TL?

I will need more data to try and replicate it as I attempted with a random NPC ship and was able to not see any issues. Please provide what NPC ship you were seeing this with. As for the linked weapons, I'm interested how you got the weapons linked and could you provide steps on replicating this issue.

superteddy57
September 22nd, 2022, 18:36
Found a bug in the damage determination when the Ghost Killer fusion is applied to a weapon. At least that is what I think is causing it. During game play a player accidentally selected two targets for a single ranged attack, one of the attacks scored a crit but the damage wasn't rolled correctly:
54454

Tested this with a proper single target single ranged attack and got the same result:
54455

Tested again with a dual attack but with a different weapon and the damage rolls were correct:
54456

I can't say for sure that it's the fusion but I can only replicate the issue when the Ghost Killer fusion is involved.

Thanks.

I don't believe any of the fusions are automated to bypass things like incorporeal. The forge creation within the ruleset just merges the base item with the template and updates in a new item created within the campaign. I'm not able to locate any specific mention of the fusion you mentioned within the ruleset code. So I don't believe it may act in the way you were hoping if you are hitting an incorporeal NPC.

San Holo
September 22nd, 2022, 18:56
Not sure I agree with that.
In my case, chat output and applied wounds/fatigue match perfectly and the DR effect is being disregarded
54425

I pulled the update today and DR is working properly for me now.
Thanks very much!

CommanderSalamander
September 22nd, 2022, 19:49
I will need more data to try and replicate it as I attempted with a random NPC ship and was able to not see any issues. Please provide what NPC ship you were seeing this with. As for the linked weapons, I'm interested how you got the weapons linked and could you provide steps on replicating this issue.

Yes, we were doing the starship encounter straight out of the 2nd Devastation Ark adventure path (Starstone Blockade). The NPC ships are built right into the encounter, and the PC ship needs to be created as the adventure does not provide. Perhaps when this encounter was created, it was an older version of starship combat, so maybe it just doesn’t work?

superteddy57
September 22nd, 2022, 19:51
Can you export the PC ship and post it here and I'll try and replicate it and see the underlying code.

GravityBlade
September 22nd, 2022, 23:05
I don't believe any of the fusions are automated to bypass things like incorporeal. The forge creation within the ruleset just merges the base item with the template and updates in a new item created within the campaign. I'm not able to locate any specific mention of the fusion you mentioned within the ruleset code. So I don't believe it may act in the way you were hoping if you are hitting an incorporeal NPC.

Okay, good to know. However, as you can see in the screenshots, they are not attacking an incorporeal creature, the attack is against a swarm creature.

If it's not the fusion I don't know what is causing this. What additional information do you need to track this down?

Thanks.

superteddy57
September 22nd, 2022, 23:13
I need the weapon information, player relevant information, and the npc it was attacking/damaging. If I can replicate it I can see what might be causing the issue.

CommanderSalamander
September 23rd, 2022, 21:21
Can you export the PC ship and post it here and I'll try and replicate it and see the underlying code.
Yes, but will take some time. The GM is away so I will have to get him to export when he gets back.

GravityBlade
September 23rd, 2022, 21:35
I need the weapon information, player relevant information, and the npc it was attacking/damaging. If I can replicate it I can see what might be causing the issue.

I think I might have found the actual issue. When I went to pull the info you asked for I found this:
54477

Note the 1x Crit value. When I changed it to it's proper 2x everything worked correctly.

This might still be a bug but it seems to be in how crit results are getting resolved when the multiplier is set to 1 and really the only bug is it lists the TYPE of damage as "untyped." otherwise it's just an oddity.

Sorry for all the confusion. I'm going to have a talk with my players about modifying weapon settings. :rolleyes:

Thanks.

superteddy57
September 23rd, 2022, 22:06
Thanks for providing that information. I will still give it an once over, but that looks like what was expected based on the setup of the weapon.

jrock1
September 25th, 2022, 23:31
Hello,
I was running a game last night, but the Electricity Damage Vulnerability was not factoring in the extra electricity damage. The game is Fly Free or Die: The White Glove Affair, Book 4 of 6, purchased from Smiteworks. The NPC is the Luminance-Class Security Robot. The Weapon used against the Robot was a Shock truncheon, static: 1d12+4+8 E; Arc 1d4

Weaknesses field = vulnerable to electricity, vulnerable to critical hits

Notes:
> We did not test "vulnerable to critical hits"
> We all updated to the latest versions as of yesterday
> I did not have any extensions loaded

I believe when vulnerable to electricity, the damage should be increased by 50% rounded down. Please look into this issue as I shorted my players damage output (please see https://www.aonsrd.com/UniversalMonsterRules.aspx?ItemName=Vulnerability)

Thank you,
jrock1

Attachment: NPC screenshot
54508

PS: when adding this and other NPCs with the vulnerability to the CT, the VULN Effect is not added (screenshot below of the Security Robot in the CT).
54509

psicodelix
September 26th, 2022, 07:39
I am having problems with the PC Ships part. First of all, in the Ship Items library window there are no ship frames, but from the Ship window if you click on the frame box the program accesses it to search for one (also it doesn't allow you to enter it by hand).
If you create a starship frame by hand and you try to drag it to the ship sheet it throws an error:
Script execution error: [string "scripts/manager_charstarship.lua"]:675: attempt to perform arithmetic on local 'nSrcPilotMod' (a nil value)

superteddy57
September 26th, 2022, 10:51
You will need to create a ship frame if you don't have access to the various modules that contain the ship frames. There are some located in the Core Rulebook for instance. I was able to test with a brand new PC ship and locating those from the Core Rulebook from the sidebar or by clicking on frame. I also attempted to add one of the frames to the ship and unable to produce that error.

54511

I would double check that your modules are loaded that contain the frame you wish to use. As for it not being able to be entered in by hand, it won't allow automation if entered by hand and it does force the drag and drop method.

psicodelix
September 26th, 2022, 11:38
Ok, it must have been a problem with the module, I deleted and downloaded it again and it works fine.

Sorry for the confusion. Thank you.

Ulric
September 30th, 2022, 16:54
I was play testing the Starship Combat and noticed the Science Officer task DC was not correct for task used against other starships. I was able to determine that FGU was using the player starship's Tier when calculating the DC instead of enemy ship's Tier. I confirmed this by targeting NPC ships with Tiers and the DC calculated for the task never changed. However, when I used a different PC starship with a lower or hight tier then the DC changed to match a calculation using the new PC starship Tier.

Example: CRB page 325: The DC equals 5 + 1-1/2 × the tier of the target starship + its bonus from defensive countermeasures
No bonus countermeasures are used in my testing
PC Starship Tier 12
Currently in FGU the Science Officer task Scan: Tier 8 NPC ship = DC 23
The correct DC should be DC 17

Science Officer has the following incorrect DC: Scan, Target, Lock On, Improve CM are all affected

Magic Officer has the following incorrect DC: Scrying (uses Scan formula)

superteddy57
October 1st, 2022, 05:53
Yes, you are correct, but currently as the action requires a target it needed expanding to make this one action work as intended. I defaulted all actions to use the ship tier as that was how it was set when it was first created. I have it on my list of things to work out, but it's been a bit low on my priority list. It currently uses the rolling system that all the other actions use to allow for the roll using the own ship's tier formula for the time being. You can ignore the DC presented till a fix is available.

Ulric
October 3rd, 2022, 21:42
Yes, you are correct, but currently as the action requires a target it needed expanding to make this one action work as intended. I defaulted all actions to use the ship tier as that was how it was set when it was first created. I have it on my list of things to work out, but it's been a bit low on my priority list. It currently uses the rolling system that all the other actions use to allow for the roll using the own ship's tier formula for the time being. You can ignore the DC presented till a fix is available.
I know you have been busy with a lot of cool stuff. I also discovered two more issues affecting NPC starships. When adding NPC starships to the Starship CT the HP and Shield amounts are set at zero. The GM must manually enter the missing information otherwise damage rolled by the PC will never be applied to the NCP starship.

jrock1
October 4th, 2022, 00:55
I know you have been busy with a lot of cool stuff. I also discovered two more issues affecting NPC starships. When adding NPC starships to the Starship CT the HP and Shield amounts are set at zero. The GM must manually enter the missing information otherwise damage rolled by the PC will never be applied to the NCP starship.

I noticed this also, but forgot to mention it: missing Starship HP and Shield amounts.

superteddy57
October 6th, 2022, 15:25
I was able to locate the issue. I will have the part of the clean up update for SFRPG. No ETA on that release.

Ulric
October 7th, 2022, 02:10
I was able to locate the issue. I will have the part of the clean up update for SFRPG. No ETA on that release.
Thank you!

subourbonite
October 7th, 2022, 02:57
Another bug to report - adding "Human" as the race on a new character sheet causes an error, but only with the Character Operations Manual loaded:


[10/6/2022 9:07:38 PM] [ERROR] Script execution error: [string "scripts/manager_char.lua"]:1502: attempt to concatenate global 'sStatName' (a nil value)

superteddy57
October 7th, 2022, 11:40
Thanks for the report. I was able to locate the issue. Was related to any race with the any1ability stat not being factored correctly. I have added it to the clean up update for SFRPG. This update should be ready soon.

Azaran
October 13th, 2022, 22:17
Initiative order for ground combat appears to be working in reverse now, lowest first.

superteddy57
October 13th, 2022, 23:50
Thanks, just noticed this. Will push a fix as soon as I am able to get it sorted.

Azaran
October 14th, 2022, 09:16
Thanks, just noticed this. Will push a fix as soon as I am able to get it sorted.

Thanks! :)

Ulric
October 14th, 2022, 14:48
When I open the Starship CT I get the following error "Script execution error: [string "button_global_visibility"]:3: attempt to index field 'list' (a nil value)" Here is a screenshot of the console log.

superteddy57
October 14th, 2022, 16:04
Thanks, it's related to the latest CoreRPG updates to the combat tracker. I will push a fix for this once I verified no other issues are present with the new code.

superteddy57
October 14th, 2022, 16:09
Decided to push a hotfix as I saw I had a fix for initiative not sorting correctly as well.

Ulric
October 16th, 2022, 02:31
Decided to push a hotfix as I saw I had a fix for initiative not sorting correctly as well.
Thanks for the great bug fixes! Unfortunately, after this new fix there is a new Initiative problem. Using the "Menu" button on the Starship CT and selecting the various initiative options "PC/NPC/ALL" fails to roll initiative for the starships on the CT.

Ulric
October 16th, 2022, 02:38
I don't have any extensions loaded. When I attempt to delete Starships using the CT menu option I get a console error and the starships are not deleted from the CT.

[10/15/2022 9:32:33 PM] [ERROR] Script execution error: [string "ct/scripts/ct_menu.lua"]:79: attempt to index field 'list' (a nil value)

superteddy57
October 16th, 2022, 07:45
This is still part of the CT clean up and looks like the Ship CT was using the actor menu system. I have found the issue and will push this with the weekly update. Would recommend not using the menu till the update is pushed.

RickSaada
October 16th, 2022, 08:16
I'm trying to set up the first Starship battle in "Against the Aeon Throne AP1." I just upgraded to the latest and greatest to get the Hull and Shield fix. That seems to be working. Unfortunately, this release seems to have broken other things.
1. I can no longer use the targets button for the PC ship in the SCT. It works for NPC ships, but the PC ship does nothing. This makes it pretty hard to target as I can't get the drag button.
2. I thought this might be a ship change, so I started to rebuild the player ship. This broke when I got to adding expansion bays. AFAI can tell, adding anything results in
"Script execution error: [string "scripts/manager_charstarship.lua"]:293: attempt to call field 'populateShip' (a nil value).
3. The new crew stuff for NPC ships is cool, but there's a bug in the Azlanti Orbital Drone from "Against the Aeon Throne AP1". That drone's on-board computer is supposed to act like a crew of two, and allow both pilot and gunnery. But as is, it looks like it can only do snapshot. I made a copy of the ship and gave it Pilot - Piloting +10 (1 rank) and Gunners - gunnery +5 instead of On-board Computer, and that made it parse things into the SCT so I can do normal attacks.

Thanks!

Rick

superteddy57
October 16th, 2022, 12:06
1 and 2 I was able to locate the issue and will be available with the next weekly update.

3 is intended as the ship does not have the gunner position available. To allow the ship to have those crew actions, it would need to be expanded to have that crew to the ship. The starship stat blocks need to be updated to accommodate. For the mean time, just create a new crew on the NPC ship and copy the relevant skill modifiers.

Ulric
October 16th, 2022, 16:16
1 and 2 I was able to locate the issue and will be available with the next weekly update.

3 is intended as the ship does not have the gunner position available. To allow the ship to have those crew actions, it would need to be expanded to have that crew to the ship. The starship stat blocks need to be updated to accommodate. For the mean time, just create a new crew on the NPC ship and copy the relevant skill modifiers.
I was wondering about this too! Thanks for the work around!

RickSaada
October 19th, 2022, 01:50
I grabbed today's build to see where we stand.
1. Is fixed. I can now use the "Targets" button on the SCT and target enemy ships by dragging and dropping the reticle (Yay!)
2. This is still broken. Create a new ship, set the frame, go to Notes and drop a Science Lab gives the same error (except it's moved down a few lines this build):
"Script execution error: [string "scripts/manager_charstarship.lua"]:298: attempt to call field 'populateShip' (a nil value).
3. Yep, that's exactly what I did, I made my own copy and added the two "effective" crew the description mentions. I just wanted to pass it along in case you want to update the AP1 product to reflect the description properly.
4. New thing: Clicking the gauntlet icon for the player's ship gives: [Error] windowcontrol: Database type mismatch on path (speed) in control (speed) in class (ct section active)
and doesn't display anything.

On a side note, it would be super helpful if the Log Window allowed us to copy and paste these errors rather than having to type them. Am I missing something?

Thanks!
Rick

HeckoX
October 19th, 2022, 02:17
On a side note, it would be super helpful if the Log Window allowed us to copy and paste these errors rather than having to type them. Am I missing something?
You mean for the console?
If you click Compile Logs on the top left of the console window, it creates a zip folder on the desktop with all the logs.
Just open it (no need to unzip), open the console log, and you can copy/paste everything from there

superteddy57
October 19th, 2022, 02:18
2. I was able to see where I goofed. I will have a fix available after some testing.
4. I found the code wasn't grabbing the proper button. I will have a fix available after testing with the previous change as well.

RickSaada
October 19th, 2022, 03:36
You mean for the console?
If you click Compile Logs on the top left of the console window, it creates a zip folder on the desktop with all the logs.
Just open it (no need to unzip), open the console log, and you can copy/paste everything from there

Yeah, I did figure that out, but the window is *right there*. I ought to be able to just mouse select the text and copy/paste without going through all the intermediate steps. If they're using any of the standard Unity text controls it should be easy to make it selectable.

RickSaada
October 19th, 2022, 03:37
2. I was able to see where I goofed. I will have a fix available after some testing.
4. I found the code wasn't grabbing the proper button. I will have a fix available after testing with the previous change as well.

Awesome. I'm happy to be a tester if you have a way to get me an update.

HeckoX
October 19th, 2022, 03:54
Yeah, I did figure that out, but the window is *right there*. I ought to be able to just mouse select the text and copy/paste without going through all the intermediate steps. If they're using any of the standard Unity text controls it should be easy to make it selectable.
Pretty sure it's not set up for that, but to simply be a viewer to the console.log file in your \AppData\Roaming\SmiteWorks\Fantasy Grounds (default placement) folder.
Clicking compile logs basically just makes copies of all the files in that folder, so they aren't overwritten.

Feel free to suggest copy/pasting directly from the console log viewer as a general update/improvement here: https://fgapp.idea.informer.com/

RickSaada
October 20th, 2022, 01:21
Feel free to suggest copy/pasting directly from the console log viewer as a general update/improvement here: https://fgapp.idea.informer.com/

Done! Although I note that there are exactly 0 suggestions there that are In Process or Scheduled, so I'm not sure it's actually used. In fact one of the suggestions is that Smiteworks should pay attention to the page :D

Moon Wizard
October 20th, 2022, 04:01
We don't track status of projects publicly, since many projects are being prototyped and explored according to priorities that depend on the business needs, support needs, new features, quality of life changes, and user feedback.

In fact, I just marked off several of them last week.

Regards,
JPG

RickSaada
October 20th, 2022, 07:05
In fact, I just marked off several of them last week.

Regards,
JPG
Yay! So they go straight from Under Consideration to Completed? Well that's nice to know. Thanks for taking the time to answer.

jrock1
October 23rd, 2022, 23:59
Hi, I came across 3 issues with the SFRPG PC Starship sheet.

1) I added two power cores to the PC Starship, but neither appeared, so I'm not sure how to view or remove them (screenshots attached).

Power Cores added
54837

Power Cores visibility issue
54836

1.5) Note that only when I closed and reopened the Starship sheet, it reflected the 2nd Power Core (total Power Core Units (PCU)), but doesn't show the added Cores (screenshot below).
54838

2) Damage Threshold (DT) issue

The SF CRB (3rd printing) states, on p.292:

Damage Threshold (DT): If an attack deals less damage than this value, that damage isn’t counted against the ship’s total Hull Points. Only Huge or Larger ships have a Damage Threshold, and it matters only when such a starship’s shields are depleted (see page 320).


However, when creating the Bulk Freighter (size = Huge), the DT was not populated, nor could I edit the DT field on the sheet (screenshot below). Therefore, I was not able to test if the DT factored against incoming damage either.
54839

3) I received an error message when adding anything to the Expansion Bays section (screenshot below).
54840

Thank you,
jrock1

PS: it looks like there may be a few items missing items for system and/or expansions bays. I will check again and post another bug report entry if needed.

superteddy57
October 24th, 2022, 00:22
These fixes have been reported and are part of the next round of updates for the ruleset.

Graylight
October 25th, 2022, 09:43
More starship-related quibbles incoming...

1. Adding starship weapons to a PC ship does not (visibly) update the ship's current PCU/BP. This problem is evident with the current BP value shown at the top of the ship sheet, and the power core(s) display on the ship's main page. The problem IS NOT with the PCU & BP Summary windows. The latter two seem to be working fine. This problem also occurs when adding/removing new weapon mounts. Same thing happens when adding/changing power cores. Adding or changing any OTHER starship system (computer/armour/thrusters, etc.) does force the newly calculated (and correct) PCU/BP numbers to appear, so it's not the end of the world. I'm assuming this may be related to the Power Core issue that jrock1 just mentioned, but I thought I'd better point it out, just in case the issue with weapons (& weapon mounts) flew underneath the radar.

2. The BP cost of adding light turret mounts to a PC ship appears to be wrong. Currently, a new turret mounts cost 3 BP (which is the correct cost for a normal, non-turret, light weapon mount). The cost should be 5 BP, according to page 305 of the CRB.

3. The DCs for the "Encourage" starship action (as part of the Captain role) appear to be wrong. In Fantasy Grounds, they DCs for this starship action are currently scaling up at a rate equal to the tier of the user's ship. However, the DC for this action should be a flat 15 when using the Diplomacy skill, and a lower DC of 10 when using the same skill check that the encouraged crew member is about to take. (The following screenshot highlights the issue from the player's perspective. The ship they are captain-ing is a Tier 5 ship)

54857

On a side-note, the list of skills available to make the DC 10 check against does not currently include Gunnery. The PC Captain can, of course, switch to the Gunnery role and make their check from that interface. It's just a tiny bit less convenient that way.

4. If someone adds a new turret mount to a PC starship, and then proceeds to upgrade it to a HEAVY turret mount, AND THEN proceeds to delete this heavy turret mount entirely, (specifically from the "Tactical" tab of the starship sheet)... This process does not inherently delete the 6 BP cost associated with the light-to-heavy turret upgrade. This 6 BP continues to count against the starship's BP allowance, despite the fact that the associated weapon mount no longer exists... I had a small panic attack when I realized that this process might have irreparably damaged my players' starship sheet. Thankfully, I found the 6 BP entry on the BP Summary window, and was able to delete it from there.

5. The Antipersonnel Weapon (both longarm and heavy versions, both of which are included in the Starfinder Core Rulebook module) do not count against a starship's current BP when applied to a PC starship. I initially assumed this was part of the slightly-broader problem mentioned in point #1. It took me a little while to recognize that these were separate issues, given that the BP cost for this particular starship item is not static. I forged a work-around by copying the starship item entry, and applied a static BP cost to the newly-copied starship item... Now, I ABSOLUTELY realize that this particular item will probably never get enough widespread use to justify a more robust, user-friendly solution (like, say, a window popup that asks for the item level of the antipersonnel weapon that the PCs want to install, which in turn creates a new starship item entry with the freshly-calculated BP cost) but if you've got a list of things to maybe look at when you're NOT busy squashing more pressing bugs, maybe drop this at the absolute very end of that list. ;)

Cheers, and thanks for all the work you do. :)

Littlerogue
October 25th, 2022, 11:12
Hello,

It appears that some special items modify the caster level for variables and CLC, but not the number of spell per day :

Aeon stone, Pearly white spindle

https://aonsrd.com/MagicItems.aspx?ItemName=Pearly%20White%20Spindle&Family=Aeon%20Stone

Djezet

https://aonsrd.com/SpecialMaterials.aspx?ItemName=Armor,%20Item%20or% 20Weapon&Family=Djezet

I tried differents solution for the player who selected these items : i tried using the CLC effect but it only modify caster level checks. I finally relied on manually modifying the Caster Level on character sheet, and i corrected manually the spell/day. But each time the player gain a level, i have to manually update everything (specialy spells/days).

If posssible, for the next ruleset update, i suggest to add a "Modifier" box next to the caster level on character sheet, then use the modified Caster level for spell variables calculation without impacting spell/days.

Thank you !

RickSaada
October 25th, 2022, 20:14
2. I was able to see where I goofed. I will have a fix available after some testing.
4. I found the code wasn't grabbing the proper button. I will have a fix available after testing with the previous change as well.

I updated today, but I wasn't sure if SF updated at the same time as PF, D&D, etc. which seem to be on Tuesdays. I didn't see SF in the release notes over at
https://www.fantasygrounds.com/forums/showthread.php?75621-Release-Updates-for-October-25th-2022
The button for bringing up offense in the Ship Combat Tracker still seems to be broken, etc.

Thanks,

Rick

superteddy57
October 25th, 2022, 20:16
Many of my updates being ruleset ones, are currently in lockdown till the latest Core update goes through. They are currently awaiting to be released.

superteddy57
October 26th, 2022, 06:26
These updates have been pushed LIVE.

RickSaada
October 26th, 2022, 18:20
These updates have been pushed LIVE.

Appreciate your work getting these in!

RickSaada
October 26th, 2022, 22:01
OK, I can now add an expansion bay to a player ship. However, I can't delete one. I added a science lab to try and test the fix above, and when I went to delete it I got:
Script execution error: [string "SFRPG:scripts/manager_charstarship.lua"]:335:getChild: Invalid Parameter 1

I had a Smuggler Compartment, added a Science Lab, deleted the science lab, and it looks like it's still trying to use index 1 (0 based) into a 1 length array.

I can't delete either bay, actually. I tested with a new ship to be sure. Create Ship, go to notes tab. Add a bay, right click and delete a bay. Boom.

superteddy57
October 27th, 2022, 03:04
Pushed a hotfix for this issue.

RickSaada
October 27th, 2022, 08:33
Looks good, thanks

Evolivolution
October 27th, 2022, 12:55
Will we get added custom dice support for the remaining damage types and different types of healing?

Moon Wizard
October 27th, 2022, 19:49
What are the different types of healing?

What are the remaining damage types you're referring to? We deliberately only added elemental damage types, because they have a clear correlation to dice. For B/P/S damage, it didn't necessarily make sense to have custom dice, since the mappings on those would be subjective. Also, remember, only one damage type can be used (currently set to first damage type matched).

Regards,
JPG

Evolivolution
October 28th, 2022, 00:38
What are the different types of healing?

What are the remaining damage types you're referring to? We deliberately only added elemental damage types, because they have a clear correlation to dice. For B/P/S damage, it didn't necessarily make sense to have custom dice, since the mappings on those would be subjective. Also, remember, only one damage type can be used (currently set to first damage type matched).

Regards,
JPG

There is HP, SP & TEMP healing.
I did think mainly of the kinetic damage types but there are also some less commonly used ones (magic [not force], positive, negative, any alignment).
And then potentially also custom damage types. I was thinking along the lines of the languages or currency lists where you could add entries (obviously support for these damage types would have be handled via an extension).
I feel like if you're adding customisation options might as well go all the way and allow for the most possible options. I'm not sure how the system works currently but I personally don't see a reason to omit any damage types from being able to be change, it's a great feature and if a user doesn't want to use it for kinetic damage types for example they can still just input the normal dice and ofc it is subjective just like all the others. When it comes to the presets shipped with the ruleset you can still just set them as the default dice and users can decide themselves whether to change it or not.

Moon Wizard
October 28th, 2022, 01:49
It's not set up currently to be fully customizable; as damage types are a very specific game system setting. I'll think on whether it makes sense or not for damage types; and how I might do that. Fixed healing types might not be too bad; but dynamic healing types would not be able to be supported due to the nature of the way "healing types" are setup in almost every ruleset.

Regards,
JPG

sirkerry
October 30th, 2022, 07:30
Not sure if it qualifies as an actual bug, but the spell Summon Creature is does not seem to be available as a Technomancer spell, but it is shown as one in the Archives of Nethys: https://www.aonsrd.com/SpellDisplay.aspx?ItemName=Summon%20Creature&Family=None

jrock1
October 30th, 2022, 15:02
These fixes have been reported and are part of the next round of updates for the ruleset.

Hopefully, the ruleset can differentiate between shield and hull damage when it comes to DT. DT only reduces incoming hull damage per the SF CRB, " ...but only when shields are depleted." So you won't have to fraction the dmg if it's part shield and part hull dmg. And I'm pretty certain that it applies to depleted shields in any starship quadrant: forward, rear, port or starboard, not all of it's shields.

sirkerry
October 31st, 2022, 00:47
Also discovered that the spell Junk Shanty is showing up as a Cantrip and not a 5th level spell it should be, this is in the adventure Junker's Delight.

RickSaada
October 31st, 2022, 01:18
I'm not sure if these are bug, missing features, or me missing something.
1. For an NPC ship, the Offense Pawn Button brings up crew, for a PC ship that doesn't do anything (which makes sense as the players are the crew). The Offense Gauntlet button for an NPC ship brings up Speed, mnvr, and all the crew actions. The player one does nothing. Which means you can't see the PC's ship speed/mnvr from the SCT. Is that intended? You can grab it off the ship sheet, of course, but it's odd it's missing. I'm wondering if this is still a piece of the bug where those buttons caused exceptions.

2. Player attacks are apparently done off the player sheets, right? Since they don't show up in the SCT. So I open the gunner's sheet, and they have an attack button for each of the weapon groups, which in my case include a Light Laser Canon and a High Explosive Missile Launcher. They've got an attack button and a damage button, but are notably missing any range info. Nor is there a way to bring up the weapon info from here to look it up. Knowing the range of the lasers and the speed of the missiles is pretty important.

So I went to look on the Tactical tab of the ship itself. The mountpoints section has the arc, type, weapon, etc. But not the range, and no link there either. Clicking anything there brings up the list of all the things I *could* put there (Ship Items) instead of what I've got there now. As best I can tell, the only way I can get the range/speed info for a weapon is to go to ship items and look one up by searching, which isn't ideal.
Am I missing something? Can this be added somewhere?

3. Crits: I'm just making sure I understand this right, as it's a little odd. I select the weapon on the player's sheet and shoot. If I get a hit I drag damage and then I get the arc prompt for where to apply it (so it knows which shield to deplete). That's all great. If I get a crit, I get a crit popup immediately that's separate from the damage popup I get when I drag damage. This has the attack roll, a clickable square where the arc would have been, a Hit, and an Apply/cancel section. Now in theory, a crit only does system damage if hull damage occurs. I'm guessing this isn't automated, and this popup gives the GM the ability to choose whether to apply crit effects *after* the damage has been applied to shields? And if a Science Officer has done targeting, the GM can just click the crit damage for the appropriate system on the Defense subsection and then cancel this popup? Is the clickable blue square just a UI artifact?

4. Deleting a ship from the SCT can cause various errors.
Add an Atech Immortal. Open the Offense Gauntlet panel. Delete the ship from the SCT. This causes:
[Error] Script execution error: [string "W:ct_section_active_ship"]:20 attempt to index field 'link' (a nil value).

I also got a situation where deleting a ship caused an infinite number of "Recursive call terminated for (DATABASENODE)(charsheet.id-00006.classes.id-00001.skillranks), This continues until you shutdown FGU. I'm still working on the perfect repro. Will update when I get it.

(I'm running SFRPG 2022-10-26 and Core RPG 2022-10-25 if that matters)

superteddy57
October 31st, 2022, 04:44
Thanks for the reports. I will investigate it further with some testing and see if I can reproduce these.

RickSaada
October 31st, 2022, 06:48
More information for you on the Recursive call terminated for (DATABASENODE)(charsheet.id-00006.classes.id-00001.skillranks) bug. I spent some time this evening trying to repro this, and it turns out that this is unrelated to the SCT. It's just that the SCT error made the CONSOLE window open so I could see all the Warnings that were already spewing. In fact, the cause of this was simply having a client connect and look at a character sheet. One of my players connected while I was looking at the ship stuff, and as soon as he opened a character sheet the log started spewing

[10/30/2022 4:13:31 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00006.classes.id-00001.skillranks)

Continuously. It in fact only stops when that player disconnects! I've verified this with a host and client both on my machine as a simple test:

Start Server
Open Console with /console
Start a second instance as a player. Join the game. Download files, etc. Lots of Network File Requests and Cache Matches. Everything looks OK.
Claim a character and open it. Bam!
Server Console starts spewing.

[10/30/2022 10:42:19 PM] NETWORK SEND FILE REQUEST: campaign/portraits/id-00005
[10/30/2022 10:42:19 PM] NETWORK SEND FILE REQUEST: campaign/portraits/id-00006
[10/30/2022 10:42:59 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:42:59 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:00 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:00 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:00 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:00 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:00 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:00 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:00 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:00 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] NETWORK STATUS: [Client] [Connected]
[Client Type - DIRECT]

Needless to say this adds up quickly. My log was about 5Meg of this.

I hope this helps you track it down, thanks for taking a look!

Graylight
October 31st, 2022, 09:08
It would appear that the recent updates have broken some of the QoL features regarding player-owned (non-starship) vehicles. I haven't needed to add a terrestrial vehicle to the combat tracker in a few months, but as of right now, trying to drag player-owned vehicles to the CT (directly from the PC's gear tab) produces some unhelpful results.

A picture is worth a thousand words, so here's a screenshot of what I'm seeing on my end. Each line represents the outcome of trying to drag a vehicle entry/icon/token into the combat tracker. 54937

1 (Yellow line). Dragging the icon for the vehicle directly from the PC's gear tab creates an empty combat tracker entry. The entry has the correct graphical token for the vehicle in question, but has zeroes for all stats, no effect syntax that reflects the vehicle's hardness value, and an empty name entry.

2 (Pink line). Single-clicking the vehicle from the PC's gear tab will conjure the PC vehicle window. So far, so good. But when I try to drag the token from this new window into the combat tracker, something truly strange happens. The combat tracker is not populated with a vehicle stat block. Instead, this process creates a duplicate entry for one of the PCs.

3 (Green line). Searching for the vehicle stat block in the NPC window is currently the only way to get the vehicle stat block to appear properly in the combat tracker, along with appropriate effect syntax that reflects the vehicle's hardness value. This is thankfully working correctly, but it's a bit cumbersome when compared to the other two methodologies of adding vehicles to the CT.

superteddy57
October 31st, 2022, 12:54
Pushed hotfixes for the recent issue along with a fix for the recursive reports.

RickSaada
October 31st, 2022, 17:11
Man, that's some service. I report a bug as I go to bed, and it's fixed before I get up! The endless warning spam is gone!

This one, however, is still there:

4. Deleting a ship from the SCT can cause various errors.
Add an Atech Immortal. Open the Offense Gauntlet panel. Delete the ship from the SCT. This causes:
[Error] Script execution error: [string "W:ct_section_active_ship"]:20 attempt to index field 'link' (a nil value).

You have to have the Gauntlet panel open for it to occur, however, so it's easy enough to work around for now.

Thanks for the hotfix!

Rick

superteddy57
October 31st, 2022, 17:29
I will push an update for this with the weekly update.

sirkerry
October 31st, 2022, 18:59
noticed that the Augment Vehicle (Su) Magic Hack wasn't showing up as an available hack, so I tried to open the Starfinder Galaxy Exploration Manual (Players) and got the follow console error and a blank window:
https://cdn.discordapp.com/attachments/413468612435640333/1036493068507041922/unknown.png

the only extensions being ran are MNM BIgger Drop Downs and MNM Module UI, so I reloaded FGU without those two extensions, and got the same console error, I get it when opening the Starfinder Galaxy Exploration Manual (Players) from Modules and clicking on Augmentations:
https://cdn.discordapp.com/attachments/413468612435640333/1036495289957228544/unknown.png

superteddy57
October 31st, 2022, 19:02
Thanks, I have made the dev aware of the issue as the issue is related to the library links. The data from the sidebar should be still good till a solution is found.

RickSaada
November 2nd, 2022, 06:17
So I was running through ship combat before tomorrow's game to make sure it worked well enough to use with today's update.
1. The error deleting a ship from the SCT with the Offense (Gauntlet) panel open is still there, but I can live with that. I thought it was supposed to be fixed, though, so I'm regressing that bug.
2. I accidently forgot to set a target for an NPC ship before firing, so I went to drag the attack roll from the Chat window to the ship (which I believe should work, it does in 5e). I got:
"Error Script execution error: [string "SFRPG:scripts/manager actor SFRPG.lua"]:950: bad argument #1 to 'lower' (string expected, got nil)
3. Either I'm misunderstanding how it works, or PC Ship shields seem to be completely broken:
a. Gunner on NPC ship rolls to hit. HIT!
b. I drag damage to PC ship. I get the "Damage Arc" popup and pick any of the arcs.
c. I expect the shields to be hit first, then the hull, but the damage always goes straight to hull.

I've tried dragging from the chat box, same effect. It doesn't matter which arc I try (I tested all of them). I tried removing and re-adding the PC ship. No help. Restarting FGU, no help. Note that this DOES work properly for attacks on NPC ships. Their shields get depleted and then hull. I'm pretty sure this worked properly a couple builds ago. So in order to run combat, I'm going to have to manage all the PC shields manually.

I hope that's enough info for you to track this down.

Rick

superteddy57
November 2nd, 2022, 10:19
I can verify. I will present a fix when I am able to find the culprit.

RickSaada
November 3rd, 2022, 07:56
My party made it to level 2 tonight. This turned out to be an issue as leveling up is broken. In particular, adding a class on a client doesn't properly set the HP/SP of the character. Example Steps:
Launch server:
Create a character named "Bugged" , race Android, Class Operative 1 (probably doesn't matter which class, I got the same bug with a human mechanic). You correctly get 10 HP, 6 SP.
Launch a client:
Take ownership of Bugged. Drop another level of Operative on them. It flashes to the proper values (16 HP, 12 SP) for a moment, and then resets to 10 HP, 6 SP. Drop a third level on, it flashes 22, 18 and goes back to 16, 12.
Since you can't edit HP directly, I had to go into the db.xml to fix this. Otherwise HP/SP are permanently off by a level. And of course since somebody *did* add an extra level, and you can't remove levels, I ended up having to rebuild a character from scratch.

Thanks,

Rick

superteddy57
November 3rd, 2022, 17:58
I've verified the issue. I have pushed a hotfix to help.

sirkerry
November 3rd, 2022, 18:05
I've verified the issue. I have pushed a hotfix to help.

It looks like there is some weirdness going on with the Skill Points available calculations when levels are added (well with the Technomancer class at least).

superteddy57
November 3rd, 2022, 18:21
Can you provide some steps on replicating the issue as I attempted to make a character and the skill ranks are updating correctly on my end?

Zionmatrix
November 3rd, 2022, 20:57
Just found a small glitch... I can't select Thrown as a weapon type on the actions tab

Ranged weapons that must be thrown and melee weapons that can be thrown as a ranged attack have the thrown special property. You apply your Strength modifier to damage rolls for thrown attacks.

I was trying to add two knives to my action tab, so i could keep track of how many I have.

thanks

superteddy57
November 3rd, 2022, 21:24
I haven't found a change to that control. I'm also not seeing a thrown graphic within the ruleset. So I'm not sure it was set within the cycler. I can see what would be involved in adding it as an option, but will take some time to investigate.

sirkerry
November 4th, 2022, 23:59
Can you provide some steps on replicating the issue as I attempted to make a character and the skill ranks are updating correctly on my end?

Just tried it after updating today. Created a new character, drug Human (standard +2 to any) to it, then drug the Battle Medic theme to it, then drag the Technomancer (1st level) class to it, changed the attributes (STR 13, DEX 12, CON 10, INT 18, WIS 10, CHA 10), then go the Skills tab, set the Medicine skill as a Class skill. It shows 9 Total ranks available at this point. I start assigning skill ranks to skills and it changes to only 5 ranks available and shows that I spent 9 (and is red):

screenshot of Skills tab (https://cdn.discordapp.com/attachments/413468612435640333/1038223799314808952/unknown.png)

superteddy57
November 5th, 2022, 01:28
I verified this is happening, but it should repopulate once you have opened the class editor and clicked on the class. This isn't a permanent solution, but something that will help till I am able to push a fix for this.

tschellenberg
November 5th, 2022, 16:09
It's possible I'm not creating drones properly but it appears that the hit points are not being set and the combat tracker HP does not appear to be linked to the drone sheet.

Steps: Create a mechanic character sheet with some level (I was using level 2), go to the "Inventory" tab, switch to "Vehicles" tab, click "Add Drone", open the new entry, drop the race as some type of drone (I tried a few different ones), drop the class as the same type of drone. Most things are populated but the health shows as zero. I believe it should follow the entries in table 4-3 of the core manual.

I also tried adding the drone to the combat tracker and the HP shows as zero there. If I set it to a non-zero value in either the character sheet or the combat tracker, the two do not appear to be linked. For example, I could set it to 20 in the character sheet and 10 in the combat tracker.

Ulric
November 6th, 2022, 14:17
@supperteddy57 I noticed these warnings and wasn't sure if it was something that has been reported. Latest TEST build and No EXT loaded.

Steps to reproduce
Open CT
Click Player toke to open current map
OPen PC sheet
Select actions tab

[11/6/2022 9:07:15 AM] FGU: [TEST] v4.3.0 ULTIMATE (2022-11-03)
[11/6/2022 9:07:15 AM] OS: Mac OS X 13.0.0
[11/6/2022 9:07:15 AM] GRAPHICS: Apple M1 : 5461
[11/6/2022 9:07:15 AM] UI SCALE: 1.8
[11/6/2022 9:07:15 AM] USER: Ulric
[11/6/2022 9:07:15 AM] Launcher scene starting.
[11/6/2022 9:07:26 AM] Starting private server mode. [(192.168.1.38:1802) (fe80::1cab:2450:8016:e92e%28:1802)]
[11/6/2022 9:07:26 AM] Game server started. [127.0.0.1:1802]
[11/6/2022 9:07:26 AM] Launcher scene exiting.
[11/6/2022 9:07:26 AM] Tabletop scene starting.
[11/6/2022 9:07:26 AM] CAMPAIGN: SF Dead Suns (Online)
[11/6/2022 9:07:26 AM] RULESET: SFRPG
[11/6/2022 9:07:26 AM] NETWORK STATUS: [Server] [Connected]
[Server Type - LAN]
[11/6/2022 9:07:34 AM] MEASURE: RULESETS LOAD - 7.893391 - SFRPG
[11/6/2022 9:07:34 AM] MEASURE: EXTENSIONS LOAD - 0.001845 - 0
[11/6/2022 9:07:40 AM] MEASURE: MODULE LIST BUILD - 5.685635 - 247
[11/6/2022 9:07:40 AM] MEASURE: REFRESH IMAGE ASSETS - 0.082191
[11/6/2022 9:07:40 AM] MEASURE: REFRESH PORTRAIT ASSETS - 0.010413
[11/6/2022 9:07:40 AM] MEASURE: REFRESH TOKEN ASSETS - 0.043793
[11/6/2022 9:07:40 AM] MEASURE: ASSET LIST BUILD - 0.138284
[11/6/2022 9:07:44 AM] MEASURE: LOAD - PART 1 - 17.891229
[11/6/2022 9:07:46 AM] MEASURE: MODULE LOAD - 0.035206 - Art Packs Accessibility Tool Catalog
[11/6/2022 9:07:46 AM] MEASURE: MODULE LOAD - 0.002696 - Character Tokens
[11/6/2022 9:07:46 AM] MEASURE: MODULE LOAD - 0.014491 - Generic Token Swapper - Critically Awesome Essentials
[11/6/2022 9:07:46 AM] MEASURE: MODULE LOAD - 0.000907 - Letter Tokens
[11/6/2022 9:07:46 AM] MEASURE: MODULE LOAD - 6.7E-05 - Sci-fi Species, Volume 4
[11/6/2022 9:07:47 AM] MEASURE: MODULE LOAD - 0.280143 - Starfinder Alien Archive
[11/6/2022 9:07:47 AM] MEASURE: MODULE LOAD - 0.288182 - Starfinder Alien Archive 2
[11/6/2022 9:07:47 AM] MEASURE: MODULE LOAD - 0.407836 - Starfinder Alien Archive 3 (GM)
[11/6/2022 9:07:49 AM] MEASURE: MODULE LOAD - 1.605668 - Starfinder Alien Archive 4
[11/6/2022 9:07:49 AM] MEASURE: MODULE LOAD - 0.003588 - Starfinder Alien Character Deck
[11/6/2022 9:07:50 AM] MEASURE: MODULE LOAD - 0.911223 - Starfinder Armory
[11/6/2022 9:07:50 AM] MEASURE: MODULE LOAD - 0.439324 - Starfinder Characters Operation Manual
[11/6/2022 9:07:53 AM] MEASURE: MODULE LOAD - 2.117203 - Starfinder Core Rulebook
[11/6/2022 9:07:53 AM] MEASURE: MODULE LOAD - 0.020927 - Starfinder Effects and Effect Spells
[11/6/2022 9:07:53 AM] MEASURE: MODULE LOAD - 0.279327 - Starfinder Galactic Magic
[11/6/2022 9:07:55 AM] MEASURE: MODULE LOAD - 2.014714 - Starfinder Iconic Characters
[11/6/2022 9:07:55 AM] MEASURE: MODULE LOAD - 0.22715 - Starfinder Near Space (Players)
[11/6/2022 9:07:55 AM] MEASURE: MODULE LOAD - 0.013705 - Starfinder NPC Array Collection
[11/6/2022 9:07:55 AM] MEASURE: MODULE LOAD - 0.313581 - Starfinder Pact Worlds
[11/6/2022 9:07:56 AM] MEASURE: MODULE LOAD - 0.578803 - Starfinder Starship Operations Manual
[11/6/2022 9:07:57 AM] MEASURE: MODULE LOAD - 1.199217 - Starfinder Tech Revolution
[11/6/2022 9:07:58 AM] MEASURE: MODULE LOAD - 0.413579 - The Devastation Arc AP 1, Waking the Worldseed
[11/6/2022 9:07:58 AM] MEASURE: MODULE LOAD - 7.9E-05 - Traveller Letter Tokens - Set A
[11/6/2022 9:08:00 AM] MEASURE: LOAD - PART 2 - 16.515164
[11/6/2022 9:08:23 AM] [WARNING] template: Could not find template (spacer_button_ct_section) in class (ct_entry)
[11/6/2022 9:08:23 AM] [WARNING] template: Could not find template (spacer_button_ct_section) in class (ct_entry)
[11/6/2022 9:08:23 AM] [WARNING] template: Could not find template (spacer_button_ct_section) in class (ct_entry)
[11/6/2022 9:08:23 AM] [WARNING] template: Could not find template (spacer_button_ct_section) in class (ct_entry)
[11/6/2022 9:08:23 AM] [WARNING] template: Could not find template (spacer_button_ct_section) in class (ct_entry)
[11/6/2022 9:08:23 AM] [WARNING] template: Could not find template (spacer_button_ct_section) in class (ct_entry)
[11/6/2022 9:08:23 AM] [WARNING] template: Could not find template (spacer_button_ct_section) in class (ct_entry)
[11/6/2022 9:08:23 AM] [WARNING] template: Could not find template (spacer_button_ct_section) in class (ct_entry)
[11/6/2022 9:08:23 AM] [WARNING] template: Could not find template (spacer_button_ct_section) in class (ct_entry)
[11/6/2022 9:08:23 AM] [WARNING] template: Could not find template (spacer_button_ct_section) in class (ct_entry)
[11/6/2022 9:08:23 AM] [WARNING] template: Could not find template (spacer_button_ct_section) in class (ct_entry)
[11/6/2022 9:08:23 AM] [WARNING] template: Could not find template (spacer_button_ct_section) in class (ct_entry)
[11/6/2022 9:08:23 AM] [WARNING] template: Could not find template (spacer_button_ct_section) in class (ct_entry)
[11/6/2022 9:08:23 AM] [WARNING] template: Could not find template (spacer_button_ct_section) in class (ct_entry)
[11/6/2022 9:08:30 AM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_levels) in class (ability_class)
[11/6/2022 9:08:30 AM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_dc) in class (ability_class)
[11/6/2022 9:08:30 AM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_stat) in class (ability_class)
[11/6/2022 9:09:24 AM] [WARNING] windowcontrol: Could not find frame (frame3) in control (rolelabel) in class (charstarship_shiplistentry)
[11/6/2022 9:09:24 AM] [WARNING] window: Anchored static height ignored for control (label12) in windowclass (charsheet_actions_starship)
[11/6/2022 9:09:24 AM] [WARNING] window: Anchored static height ignored for control (label13) in windowclass (charsheet_actions_starship)
[11/6/2022 9:09:24 AM] [WARNING] window: Anchored static height ignored for control (label14) in windowclass (charsheet_actions_starship)
[11/6/2022 9:09:24 AM] [WARNING] window: Anchored static height ignored for control (label12) in windowclass (charsheet_actions_starship)
[11/6/2022 9:09:24 AM] [WARNING] window: Anchored static height ignored for control (label13) in windowclass (charsheet_actions_starship)
[11/6/2022 9:09:24 AM] [WARNING] window: Anchored static height ignored for control (label14) in windowclass (charsheet_actions_starship)
[11/6/2022 9:09:25 AM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_levels) in class (ability_class)
[11/6/2022 9:09:25 AM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_dc) in class (ability_class)
[11/6/2022 9:09:25 AM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_stat) in class (ability_class)
[11/6/2022 9:09:25 AM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_levels) in class (ability_class)
[11/6/2022 9:09:25 AM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_dc) in class (ability_class)
[11/6/2022 9:09:25 AM] [WARNING] windowcontrol: Could not find frame (groupbox3) in control (frame_stat) in class (ability_class)

superteddy57
November 6th, 2022, 14:22
Thanks for reporting. Warnings shouldn't affect your gameplay, but happy to know about them so I can take care of them.

Cormellion
November 7th, 2022, 08:19
Just tried it after updating today. Created a new character, drug Human (standard +2 to any) to it, then drug the Battle Medic theme to it, then drag the Technomancer (1st level) class to it, changed the attributes (STR 13, DEX 12, CON 10, INT 18, WIS 10, CHA 10), then go the Skills tab, set the Medicine skill as a Class skill. It shows 9 Total ranks available at this point. I start assigning skill ranks to skills and it changes to only 5 ranks available and shows that I spent 9 (and is red):

screenshot of Skills tab (https://cdn.discordapp.com/attachments/413468612435640333/1038223799314808952/unknown.png)

It happened to me yesterday with a goblin operative creation. One minute ranks available 10 then 2 then back to ten. Agree the incorrectly displayed over spend is shown as red.

Also trained Skills with no rank spend show incorrectly as in my case with a red +2 total. You have to manually adjust it back to zero.

Also encumbrance formula is wrong. It displays encumbrance as str+1 it should be str/2+1.
Hope this helps and thanks for keeping the character sheet updated.

superteddy57
November 7th, 2022, 13:34
I'm not seeing the other half of your post. I'm not seeing +2 in empty skills. I also can't verify encumbrance formula being incorrect. Can you verify that you can replicate in a new campaign?

RickSaada
November 7th, 2022, 16:55
Just tried it after updating today. Created a new character, drug Human (standard +2 to any) to it, then drug the Battle Medic theme to it, then drag the Technomancer (1st level) class to it, changed the attributes (STR 13, DEX 12, CON 10, INT 18, WIS 10, CHA 10), then go the Skills tab, set the Medicine skill as a Class skill. It shows 9 Total ranks available at this point. I start assigning skill ranks to skills and it changes to only 5 ranks available and shows that I spent 9 (and is red):

screenshot of Skills tab (https://cdn.discordapp.com/attachments/413468612435640333/1038223799314808952/unknown.png)

Out of curiosity, does it flash the right number and then go back? I wonder if this is related to the problem I was seeing here adding a level on the client flashed the right HP changes and then reverted. That smells like a "changes not syncing to the server properly and then are overwritten by the server's out of date data" kind of thing, and this sounds suspiciously similar.

Cormellion
November 7th, 2022, 18:25
Hello Again,

I stripped out all mods and rerun and both issues are reproducible. with a completely different build too.


55042

55043

Hope this helps

Clearly, something odd with Encumbrance I can resolve the trained skills by adding mods to make them zero.

PS clicking on class and say adding XP for next level does sort the ranks available issue, so I can confirm that.

superteddy57
November 7th, 2022, 21:21
Pushed a new build to TEST with the latest changes. I reverted my fixes to resolve the recursive error. This should bring it back to the original updating system with those fixes I was able to find.

Cormellion
November 7th, 2022, 22:55
Cheers Dominic,

Fast response. It works okay but you still have to open class on the front sheet for it to work.

Also encumbrance is wrong. This is a bit bazaar to me as it seems to be wrong in FGU and other online character sheets. The core rules (see exert) clearly say you are Unencumbered =<STR/2, encumbered >STR/2 and overburdened >STR. Is this an old issue that has never been updated? I'm currently running 5E in FGU and have been for a long time. But have bought all the SFRPG core stuff ready to run from Xmas this year. So I'm obviously testing/ learning as I go at the moment a bit of a noob really. Ignore me if I'm incorrect or annoying ;) see attached from p167 of the core book.

55045


Many thanks for the swift action and I hope you don't mind me submitting bugs

Andy

Cormellion
November 7th, 2022, 23:21
Encumbrance I'm an idiot, I'm looking at it the wrong way around on the sheets. Sorry I get it now, grief I'm dense at times.

superteddy57
November 8th, 2022, 03:27
No worries. I prefer a second or third look to be sure. I'll have another look at the updating, but I might need some testing time to see it in action.

RickSaada
November 9th, 2022, 01:57
One of my players is a Lashunta and should have the Limited Telepathy ability. It's not on their character sheet under Racial Traits, so I opened up the race and dragged it onto the Racial Traits section. The chat window says it was added, but it still doesn't appear. Should it? Is it somewhere else?

<Edit>
It apparently shows up in Senses, but without a link to the important info about needing a common language, etc. It would be useful it if showed up in racial traits like the other traits.

Ulric
November 9th, 2022, 03:06
I used the Test build with no extensions and created a Lashunta Mystic. I also built the exact character using the free SFRPG character builder https://hephaistos.azurewebsites.net/ The results showed the FGU character was not calculating any of character stats that used modifiers from Abilities. FGU shows the modifier where appropriate but does not use it in the final calculation. I have attached a screenshot.

superteddy57
November 9th, 2022, 08:35
Just to make sure I understand, it's missing the stat bonus, is that correct?

Ulric
November 9th, 2022, 22:40
Yes, the Stat bonus.

superteddy57
November 10th, 2022, 03:37
Thanks Ulric. I will be testing out the solution I have found and will present it for a push once I am happy. Need to do some testing to see if I have everything sorted.

cyblix
November 25th, 2022, 17:36
The Phase round counter in Starship combat tracker is counting differently than the Round counter that has editable field.

Evolivolution comment "From the looks of it the Round Counter in the starship CT currently is the same as the Round Counter in the normal CT. "

https://www.fantasygrounds.com/forums/showthread.php?75929-Starship-Combat-Rounds&p=669517#post669517

cyblix
November 25th, 2022, 17:38
There is an extra blank NPC in Starfinder Drift Crisis.
<< New Personality >>

madman
November 27th, 2022, 02:55
I will look into that. Thanks for letting me know.

Madman..

Ulric
December 6th, 2022, 03:28
The Arcane Signet doesn't show an image.

Ulric
December 6th, 2022, 21:58
User Kallavera found an error and reported it at this link https://www.fantasygrounds.com/forums/showthread.php?76017-Starfinder-Dead-Suns-Players-module-Error-loading-races-CoreRPG-scripts-manager
"Hi, when I try to load de races from the Dead Suns - Players module GF give me this error:
[ERROR] Script execution error: [string "CoreRPG:scripts/manager_list.lua"]:294: attempt to index global 'w' (a nil value)"

I was also able to reproduce this error.

madman
December 8th, 2022, 15:03
The Arcane Signet doesn't show an image.

Thanks for pointing that out. I will get it fixed.

Madman

San Holo
December 11th, 2022, 02:49
I'm seeing two bugs using the Ship Combat Tracker in FGU.
We're on book 5 of Dead Suns and are engaged in ship combat. The Sunrise Maiden is Tier 9 now.

First bug, the Sunrise Maiden is showing up as having 125 hull points when it should only have 75 hull points at Tier 9. If I fix the number on the Ship Combat Tracker, it just goes back to 125 if I open the ship record by clicking the Paizo icon.

Second bug, after rolling Initiative, it correctly sorts the list by lowest initiative first, but when I click the "next actor" button and switch to helm phase, the first actor selected is on the bottom. Rules state that the initiative loser has to move first, so it should start with the one that's on top.

Locotomo
December 30th, 2022, 16:46
We have a new personality :D
55590

Locotomo
December 30th, 2022, 16:49
The items of the Sazaron Sage are all empty links :55591 (the same for the Sazaron Scholar.)

superteddy57
January 1st, 2023, 16:49
I'm seeing two bugs using the Ship Combat Tracker in FGU.
We're on book 5 of Dead Suns and are engaged in ship combat. The Sunrise Maiden is Tier 9 now.

First bug, the Sunrise Maiden is showing up as having 125 hull points when it should only have 75 hull points at Tier 9. If I fix the number on the Ship Combat Tracker, it just goes back to 125 if I open the ship record by clicking the Paizo icon.

Second bug, after rolling Initiative, it correctly sorts the list by lowest initiative first, but when I click the "next actor" button and switch to helm phase, the first actor selected is on the bottom. Rules state that the initiative loser has to move first, so it should start with the one that's on top.

I'm sorry for the late response as it got lost in the holiday. I checked upping the Tier from 3 to 9 and it appears the HP went from 55 to 75. I used the Sunrise Maiden from book 1 to test this. I made no other changes to the PC ship located there besides the tier. I might need to know more of the process to recreate this and see where the issue lies. Also note, that some Paizo ships don't follow standard PC creation rules and may get skewed as the PC sheet tries to follows those rules.

madman
January 1st, 2023, 22:58
We have a new personality :D
55590

I'll get that fixed..

Madman.

madman
January 1st, 2023, 22:58
The items of the Sazaron Sage are all empty links :55591 (the same for the Sazaron Scholar.)

I will look into that and get it corrected. Thanks for reporting it.

Madman..

Locotomo
January 4th, 2023, 23:04
Could it be that sometimes artwork is missing ?
For example Alien Archive p.64, the Ikeshti artwork. I couldn’t find it in FGU.

Ulric
January 5th, 2023, 00:03
Could it be that sometimes artwork is missing ?
For example Alien Archive p.64, the Ikeshti artwork. I couldn’t find it in FGU.
Sometimes but not this time. The image is included twice with two different name. The first is the player race and the second is the NPC version.

Locotomo
January 5th, 2023, 09:20
Not this one, the next page the mutated Ikeshti (p.65), the Rivener is missing.

edit: Found it. It's called "Akitonian lizardfolk reaver" in FGU :)

Locotomo
January 5th, 2023, 10:02
But for some reason it doesn't show the pictures in the reference manual.
55671

Tenraix
January 9th, 2023, 16:48
I posted this in another thread but I made this video, in the hopes that someone out there can help me with the ship combat in FGU for Starfinder. For some reason, PC ships do not hit or link in combat. I have been searching for weeks and have only found videos from 2 years ago or longer. Could someone please assist me in solving these issues or make a new tutorial video for GM's and players in 2023 or at least walk me through the steps and I'll make a video myself? Thanks and happy gaming

https://youtu.be/eqk9awtgxsU

superteddy57
January 9th, 2023, 17:05
Responded to your other post, I have added these to my list to investigate.

Ulric
January 9th, 2023, 17:51
I posted this in another thread but I made this video, in the hopes that someone out there can help me with the ship combat in FGU for Starfinder. For some reason, PC ships do not hit or link in combat. I have been searching for weeks and have only found videos from 2 years ago or longer. Could someone please assist me in solving these issues or make a new tutorial video for GM's and players in 2023 or at least walk me through the steps and I'll make a video myself? Thanks and happy gaming

https://youtu.be/eqk9awtgxsU
I replied to your video.

Slinson
January 12th, 2023, 07:57
According to page 75 of the Core Rulebook, a drone's AC should be impacted by its dexterity, but it seems like it is not taken into account. In the below example, the drone should have one higher ACs due to the dexterity. Changing the dexterity also seems to make no difference.
As a side note, the drone is supposed to have a Base Attack Bonus, but this seems to be nowhere in the sheet and not impact the drone's rolls. Apologies if either of these were addressed before, I couldn't seem to find it.

Thank you so much for the help!

55780

jrock1
January 14th, 2023, 02:00
FG Unity latest Version as of 01/13/2023: V4.3.2 ULTIMATE

There are some issues with Starship Combat.

Steps to recreate:
1. Drag the PC Starship to the Party Sheet
2. From the PC sheet, update the role to Pilot
3. Drag the PC Starship from the Party Sheet to the Combat Tracker
Errors occur on the Player client side only: file posted in Discord (FG >> Starfinder)
https://discord.com/channels/274582899045695488/413468612435640333/1063629312026214520

4. Add the Starship tokens to a map.
5. Attempt to roll Initiative from the PC Sheet (Ships tab)
Initiative does not register in the CT:
55816

Please help troubleshoot.

Important: The GM reported that the dmg, even though it was on the SS CT, was not applied to the NPC Starship (and to the PC ship when the NPC ship attacks) when the Apply button was clicked!

superteddy57
January 15th, 2023, 20:48
A hotfix was pushed to resolve this report.

jrock1
January 16th, 2023, 01:37
Found a small bug... when [OUT OF AMMO], the dice-roll is still made (pls see in the screenshot below)
55846

When Out of Ammo, the attack should not be rolled.

Ulric
January 16th, 2023, 02:50
A hotfix was pushed to resolve this report.
SFRPG ruleset (2023-1-15) for Fantasy Grounds
Copyright 2022 Smiteworks USA, LLC

Initiative rolled by the PC Pilot still isn't updating the CT.
SFRPG ruleset (2023-1-15) for Fantasy Grounds
Copyright 2022 Smiteworks USA, LLC

jrock1
January 16th, 2023, 02:54
SFRPG ruleset (2023-1-15) for Fantasy Grounds
Copyright 2022 Smiteworks USA, LLC

Initiative rolled by the PC Pilot still isn't updating the CT.
SFRPG ruleset (2023-1-15) for Fantasy Grounds
Copyright 2022 Smiteworks USA, LLC

I just tested it and the Initiative is being populated in the CT, note that I tested as GM/Host from the PC's sheet > Ships > Pilot role (see image below). Note I haven't tested as a Player client yet.
55849

@Ulric, how are you testing; from Player/client or as GM/host?

Ulric
January 16th, 2023, 03:37
I just tested it and the Initiative is being populated in the CT, note that I tested as GM/Host from the PC's sheet > Ships > Pilot role (see image below). Note I haven't tested as a Player client yet.
55849

@Ulric, how are you testing; from Player/client or as GM/host?
I was testing the same method as you. hmm I'll retest tomorrow.

jrock1
January 17th, 2023, 04:57
Missing Ship Item
Brig (from the Pact Worlds rulebook) is missing from the Ship Items >> Expansion Bays selections.

Locotomo
January 18th, 2023, 19:50
Junker's Delight - 1.06.A.08 is missing the encounter. 1.06.A.07. - Description and Damage of the hazard is missing on the combat tracker. 1.06.A.02 - parcel - Khefak Carapace is missing the description.

Locotomo
January 19th, 2023, 20:56
Junker's Delight - Map D Dead End - When I open the encounter and click on the Ikeshti Tecnomancers to open their sheet and scroll down on that sheet to read more descriptions, this error shows up :
55892

madman
January 19th, 2023, 22:09
Junker's Delight - 1.06.A.08 is missing the encounter. 1.06.A.07. - Description and Damage of the hazard is missing on the combat tracker. 1.06.A.02 - parcel - Khefak Carapace is missing the description.

Thanks for reporting it. I will take a look and get it fixed.

Madman..

madman
January 19th, 2023, 22:16
Missing Ship Item
Brig (from the Pact Worlds rulebook) is missing from the Ship Items >> Expansion Bays selections.

I'll take a look. (Looks like it is there)

Madman..

Slinson
January 21st, 2023, 00:29
Is the ship combat tracker parsing initiative correctly? It seems to be both reading the initiative backwards and ordering them in ascending order, double-negating itself and turning into just a normal initiative order, just flipped in the display (meaning it starts combat from the bottom and moving to the next turn moves it up, actually following descending initiative order). To work according to the book, combat should only be doing one of these things so that combat does progress from the lowest initiative to the highest.

superteddy57
January 21st, 2023, 01:07
Yes, it's been reported and on my list to investigate. I would recommend to just dragging the active to the next ship to signify who is active for now.

Slinson
January 21st, 2023, 01:34
Yes, it's been reported and on my list to investigate. I would recommend to just dragging the active to the next ship to signify who is active for now.

Thanks for the quick response! A possibly related thing that showed up when trying that is that when I drag the active to a new ship, it does not unmark the previous one, leading it to show multiple ships as active. Not sure if that's intentional or not, I hadn't noticed that behavior in other rulesets before.

On a side note (and I hope this one hasn't already been reported as well, I searched and couldn't find it), the mechanic's drone's base attack bonus seems to be treating the drone as 1 level lower than it is (starting at +0 instead of +1, then getting level 1's +1 at level 2, staying at +3 between 4th and 5th level instead of 3rd and 4th, etc.). This is true of all three chassis. Its dexterity is also supposed to impact its ACs but does not seem to do so.

superteddy57
January 21st, 2023, 02:31
Yes, that has been reported as well. I have it on my list to investigate once I have a chance to put some dev hours into SFRPG.

Slinson
January 21st, 2023, 02:43
Great to know! Apologies for the redundancy :)

superteddy57
January 21st, 2023, 09:32
No problem, just like to respond that I'm aware. We are currently working on some updates to the rulesets and may be some time till a solution is found or pushed LIVE if found.

RadioWiz
January 21st, 2023, 18:19
I seem to have found a bug with thrown attacks.

Every time a player double clicks the 'Thrown' box from the character sheet to make an attack roll, the console gives the following error:

[ERROR] Script execution error: [string "C:charsheet_main:thrownattackbonus"]:3: attempt to call field 'getActor' (a nil value)

I'm not running any extensions, and just have the core book loaded.

superteddy57
January 21st, 2023, 18:25
Thanks, I see the template wasn't updated with the proper way ActorManager now operates. The rulesets will be in lockdown for some foundation and feature updates/integration. So a fix for the LIVE version won't be available for some time.

Ulric
January 22nd, 2023, 00:00
Capital Weapon Damage from Starships calculates and applies correctly but does not show the correct amount in the Chat damage roll total.

superteddy57
January 22nd, 2023, 06:26
The roll output is intended to show the roll. It was how it was programmed during it's creation. The MULTI 10 tag in the description is what applies the time 10 damage.

AlterZwerg
February 5th, 2023, 17:48
Dead Suns AP (we´ve played through 1+2 so far)

Several Items like Field Rations, Backpack, Antitoxin are throwing an error: Database type mismatch on path (hands)... once you click on the paizo icon to get the description
Grenades looted from NPCs are lacking damage die and properties

Littlerogue
February 5th, 2023, 18:02
Pilot Armor Class bonus doesn't apply correctly to starship : it count the total skill bonus instead of the piloting skill rank of the pilot

superteddy57
February 5th, 2023, 20:23
Pushed a fix to TEST for this and additional issues with rolling initiative.

redchin42
February 6th, 2023, 02:29
DR is broken, not working. I've also tried coding it as RESIST: 10, piercing, slashing, bludgeoning - also broken

superteddy57
February 6th, 2023, 02:42
I tested with an Adult Black Dragon and it did reduce damage by 10 if it was piercing, slashing, bludgeoning damage. Once I added magic to the damage line, it by passed it and gave full damage. It might be best to show the full combat with images to see what you are seeing as I can not replicate with the information you have provided.

redchin42
February 7th, 2023, 01:30
56091

You can see in the attached file that Deflective Reinforcement should take 5 off that slashing damage, but it doesn't.

superteddy57
February 7th, 2023, 01:38
I did do testing with the build that is currently available on TEST and having no issues. From your earlier post you mention DR and from your next post it doesn't seem you were referring to Damage Reduction. If you were, the effect syntax should be (DR: # bypass) without parenthesis and only works against kinetic damage types. DR and RESIST both works as intended with that version of the code and will be made LIVE when the latest ruleset updates are pushed LIVE.

madman
February 7th, 2023, 03:46
56091

You can see in the attached file that Deflective Reinforcement should take 5 off that slashing damage, but it doesn't.

You need to change RESIST: to DR: and not have anything after it to get it working.

AlterZwerg
February 8th, 2023, 20:06
Pilot Armor Class bonus doesn't apply correctly to starship : it count the total skill bonus instead of the piloting skill rank of the pilot

Similar error with the gunner.
Gunnery check relies solely on the Base Attack Bonus of the gunner instead of the higher ranks in piloting.

madman
February 8th, 2023, 23:11
Just an FYI. It can be either..

Gunnery Check = 1d20 + the gunner’s base attack bonus or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty

https://www.aonsrd.com/Rules.aspx?ID=199 (https://www.aonsrd.com/Rules.aspx?ID=199)

madman..

AlterZwerg
February 9th, 2023, 06:00
Just an FYI. It can be either..

Gunnery Check = 1d20 + the gunner’s base attack bonus or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty

https://www.aonsrd.com/Rules.aspx?ID=199 (https://www.aonsrd.com/Rules.aspx?ID=199)

madman..

Yeah but for unknown reasons the player wanted to use the ranks in piloting (5) instead of his base attack (3). ;)
We figured it should automatically use the higher one.

RickSaada
February 9th, 2023, 07:33
So I'm running Against the Aeon Throne AP 1 and my party was fighting one of the Azlanti Security Robots, which are vulnerable to electricity. We discovered that a Technomancer's Energy Ray doing Electrical damage wasn't triggering the vulnerability. I did some experimenting after the game and discovered this:
If I've got a damage on a spell power with 1d3 E with Spell Dmg set to Yes it doesn't work. But if I say Spell Dmg set to No it does work. Somehow saying it's magic electricity is making it not be electricity for the sake of vulnerability. This has to be a bug because the whole point of the spell is to let you pick the appropriate energy type for the target.
I can work around this by turning off "Spell Dmg?" but I'm not sure what else *that* will break.

Thanks,
Rick

superteddy57
February 9th, 2023, 11:08
Yeah but for unknown reasons the player wanted to use the ranks in piloting (5) instead of his base attack (3). ;)
We figured it should automatically use the higher one.

The code for factoring the bonus of the attack is set exactly like that. It collects the character's skill ranks and bab and compares them and chooses the higher one for the attack. Can you export and share that player's character sheet on the forums?

superteddy57
February 9th, 2023, 11:35
So I'm running Against the Aeon Throne AP 1 and my party was fighting one of the Azlanti Security Robots, which are vulnerable to electricity. We discovered that a Technomancer's Energy Ray doing Electrical damage wasn't triggering the vulnerability. I did some experimenting after the game and discovered this:
If I've got a damage on a spell power with 1d3 E with Spell Dmg set to Yes it doesn't work. But if I say Spell Dmg set to No it does work. Somehow saying it's magic electricity is making it not be electricity for the sake of vulnerability. This has to be a bug because the whole point of the spell is to let you pick the appropriate energy type for the target.
I can work around this by turning off "Spell Dmg?" but I'm not sure what else *that* will break.

Thanks,
Rick

Thanks Rick, was able to see that it's not factoring correctly. I'll have to investigate the code where the disconnect is. I will push a fix to the TEST server as the ruleset is currently on lockdown till the new CoreRPG update goes LIVE.

AlterZwerg
February 9th, 2023, 15:07
The code for factoring the bonus of the attack is set exactly like that. It collects the character's skill ranks and bab and compares them and chooses the higher one for the attack. Can you export and share that player's character sheet on the forums?

Having slept over it and looked at the character again, the bonus is correct and we just did the math wrong. Sorry, haven´t done space combat for months.

However we stumbled across another issue:
The equipped light particle beam´s damage can be rolled on the charater sheet of the pilot, damage for flak thrower and particle beam (heavy) can´t.
I´ve attached a screenshot and the xml of the pilot´s character sheet.

Camberme
February 10th, 2023, 06:47
In Fly free or die, AP3
Both in the Reference Manual and the Story Entry
on page, " Warehouse 47-C (CR 5) "
It discusses an encounter in the Warehouse, with linked encounter, and discussing rules and all, but there's no link to the MAP for Warehouse 47
I have to pull the map out of images and link it my self. (1st world problems)
best part is the line " Use the map above".. DUDE WHERE!?!?!

Locotomo
February 10th, 2023, 15:38
This one is tricky.
It is about the spell Quick Change.
One is a cantrip from Galactic Magic and the other one is a 1st lvl spell from Threefold Conspiracy 3 of 6.
The 1st lvl spell version is not in the players resources of the modul.
I usually have all the player resources loaded so players can buy what they want :)

madman
February 10th, 2023, 23:19
In Fly free or die, AP3
Both in the Reference Manual and the Story Entry
on page, " Warehouse 47-C (CR 5) "
It discusses an encounter in the Warehouse, with linked encounter, and discussing rules and all, but there's no link to the MAP for Warehouse 47
I have to pull the map out of images and link it my self. (1st world problems)
best part is the line " Use the map above".. DUDE WHERE!?!?!

I guess i changed the text and forgot to drop the link. I will fix it. Thanks for pointing it out.

Madman..

chimera225
February 14th, 2023, 01:48
I am having trouble with the Alien Archive 2. I went in to look at races in the players section and the races come up blank. All other sections show up and all other races show in other books.56197

chimera225
February 14th, 2023, 01:49
I am having trouble with the Alien Archive 2. I went in to look at races in the players section and the races come up blank. All other sections show up and all other races show in other books.

madman
February 18th, 2023, 02:44
Thanks for reporting this. I will get it fixed..
The Races are in the race sidebar. I will fix the library link.

Madman..

sirrogue2
February 18th, 2023, 06:08
Using Starfinder ruleset dated 1-15-2023.
A player-controlled mech with a melee weapon does not accurately add the mech's Strength modifier to said melee weapon's damage. The attack modifier for a melee weapon is also calculated incorrectly; it does not take into account the mech's base attack bonus unless you manually configure the attack calculations in the Action tab.
The same mech does not add its tier to ranged weapon damage.
All bugs found with a Tier 4 mech.

Vigilance
February 19th, 2023, 03:34
having a problem when a player targets a ship it acts like it is not there. When they roll a hit I drag it on the ship and get the following error.
56265

Graylight
February 19th, 2023, 10:28
More than that, the AC/TL calculations for PC starships are currently borked to the point that it's easier (and arguably necessary) to break out some pen and paper and do everything the old-fashioned/laborious way. It would appear that Fantasy Grounds is taking the Pilot's ENTIRE Piloting modifier, and adding that value as a bonus to the ship's AC and TL. Player-Character ships should only receive an AC/TL bonus equal to the pilot's RANKS in the Piloting skill.

This is in no way a small deviation for characters who have actively invested in that skill. As far as FG's automated tools are concerned, a ship flown by an "Ace Pilot"-type character can approach complete invincibility.

superteddy57
February 19th, 2023, 10:37
More than that, the AC/TL calculations for PC starships are currently borked to the point that it's easier (and arguably necessary) to break out some pen and paper and do everything the old-fashioned/laborious way. It would appear that Fantasy Grounds is taking the Pilot's ENTIRE Piloting modifier, and adding that value as a bonus to the ship's AC and TL. Player-Character ships should only receive an AC/TL bonus equal to the pilot's RANKS in the Piloting skill.

This is in no way a small deviation for characters who have actively invested in that skill. As far as FG's automated tools are concerned, a ship flown by an "Ace Pilot"-type character can approach complete invincibility.


having a problem when a player targets a ship it acts like it is not there. When they roll a hit I drag it on the ship and get the following error.
56265

Both of these issues have been addressed and are on TEST at the moment awaiting the Beta to go LIVE.

Graylight
February 19th, 2023, 11:21
Ah, cheers Teddy. :)

I should also note that Breath Weapon damage entries appear to be broken across a large swath of default NPC stat-blocks at the moment. Dragons (Alien Archive 1) and various growth stages of Nyssholoras (Alien Archive 2) have been giving me grief the last few months. Attempting to drag the damage entry for any of these Breath Weapon abilities into the chat box gives me a meaningless d20 roll, rather than the desired damage roll... (The entry for the Adult Nyssholora also lacks a semicolon to appropriately separate the Breath Weapon and Swallow Whole offensive abilities, but that may well be beside the point.)

But if the broader issue is one that's been introduced via some of the recent changes to the Core RPG framework, I trust you folks would be all over this... But if this were somehow isolated to Starfinder, I may be more concerned about this flying under the radar.

superteddy57
February 19th, 2023, 14:49
That may need a look by the content developer. I'll touch base with them and verify if it's a ruleset issue or the content.

zeronihilation
February 20th, 2023, 07:20
Hello, I was recently working on player crafted power armor and I noticed that hardness and hit-points are hard coded to the item's level, even GM constructed items. There is no mechanism to denote a different effective item level or otherwise over-ride the base item calculation. When the armor (or any item) is player crafted it receives a +2 level modifier for calculating the HP & Hardness.

Similarly, the 'Tensile Reinforcement' Armor upgrade "When calculating your armor's hardness and Hit Points (see page 409) treat it as if its item level were 5 higher." (Core p207)

Thank you!

Alternative mechanism might be to allow an item template to modify either the item level for hardness and hit-points, or modify the statistics directly. An item template of 'player created' that simply added +2 to the effective item level would make the Tensile Reinforcement implementation easier as well.

Locotomo
February 26th, 2023, 12:58
Hi,
The "New Personality" is still there :)
56425

superteddy57
February 26th, 2023, 19:47
Hello, I was recently working on player crafted power armor and I noticed that hardness and hit-points are hard coded to the item's level, even GM constructed items. There is no mechanism to denote a different effective item level or otherwise over-ride the base item calculation. When the armor (or any item) is player crafted it receives a +2 level modifier for calculating the HP & Hardness.

Similarly, the 'Tensile Reinforcement' Armor upgrade "When calculating your armor's hardness and Hit Points (see page 409) treat it as if its item level were 5 higher." (Core p207)

Thank you!

Alternative mechanism might be to allow an item template to modify either the item level for hardness and hit-points, or modify the statistics directly. An item template of 'player created' that simply added +2 to the effective item level would make the Tensile Reinforcement implementation easier as well.

Thanks for the feedback. This would be a huge expansion to the item system that's currently in SFRPG to add in the upgrades to adjust the item. It's something I've been looking to do, but just hasn't bubbled to the top. Making the controls editable won't help in this situation as the automation would kick in and replace your changes. So I would have to find a solution to help in this. I will keep this in mind next time I'm in that area.

Locotomo
March 5th, 2023, 11:28
Where is the Evolutionist in the Classes Tab?
56582
I can´t create this class.

HeckoX
March 5th, 2023, 23:55
The Cast item for abilities seems broken.
It attempts to create a child entity but fails and as a result, all toggle fields are NULL and cannot be edited

56593
56594

Latest version of FGU, updated minutes before testing
All extensions and themes disabled

Moon Wizard
March 6th, 2023, 03:35
I'm not seeing that in my local test Starfinder campaign.

Do you have an unpacked version of Starfinder ruleset in the FG data folder under the rulesets subfolder?
Can you post the output of the chat window right after starting campaign? (Should be v2023-02-23)

If that doesn't point us in the right direction, can you zip up your campaign folder and post here, along with steps to see the issue? (i.e. which character to open and buttons to click; or steps to create character)

Thanks,
JPG

madman
March 6th, 2023, 17:37
Where is the Evolutionist in the Classes Tab?
56582
I can´t create this class.

I will get that fixed and in the cue as a hotfix. Might be fixed for this Tuesday?

Madman..

HeckoX
March 9th, 2023, 07:47
Do you have an unpacked version of Starfinder ruleset in the FG data folder under the rulesets subfolder?
Can you post the output of the chat window right after starting campaign? (Should be v2023-02-23)

If that doesn't point us in the right direction, can you zip up your campaign folder and post here, along with steps to see the issue? (i.e. which character to open and buttons to click; or steps to create character)
I don't have any unpacked rulesets, everything I have are contained in their respective .PAK files.

Chat output is correct
56644

Attached campaign
56645

Go to the char sheet for Testerson, click Actions, expand the Bluff Boost, and click the editor for the Cast action.
56646

The same happens when creating a new cast and trying to edit it

superteddy57
March 9th, 2023, 14:10
Pushed a hotfix for this issue. Please run another update and try again.

HeckoX
March 9th, 2023, 19:27
Pushed a hotfix for this issue. Please run another update and try again.
Tested across a few campaigns - worked correctly on all of them.
Thanks for the fix.

PixelCorpse
March 12th, 2023, 11:10
There is a problem I am facing.

To help keep track of class abilities and powers, we have created the powers as class abilities.
The character sheet coding does seem to guide and support this. However, we recently leveled up (yay)
and the powers we set to have a number of uses (i.e. 3 uses), now cannot be changed.

It seems we cannot set uses for new powers either. Is this a bug or a feature I am now misusing?
56683
56682

superteddy57
March 12th, 2023, 21:48
Thanks for the report. We were able to locate the issue and will be available with the next ruleset update.

UltimateGM
March 14th, 2023, 18:18
Forgive me if this isnt a bug but I just started using the Starfinder ruleset again. My players are first level, we are playing the Swarm AP, whenever my low level creature rolls a 20 it says critical. Once I roll damage it says resisted 0 and this happens for every character. I first thought it was because the android might have something special since it is part construct but then I don't find anything that states any resistances versus crits. If this isnt a bug I will remove this question to cleanup this reporting section.

The following update may contain spoilers.




UPDATE:

The issue had to do with the Swarm Dredger having untyped damage. I was able to locate the issue once I used a different creature to attack my PC. The damage type for the Swarm Dredger should be S for slashing. This creature can be found in Attack of the Swarm AP: Fate of the Fifth.

superteddy57
March 14th, 2023, 18:26
I would have to see more of the combat in question. There are many factors that would limit the damage and without knowing the combatants, effects, and PC state, I couldn't give a definitive that's why it's reducing the damage to zero.

PixelCorpse
March 17th, 2023, 22:23
The change showed today for us, thank you so much.

Wharwick
March 18th, 2023, 02:46
Issue : Linking ammo to the azimuth laser rifle (1st level version) results in an error when I double click on the ammo box on the Action tab.

Script Execution error : {"string FG-Ammounition-Manager..../sfrpg)ammolist.lua"}:9 attempt to index local ammotype a nil value

I had batteries on the character.

Issue : Artillry Drone class appears to have a base EAC of 10 when book shows 11 (not a veteran player this may be errata and correct) Edit : I may also just be missing a -1 to the EAC for some other reason but for the life of me I can not figure it out.

superteddy57
March 18th, 2023, 09:33
The first issue might be extension related as I can't replicate with vanilla SFRPG. Vanilla SFRPG can't link ammo. Based off the materials I have the Artillery Drone starts with EAC 10 and KAC 12. So it's right for the EAC from that material, but the KAC appears to need investigation.

Camberme
March 21st, 2023, 02:50
Small very small notice. when I copied the spell "Confusion, Lesser" (from the starfinder core rulebook)
to a Character (or npc), it generated some effects, the first one, reads as "Confusion, Lesser [Act normally);"
the issue is the [ ) around Act Normally, the rest all are ( ).
Also I'd add into the effects, the % chance, 1-25, 26-50, 51-75, 76-100 to each of the effect lines.

Wharwick
March 21st, 2023, 02:51
You are correct ... I downloaded the Ammo Manager extension and it seems that is where the problem lies. Sorry for the misinformation.

As for the artillery drone if I check Archives of Nethys it has a 10/12 EAC/KAC however if I check pg 25 of Tech Revolution the AC listed is 11/12 EAC/KAC.

superteddy57
March 21st, 2023, 03:41
You are correct ... I downloaded the Ammo Manager extension and it seems that is where the problem lies. Sorry for the misinformation.

As for the artillery drone if I check Archives of Nethys it has a 10/12 EAC/KAC however if I check pg 25 of Tech Revolution the AC listed is 11/12 EAC/KAC.

Agreed, very confused myself and trying to get a definitive answer for what it should be. Maybe even a better solution as it appears the original developer hard coded the calculation.

madman
March 21st, 2023, 08:45
Small very small notice. when I copied the spell "Confusion, Lesser" (from the starfinder core rulebook)
to a Character (or npc), it generated some effects, the first one, reads as "Confusion, Lesser [Act normally);"
the issue is the [ ) around Act Normally, the rest all are ( ).
Also I'd add into the effects, the % chance, 1-25, 26-50, 51-75, 76-100 to each of the effect lines.

I will get that fixed. Thanks for reporting it.

Madman..

Jacob Lewis
March 21st, 2023, 15:07
When I drop races onto a character sheet, some of them don't adjust the ability scores automatically.

56794
56795

I went to discuss this on FG Discord to see if I was doing something wrong, or if anyone else was having similar issues. After tinkering and comparing notes, I discovered that it happens only if I use the Core Rulebook. But when I include the Char Ops Manual, everything seems to work fine.

Now, I realize most veteran groups will likely use COM in their games. But for those of us just starting out with new groups and trying to keep things simple, it would be nice to have that same functionality with just the CRB (assuming that is where the problem lies).

EDIT: Just tested several more races from CRB do not adjust ability scores when dropped, which leads me to believe that none of them will.

Kinjin
March 25th, 2023, 12:49
When I drop races onto a character sheet, some of them don't adjust the ability scores automatically.

56794
56795

I went to discuss this on FG Discord to see if I was doing something wrong, or if anyone else was having similar issues. After tinkering and comparing notes, I discovered that it happens only if I use the Core Rulebook. But when I include the Char Ops Manual, everything seems to work fine.

Now, I realize most veteran groups will likely use COM in their games. But for those of us just starting out with new groups and trying to keep things simple, it would be nice to have that same functionality with just the CRB (assuming that is where the problem lies).

EDIT: Just tested several more races from CRB do not adjust ability scores when dropped, which leads me to believe that none of them will.

I have the same problem, both with the CRB and the Alien Archives 1.

Are you saying that adding the Char Ops Manuel resolves the problem for the races in CRB, or just the ones in Char Ops Manual?

superteddy57
March 26th, 2023, 00:49
Pushed a hotfix to resolve this reported issue. Please update and try and see if it is resolved.

Kinjin
March 26th, 2023, 10:36
Pushed a hotfix to resolve this reported issue. Please update and try and see if it is resolved.

Thanks, that's resolved it.

Jacob Lewis
March 26th, 2023, 17:22
Pushed a hotfix to resolve this reported issue. Please update and try and see if it is resolved.

Almost. When you select Human, half-elf, or half-orc the pop-up window for assigning ability boost to any looks like this: 56844.

Other than that, everything seems to be working great. Thank you!

superteddy57
March 26th, 2023, 22:37
Pushed a hotfix as the ability select window had a typo in it and should display those abilities correctly.

Jacob Lewis
March 26th, 2023, 23:45
Pushed a hotfix as the ability select window had a typo in it and should display those abilities correctly.

Amazing! Thank you so much!

clallen23
March 30th, 2023, 22:42
I am having a problem with the Normal Combat track in Fantasy Grounds using the Starfinder rules set. The higher the characters roll for initiative, the lower they go on the tracker. This makes it rather difficult to run combats properly. Is there a fix for this? Running other rules sets on the tracker works fine. Was there something done on the last update to the Starfinder rules set in FG the changed how initiative is sorted?

Camberme
March 30th, 2023, 22:56
I am having a problem with the Normal Combat track in Fantasy Grounds using the Starfinder rules set. The higher the characters roll for initiative, the lower they go on the tracker. This makes it rather difficult to run combats properly. Is there a fix for this? Running other rules sets the tracker works fine. Was there something done on the last update the Starfinder rules set in FG the changed how initiative in sorted?

I just ran mine, throwing some NPC in and some PC, (with no extensions), and they loaded just fine. do you have a screen shot you could share? (I'm on discord under camberme if you like)

clallen23
March 30th, 2023, 23:28
Did you roll initiative from the character sheet? The problem is not with them loading on to the tracker; it is that the sorting is backwards. The higher the roll the lower on the initiative the character goes (bottom of the tracker).

clallen23
March 30th, 2023, 23:41
Here is a screen shot from my FG Starfinder screen
56899

Camberme
March 30th, 2023, 23:48
I guess the standard questions of do you have ANY mod's / extenstions that effect the combat tracker? does it happen in a fresh campaign, with no mods / ext?
It's not happening to me.

clallen23
March 30th, 2023, 23:56
tried it with and without any mods/extensions, but I will launch a fresh campaign to see if that make a difference

clallen23
March 31st, 2023, 00:00
fresh campaign no mods/extensions, just loaded core rules, and Alien Archive 1 & 2 (to have npc's to put on the tracker). Still the same problem. The higher initiative goes last

superteddy57
March 31st, 2023, 03:04
I've tested this with npcs and a player character and the combat tracker is not showing in reverse order with my testing.
56901

Graylight
April 6th, 2023, 08:27
Please pardon the wall of text, but here’s a smattering of issues I’ve encountered in the past month or so… And one of which I just stumbled across today.

The GM portion of Alien Archive 1 is gone, as of today.
With the most recent update, I’ve found that the monsters and tokens from AA1 are no longer accessible. Both in old, or newly-created campaigns. The GM portion of AA1 has vanished from the Module Activation page. It would appear that the player-facing content is the only part that remains. 56984

Conditions
Encumbered/Overburdened
These two basic conditions/effects appear to be applying a -5 penalty to various unrelated/unintended PC statistics. Most notably, this condition currently gives an erroneous -5 penalty to the following:


EAC/KAC. Encumbrance should apply a more nuanced penalty to Max Dex to AC, but that's doesn't appear to be happening here.
Weapon damage rolls, including ranged weapons and grenades.

In Fantasy Grounds, these conditions also give a (possibly erroneous) -5 penalty to all attack rolls, with the seemingly-sole exception of thrown weapon rolls made from the “Main” page of the character’s sheet... However, the subject of whether the Encumbered/Overburdened condition should/shouldn’t apply a penalty to attack rolls under Starfinder’s ruleset is (unfortunately) not as clear-cut as I would like it to be. According to the CRB (pages 275 & 276), the Encumbered/Overburdened conditions only apply their -5 penalties to “Strength- and Dexterity-based checks”. Meanwhile, page 8 of the CRB seems to draw a line between “Attack rolls” and “Checks” without explicitly stating that both terms are mutually exclusive. I wish I could say with more confidence that encumbrance penalties should not apply to attack rolls (as was the case in D&D3.5 and PF1) but I lack unambiguous and unassailable evidence in this matter.

Entangled
FG’s implementation of the Entangled condition currently does not apply the requisite -2 penalty to AC, as well as melee attack rolls. Most ranged attack rolls ARE working correctly, but thrown weapon rolls made from the “Main” page of the character’s sheet are not receiving the expected -2 penalty.

Custom Effects
This bug is quite minor in the grand scheme of things, but it’s readily reproducible. Here are the steps.

1. Go to the Effects window, and create a new custom effect.
2. Type some text into the newly created custom effect. Any text. But it needs to be SOME text, as a blank field will not trigger the otherwise-imminent bug.
3. BEFORE PRESSING ENTER (or otherwise clicking away from the text entry field) left click on the little “visibility” eyeball to the right of the effect. 56982
4. Observe! 56983 Everything on your list of custom effects has been visibly duplicated, including the newly-created effect. Thankfully, these unwanted duplicates are easily removed, simply by adding ANOTHER custom effect to the list.

Minor typoes that I’ve noticed
Within the Alien Archive 3 module, one of the images of the espraksa bird-people appears to depict an “espraksa performer”. But the image has been given the title of “espraksa pREformer”.

Another image in the AA3 module depicts a cardboard box filled with tashtari puppies. However, the name of the image includes an extra “I” (the image in question is currently entitled “Tashitari Puppies”). This means the puppy image will not turn up if you’re try to search for images of “tashtari”. Which could be profoundly sad for people who wish to fawn over pictures of cute alien dogs. :o

superteddy57
April 6th, 2023, 13:12
I looked into the Conditions section and will be pushing some updates with the next weekly update with what I have found.

madman
April 7th, 2023, 02:58
I will get the image errors fixed. Thanks for reporting these.

Madman..

madman
April 7th, 2023, 22:39
The GM portion of Alien Archive 1 is gone, as of today.
With the most recent update, I’ve found that the monsters and tokens from AA1 are no longer accessible. Both in old, or newly-created campaigns. The GM portion of AA1 has vanished from the Module Activation page. It would appear that the player-facing content is the only part that remains.


A hotfix went out for this today..

Madman

CotillionTheRope
May 25th, 2023, 00:08
For starship combat, I have noticed that the minor crew action snap shot does not include any modifiers when you do the roll. Specifically I have tested using a Deaths Head Necro Glider. I made a copy of the ship, unlocked it and added an entry for the gunner using the supplied pilot's gunnery modifier. Doing a regular shot with the gunner uses the gunnery modifier but doing the minor crew action snap shot simply rolls a d20 and does not include the gunnery modifier or the -2 inherent to the snap shot action. Same result when using the built in pilot.

superteddy57
May 25th, 2023, 01:30
For starship combat, I have noticed that the minor crew action snap shot does not include any modifiers when you do the roll. Specifically I have tested using a Deaths Head Necro Glider. I made a copy of the ship, unlocked it and added an entry for the gunner using the supplied pilot's gunnery modifier. Doing a regular shot with the gunner uses the gunnery modifier but doing the minor crew action snap shot simply rolls a d20 and does not include the gunnery modifier or the -2 inherent to the snap shot action. Same result when using the built in pilot.

I was able to locate the issue. However the ruleset is currently now in lock down for a major update incoming. I would suggest to adding the -2 modifier to the modifier box for the time being.

Graylight
May 28th, 2023, 10:27
A few things:

#1: One of my players noticed an issue with their creature companion sheet. Whenever they (or I) attempts to roll a save for this creature companion, FG doesn't appear to be adding any inherent modifiers to the roll. FG treats the save as a flat d20 roll, as shown here: 57447

#2: The Entangled condition still has a few issues. It is now applying an erroneous -2 penalty to both Will saves, and Fortitude saves. It is also applying a global -2 penalty to ALL skill and ability checks, not just those that are tied to Dexterity. Finally, the aforementioned condition is not applying the required -2 penalty to AC.

ProfDogg
May 29th, 2023, 02:38
In the Starfinder Alien Archive, the "Castrovel Plant Monster" image is missing. It's just blank and produces an error when selecting it.

madman
May 30th, 2023, 15:54
Thanks for reporting this. I will get it fixed.

Madman..

superteddy57
May 31st, 2023, 21:59
A few things:

#1: One of my players noticed an issue with their creature companion sheet. Whenever they (or I) attempts to roll a save for this creature companion, FG doesn't appear to be adding any inherent modifiers to the roll. FG treats the save as a flat d20 roll, as shown here: 57447

#2: The Entangled condition still has a few issues. It is now applying an erroneous -2 penalty to both Will saves, and Fortitude saves. It is also applying a global -2 penalty to ALL skill and ability checks, not just those that are tied to Dexterity. Finally, the aforementioned condition is not applying the required -2 penalty to AC.

This got buried and I'm currently on vacation. I'll have a look once I get back.

Littlerogue
June 5th, 2023, 12:22
There is a severe map problem on part III of Starfinder 33 - Dominion End :

Map E. AI Core

Walls and light are set on wrong layers, my players are able to see everything on map and their characters can pas through walls.

Moon Wizard
June 5th, 2023, 17:03
Can you show a screen clip of the image window with the image unlocked and the image data control and layers visible?

It sounds like LoS/lighting was disabled either in module or in your campaign and/or LoS/lighting layers disabled.

EDIT: After looking at the map; it looks like the walls/lights were incorrectly placed in the GM layer folder. If you move the "Pillar Lights" layer outside the GM Map folder and set the visbility to shared with players, it should work. I'll report to the DLC developer.

Regards,
JPG

Graylight
June 7th, 2023, 12:13
It would seem that applying Upgrade templates to a suit of armor via FG's Item Forge is causing the AC penalty of the newly-forged equipment to drop to zero. I've prepped a screenshot with a few examples: 57630 I hope this makes the underlying issue clear. The unmodified armor stats appear on the left, with the upgraded/forged armor entries on the right. Note the lack of data concerning AC Penalties with the forged items.

I've also been noting that the Item Forge does not attempt to accurately reflect the overall price (and bulk) of the newly-created item. It's a very minor wish-list thing on my part. But I would personally certainly find it very convenient if FG added both the price & extra bulk of the applied upgrades/fusions/attachments to the base statistics of the equipment being modified. <shrugs>

madman
June 7th, 2023, 21:42
There is a severe map problem on part III of Starfinder 33 - Dominion End :

Map E. AI Core

Walls and light are set on wrong layers, my players are able to see everything on map and their characters can pas through walls.

[Fixed] submitted for update.

Madman..

madman
June 7th, 2023, 22:16
In the Starfinder Alien Archive, the "Castrovel Plant Monster" image is missing. It's just blank and produces an error when selecting it.

[Fixed] This image was renamed and is no longer required.

Madman..

Graylight
June 8th, 2023, 13:23
Armor modifiers (both Max Dex and AC Penalties) are currently being automatically disabled for all PC sheets at the start/end of every game session.
It would ostensibly appear that the current state of a certain check box (see screenshot) is not being saved between sessions.
57640

Locotomo
June 9th, 2023, 09:40
The Instinctive Metaphysicist (Archetype) (Attack of the Swarm - AP 5) is in the Classes tab instead of Archetypes and has no description (features).
57648

Graylight
June 9th, 2023, 12:18
The following relates to the a Parcel entry within the very first Alien Archive module.
The problematic Parcel is entitled "Gear - Dragonkin". This parcel currently includes an Advanced Magnetar Rifle. The correct item that the default Dragonkin statblock has equipped is a Tactical Magnetar Rifle.

sirkerry
June 11th, 2023, 05:09
In the Drift Crasher AP 1, The Perfect Storm Player Resources, the new player race Ganzi is missing the Speed trait.

Locotomo
June 11th, 2023, 13:57
Classes has a Mystic copy.
57663

Locotomo
June 11th, 2023, 14:02
In the adventure path Drift Crashers (The Perfect Storm), the spaceship Primorata is missing.

Locotomo
June 11th, 2023, 14:49
I guess this starship is called a Vanguard Voidsweeper and not an Evanguard Voidsweeper :) 57664

Locotomo
June 11th, 2023, 18:15
The last one for today :)
When I try to tumble, the first one with DC 15+CR 1,5 works fine, but when I use the second with DC 20+CR1,5 an error is produced.
Here are some screenshots and the character . The error shows up with any character anyway.
5766557666

57667

superteddy57
June 11th, 2023, 19:34
I"m not able to replicate this with a fresh character. You may need to post the character in question that is having issues so I may be able to replicate it.

Locotomo
June 11th, 2023, 20:19
This is happening with all my characters. Did you try it with the Starfinder Soldier I posted?

superteddy57
June 11th, 2023, 20:49
Didn't see the character sheet, sorry. Will test with it and see.

superteddy57
June 11th, 2023, 21:02
I found the issue, it's a string match issue with the chat output. I will push it to make it available on TEST as the ruleset is currently in lockdown due to the CoreRPG updates.

Moon Wizard
June 11th, 2023, 21:55
I've pushed @superteddy57's fix to the beta Test channel until the v4.4 release.

Regards,
JPG

madman
June 11th, 2023, 22:27
The Instinctive Metaphysicist (Archetype) (Attack of the Swarm - AP 5) is in the Classes tab instead of Archetypes and has no description (features).
57648
Thanks, I will get it fixed. [Fixed]

madman
June 11th, 2023, 22:28
The following relates to the a Parcel entry within the very first Alien Archive module.
The problematic Parcel is entitled "Gear - Dragonkin". This parcel currently includes an Advanced Magnetar Rifle. The correct item that the default Dragonkin statblock has equipped is a Tactical Magnetar Rifle.

Thanks, I will get it fixed. [Fixed]

madman
June 11th, 2023, 22:28
In the Drift Crasher AP 1, The Perfect Storm Player Resources, the new player race Ganzi is missing the Speed trait.


Thanks, I will get it fixed. [Fixed]

madman
June 11th, 2023, 22:29
Classes has a Mystic copy.
57663


Thanks, I will get it fixed.

I am not seeing the second class entry.

madman
June 11th, 2023, 22:30
In the adventure path Drift Crashers (The Perfect Storm), the spaceship Primorata is missing.


Thanks, I will get it fixed. [Fixed]

madman
June 11th, 2023, 22:31
I guess this starship is called a Vanguard Voidsweeper and not an Evanguard Voidsweeper :) 57664


Thanks, I will get it fixed. [Fixed]

sirkerry
June 13th, 2023, 03:27
In the Horizons of the Vast AP 1, Planetfall Players Resources the Beastblood Theme is missing, well actually it should be 2 themes: Beastblood (Int) and Beastblod (Wis). There's a Story entry for it, but it's completely missing from the Themes dataset when the module is activated.

sirkerry
June 13th, 2023, 03:42
in the Attack of the Swarm AP 5, Hive of Minds Player Resources the Instinctive Metaphysicist is showing up under Classes as Instinctive Metaphysicist (Archetype) but is entirely absent from the Archetypes dataset.

In the Junkers Delight Player Resource the Junkomancer shows up under Archetypes as Junkomancer (Archetype) when it should just be Junkomancer.

In the Starfinder Armory the Augmented shows up under Archetypes as Augmented (Archetype) when it should just be Augmented.