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Zacchaeus
July 6th, 2021, 20:41
I can't find a module called Rise of Dragons in the store. Can you confirm the module name and if possible link to the store page please.

superteddy57
July 6th, 2021, 21:00
I can't find a module called Rise of Dragons in the store. Can you confirm the module name and if possible link to the store page please.

I think they may be referring to this
https://www.fantasygrounds.com/store/product.php?id=WOTC5EROT

Zacchaeus
July 6th, 2021, 21:37
Ok, I can see that. Noted for fixing.

BaneTBC
July 6th, 2021, 21:41
Yeah, sorry it is Rise of Tiamat.

Had the combined book Tyranny of Dragons sitting here when I was typing it, so end up combining Rise of Tiamat with Tyranny of Dragons and...sorry for the confusion.

LordEntrails
July 7th, 2021, 04:33
Dungeon of the Mad Mage
Table:
"Wonder of Wonder Summoned Animal Table" probably should be "Wand of Wonder..." since it is called from the Wand of Wonder table (entries 34-36).
48095

vonklaude
July 7th, 2021, 07:54
The tentacle attacks in the Death God's Nursery are incorrectly set up. They need "Melee Weapon Attack:" added to their text. This is more than superficial, because without it they aren't processed as attacks.

superteddy57
July 7th, 2021, 08:52
The tentacle attacks in the Death God's Nursery are incorrectly set up. They need "Melee Weapon Attack:" added to their text. This is more than superficial, because without it they aren't processed as attacks.

MOD: Merged your post with the bug report thread to ensure the dev for the module can see it. Please post bugs related to ruleset and modules in their respective bug report threads.

Zacchaeus
July 7th, 2021, 10:03
The tentacle attacks in the Death God's Nursery are incorrectly set up. They need "Melee Weapon Attack:" added to their text. This is more than superficial, because without it they aren't processed as attacks.

Noted, thanks for the report

Zacchaeus
July 7th, 2021, 10:04
Dungeon of the Mad Mage
Table:
"Wonder of Wonder Summoned Animal Table" probably should be "Wand of Wonder..." since it is called from the Wand of Wonder table (entries 34-36).
48095

Probably. I'll put it on the back burner until I have something more substantial to fix in that one.

Malmen
July 11th, 2021, 10:37
I canīt find any quest locations on the DM map in the D&D 5e modules Storm Lord's Wrath, Sleeping Dragon's Wake or Divine Contention, just descriptions in the text about where they are situated.
Itīs the same map in all of them as in Dragon of Icespire peak showing those quest locations, Is it supposed to be like that?

Zacchaeus
July 11th, 2021, 10:45
Welcome to FG.

I'll pass this onto the developer.

Atreides Ghola
July 13th, 2021, 19:04
Hey folks,

In Odyssey of the Dragonlords, the DM Map of Thylea is now just the player's map, without the numbered entries. Additionally, before the update, the map was correct, but all of the numbered pins were missing, and they still are.

Thanks,

Zacchaeus
July 13th, 2021, 20:42
I'll alert the developer; thanks for the report.

Marbanya
July 15th, 2021, 18:37
Hey folks,

In Odyssey of the Dragonlords, the DM Map of Thylea is now just the player's map, without the numbered entries. Additionally, before the update, the map was correct, but all of the numbered pins were missing, and they still are.

Thanks,


The author included two maps in the adventure that are identical except for the names.
1 = The Lands of Thylea. (found in the module Reference Manual under "Odyssey of the Dragonlords > Traveling to Thylea")
2 = Thylea (Islands). (found in the module Reference Manual under "Chapter 4: Voyage of the Ultros > Departing Mytros")

The islands map (#2) included numbered labels that correspond to locations as listed in the corresponding chart. That map now includes pins to the corresponding Story entries.
Map #1, however, did not include those numbered labels. However, I have added pins for the main locations (cities, seas).

The author included a version of map of #1 in the submitted materials with numbered labels, but that map was not included in the PDF, nor was there a corresponding chart of locations. That map has been replaced with the version of Map #1 as intended and found on page 9 of the PDF.

This content will be added to the upcoming updates.

Thanks

johnshep
July 15th, 2021, 23:03
I have recently purchased Into Quabus and was hoping to run it. However, when I downloaded the module it did not have part 1 Danger at Blire Manor. Can anyone help me please.

Thanks,
John

LordEntrails
July 15th, 2021, 23:12
I have recently purchased Into Quabus and was hoping to run it. However, when I downloaded the module it did not have part 1 Danger at Blire Manor. Can anyone help me please.

Thanks,
John
MOD: I moved this to the E bug reports thread. This should get the attention of Mr Z who can reach out to the developer.

johnshep
July 15th, 2021, 23:17
thank you so much, I was wondering what happened to my post

Zacchaeus
July 15th, 2021, 23:26
I have recently purchased Into Quabus and was hoping to run it. However, when I downloaded the module it did not have part 1 Danger at Blire Manor. Can anyone help me please.

Thanks,
John

I don’t know this one but I’ll let the developer know.

savoylen
July 16th, 2021, 19:33
Unity 5e NPC Sharing Problem:

I can share NPCs with my players (they run their own henchmen, familiars, pets, etc.)... following the directions from the other threads on this topic (seem to be the classic FG) I can share NPCs to the players. They can access the NPC Sheets but can't move them on the maps. Did I miss something or is this a bug from the port over to FGU?

Thanks for any tips or updates!

- Savy

Moon Wizard
July 16th, 2021, 19:39
This is the same behavior as FGC. If you want players to be able to move friendly NPCs, you need to turn on the Party Movement and Vision option so that any player can move any friendly unit.

Regards,
JPG

savoylen
July 16th, 2021, 19:47
Nice... its that something in "options". I don't have tokens locked on combat maps... is there a setting I missing on the map (haven't done much with the new maps layers, etc.)


This is the same behavior as FGC. If you want players to be able to move friendly NPCs, you need to turn on the Party Movement and Vision option so that any player can move any friendly unit.

Regards,
JPG

Zacchaeus
July 16th, 2021, 21:19
Yes it is in options.

savoylen
July 16th, 2021, 22:53
Yes it is in options.

Thanks, worked perfectly. Can't believe I missed this all that time!!

sandubogi
July 18th, 2021, 21:30
Hello hello hello,

Just wanted to report an error when loading up the Midgard Underworld Lairs 5e book; the Derro.jpg fails to load, and indeed is not available when looking at the sourcebook.
48260
48261

Have a great day!
- Bogi

Zacchaeus
July 18th, 2021, 22:20
I'll see that the developer gets to know. Thanks for the report.

LordEntrails
July 19th, 2021, 23:13
DoMM:
Reference Manual page "Seadeeps" the inline image for the Seadeeps does not load. The image link works fine on the story entry, but not the inline in the Ref Manual.

Zacchaeus
July 19th, 2021, 23:30
DoMM:
Reference Manual page "Seadeeps" the inline image for the Seadeeps does not load. The image link works fine on the story entry, but not the inline in the Ref Manual.
That’s because some idiot called the map CH17 instead of Ch17 :)

johnshep
July 19th, 2021, 23:50
I just wanted to push this out there... what is the normal response time?

John

Zacchaeus
July 20th, 2021, 01:11
I just wanted to push this out there... what is the normal response time?

John
The normal response time for what?

johnshep
July 20th, 2021, 03:15
to fix the problem... I was hoping to run that module in the next week or two

LordEntrails
July 20th, 2021, 03:22
to fix the problem... I was hoping to run that module in the next week or two
Which module?

DoMM and the issue I mentioned? It won't stop you from using it. Actually since it's only in the Ref Manual you probably won't even come across it during play (since most folks use the stories to run the module).

In general, my experience is for show stoppers, they usually are fixed in a day or so and are pushed with a hot fix (sometimes as quick as in an hour or two). Significant ones that affect play but can be worked around are often fixed in a few days and then pushed out with the updates on the next Tuesday. Little things like capitalization or such may not get fixed for a few weeks or even wait until something significant comes up to fix for the module.

johnshep
July 20th, 2021, 04:17
I have recently purchased Into Quabus and was hoping to run it. However, when I downloaded the module it did not have part 1 Danger at Blire Manor. Can anyone help me please.

Thanks,
John

Moon Wizard
July 20th, 2021, 06:31
All DLC is developed by contractors outside of SmiteWorks. When an issue arises on a DLC product, we escalate to the contractors and publisher. Some are faster than others at addressing issues, and responding.

I've escalated from my end to the contractor and publisher; so hopefully they will respond here as well.

Regards,
JPG

Zacchaeus
July 20th, 2021, 10:07
to fix the problem... I was hoping to run that module in the next week or two

This will depend on a number of factors - there's no one answer.

My general approach to the ones I'm responsible for is that priority is given to serious errors (one which stops something from happening - like being able to build characters properly), and to recently released modules. For other things it depends on how minor it is and how many other errors have been reported for that module. I'm not going to update something as large as Dungeon of the Mad Mage for example for a misplaced comma. But if I get a handful of typos I'll push an update. Basically I go through my list every couple of weeks or so and fix things that have a few reports.

For the specific issue reported in DotMM this isn't a high priority. Although the image isn't displaying properly the link still works and it still pops up the image. Additionally the image can be accessed in several other ways. And I have other things on at the moment which have a much higher priority than fixing minor bugs.

So the answer you are looking for is anything from a couple of hours to a few weeks depending on what the error is.

craigbert
July 20th, 2021, 17:56
Hi All,

Summary: There is a misspelling in the "Type" dropdown in the NPCs screen for the "Fifth Edition Foes" product. Three of the NPCs are typed as "Constuct" instead of "Construct".

Ruleset(s): D&D 5e

Modules Loaded: Fifth Edition Foes ~ https://www.fantasygrounds.com/store/product.php?id=FGGFEFFG

Steps to Reproduce:
1. Load the Fifth Edition Foes Module
2. Click on NPCs
3. Click on the Type drop down and scroll down to the Cs.
4. You will see "Constuct" underneath "Construct"

Thanks for your time and attention to this trivial matter.

Moon Wizard
July 20th, 2021, 18:10
@johnshep,

I heard back from publisher. "Danger at Blire Manor" is actually a separate adventure completely (i.e. separate DLC). I'm not sure how tied together the adventures are, or whether they can be used separately. That is something that you could ask the publisher.

It looks like the "Danger at Blire Manor" module got kicked back for a missing map; and hasn't been resolved yet prior to being able to be released. I was able to help with the broken link to help along the process; but I'm not sure if all the rest of the DLC prep is done. (i.e. store images, store text, pricing, etc.)

Regards,
JPG

Zacchaeus
July 20th, 2021, 19:24
Hi All,

Summary: There is a misspelling in the "Type" dropdown in the NPCs screen for the "Fifth Edition Foes" product. Three of the NPCs are typed as "Constuct" instead of "Construct".

Ruleset(s): D&D 5e

Modules Loaded: Fifth Edition Foes ~ https://www.fantasygrounds.com/store/product.php?id=FGGFEFFG

Steps to Reproduce:
1. Load the Fifth Edition Foes Module
2. Click on NPCs
3. Click on the Type drop down and scroll down to the Cs.
4. You will see "Constuct" underneath "Construct"

Thanks for your time and attention to this trivial matter.

Thanks, I'll see the developer gets to know.

craigbert
July 20th, 2021, 20:12
Thanks Zacchaeus.

johnshep
July 21st, 2021, 02:48
it is clearly in the description, then they need to reword it, I will send it back then because it is useless in it's current state

johnshep
July 21st, 2021, 02:50
@johnshep,

I heard back from publisher. "Danger at Blire Manor" is actually a separate adventure completely (i.e. separate DLC). I'm not sure how tied together the adventures are, or whether they can be used separately. That is something that you could ask the publisher.

It looks like the "Danger at Blire Manor" module got kicked back for a missing map; and hasn't been resolved yet prior to being able to be released. I was able to help with the broken link to help along the process; but I'm not sure if all the rest of the DLC prep is done. (i.e. store images, store text, pricing, etc.)

Regards,
JPG

it is clearly in the description, then they need to reword it, I will send it back then because it is useless in it's current state. They way it is advertised is very misleading!

Moon Wizard
July 21st, 2021, 04:10
Thanks for the feedback. I'll ask our production coordinator to review the text submitted by the publisher more closely.

Regards,
JPG

Foxdeceir
July 21st, 2021, 14:17
Adventure module: Dangerous Designs

Section: Silver Falls Cavern

Adventure guide references a map 5.7, but there is no such map. Only 5.6 and 5.8

EDIT. While it's not in the adventure section itself, you can find it under assets, if you search the name Silver Falls.

Mod: Moved to bugs thread

Zacchaeus
July 21st, 2021, 14:42
Thanks; I'll see that the developer gets to know.

sciencephile
July 22nd, 2021, 18:19
Adventure module: Dangerous Designs

Section: Silver Falls Cavern

Adventure guide references a map 5.7, but there is no such map. Only 5.6 and 5.8

EDIT. While it's not in the adventure section itself, you can find it under assets, if you search the name Silver Falls.

Mod: Moved to bugs thread

Thanks for reporting. This has been fixed and the new version will go into the LIVE environment this next Tuesday, 7/27.

GKEnialb
July 24th, 2021, 17:48
Deep Magic: Lower the Veil has no source, so does not show up in the spell lists (should be 8th level wizard, 8th level cleric)

Zacchaeus
July 24th, 2021, 17:58
I'll inform the developer. Thanks for the report.

Minty23185Fresh
July 25th, 2021, 17:40
Please ignore this post. One of the extensions I have loaded is the problem! Aargh!

I have contacted the developer of the offending extension (Oh! oops! That's me. :( )

Here is a screenshot of a portion of the player's Character Sheet.
Note the duplicate "Rest" choices at the 9:00 and 10:30 positions of the context menu.
48385

Fear Grounds
July 25th, 2021, 17:59
D&D AL 10-00: Ice Road Trackers:
6.03.00. The Spring--- listed as being able to find coins and two Alchemist Fires, no treasure parcel.
7.02.02. Success?---Missing potion of poison resistance and oil of slipperiness from treasure parcel.

D&D AL 10-01: The Frozen North:
3.05.03. Treasure---Parcel: Scavenged Supplies is missing the pouch of silver coins and the Trinket Crate.
4.03.01. Creature Information---Parcel: Frozen Woman's Hand is missing a platinum ring set with a large sapphire

Zacchaeus
July 25th, 2021, 18:30
Thanks, I'll alert the developer.

sciencephile
July 26th, 2021, 07:31
D&D AL 10-00: Ice Road Trackers:
6.03.00. The Spring--- listed as being able to find coins and two Alchemist Fires, no treasure parcel.
7.02.02. Success?---Missing potion of poison resistance and oil of slipperiness from treasure parcel.

D&D AL 10-01: The Frozen North:
3.05.03. Treasure---Parcel: Scavenged Supplies is missing the pouch of silver coins and the Trinket Crate.
4.03.01. Creature Information---Parcel: Frozen Woman's Hand is missing a platinum ring set with a large sapphire

These have been fixed and checked back in. The fixes will make their way into the LIVE environment on Tuesday, August 3rd.

wingspan99
July 28th, 2021, 22:52
Still having this problem. I have absolutely no extensions running and this appears to be the only map that is a problem, but seeing as my party is enroute to WPM, this is an issue. Lighting preview mode leaves the map completely black. I have deleted and updated the TYP module, to no avail. 48458

Zacchaeus
July 28th, 2021, 23:25
Try reverting changes on the map (right click on the map in the images list and select revert changes). Looks like there are changes that have been made to the map so it's not the same as the module. Also test in a new campaign.

Also do the tokens have a light source or special vision - like Darkvision?

Ecks
July 29th, 2021, 02:31
Some minor formatting issues:

In the Player's Handbook

Classes > Warlock > Eldritch Invocations - the text for "Book of Ancient Secrets" in the table broke out of its cell. The SRD equivalent looks correct for comparison.

In Xanathar's Guide to Everything - Players

Spells > Chaos Bolt - the table column headings are formatted improperly (d8 and Damage Type should be separate column headings but are joined together).

In Xanathar's Guide to Everything

Spells > Chaos Bolt - the Damage Type column heading needs to be wider to align with entries below it.

OutaYerElement
July 29th, 2021, 03:03
Acolyte NPC stat blocks have incorrect Passive Perception. Suspect one got created incorrectly and others were copied and modified, propagating the error. Their WIS stat is +2, so their passive perception should be 12. Listed as 10 incorrectly (I checked source material). I have confirmed this error in the following modules and NPCs listed as follows:


HotDQ: Acolyte
HotDQ: Acolyte (C)
SKT: Acolyte


(For what it's worth, the MM: Acolyte and Mordenkainen's: Dwarf Acolyte look correct). This may apply to other sourcebooks in FG, but these are what I've confirmed with the ones I have access to)

OutaYerElement
July 29th, 2021, 05:15
Storm King's Thunder also has a super minor typo in NPC Iymrith's stat block. Under languages it says "GIant," rather than "Giant." Cheers

Zacchaeus
July 29th, 2021, 08:54
Some minor formatting issues:

In the Player's Handbook

Classes > Warlock > Eldritch Invocations - the text for "Book of Ancient Secrets" in the table broke out of its cell. The SRD equivalent looks correct for comparison.

In Xanathar's Guide to Everything - Players

Spells > Chaos Bolt - the table column headings are formatted improperly (d8 and Damage Type should be separate column headings but are joined together).

In Xanathar's Guide to Everything

Spells > Chaos Bolt - the Damage Type column heading needs to be wider to align with entries below it.



Thanks, all noted.

Zacchaeus
July 29th, 2021, 08:54
Acolyte NPC stat blocks have incorrect Passive Perception. Suspect one got created incorrectly and others were copied and modified, propagating the error. Their WIS stat is +2, so their passive perception should be 12. Listed as 10 incorrectly (I checked source material). I have confirmed this error in the following modules and NPCs listed as follows:


HotDQ: Acolyte
HotDQ: Acolyte (C)
SKT: Acolyte


(For what it's worth, the MM: Acolyte and Mordenkainen's: Dwarf Acolyte look correct). This may apply to other sourcebooks in FG, but these are what I've confirmed with the ones I have access to)


Storm King's Thunder also has a super minor typo in NPC Iymrith's stat block. Under languages it says "GIant," rather than "Giant." Cheers

Thanks for the reports, added to my list.

Dire Weasel
August 2nd, 2021, 03:50
Sunless Citadel: 1.04 3. Crumbled Courtyard
Missing encounter for the Hidden Pit.

Zacchaeus
August 2nd, 2021, 09:03
Sunless Citadel: 1.04 3. Crumbled Courtyard
Missing encounter for the Hidden Pit.

I don't think it needs one. There's nothing that can be automated nor anything that damages the PCs which are the main reasons that I'd add a hazard or trap to an encounter. The only thing in it is a giant rat and there's an encounter for that.

Dire Weasel
August 2nd, 2021, 17:51
There's nothing that can be automated nor anything that damages the PCs which are the main reasons that I'd add a hazard or trap to an encounter.

The pit is 10' deep, so victims should take 1d6 bludgeoning damage.

This is consistent with the pits in:
1.25 24. Trapped Access
1.36 35. Trapped Corridor

Neither of those specifically lists damage in the description either, but they are included as encounters that deal 1d6 bludgeoning damage.

Further, including the pit allows the GM to easily see its location without examining the GM map.

Zacchaeus
August 2nd, 2021, 19:10
OK, I'll add one in.

Ecks
August 6th, 2021, 23:28
In Waterdeep: Dragon Heist:
Reference Manual > Appendix B > Monsters and NPCs: In the section titled "The Doom Raiders" the caption on the photo of The Doom Raiders has a typo - Davil Starson should be Davil Starsong

spoonhead
August 9th, 2021, 09:10
In Empire of the Ghouls Story Entry 04.15 Event 4. Crossing the Lethe

The encounter has 7 Orphans of the Black. However, these NPCs are not available in the module. the encounter mistakingly links to a named NPC (rather powerful) and would decimate a party at this stage. I actually purchased the pdf from Kobold Press where the NPC is in and created the stat block manually.

spoonhead
August 9th, 2021, 09:25
5e Underworld Lairs also by Kobold Press

I get this error when loading from the modules window, which also shows when loading the campaign subsequently. When using the module, all the story entries, encounters, etc are locked and can not be amended, which I like to do to add some extra bits into the story.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=48617&stc=1&d=1628497437

Zacchaeus
August 9th, 2021, 10:52
I'll alert the developer; thanks for the report.

Ecks
August 9th, 2021, 15:00
In Tomb of Annihilation:

Token: ToA--Kabazan's-Cube is named wrong - should be Kubazan's
Token: ToA--Obo'Laks's- Cube is named wrong - should be Obo'laka's
Token: ToA--Ijin's-Cube is named wrong - should be I'jin's
Story: 03.14.05 6E. Eastern Secret Room - in the chat box, webfilled should be web-filled (also in Reference Manual entry)


In Waterdeep: Dragon Heist:

Story: 0.13 Factions in Waterdeep: Emerald Enclave > "halfelf groundskeeper named Melannor Fellbranch" - halfelf should be half-elf (also Reference Manual)

Zacchaeus
August 9th, 2021, 17:22
Thanks, all noted.

Xinxila
August 10th, 2021, 05:14
hello
I would like to notify a little text error I found in the Sunless Citadel Adventure.
The error is in Fortress-Players map (I dont verify in DM map) in session 1.09.8.

48631

Zacchaeus
August 10th, 2021, 09:13
Welcome to FG.

That's not an error; I put it there deliberately to see if anyone noticed. You win :)

guppycur
August 16th, 2021, 03:28
In character creation screen:
...brand new to this software so am just mucking around, I don't even know where to get the version number, but I dl'd it from steam today if that helps. =)

When creating a character:

Equip Class of Sorcerer
Select skills (doesn't matter which 2)
Select Sorcerous Origin of Draconic Bloodline
...you will receive the appropriate AC bonus

Equip any armor, remove armor, and the AC bonus from the Draconic Bloodline is gone, and nigh unrecoverable (at least to my newbie butt)

sciencephile
August 16th, 2021, 05:18
In character creation screen:
...brand new to this software so am just mucking around, I don't even know where to get the version number, but I dl'd it from steam today if that helps. =)

When creating a character:

Equip Class of Sorcerer
Select skills (doesn't matter which 2)
Select Sorcerous Origin of Draconic Bloodline
...you will receive the appropriate AC bonus

Equip any armor, remove armor, and the AC bonus from the Draconic Bloodline is gone, and nigh unrecoverable (at least to my newbie butt)

Hi guppycur, welcome to the forums.

The Draconic Bloodline only works if you are wearing no armor. Thus, if you put on armor, the armor value gets replaced with the AC of the armor. Not sure if the system is designed to keep track of the draconic bloodline AC if you do don and remove armor or not.

You can manually change your AC back after removing the armor by clicking on the magnifying glass just to the left of the AC. When the Combat Calc sheet pops open you can type in 3 for the draconic bloodline under the armor box.

48717

Hope this helps,
-Danny

Tanklin Kregin
August 17th, 2021, 16:42
Hello
I had a weird problem come up last Sunday during a 5E game. Completed dungeon and the players were selling and buying items (don't know how long this was going on cause players don't need money usually in the middle of dungeon), the window is not big enough to see more than 2-3 numbers in the money area of the pc sheet. Is there a trick/key to expand the little window to see the thousand, or 10 thousand, etc.

Ty in advance.
Tanklin

Zacchaeus
August 17th, 2021, 17:37
The box is big enough to view 4 digits. As far as I know that's the limit that it will comfortably view. There's no option to make it bigger.

Tanklin Kregin
August 17th, 2021, 17:48
All the chars. are only getting about 2.5 numbers visible. One of them did a transfer to desktop some how to figure out how much he had. So we were able to go ahead and purchase items in game. But next game I am going to have all the players do this and take notes( some players this is not going to go well as they are not technically savvy). Maybe it is just a clash with a ext/mod and will work out in time.
Ty for the replay easy to deal with right now.

LordEntrails
August 17th, 2021, 18:57
All the chars. are only getting about 2.5 numbers visible. One of them did a transfer to desktop some how to figure out how much he had. So we were able to go ahead and purchase items in game. But next game I am going to have all the players do this and take notes( some players this is not going to go well as they are not technically savvy). Maybe it is just a clash with a ext/mod and will work out in time.
Ty for the replay easy to deal with right now.
Are you running one of the various Big Font extensions? Or any other extension that alters text/fonts? Those have this problem, it grows the text size but they don't grow the boxes things fit in.

Note that one can always use CTRL-A to select all the text in a field and then paste it into chat to see the full value of the field.

Tanklin Kregin
August 17th, 2021, 19:20
Are you running one of the various Big Font extensions? Or any other extension that alters text/fonts? Those have this problem, it grows the text size but they don't grow the boxes things fit in.

Note that one can always use CTRL-A to select all the text in a field and then paste it into chat to see the full value of the field.

TY yes I have The Merriweather ext. as I work on a new Tv with maximized screen. I will keep this in mind It's still a little small though). Ty for all the help. This is the only problem we found with the larger text so far.

Ty for the way to see the numbers with out copying it to desktop (I havn't done what the group did to see the numbers).

Zacchaeus
August 17th, 2021, 19:24
You can also view the amount of coins carried by each character in the party sheet. If your players can't see the inventory part of the party sheet switch on the option Party: Show inventory to clients.

Tanklin Kregin
August 17th, 2021, 19:49
Thank You

Picklesquasher
August 19th, 2021, 23:46
In DnD 5e, Kalashtar are given the option of subrace, when they don't have any. This changes their ability score increase from +2 Wisdom +1 Charisma to +1 Wisdom +1 Charisma +1 anything else... The book for Kalashtar is Wayfinder's guide to eberron

Picklesquasher
August 19th, 2021, 23:49
Monks in 5th Edition DnD should also be allowed a proficiency in artisan's tool or musical instrument.

Picklesquasher
August 19th, 2021, 23:51
The Haunted One (background) in 5th edition Curse of Strahd Dnd should let you choose 2 skill proficiencies and 2 languages it currently only lets you choose the skills

Zacchaeus
August 20th, 2021, 09:05
The Haunted One (background) in 5th edition Curse of Strahd Dnd should let you choose 2 skill proficiencies and 2 languages it currently only lets you choose the skills

Welcome to FG.

I'm not sure that can be achieved. It's a bit vague as to what the other language can be, but in any case unless it specifies what languages you get exactly FG doesn't provide a choice box. If you are using the Wizard I believe that language choices may come up for certain backgrounds. Not sure about this one though since as I say the other language isn't specified.

FG_Wraith
August 20th, 2021, 21:32
The Haunted One (background) in 5th edition Curse of Strahd Dnd should let you choose 2 skill proficiencies and 2 languages it currently only lets you choose the skills

Hi Picklesquasher, Is this bug occurring in the Character Wizard? If so, could you provide what modules you had loaded? Thank you.

Paperclipkiller
August 21st, 2021, 22:54
Tomb of Annihilation

The NPC King of Feathers is supposed to have 200hp exactly. While it is written in as 200 on the NPC sheet, if a DM has it set to roll for HP, the (13d12 + 52) will be rolled instead. If that is deleted, it will not roll the HP and instead choose the 200HP it is supposed to have. For reference about how it is supposed to have 200 hit points, that is found in story section "03.20 13. Amphitheater"

Zacchaeus
August 22nd, 2021, 09:00
Noted, thanks.

ghen
August 24th, 2021, 00:11
In Tasha's Cauldron of Everything, spells are needlessly segregated by source. In order to view all Wizard spells I now have to view

Wizard
Wizard (New)
Wizard (Optional)
Wizard (Tasha)

as separate entities. Please rename these to the standard name and leave it up to the DM to implement books or individual spells within a book as they always have done before. (raise dead, counterspell being popular examples)

Zacchaeus
August 24th, 2021, 01:22
The spells were designated as such in Tasha because some are optional spells across various classes. There has to be some way of designating those.

ghen
August 24th, 2021, 01:31
I disagree. Everything in Tasha's is up to DM discretion, but should be viewed by the VTT the same as any other object. The DM has always been the ultimate arbiter of the rules and the Tasha's extra blurb about "everything is optional" is superfluous to 5e and unnecessary to code.

The way it is now only generates confusion when the DM is arbitrating the rules anyway.

Inside the actual book for Tasha's the spells are not listed as Wizard (New). They are listed as just Wizard.

Zacchaeus
August 24th, 2021, 09:07
I#ll think about it once I've finished my current project.

Ecks
August 26th, 2021, 17:06
Tomb of Annihilation: Encounter 05.08.07 5. Trapped Corridor: The placement of the traps does not match the locations indicated on the DM map, the southern most trap is currently shifted two spaces to the west.

Zacchaeus
August 26th, 2021, 17:29
Tomb of Annihilation: Encounter 05.08.07 5. Trapped Corridor: The placement of the traps does not match the locations indicated on the DM map, the southern most trap is currently shifted two spaces to the west.

Thanks for the report. I'll look into it soon.

Melrik
August 26th, 2021, 21:58
I found a bug today in the Guildmaster's Guide to Ravnica, in the description of the 10 guilds at the beginning of the book, the 10th guild is not broken out and listed. It's formatted and in the text for the 9th guild.48884

Zacchaeus
August 27th, 2021, 09:54
Thanks for the report. I'll add it to my list.

dknicholson
August 28th, 2021, 21:29
i am getting the scripts/data_library_lua.com error and i need to know how to fix

Zacchaeus
August 28th, 2021, 21:39
i am getting the scripts/data_library_lua.com error and i need to know how to fix

That could be any number of things. And this isn't probably the thread to report it. First thing to check is that it isn't an extension that's causing the issue. Test in a new campaign without extensions. If that isn't the issue then report here along with your log files and a few more details like exactly when you get the error https://www.fantasygrounds.com/forums/forumdisplay.php?107-The-House-of-Healing-Unity

And welcome to FG.

sciencephile
August 28th, 2021, 22:05
i am getting the scripts/data_library_lua.com error and i need to know how to fix

Welcome to the forum and FG, dknicholson.

As Zacchaeus stated, try starting a new campaign with no extensions loaded to see if the problem still happens. If it doesn't happen, then you will want to open one extension at a time to see at what extension the problem happens - that way you will know which extension not to use - or even report it to the extension builder on the appropriate forum thread (many extension builders have their own forum thread for each extension). Or you can just choose to not enable any of the extensions if you don't want to go through that troubleshooting.

If it still happens even with no extensions loaded, I would try rebooting your computer then try again. It sounds laughable and stupid but I have had a few unexplained problems (in FG and outside of FG) that have been solved by a simple computer reboot.

If it still happens after you have taken both steps (rebooting and ensuring no extensions are loaded), then post the problem in the Unity link that Zacchaeus provided above.

Good luck.

GavinRuneblade
August 31st, 2021, 19:58
This is for the Kobold Press guys. I hope other companies also look at it because it is not a unique situation.

This screenshot shows all of my KP purchases in Fantasy Grounds Unity Library. Notice that all of the items appear in semi-random categories making it really hard to share them with players or find what I need. Kobold Press Library.

Several categories only have one book in them:


"5e Compatible" is used only for Margreve Players guide.
"Kobold Press" is only used for the Midgard Worldbook.
"Supplements" is used only for the Midgard Heroes Handbook and I think it was intended to be in "Supplement" without the s.
"Adventures" with an "s" has only the Book of Lairs, I think was intended to be in the Adventure section.
"Adventure and Accessory" has only the Streets of Zobeck 5e, maybe a FG converter didn't know about the Adventure section?
"Accessory" has just the Zoebeck Gazeteer 5e, but split into the DM and player versions.


Others have unusual inclusions:

"Adventure" has adventures but also the Empire of Ghouls which is a worldbook.
"Reference" has Deep Magic, Tome of Beasts 2 (but #1 is in "Supplement"), and the Underworld Player's Guide. Not sure why Tome is in there with the Players guide. I think all three were intended to be in "Supplement" but maybe a different person did the FG conversion? Just guessing.


It would be very, very appreciated if this could be sorted down to "Adventure" and then have all the players books (maybe the world books too?) in one section and all the DM books in another. Or stick all the adventures in "Adventure" and everything else into "Supplement". Or whatever works for you. But please have your FG converter use fewer categories. And I know there's a few out there I don't have yet. If Tales of Old Margreve isn't in the "Adventure" with no S category, I know owners of that one would appreciate it being added there, for example.

I love your stuff Kobolds, clearly, please make it easier to find. :) Please and thank you!

Zacchaeus
August 31st, 2021, 20:05
Thanks, I'll ask James to make sure the converters know what the categories should be. Those are Core, Supplement, Adventure, Map Pack and Setting.

thebuda
August 31st, 2021, 22:32
From Sage Advice:
Fighter
Does the fighter’s Action Surge feature let you take an extra bonus action, in addition to an extra action? Action Surge gives you an extra action, not an extra bonus action. (Recent printings of the Player’s Handbook no longer include the wording that provoked this question.)

BasicRules_2018:
Action Surge
Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take
one additional action.

FGU still contains "and a possible bonus action."

MODERATOR: Moved to 5E bug report thread.
Thank you - I was between meetings and forgot where to go.

Zacchaeus
September 1st, 2021, 09:34
Thanks for that, I'll get that changed. I looked back through the errata but it's never appeared there so never got picked up before. But looking at the last PDF I got for the PHB the wording is as you say.

GKEnialb
September 6th, 2021, 03:58
Adding 6th level to a Time Domain (Deep Magic, 5E) cleric gave him Darkvision. Have all of the Wizard's rulebooks and Deep Magic loaded.

49035

Zacchaeus
September 6th, 2021, 09:19
I'll alert the developer.

Ecks
September 10th, 2021, 22:20
Has the Player's Handbook link to the Reference Manual in the Library always been titled "REFERENCE MANUAL" in all caps? (The other core books are not).

Zacchaeus
September 10th, 2021, 22:26
No, something has changed recently and it is now in all caps. As I update other modules they too, will have all caps.

Ecks
September 11th, 2021, 15:33
In Tasha's Cauldron of Everything - Players:

The Artificer Class table "Spells Known by Spell Level" should be "Spell Slots per Spell Level" (at least, the table shows spell slots per spell level). This is both in the Reference Manual and the Artificer Class entry.

Zacchaeus
September 11th, 2021, 19:14
So it should. I'll update that.

stoehovve
September 12th, 2021, 16:55
Summary:

When attempting to add the Swarmkeeper Magic Spells for Gaseous Form & Insect Plague to the characters actions sheet, and error pops up in the chat window, with the following error:

"Unable to open window using wildcard link, because no module containing that link is open. Check your active Library modules."

I've confirmed the Players Handbook module is loaded, even going so far as to deleting the cache folder and reloading the module, and still getting the same error. However, I can find the spells within the spells listing via the right menu, and add the spells through that method, it just seems to be directly from the information sheet for the Swarmkeeper Magic feature.

This is repeatable regardless of if the character was manually created, created via the character wizard and level'd up.

Ruleset(s): 5e

New Campaign / FGC Migrated Campaign: This is not related to a specific campaign

Extensions/Themes: None

Modules Loaded: DMG - Players, Players Handbook, Van Richten's Guide to Ravenlog - Players, Xanathar's Guide to Everything - Players, Tasha's Cauldron of Everything - Players, Volo's Guide to Monstoers - Players

Operating System / Language Setting: Windows 10, English Canada (US Keyboard)

Steps to Reproduce:

1. Create a ranger character, either through the character wizard or manually
2. Level it up to Level 9
3. Open the Swarmkeeper Magic Feature, and attempt to drag/drop the "Gaseous Form" spell into place
4. Level it up to level 17
5. Open the Swarmkeeper Magic Feature, and attempt to drag/drop the "Insect Plague" spell into place

Expected result was that the spells would have been added to the character's actions sheet, but instead an error was reported in the chat:

Ecks
September 12th, 2021, 16:59
In Tomb of Annihilation:

The Tomb Dwarf NPC uses the statistics of a wight but uses a battleaxe and light crossbow instead. The Tomb Dwarf's Multiattack ability however says longsword and longbow instead of battleaxe and light crossbow.
I don't know what the general convention is for FG NPCs, and the Tomb Dwarves are also wights so it's correct either way, but just in case, a few places say "wight" instead of "Tomb Dwarf" in:

Multiattack
Sunlight Sensitivity
Life Drain


Monster Manual:

Wight - in the Life Drain ability, there is a missing space between two sentences: "The target dies if this effect reduces its hit point maximum to 0.A humanoid..."

Zacchaeus
September 12th, 2021, 22:16
Summary:

When attempting to add the Swarmkeeper Magic Spells for Gaseous Form & Insect Plague to the characters actions sheet, and error pops up in the chat window, with the following error:

"Unable to open window using wildcard link, because no module containing that link is open. Check your active Library modules."

I've confirmed the Players Handbook module is loaded, even going so far as to deleting the cache folder and reloading the module, and still getting the same error. However, I can find the spells within the spells listing via the right menu, and add the spells through that method, it just seems to be directly from the information sheet for the Swarmkeeper Magic feature.

This is repeatable regardless of if the character was manually created, created via the character wizard and level'd up.

Ruleset(s): 5e

New Campaign / FGC Migrated Campaign: This is not related to a specific campaign

Extensions/Themes: None

Modules Loaded: DMG - Players, Players Handbook, Van Richten's Guide to Ravenlog - Players, Xanathar's Guide to Everything - Players, Tasha's Cauldron of Everything - Players, Volo's Guide to Monstoers - Players

Operating System / Language Setting: Windows 10, English Canada (US Keyboard)

Steps to Reproduce:

1. Create a ranger character, either through the character wizard or manually
2. Level it up to Level 9
3. Open the Swarmkeeper Magic Feature, and attempt to drag/drop the "Gaseous Form" spell into place
4. Level it up to level 17
5. Open the Swarmkeeper Magic Feature, and attempt to drag/drop the "Insect Plague" spell into place

Expected result was that the spells would have been added to the character's actions sheet, but instead an error was reported in the chat:

Yep. the links are wrong. I'll get that fixed.

Zacchaeus
September 12th, 2021, 22:17
In Tomb of Annihilation:

The Tomb Dwarf NPC uses the statistics of a wight but uses a battleaxe and light crossbow instead. The Tomb Dwarf's Multiattack ability however says longsword and longbow instead of battleaxe and light crossbow.
I don't know what the general convention is for FG NPCs, and the Tomb Dwarves are also wights so it's correct either way, but just in case, a few places say "wight" instead of "Tomb Dwarf" in:

Multiattack
Sunlight Sensitivity
Life Drain



Monster Manual:

Wight - in the Life Drain ability, there is a missing space between two sentences: "The target dies if this effect reduces its hit point maximum to 0.A humanoid..."



Noted, yeah copy/pasted the wight but forgot to change the descriptions of the abilities.

Dire Weasel
September 16th, 2021, 22:51
Creature Codex Lairs, Reference Manual: A Rat Among Us Part One & Two

Missing characters in Chittr'k'k the Demon Lord of Rats.
Misspelling in "Who is the Deomon Lord of Rats?"

Missing characters for apostrophes.

49166

Zacchaeus
September 17th, 2021, 08:47
I'll alert the developer. Thanks for the report.

rob2e
September 17th, 2021, 15:50
Fixed in the next update.

Roach
September 21st, 2021, 08:49
Wild Beyond the Witchlight, reference Manual
the caption of the alternate cover is partway cut off...

49215

Zacchaeus
September 21st, 2021, 09:56
Thanks, noted for fixing

rob2e
September 21st, 2021, 18:05
In Wildhunt, this trait is missing the t.
49218

Zacchaeus
September 21st, 2021, 19:03
In Wildhunt, this trait is missing the t.
49218

I'll get right on that :)

Laerun
September 21st, 2021, 22:18
The very new "Haengon" might have an issue with the initial selecting languages process.
No character XML, but I will provide what I can.

KingKoopa
September 22nd, 2021, 02:29
Not sure if I'm posting in the wrong location, but we've had issues where we (players) can't move the map unless it's fully zoomed out.

Laerun
September 22nd, 2021, 03:01
I also found a small copy+paste error in Rabbit Hop:
49229

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Update: Edited to You can speak, not, "Your character can" It works now...But, the extra wording is added to the language section because of the terminology. It does not follow the traditional formating. I had to copy the class to edit this and then unload the PC module to pull the text from my edited version.

Laerun

LordEntrails
September 22nd, 2021, 04:31
Not sure if I'm posting in the wrong location, but we've had issues where we (players) can't move the map unless it's fully zoomed out.
This type of issue would probably be best to post in the House of Healing. This thread is really for 5E DLC related issues.

When posting issues, there is probably more information that will be desired so that the issue can be reproduced, identified and solved as quickly as possible. You can see the link in my signature for some advice on how to do so.

And Welcome!

Zacchaeus
September 22nd, 2021, 10:15
I also found a small copy+paste error in Rabbit Hop:
49229

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Update: Edited to You can speak, not, "Your character can" It works now...But, the extra wording is added to the language section because of the terminology. It does not follow the traditional formating. I had to copy the class to edit this and then unload the PC module to pull the text from my edited version.

Laerun

Yes WotC have been playing around with wording recently. I've changed the order of the words so that it gets languages get picked up properly. I've also updated the wording of the ability score increase picks so that they work a little better. I don't think the character wizard picks everything up but I believe Hollis will incorporate it in due course.

Griogre
September 23rd, 2021, 23:16
Tome of Beasts 2, Faceless Wanderer, Traits, Regeneration

The last sentence of this trait "Otherwise, it is permanently destroyed." appears as a trait header with missing body text instead of being included in the Regeneration trait text.

Zacchaeus
September 24th, 2021, 09:02
I'll update the developer; thanks for the report.

Madman Across the Water
September 26th, 2021, 04:56
Not sure if this is a "bug", but an oversight on a map: in the Princes of the Apocalypse campaign book, the map "Fane of the Eye" has a bunch of dark grey clouds between rooms on the map. The description of the location includes: "Dark Curtains. Clouds of black fog, cold and oily to the touch, cordon off portions of the fane. They block vision and mute sound." However, while stairs, altars, and actual doors have map layer doors to control player vision through them, the clouds of black fog do not. I think they probably should.

Zacchaeus
September 26th, 2021, 08:46
Yes, they should. I'll get that added. Thanks for the report.

Kraghtnar
September 26th, 2021, 08:59
Found that in Curse of Strahd 'Map - Abbey of Saint Markovia 1' has got line of sight of 'Map - Wachterhaus'.

Zacchaeus
September 26th, 2021, 14:12
Found that in Curse of Strahd 'Map - Abbey of Saint Markovia 1' has got line of sight of 'Map - Wachterhaus'.

Well that isn't weird at all. How the hell? I'll get that fixed ASAP.

MarshViper
September 28th, 2021, 21:41
Are there any plans to update Dungeon of the Mad Mage with simplified Line of Sight? Those maps are very large and have a LOT of occluder points, which results in major performance problems, as Zacchaeus discussed in his video the other day.

Zacchaeus
September 28th, 2021, 22:01
I'll have a look at that one tomorrow. It's been at the back of my mind. Most of the maps are straight lines but there are a few as I recall that are cave-like.

Edit: Actually it might not be tomorrow - or even in the next couple of days. I've got some things on (unusually) which will take me away from my computer.

MarshViper
September 28th, 2021, 22:32
That'll be great, thank you!

FyreM
September 29th, 2021, 07:47
er.. just select the LOS points and click simlfily
no?

Zacchaeus
September 29th, 2021, 10:20
Alright, I managed to squeeze in a couple of hours this morning and have updated the DotMM maps so that there are now substantially less occluders on many of the maps. Expect the update to be pushed in next Tuesday's updates.

MarshViper
September 29th, 2021, 15:45
I'll answer for the sake of Zacchaeus having the feedback (and thank you very much for fixing the maps, Zacchaeus!)

What I observed was the simplify tool worked quite well in only-curvy areas but if a curvy area was a near a straight-lines area, it messed up the straight lines. I tried selecting only points in a curvy tunnel but it would pull in nearby points anyway -- maybe even from a tunnel that didn't connect directly on but was nearby -- and include them in the operation, resulting in chaos.

I made the request after spending half an hour and making quite a mess of Level 2. Obviously Zacchaeus is much more efficient than I am with using the tool, or perhaps I was doing something less than optimal. I have used it with great success on other maps and I think the DotMM maps are for a variety of reasons uniquely challenging.

In any case, since the maps are now updated no one should have a problem going forward.

Zacchaeus
September 29th, 2021, 19:59
It is going to depend on how the person who added the occluders did it. I tend to start at one point and keep going until I get back to the same point (if that is possible) so the occluders are usually very lengthy. Others might only do a few points at a time.

At any rate I did see what you were seeing which was that if you had a mixed straight and curvy occluder sometimes the simplify tool would remove a point from a straight bit causing the line to go squiffy. The solution to that is to add a new point to the affected line and then move it to the correct position. There were only a couple of times this happened (that I noticed anyway) and hopefully I caught them. I didn't actually bother using the tool in any of the maps which were just straight lines since I doubt that it would have simplified anything. I tend to draw from corner to corner when there's a straight wall - some may add more points. At any rate the tool is absolutely invaluable for cutting out the excess points in cave walls and the like. I reckon that in most of the maps I changed the occluder point count has gone down by about 75%.

sciencephile
September 29th, 2021, 21:09
I was able to work around the issue by basically doing the same thing (but in a different order): remove the point where the curved line meets the straight line (where the problem is occurring). Then I was able to simplify. Then I just added that one line segment back. Like I said, I think this is essentially the same solution as what Zacchaeus is suggesting, just a different order of operations.

MarshViper
September 30th, 2021, 00:02
It is going to depend on how the person who added the occluders did it. I tend to start at one point and keep going until I get back to the same point (if that is possible) so the occluders are usually very lengthy. Others might only do a few points at a time.

Oh, so Fantasy Grounds keeps track of how many points you added without stopping? I did not know this! I would have thought that, as long as the walls connected up, it wouldn't matter if you went all the way around without stopping, or stopped and started multiple times. But that may explain why I was sometimes getting unexpected results.

I'll have to try sciencephile's workaround next time.

Zacchaeus
September 30th, 2021, 00:58
Yes, occluder points are added as you make them. If you end one it ends that sequence and starts a new one when you start again. So you could easily have one continuous line with 100 points followed by one with just two and then one with 25. When you double click on a point it selects all the points in that sequence so that could be just two points or hundreds.

It also starts a new sequence when you change the occluder type, for obvious reasons. If you ever change an occluder on a map go to the moduledb folder inside the campaign folder and you can load the xml in an editor to see how the points are saved.

andrewcr
October 1st, 2021, 11:51
Hide die rolls from players.

This is in the setting window. It doesn't seams to hide player rolls when I activate it.

Zacchaeus
October 1st, 2021, 14:47
Do you mean the Chat: Show GM Rolls? If so that's working fine for me. If I set it to on then the players don't see any results in chat apart from the total roll and whether it's a hit or miss. If I also switch off Chat: Show results to Client then they don't see the total roll or the result either.

So what part isn't working for you? And make sure that you are testing without any extensions.

BronzeDodger
October 3rd, 2021, 10:31
Minor: Formatting in "The Third Eye" feature of a Divination Wizard (line break for Darkvision, bold text on Greater Comprehension)

Zacchaeus
October 3rd, 2021, 14:06
Thanks; I've added that to my list.

EisenF
October 4th, 2021, 04:08
D&D Player's Handbook;

Spell Holy Aura has a typo, missing the number "5" in the size of the 5-foot radius.

49367

Zacchaeus
October 4th, 2021, 09:10
Well spotted. Added to the list

Roach
October 4th, 2021, 12:47
The Wild Beyond the Witchlight

In the NPC entry for Skabatha, The headers "Spellcasting" and "Coven Casting" seem to have been joined: in her own spell list, it lists Finger of Death as a first level Spell. My own warlock is complaining... ;)

Moderator: Moved to bugs thread

Zacchaeus
October 4th, 2021, 16:00
I moved your post to here from the Character Wizard thread.


At any rate the Spellcasting feature for Skabatha is when she is in her coven only. The description says that they can cast one of the spells without material components so it's basically innate spellcasting. Since there's already an innate spellcasting ability I couldn't put another one in. FGU doesn't have the ability to handle this kind of weird spellcasting behaviour - so I just included the spells in a spellcasting trait for all three of the witches so that at least the spells would populate on the Combat tracker. No slots are used since this is innate spellcasting but there has to be some way of indicating that spells have been used up so I included them all as 1st level spells with six slots. There's not really any other way to do it.Since the spells can only be cast when all three witches are together (and the chances of that happening are probably very slim) you can safely ignore the spellcasting trait 99% of the time.

Roach
October 6th, 2021, 13:42
Accepted. But reading onward, I stumbled upon another typo.
In 4.03.03 near the end, the text reads,
A great beehive-considerably larger than the one Mudlump carries around-fills an ancient, rotted-out tree stump on one side of the tower.
the hyphens after beehive and around should be dashes, with spaces between the dash and the preceding word, as they are used like parentheses, not to concatenate words (whereas the hyphen in "rotted-out" is OK IMHO). I noticed because I wndered about the word "around-fills"... ;)

Zacchaeus
October 6th, 2021, 15:18
Accepted. But reading onward, I stumbled upon another typo.
In 4.03.03 near the end, the text reads,
the hyphens after beehive and around should be dashes, with spaces between the dash and the preceding word, as they are used like parentheses, not to concatenate words (whereas the hyphen in "rotted-out" is OK IMHO). I noticed because I wndered about the word "around-fills"... ;)

Probably. This is a consequence of the en-dashes and em-dashes in the book being converted to hyphens. I don't know for sure but I don't think the xml recognises en-dashes and em-dashes - certainly it didn't in Classic. Every module will be littered with such examples.

boppermann
October 7th, 2021, 14:46
5E Kobold Press Creature Codex, Greater Scrag and Lesser Scrag. Each have 2 attacks, Bite and Claw. However both attacks are listed under a single heading with the text running together, and neither list the damage type (piercing for bite, slashing for claws).
49386

Zacchaeus
October 8th, 2021, 08:04
5E Kobold Press Creature Codex, Greater Scrag and Lesser Scrag. Each have 2 attacks, Bite and Claw. However both attacks are listed under a single heading with the text running together, and neither list the damage type (piercing for bite, slashing for claws).
49386

Developer alerted.

Topdecker
October 11th, 2021, 17:42
Things seen....

From the Reference Manual:

https://i.imgur.com/3BTQIJ9.png

From IMAGES with the module loaded:

https://i.imgur.com/tumxx7P.png

No maps and the Cover probably doesn't qualify.

I've not delved further - I only wanted one map, so this suggests that there may be a host of other problems if I encountered these two things on my only dive into the module.


Top

Zacchaeus
October 11th, 2021, 18:35
Nope, just the one problem with the title which is a legacy from a long time ago which was fixed but has crept back in again because I forgot to update one of my internal files. All fixed and I'll get the revised module out - probably in next Tuesday's update now.

Legadin
October 12th, 2021, 08:16
When I bring up the Artificer spell list, level 0 spells Mage Hand is not an available option. I have however confirmed on D&D Beyond that Artificer should absolutely have Mage Hand.

https://www.dndbeyond.com/spells/mage-hand

Zacchaeus
October 12th, 2021, 09:07
When I bring up the Artificer spell list, level 0 spells Mage Hand is not an available option. I have however confirmed on D&D Beyond that Artificer should absolutely have Mage Hand.

https://www.dndbeyond.com/spells/mage-hand

Welcome to FGU.

It took me a while to figure this one out but the spell list is correct in Eberron Rising from the Last war where the Artificer first appeared but was incorrect in Tasha where there was some revision to the class. I have identified the issue and will get a fix out as soon as possible.

Griogre
October 12th, 2021, 19:16
Kobold Press, 5E Creature Codex, Living Shade.

Mismatch between CR and XP. The CR is listed as 1/4 but the XP is input as 100 instead of 50. Either the CR should be 1/2 or the XP should be 50. Hopefully there is an errata somewhere as the book is that way too.

Zacchaeus
October 12th, 2021, 19:49
I shall alert the developer.

Griogre
October 12th, 2021, 20:02
LOL you're too efficient - I was going to edit that other post... :) Found another:

Kobold Press, 5E Creature Codex, Alkonost, Other Tab

The paragraphs "Singers for the Storm God" and "Druid's Ally" are repeated twice. Also in the last sentence of "Singers..." "reckoning \endash a reminder that" should have the "\endash" removed and probably replaced with a dash.

Zacchaeus
October 12th, 2021, 21:18
:)

I've let Rob know.

rob2e
October 12th, 2021, 23:34
Fixed for next update.

darrenan
October 13th, 2021, 19:28
Do we report bugs in the SRD modules here? If so, the wight and wraith in the SRD bestiary seem to have each others tokens.

Zacchaeus
October 13th, 2021, 19:59
Do we report bugs in the SRD modules here? If so, the wight and wraith in the SRD bestiary seem to have each others tokens.

I'm not exactly sure where the SRD tokens come from - they're not official WotC ones. I see what you mean though and I'll swap them around when I next update the SRD.

superteddy57
October 14th, 2021, 04:17
If it's DLC for the 5e ruleset, then yes, this is the best location. All the devs who work on the products keep an eye on it here.

EDIT: Doh! Zacc beat me too it. Was responding if it was ok to post SRD bug reports here.

Ecks
October 14th, 2021, 17:01
In Tomb of Annihilation
Story 05.13.01 71. Lair of the Sewn Sisters - down at the bottom there is a section with information on facing the night hags and what information they can offer. The last link labeled "Link: Area 80" should say "Link: Area 81". The link correctly points to Area 81, just the text is incorrect.
The same typo is present in the Reference Manual.

Zacchaeus
October 14th, 2021, 17:30
Thanks Ecks, I'll add that one to my list.

dpezet
October 15th, 2021, 04:03
There is a character rendering error in the "Tales of the Old Margreve" module from Kobold Press. There are several spots where punctuation marks are rendered as a square. It seems to be all throughout the module.

Example 1: In the reference guide, the first "read aloud" text box for the Blood and Thorns adventure shows as "A horrible choking and moaning disturbs the festivities, accompanied by the sudden screams of guests. The boar on the spit[]skinless, cooked, and carved down to its ribs[]is twisting and groaning as if alive."

Example 2: In "12.06 Part 2: A Thorny Problem" all of the DC values have a "[]" after the number.

Looking at my physical book, all of those examples should be hyphens so I am not sure if other characters are affected.

Legadin
October 15th, 2021, 06:18
Looks like another missing cantrip. Artificers should have Mending but it's not an option. I assume the cause is the same as why Mage Hand was missing before.

https://www.dndbeyond.com/spells/mending

If I find more spells that artificers should have but don't should I keep reporting them? Or are you planning to go through and update the spell list with the changes made in Tasha's? Same with any potential feature changes?

Zacchaeus
October 15th, 2021, 08:46
Looks like another missing cantrip. Artificers should have Mending but it's not an option. I assume the cause is the same as why Mage Hand was missing before.

https://www.dndbeyond.com/spells/mending

If I find more spells that artificers should have but don't should I keep reporting them? Or are you planning to go through and update the spell list with the changes made in Tasha's? Same with any potential feature changes?

I already fixed all the missing spells. No need to report any more. The update should go live next Tuesday.

Zacchaeus
October 15th, 2021, 08:47
There is a character rendering error in the "Tales of the Old Margreve" module from Kobold Press. There are several spots where punctuation marks are rendered as a square. It seems to be all throughout the module.

Example 1: In the reference guide, the first "read aloud" text box for the Blood and Thorns adventure shows as "A horrible choking and moaning disturbs the festivities, accompanied by the sudden screams of guests. The boar on the spit[]skinless, cooked, and carved down to its ribs[]is twisting and groaning as if alive."

Example 2: In "12.06 Part 2: A Thorny Problem" all of the DC values have a "[]" after the number.

Looking at my physical book, all of those examples should be hyphens so I am not sure if other characters are affected.

I'll alert the developer.

Ecks
October 16th, 2021, 18:19
In Tomb of Annihilation, the table Armillary Sphere Conjunction rolls 1d100 + 1d10 (rolls 3 dice total) - should this just be 1d100?

Zacchaeus
October 16th, 2021, 18:50
In Tomb of Annihilation, the table Armillary Sphere Conjunction rolls 1d100 + 1d10 (rolls 3 dice total) - should this just be 1d100?

Yes. Unity rolls a d100 differently from Classic so the function that I use needs to change. I keep thinking that I've caught all of these but clearly I'm still missing some.

Ecks
October 16th, 2021, 18:57
Yes. Unity rolls a d100 differently from Classic so the function that I use needs to change. I keep thinking that I've caught all of these but clearly I'm still missing some.
Thanks. FYI, it appears most d100 based tables in Tomb of Annihilation may need to be updated in this case.

Zacchaeus
October 16th, 2021, 19:18
Thanks. FYI, it appears most d100 based tables in Tomb of Annihilation may need to be updated in this case.

Indeed. I just did a pass through the file and found a number of them. All fixed now and a new version submitted - so it should go to live next Tuesday.

dpezet
October 17th, 2021, 04:25
There is a character rendering error in the "Prepared!" module from Kobold Press. There are several spots where punctuation marks are rendered as a square with an "X" in it. It seems to be all throughout the module.

Example 1: 08.00 A BAD NIGHT FOR BETTING. The "read aloud" text reads as follows: "We[X]ve been running these fights since before my granddaddy helped drive them gnolls out. We have a proud history of taking care of the animals, too[X]we get [X]em as pups from the dwarves up in Granitehold. Sure it[X]s bloody, but you[X]re not in the soft lands of kings and queens anymore, are you. Say, did you hear that?"

Example 2: 03.03 Area 3: The Prayer Room. The room description reads as follows: "The tablets contain incoherent ramblings and prayers. They are at once exalting the virtues of an unnamed god and threatening to unleash wrath upon wrongdoers. The four figures will stand and turn in unison when the PCs approach. The zombies burble the word [X]wrong[X] as they shamble to attack. A DC 10 Intelligence (Investigation) check made on the tablets reveals a cryptic message from Pallon that [X]overcoming evil requires much wrongteousness.[X]"

Zacchaeus
October 17th, 2021, 04:56
I’ll see that the developer gets to know. Thanks for pointing it out.

Ecks
October 19th, 2021, 00:50
In the Dungeon Masters Guide > Magic Items > Staff of Power:
In the section Retributive Strike, in "globe of invulnerability (6charges)" there is a missing space between "6" and "charges".

Zacchaeus
October 19th, 2021, 09:22
In the Dungeon Masters Guide > Magic Items > Staff of Power:
In the section Retributive Strike, in "globe of invulnerability (6charges)" there is a missing space between "6" and "charges".

Noted.

LordEntrails
October 20th, 2021, 03:31
Tomb of Annihilation > Swarm of Undead Spiders
It gets parsed as the type "Undead," Note the comma.

Zacchaeus
October 20th, 2021, 09:21
Tomb of Annihilation > Swarm of Undead Spiders
It gets parsed as the type "Undead," Note the comma.

Yes, there's a superfluous undead in there. I'll add to my list.

Griogre
October 21st, 2021, 18:58
Kobold Press, Creature Codex, Elite Kobold, Other Tab

The drop and drag read aloud text says "... trap-makers\emdasheducated and ..." where \emdash should was supposed to be an em dash.

I'm noticed a fair amount of \emdash or \endash showing up instead of dashes in the Creature Codex recently. I'd suggest the developer do a general search for them since that publisher uses them a lot over colons, commas and semicolons.

Bonkon
October 21st, 2021, 19:16
Good Day Zacchaeus :)
Not sure if this is intentional or not.
Ice Knife:
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

The problem with the automation currently is when you roll the die it rolls the attack and the save for the single target. Now if you have others in that 5' area you need to un-target the original (As that one has already rolled its save), select all the others, open the magnifying glass to only roll the save. And then make sure the correct targets are selected to roll damage.

Thanks :)

rob2e
October 21st, 2021, 19:51
Kobold Press, Creature Codex, Elite Kobold, Other Tab

The drop and drag read aloud text says "... trap-makers\emdasheducated and ..." where \emdash should was supposed to be an em dash.

I'm noticed a fair amount of \emdash or \endash showing up instead of dashes in the Creature Codex recently. I'd suggest the developer do a general search for them since that publisher uses them a lot over colons, commas and semicolons.

Did a search that was the only one believe it or not. Fixed next update.

Zacchaeus
October 21st, 2021, 21:05
Good Day Zacchaeus :)
Not sure if this is intentional or not.
Ice Knife:

The problem with the automation currently is when you roll the die it rolls the attack and the save for the single target. Now if you have others in that 5' area you need to un-target the original (As that one has already rolled its save), select all the others, open the magnifying glass to only roll the save. And then make sure the correct targets are selected to roll damage.

Thanks :)

The way you would have to do this is as follows
1. Target the first target
2. Roll the little attack icon against that target - not the cast icon the one with the sword.
3 If it hits then deal the 1d10 piercing damage by clicking on the first blood drop.
4 Then target all the NPCs that are within 5ft of the initial target - including the initial target again if necessary
5 Now use the save dice icon to make the save (again not the cast button but the dice icon next to the save)
6 Roll the damage using the second blood drop icon.

So the way it is set up is correct. If you wanted to you could set it up differently by adding another cast and adding the attack (or save) to that and move the save (or the attack) from the original. But since it can be done without that then there's no real need. The player just needs to learn to expand the spell before using it so they have access to all the buttons and not just the ones that appear in combat mode normally.

Bonkon
October 22nd, 2021, 19:05
Thanks Zacchaeus :)
I think I will just separate the cast and save buttons, sometimes the players get caught up in whatever is going on and then is slows down the play. We are a bunch of old dogs and sometimes learning new tricks exhausts us!! :)

Dire Weasel
October 25th, 2021, 05:24
Prepared 2 has incorrect author spelling of "Kobolt Press" rather than "Kobold Press".

49668

Zacchaeus
October 25th, 2021, 09:23
Prepared 2 has incorrect author spelling of "Kobolt Press" rather than "Kobold Press".

49668

I'll alert the developer. Thanks.

sandubogi
October 25th, 2021, 17:08
In the Kobold Press - Southlands Player's Guide Catfolk are broken up into two sub-races, the lithe Basteti and the bulkier Nkosi.
When creating a Catfolk character and before choosing a sub-race, the "SPECIAL MOVE" section is populated with the ability of "Climb 1 ft."
I believe this is supposed to be a feature of the Basteti sub-race and be a distance of 10ft. I do not think the Nkosi get this ability.
However, that should be something to check with the developer.
49671

Zacchaeus
October 25th, 2021, 17:51
In the Kobold Press - Southlands Player's Guide Catfolk are broken up into two sub-races, the lithe Basteti and the bulkier Nkosi.
When creating a Catfolk character and before choosing a sub-race, the "SPECIAL MOVE" section is populated with the ability of "Climb 1 ft."
I believe this is supposed to be a feature of the Basteti sub-race and be a distance of 10ft. I do not think the Nkosi get this ability.
However, that should be something to check with the developer.
49671

Thanks for the report. I'll alert the developer.

mdrichey
October 28th, 2021, 04:15
The artificer spell list in the Tasha's reference manual is formatted badly -- see screenshot.

Zacchaeus
October 28th, 2021, 09:56
Heh, looks like I fixed the players version but completely forgot to do the same for the DM version. I'll get that sorted for the next update. Thanks for the report.

philniv
October 29th, 2021, 08:33
I've made a mutliclass Eldritch Knight/Arcane Trickster/Wizard, and the spell slots are not being calculated properly.
At F3/W2, should be a 3rd level caster with 4x1st and 2x2nd slots, but only getting 3x1st slots.
At F3/R3/W3 should be a 5th level caster with 4x1st,3x2nd and 2x3rd slots, but getting 3x1st, 1x2nd and 2x3rd slots!
49704
49705
Am I missing something?

Thanks!

Zacchaeus
October 29th, 2021, 08:50
This is working for me. Make sure you don't have any extensions which are interfering. Test in a new campaign with no extensions loaded.

philniv
October 29th, 2021, 14:49
This is working for me. Make sure you don't have any extensions which are interfering. Test in a new campaign with no extensions loaded.

Yes, that's exactly what I did when it happened in the campaign I was running. I should add that the Wizard is from TCoE (Bladesinger).

Fresh campaign, Theme: D&D - Official. No other Decal, Feature, Theme or Extension loaded. (I also did a fresh update to make sure I was at the current version).
Modules loaded: D&D DMG, D&D DMG - Players, D&D - PH, D&D SCAG - Players, D&D TCoE - Players
So I've tried again and it seemed to work ok...until I started adding the Rogue.
F3W3 gave 4x1st and 3x2nd as it should.
F3R1W3 wnet back to 4x1st, 2x2nd:
49709
Then to F3/R3/W3 back to 4x1st, 3x2nd (but now 5th & should be 4/3/2 @ 1st/2nd/3rd):
49710

I'm adding level and spells as I level via the "level Up" button in Class & Level magnifying glass (except when adding the first level of a new class).

I went back and redid this, just adding levels, and it worked ok.

The problem arises when adding spells in the Class & Level magnifying glass - I noticed that when adding the Arcane Trickster spells, the Eldritch Knight spells were being tagged as Wizard spells. This may be causing the issue?

Regards,

Phil

Zacchaeus
October 29th, 2021, 17:45
Ok, I see your issue. It must be something in the Characetr Wizard that's causing the issue since this works correctly via drag and drop. I'll let the developer of the Wizard know.

philniv
October 29th, 2021, 21:45
Great, thanks!

At least it'll work by putting spells in manually.

philniv
October 31st, 2021, 12:15
Great, thanks!

At least it'll work by putting spells in manually.

OK, came across another issue while putting spells in manually.

From TCoE, the cantrips Booming Blade, Green Flame Blade, Lightning Lure, Mind Sliver, Sword Burst and Toll the Dead were added as Wizard cantrips. Eldritch Knights and Arcane Tricksters can choose their cantrips from the Wizard cantrips, but these ones are not appearing as options in the spells menu for them.

Regards,

Phil

Zacchaeus
October 31st, 2021, 13:52
Yes, this is because there's no spell list for Eldritch Knight or the Arcane Trickster in Tasha (or indeed in any book outside the PHB). I had a look at this before and I think I hit a snag in adding that but I can't remember exactly; so I'll have another look tomorrow.

Bennicula
October 31st, 2021, 18:20
My group was creating characters last night, everything worked great *except* for the warlock. The player wanted to use the genie as a patron (From Tasha's Cauldron). We were able to select the patron, but it never had her select which type of genie, and none of the pact spells would show up on her spell list when she was trying to add spells in the character wizard. I was able to grab some of the spells she wanted and add them directly, but this workaround was kind of a pain. Any chance this subclass can get looked at and the spell lists fixed? Or if it has been, can someone walk me through where the spell lists went so I can show my player? Thanks

Zacchaeus
October 31st, 2021, 18:42
Welcome to FGU.

There's no choice box for the type of Genie - just type that in manually in the abilities tab. The Warlock spells are in the PHB along with the expanded spells from the archetype. See the feature Expanded spell List (Genie) and the Additional Warlock Spells Feature. Just drag the dragon head icon next to the spells required and drop them into the actions tab of the character (these won't appear in the Character Wizard list if that's what you were expecting).

StephJ2Fan
November 3rd, 2021, 16:19
I was asked to repost this here after I contacted Tech support.

Issue: FGU SCAG Player module is not being recognized by info needed.

49786
I should be able to click on that link and it should open the SCAG resource that it's linked to. Instead I get:

49787

Even though it's loaded in the system:

49788

Please help.

Moon Wizard
November 3rd, 2021, 16:24
Where is the first record pulled from? My guess is that it is from an unofficial community or forge project, since it only has the link in the details.
If that's the case, you'll have to reach out to the developer of that project to fix the link.

Regards,
JPG

rob2e
November 3rd, 2021, 19:34
It pulls the link from SCAG - Players, only it doesn't. Not sure why? It just stopped working recently, whereas it worked before (not an uncommon event in the last days).

rob2e
November 3rd, 2021, 19:36
It pulls the link from SCAG - Players, only it doesn't. Not sure why? It just stopped working recently, whereas it worked before (not an uncommon event in the last days).

I MAY have figured it out. Module name was changed?
49790

Moon Wizard
November 3rd, 2021, 19:44
No idea; you would have to ask @Zacchaeus.

Regards,
JPG

Zacchaeus
November 4th, 2021, 18:55
I don't think it's changed. In your image the name on the left is the display name (D&D Sword Coast Adventurer's Guide - Players) and on the right is the module name which according to my records is DD Sword Coast Adventurer's Guide - Players Guide.'

rob2e
November 4th, 2021, 21:52
I don't think it's changed. In your image the name on the left is the display name (D&D Sword Coast Adventurer's Guide - Players) and on the right is the module name which according to my records is DD Sword Coast Adventurer's Guide - Players Guide.'

I did have to go into my modules and change @D&D... to @DD...

DrakePD
November 5th, 2021, 20:15
Can the Container Capacity be added to the items in the 5E PHB? See Image 49827

Zacchaeus
November 6th, 2021, 10:22
Can the Container Capacity be added to the items in the 5E PHB? See Image

Yes, I've added the capacities in the notes space for each vessel. The update might make it into next Tuesday's update. If not it will be the Tuesday after that.

dpezet
November 7th, 2021, 02:35
There is an error in the "Haunted One" background found in Van Richten's Guide to Ravenloft. When adding the background to a character sheet, a popup comes up allowing the player to pick two skills to gain proficiency in. They are listed as (exactly as printed on screen):
Arcana
Investigation
Religion
or Survival
Choosing the fourth option adds a new skill on the skill tab called "or Survival" instead of adding proficiency to the existing "Survival" skill.
49851

Maetco
November 7th, 2021, 08:48
Alien Bestiary's Deep One Elder's Bite's damage is written in title box so the automation doesn't work.49853

Zacchaeus
November 7th, 2021, 09:05
There is an error in the "Haunted One" background found in Van Richten's Guide to Ravenloft. When adding the background to a character sheet, a popup comes up allowing the player to pick two skills to gain proficiency in. They are listed as (exactly as printed on screen):
Arcana
Investigation
Religion
or Survival
Choosing the fourth option adds a new skill on the skill tab called "or Survival" instead of adding proficiency to the existing "Survival" skill.
49851

I'll get that fixed; thanks for the report.

Zacchaeus
November 7th, 2021, 09:09
Alien Bestiary's Deep One Elder's Bite's damage is written in title box so the automation doesn't work.

I'll alert the developer. Thanks for the report.

mdrichey
November 7th, 2021, 21:40
In Icewind Dale: Rime of the Frostmaiden, Torrga Icevein is a bandit with dwarven racial traits; she should be a bandit captain with dwarven racial traits.

Zacchaeus
November 7th, 2021, 22:00
Thanks, I'll alert the developer.

superteddy57
November 7th, 2021, 23:36
In Icewind Dale: Rime of the Frostmaiden, Torrga Icevein is a bandit with dwarven racial traits; she should be a bandit captain with dwarven racial traits.

Thanks for the report. I'll look into this.

mdrichey
November 8th, 2021, 00:13
In Icewind Dale: Rime of the Frostmaiden, Sephek Kaltro's innate misty step is listed incorrectly. It says "at will" and "no material components." It should say "3/day" and "no components."

alinuxfan
November 9th, 2021, 17:29
Bug when weapon set to melee. It still subtracts ammo when it also has the range/thrown property with ammo set to anything other than zero.

To replicate:
Equip a dagger, add 1 to ammo, cycle to melee, then attack with the weapon, the first attack will happen (behind the scenes the ammo will be subtracted but it is not visible because it is set to melee) then attack again and it will show an error about attacking while out of ammo.

Expected result:
When set to melee, the weapon should not have ammo subtracted at each attack. Then, when cycled to range or thrown, it will show the full amount of ammo and can subtract ammo while in one of the two ranged attack types.

Zacchaeus
November 9th, 2021, 17:40
Bug when weapon set to melee. It still subtracts ammo when it also has the range/thrown property with ammo set to anything other than zero.

To replicate:
Equip a dagger, add 1 to ammo, cycle to melee, then attack with the weapon, the first attack will happen (behind the scenes the ammo will be subtracted but it is not visible because it is set to melee) then attack again and it will show an error about attacking while out of ammo.

Expected result:
When set to melee, the weapon should not have ammo subtracted at each attack. Then, when cycled to range or thrown, it will show the full amount of ammo and can subtract ammo while in one of the two ranged attack types.

I'm not seeing this; are you running any extensions perhaps?

And welcome to FGU.

alinuxfan
November 9th, 2021, 18:00
Base install. Happens after the ammo is gone.

EDIT: Looks like you have two entries for the same dagger. I have the one that I am cycling through.

Moon Wizard
November 9th, 2021, 18:20
The ammo counter on the weapon record doesn't differentiate when decrementing ammo. The expected usage is that you have separate entries for thrown vs. melee; which is how daggers are set up automatically when added to the character sheet.

Regards,
JPG

alinuxfan
November 9th, 2021, 18:41
The ammo counter on the weapon record doesn't differentiate when decrementing ammo. The expected usage is that you have separate entries for thrown vs. melee; which is how daggers are set up automatically when added to the character sheet.

Regards,
JPG

Is there a different thread for a feature request? With the ability to toggle between melee/ranged/thrown, it makes sense to have a single dagger or light hammer entry on the character sheet for the single weapon.

LordEntrails
November 9th, 2021, 19:52
Is there a different thread for a feature request? With the ability to toggle between melee/ranged/thrown, it makes sense to have a single dagger or light hammer entry on the character sheet for the single weapon.
Wish List is here;
https://fgapp.idea.informer.com/

alinuxfan
November 9th, 2021, 20:12
Wish List is here;
https://fgapp.idea.informer.com/

Thanks. If anyone is following this, the link to the feature request is here (https://fgapp.idea.informer.com/proj/?ia=137685)

Ulric
November 9th, 2021, 21:53
D&D Candlekeep Mysteries AP
The Non-ID Name is misspelled and the item should be marked unidentified by default.
49890

Zacchaeus
November 9th, 2021, 23:26
I’ll correct the misspelling. Items are identified by default. This was changed some years ago now. They used to be unidentified by default but too many people complained so it was changed.

Ulric
November 10th, 2021, 00:34
I’ll correct the misspelling. Items are identified by default. This was changed some years ago now. They used to be unidentified by default but too many people complained so it was changed.
Thanks! I've always wondered about identified being the default and now I know!

Svenster77
November 11th, 2021, 19:05
. . .

Svenster77
November 11th, 2021, 19:08
Alien Bestiary's Deep One Elder's Bite's damage is written in title box so the automation doesn't work.49853

After the word hit should be a colon instead of a period. It should read Melee Weapon Attack: +13 to hit, 5ft. reach. Hit: 16(2d8+7) piercing damage. You can unlock the NPC and make the correction. We will update it as well. Thank you for pointing that out.
49911

Recon Oly
November 13th, 2021, 05:59
When trying to click on a link on a character sheet, I am getting the Module is not loaded message. This is for D&D 5E Sword Coast Adventurers Guide. I definitely own it, loaded it, and shared it with my players. Any idea on how to fix this?

49936
49937

Zacchaeus
November 13th, 2021, 09:08
When trying to click on a link on a character sheet, I am getting the Module is not loaded message. This is for D&D 5E Sword Coast Adventurers Guide. I definitely own it, loaded it, and shared it with my players. Any idea on how to fix this?

49936
49937

Welcome to FG.

You'll need to update the Rob2e modules that you are using (presumably that's what's happening). See posts above.

boppermann
November 13th, 2021, 14:34
From Kobold Press Vault of Magic, the Void-Touched Buckler says: "While wielding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC." However, when you equip the shield, it grants you a +5 to AC instead of a +3 (+2 standard shield, +1 magic).

Zacchaeus
November 13th, 2021, 15:31
From Kobold Press Vault of Magic, the Void-Touched Buckler says: "While wielding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC." However, when you equip the shield, it grants you a +5 to AC instead of a +3 (+2 standard shield, +1 magic).

I can't find Vault of Magic in the store. Can you link me to the store page please.

boppermann
November 13th, 2021, 16:22
I don't see it in the store yet, I've gotten it through an activation key from the Kickstarter fulfillment.
Product Name: Vault of Magic for 5th Edition
Product ID: KPFGVOM5E
The page I was able to get is this: https://www.fantasygrounds.com/store/product.php?id=KPFGVOM5E

Zacchaeus
November 13th, 2021, 17:34
Thanks; I'll let the developer know.

webdove
November 14th, 2021, 20:55
LordEntrails suggested that I post this 5E bug here.

Hi,

Do you know why some NPCs with damaging concentration spells include a concentration save clause in the CT to make them roll saves, and for some that clause is missing?

Below are examples of correctly parsed Wall of Fire for the Efreeti ("EFF: Wall of Fire; (C) (D:1 MIN) (T:SELF)" is present) and incorrectly parsed Insect Plague from the Planetar (the EFF: ...(C)..." clause is missing.

It looks like it might be a parsing bug.

Web

49969

Zacchaeus
November 14th, 2021, 22:04
No, it's not a parsing bug; the Concentration effect is, I believe, hard coded in most cases. This one has already been pointed out actually and is fixed in the next update currently in test.

Topdecker
November 16th, 2021, 01:39
I am not sure who needs to know, but MIDGARD WORLDBOOK 5e...

https://i.imgur.com/wT9ddfh.png

There are two Midgard entries. The wrong one, the one with the incorrect product name, has plenty of images under it. The correctly named one only has a broken one.

Missing are a bunch of tables from the back of the book. Twenty Encounter Tables for Midgard and the Planes starting on pg 438 of the physical book. Yeah, 20 missing tables. I will guess that they weren't sure how to handle it without links to the listed creatures (i.e. wanted to make it better by using links to other tomes) and then just never got it in there.

None of the needed tables are linked in for the GNOLL CARAVAN RAIDER background. They are there, just not easily accessible or in the expected place.

https://i.imgur.com/6IReZfU.png

I recently raised a bit of heck about readability needing to be a minimal standard for maps such as this and I was discussing a map from a 10 year old product. This is extremely disappointing. If I were the publisher, I'd be disappointed in the degradation of quality. They do pay to have nice maps made and tend to be proud of their cartography. It *is* a selling point. And this isn't the only map with readability issues.

All of this is from a 1 hour fairly casual review of the material. Is there a QA process? I ask because it doesn't much look like it.

EDIT: More things...

Vial of Sunlight - misspelt as Vials of Sunlight
TABLE 1–7: SHADOW ROAD LORE table missing (pg 41)
Table NEW INDEFINITE MADNESS misnamed as INDEFINITE MADNESS

I am not sure that any of the maps have a scale enabled. I have gridded and scaled a couple. It can be done, but like the maps, the possible resolution in scale is poor. Anyhow, it can be done:

https://i.imgur.com/OpHZPqA.png



Top

spoonhead
November 16th, 2021, 05:26
That's not the only KP product where the maps have been less than perfect. Empire of the Ghouls, is another product where the resolution of the maps make them nearly unplayable. I was lucky, as the initial release had maps that were at a great resolution. I submitted LoS details, then, they changed the maps, and we ended up with this.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=49992&stc=1&d=1637040101

I managed to have a copy of the module from a backup, that I now have to copy over after every update, otherwise I can't use the maps. The original file size was 132.8mb, whereas the current one is 35mb.

Zacchaeus
November 16th, 2021, 08:44
I'll let the developer know.

Topdecker
November 16th, 2021, 12:47
I managed to have a copy of the module from a backup, that I now have to copy over after every update, otherwise I can't use the maps. The original file size was 132.8mb, whereas the current one is 35mb.

You should try copying the images - it might save you some work.

Thanks for letting me know about this. I have the VTT map pack and PDF for EotG and I have most of the hi-res maps LOS data plugged in. I have already arrived at the conclusion that I will never buy anything with classic listed as being compatible unless it is primarily rules. Classic, the mark of old standards.



Top

EisenF
November 16th, 2021, 20:43
Tasha's Cauldron of Everything - Players
The Optional Eldritch Invocations for the Warlock are not named with the suffix "(option)" like the rest of the features, this is resulting in this feature not being added to the character sheet since it shares a name with the Feature from the PHB.

Player's Handbook
Small typo in the Feature Hypotonic Gaze, extra space between letters

Zacchaeus
November 16th, 2021, 21:21
I'll take a note of the Eldritch Invocations thing for the moment. The Wizard is undergoing some revision so I want to wait until that's done before messing with anything. I think we may have to differentiate the Tasha ones though in order for it to get picked up but we'll see. Thanks for pointing it out.

sandubogi
November 17th, 2021, 03:51
Hello there,

in the Underworld Player's Guide by Kobold Press there are three Traits attributed to the Dhampir race.
Two of those: Predatory Charm and Dark Thirst have the same description of the Dark Thirst trait.

Thanks,
Bogi

Zacchaeus
November 17th, 2021, 09:19
I'll let the developer know, thanks.

Minxdobby69
November 17th, 2021, 20:35
Hello. I'm the Dev on the Worldbook project. I'll clear up the issues you found as soon as I can. I'll also contact the cartographer (Anna B. Meyer) for the maps and see if I can get better resolution images. I pulled them from the PDF so I agree quality is an issue, not to mention that Smiteworks recommends 70% resolution on all images whether Classic or Unity. Cheers!

Minxdobby69
November 17th, 2021, 20:38
On the corrections list. Should see this fixed within a week or so. Cheers!

Minxdobby69
November 17th, 2021, 20:47
That's not the only KP product where the maps have been less than perfect. Empire of the Ghouls, is another product where the resolution of the maps make them nearly unplayable. I was lucky, as the initial release had maps that were at a great resolution. I submitted LoS details, then, they changed the maps, and we ended up with this.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=49992&stc=1&d=1637040101

I managed to have a copy of the module from a backup, that I now have to copy over after every update, otherwise I can't use the maps. The original file size was 132.8mb, whereas the current one is 35mb.

Hello, I'm the Dev on EotG. This project provided a lot of unique problems as the occluder extraction was very new. That said, after I submitted the project, I was asked to reduce the size of the maps, thus creating more problems. I did fix the occluders to fit the new map sizes but it looks like something on Smiteworks end is messed up as I've checked the master files and all occluders line up (see below). I'll contact SW and have them check the files on the server.
50009

boppermann
November 18th, 2021, 00:42
Thanks to Minxdobby69 for replying for replying. I just love the Kobold Press products, it's good to see the developer active on making corrections.

Topdecker
November 18th, 2021, 00:45
Thanks to Minxdobby69 for replying for replying. I just love the Kobold Press products, it's good to see the developer active on making corrections.

I agree! I am all in on Midgard.

anathemort
November 19th, 2021, 16:31
Module: Vault of Magic by Kobold Press

Open the items window and look at item types. VoM is littered with inconsistencies that do not match up with PHB and DMG categories, while the physical VoM book does not have these issues. It makes categorizing and finding items really hard. Inconsistent casing ("Wondrous item" instead of "Wondrous Item"), commas dangling at the end, item name used as the item type, etc.

Zacchaeus
November 19th, 2021, 17:30
I'll let the developer know.