View Full Version : SOM Update in TEST server Bug Report
superteddy57
April 22nd, 2021, 22:24
The SOM Update has been pushed to LIVE and is now fully available. Please use the main bug report thread for any issues.
Littlerogue
April 28th, 2021, 11:15
Great news ! Unfortunately i don't have time to test it. I'd like to see some picture of the new PC sheet.
StarMaster
April 30th, 2021, 05:06
Hi!! Also new with FGU, I'm trying starship combat, I'm on the Test Channel. The problem I'm having is when I assign the pilot it does not update the AC/TL by including the PC's ranks in piloting to the sum. Am I missing something? Is there any other step I need to take?
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superteddy57
April 30th, 2021, 05:24
Hi!! Also new with FGU, I'm trying starship combat, I'm on the Test Channel. The problem I'm having is when I assign the pilot it does not update the AC/TL by including the PC's ranks in piloting to the sum. Am I missing something? Is there any other step I need to take?
4621546216462174621846219
Please when posting about the TEST version, please post here. Helps identify things to be worked on and don't want wrong information to be used if someone is still on LIVE.
Thanks for pointing this out. What it should do is add the crew member pilot to the pilot box next to the AC/TL. I'll have a look and get that sorted. For the time being you can use the misc box to get the correct AC/TL for your ship.
StarMaster
April 30th, 2021, 05:41
Please when posting about the TEST version, please post here. Helps identify things to be worked on and don't want wrong information to be used if someone is still on LIVE.
Sorry for posting on the wrong thread! I will get better at posting, I promise!!
Thanks for pointing this out. What it should do is add the crew member pilot to the pilot box next to the AC/TL. I'll have a look and get that sorted. For the time being you can use the misc box to get the correct AC/TL for your ship.
I didn't realize I could modify the "Misc.", since it's white and so far most or all modifiable boxes are grey. Will do that in the meantime!
superteddy57
April 30th, 2021, 06:49
Sorry for posting on the wrong thread! I will get better at posting, I promise!!
I didn't realize I could modify the "Misc.", since it's white and so far most or all modifiable boxes are grey. Will do that in the meantime!
No harm, just wanted to clarify moving your post. As for the white/dark boxes, I must have gotten them backwards as the darker boxes are not editable and the white ones are on the PC Ship sheet. Good news, I was able to get it sorted and will send it up for review. I also noticed the NPC crew members were not setting it either, so that is added to it as well.
Ulric
May 1st, 2021, 04:02
Post moved to TEST Forum
superteddy57
May 1st, 2021, 04:05
Test Server FGU with a clean campaign and no extensions.
Recreate by doing the following:
Open sidebar Story Window
Click the plus symbol to open a new windows
Type a title and body text
OR
Load an AP from the Library
Open sidebar Story window
open an AP Story entry
46236
Please report issues to the TEST version of SFRPG here. That is certainly weird and not sure what was changed as it was not an area that I changed code. I will add it to my list to get it sorted.
Ulric
May 1st, 2021, 04:18
Sorry, superteddy57 I thought I was in that Forum.
Ulric
May 1st, 2021, 04:23
Test Server FGU with a clean campaign and no extensions.
Recreate by doing the following:
Open sidebar Story Window
Click the plus symbol to open a new windows
Type a title and body text
OR
Load an AP from the Library
Open sidebar Story window
open an AP Story entry
46243
superteddy57
May 1st, 2021, 04:38
No problem! I found the issue, and will make it part of the next update to TEST.
superteddy57
May 1st, 2021, 04:41
Test Server FGU with a clean campaign and no extensions.
Recreate by doing the following:
Open sidebar Story Window
Click the plus symbol to open a new windows
Type a title and body text
OR
Load an AP from the Library
Open sidebar Story window
open an AP Story entry
46243
responded above post
Evolivolution
May 1st, 2021, 12:34
When making a charakter with the human race (or rather the 'Skilled' trait), I get a bunch of these error messages:
[ERROR] Handler error: [string "scripts/manager_char.lua"]:1335: attempt to perform arithmetic on global 'nSkilledPoints' (a nil value)
[ERROR] Script execution error: [string "scripts/manager_char.lua"]:1335: attempt to perform arithmetic on global 'nSkilledPoints' (a nil value)
Blank campaign on the TEST version, steps to reproduce:
Create new Campaign
Load CRB
Create new character
Insert Ability Scores
Add Race (Human)
'Skilled' trait get's added automatically (error message)
Add Theme (error message)
Add Class (error message)
I assume this is due to the 'Skilled' trait. I'm not getting any of these errors when not using human as race.
I have also tried this with the Aasimar, Sarcesian and Urog races (since they also have the 'Skilled' trait) and they get the same errors. So I'm almost certain there's something going on with checking for this racial trait and then calculating Skill Points.
Evolivolution
May 1st, 2021, 12:43
When making a starship I noticed that the CUR BP sometimes doesn't update, when I drop an item on the ship. It does update when closing and re-opening the shipsheet, but it's very annoying when trying to build a ship to constantly having to re-open the sheet to see your BP total.
Blank campaign on the TEST version, steps to reproduce:
Create new campaign
Load CRB
Create a new PC ship
Add a frame
Start adding additional items
Evolivolution
May 1st, 2021, 12:53
Trying to delete a Power Core from the Main page of the PC ship sheet, causes FG to try and add a new Power Core of the same type instead of removing it. A warning message shows up when the ship is alread at capped Power Cores:
WARNING: can not add '[Power Core Name]' to '[Ship Name]' - At max power cores. Add a Power Core housing or remove one that is installed.
Removing the Power Core in the BP summary works as expected, haven't found this issue with any of the other ship items.
Blank campaign on the TEST version, steps to reproduce:
Create new campaign
Load CRB
Create a new PC ship
Add a frame
Add a power core.
Try to delete the power core in the Main page of the PC ship sheet.
Evolivolution
May 1st, 2021, 13:07
Crew Quarters are considdered expansion bays in the updated modules, even though they are supposed to go in 'Other Systems'. Essentially scamming the ship out of an expansion bay.
Also a bunch of other things, like 'Security' for example could be recategorized to 'Other Systems'. In the references they are listed under a different entry, but for FG purposes clicking in the Other Systems section of the PC ship opens up the ship items list, not including these items, even though they go into that section when droppen onto the ship sheet.
Evolivolution
May 1st, 2021, 13:19
PC ship modifiers, don't actually apply to any of the rolls made by the crew of the ship.
Also, while creating modifiers manually is possible, editing them isn't. You can change the skill they apply to, but changing the MOD or CHECKS box isn't possible, always resulting in a net 0.
Blank campaign on the TEST version, steps to reproduce:
Create new campaign
Load CRB
Create a new PC ship
Create a new PC (Make sure there are auto-generated modifiers, like thrusters for example)
Add the ship to the party sheet
Add the PC to the party sheet
Add the PC to the ship
Make a crew action with a skill the modifier should apply to
Evolivolution
May 1st, 2021, 13:28
Adding a port weapon mount isn't possible. All the others work but the port one doesn't want to function.
Upgrading a weapon doesn't work. It just doesn't do anything when I tried with a weapon slot that isn't a turret. When I tried it with a turret slot it brings up an error:
[ERROR] Script execution error: [string "scripts/manager_charstarship.lua"]:1107: bad argument #2 to 'format' (string expected, go nil)
Blank campaign on the TEST version, steps to reproduce:
Create new campaign
Load CRB
Create a new PC ship
Try to add (port weapon mount) or upgrade a weapon slot (any)
Evolivolution
May 1st, 2021, 13:34
A few convinience things I noticed while testing the Starship inventory:
'LOCATION' and 'BULK' are still shown in the inventory, even though they have no function.
There is no easy way to get an item from the Starship inventory into the party inventory to sell it. You have to move it into another inventory first and then into the party inventory.
When distributing items from the party inventory it autofills names of PCs but doesn't take PC ships into account.
superteddy57
May 1st, 2021, 16:54
When making a charakter with the human race (or rather the 'Skilled' trait), I get a bunch of these error messages:
[ERROR] Handler error: [string "scripts/manager_char.lua"]:1335: attempt to perform arithmetic on global 'nSkilledPoints' (a nil value)
[ERROR] Script execution error: [string "scripts/manager_char.lua"]:1335: attempt to perform arithmetic on global 'nSkilledPoints' (a nil value)
Blank campaign on the TEST version, steps to reproduce:
Create new Campaign
Load CRB
Create new character
Insert Ability Scores
Add Race (Human)
'Skilled' trait get's added automatically (error message)
Add Theme (error message)
Add Class (error message)
I assume this is due to the 'Skilled' trait. I'm not getting any of these errors when not using human as race.
I have also tried this with the Aasimar, Sarcesian and Urog races (since they also have the 'Skilled' trait) and they get the same errors. So I'm almost certain there's something going on with checking for this racial trait and then calculating Skill Points.
Found issue and will be part of next update.
When making a starship I noticed that the CUR BP sometimes doesn't update, when I drop an item on the ship. It does update when closing and re-opening the shipsheet, but it's very annoying when trying to build a ship to constantly having to re-open the sheet to see your BP total.
Blank campaign on the TEST version, steps to reproduce:
Create new campaign
Load CRB
Create a new PC ship
Add a frame
Start adding additional items
Found issue and will be part of next update.
Trying to delete a Power Core from the Main page of the PC ship sheet, causes FG to try and add a new Power Core of the same type instead of removing it. A warning message shows up when the ship is alread at capped Power Cores:
WARNING: can not add '[Power Core Name]' to '[Ship Name]' - At max power cores. Add a Power Core housing or remove one that is installed.
Removing the Power Core in the BP summary works as expected, haven't found this issue with any of the other ship items.
Blank campaign on the TEST version, steps to reproduce:
Create new campaign
Load CRB
Create a new PC ship
Add a frame
Add a power core.
Try to delete the power core in the Main page of the PC ship sheet.
Found issue and will be part of next update.
Crew Quarters are considdered expansion bays in the updated modules, even though they are supposed to go in 'Other Systems'. Essentially scamming the ship out of an expansion bay.
Also a bunch of other things, like 'Security' for example could be recategorized to 'Other Systems'. In the references they are listed under a different entry, but for FG purposes clicking in the Other Systems section of the PC ship opens up the ship items list, not including these items, even though they go into that section when droppen onto the ship sheet.
I will have the Crew Quarters as Other System subtype moving forward. As for the others you mentioned, all the windows share the same list and are filtered to show only those that are needed within that window. The Other Systems frame is only meant to show components that have no other place on the sheet.
PC ship modifiers, don't actually apply to any of the rolls made by the crew of the ship.
Also, while creating modifiers manually is possible, editing them isn't. You can change the skill they apply to, but changing the MOD or CHECKS box isn't possible, always resulting in a net 0.
Blank campaign on the TEST version, steps to reproduce:
Create new campaign
Load CRB
Create a new PC ship
Create a new PC (Make sure there are auto-generated modifiers, like thrusters for example)
Add the ship to the party sheet
Add the PC to the party sheet
Add the PC to the ship
Make a crew action with a skill the modifier should apply to
I've added a check when rolling a Crew Action to add the ship bonus if it finds one. Any Skill which the computer produces when dropped won't roll and will need to use the modifier box to add in that bonus and checked to keep track if you wish. I have also opened them up to be editable, but would caution changing the pilot or anyskill as it's calculated. I'll work on securing those in another update as this is going to have quite a few changes.
Adding a port weapon mount isn't possible. All the others work but the port one doesn't want to function.
Upgrading a weapon doesn't work. It just doesn't do anything when I tried with a weapon slot that isn't a turret. When I tried it with a turret slot it brings up an error:
[ERROR] Script execution error: [string "scripts/manager_charstarship.lua"]:1107: bad argument #2 to 'format' (string expected, go nil)
Blank campaign on the TEST version, steps to reproduce:
Create new campaign
Load CRB
Create a new PC ship
Try to add (port weapon mount) or upgrade a weapon slot (any)
Found issue and will be part of next update.
A few convinience things I noticed while testing the Starship inventory:
'LOCATION' and 'BULK' are still shown in the inventory, even though they have no function.
There is no easy way to get an item from the Starship inventory into the party inventory to sell it. You have to move it into another inventory first and then into the party inventory.
When distributing items from the party inventory it autofills names of PCs but doesn't take PC ships into account.
As this is a new feature, we will start slow and build upon the feature over time. I have removed the labels on the cargo list. You can assign items from the inventory tab to the ship, but at the moment you will have to drag the item to the inventory tab through a player or opening the link and then dragging the link from that item window to the inventory tab.
Evolivolution
May 1st, 2021, 17:05
Thank you for all of those quick fixes :)
Evolivolution
May 4th, 2021, 14:05
Manually created skills (like professions) always have their editor (the additional section that comes op when clicking on the arrow) open and it can't be closed.
Blank campaign on the TEST version, steps to reproduce:
Create new campaign
Load CRB
Create a new PC
Add a new Skill
Try to click the "Edit List" button to close the section
Evolivolution
May 4th, 2021, 16:29
Some information, related to the ship doesn't update on the Party sheet.
What I found so far; AC, TL and the names of the crew members. AC and TL update when the values are changed (editing the Misc box) but don't always do so upon initial creation. Also they do sometimes reset back to 10, seemingly at random. I haven't found the reason for that, yet but it only happened for me when the Misc bonus is 0 as well.
I can't get the name of the crew members to update whatsoever, only way to do it is to remove and re-add the PC.
Also SPs seem to always reflect the max shield points. I don't know if that's intentional or not. In my opinion it should update to reflect the current total shield points as well.
Blank campaign on the TEST version, steps to reproduce:
Create new campaign
Load CRB
Create a new ship
Add the ship to the party sheet (AC and TL thing)
Create a new PC
Add the PC to the ships crew
Change the PCs name (Crew name thing)
Evolivolution
May 4th, 2021, 22:39
Weapon Specialization and Weapon Focus to Weapon Helper on the character sheet
I'm sorry to do this already, but seeing as this has been implemented to be part of the ruleset now, I gotta ask.
Can you add support for abilities, features, etc. that grant 1.5x your character level as a damage bonus such as the Vesk Natural Weapons Trait?
Vesk can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. Vesk gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for this unarmed strike (instead of just adding their character level, as usual).
This feature also currently is rounding up instead of down, for half specialization.
Also thank you for all the quick fixes you did so far.
Evolivolution
May 4th, 2021, 22:54
I will have the Crew Quarters as Other System subtype moving forward. As for the others you mentioned, all the windows share the same list and are filtered to show only those that are needed within that window. The Other Systems frame is only meant to show components that have no other place on the sheet.
This hasn't been in the update release notes, so I'm not sure if it's supposed to be implemented already. However I've found something else after the update rolled out. (If it should be, it's not)
Clicking on the Other Systems section of the Ship Sheet now links to the Ship Item List with the SubType filter set to 'Other System' instead of 'Other Systems'.
superteddy57
May 4th, 2021, 23:58
This hasn't been in the update release notes, so I'm not sure if it's supposed to be implemented already. However I've found something else after the update rolled out. (If it should be, it's not)
Clicking on the Other Systems section of the Ship Sheet now links to the Ship Item List with the SubType filter set to 'Other System' instead of 'Other Systems'.
That's intended as the modules should have it listed as Other System
superteddy57
May 5th, 2021, 00:00
I'm sorry to do this already, but seeing as this has been implemented to be part of the ruleset now, I gotta ask.
Can you add support for abilities, features, etc. that grant 1.5x your character level as a damage bonus such as the Vesk Natural Weapons Trait?
This feature also currently is rounding up instead of down, for half specialization.
Also thank you for all the quick fixes you did so far.
It's not currently on my list. Something to consider adding to the Weapon Helper to add in level to the attack or damage.
Evolivolution
May 5th, 2021, 00:07
That's intended as the modules should have it listed as Other System
In that case, all the items currently listed under 'Other Systems', which is about 2/3 of them, should be updated.
StarMaster
May 5th, 2021, 01:36
Hi all! Me again...
We are at character creation still, and the damage fields for melee weapons on the tab action of the char sheet appear empty. If you double click it, it rolls damage correctly, and the magnifying glass shows the correct formula (I THINK, very important point, just started using FG so maybe there's something wrong and I don't know it). And also there's the code on the log that shows when I access the Actions tab.
Let me attach a thousand pics, documenting almost everything...
46341 (This is the error I get on the log)
46342(No DMG on the melee weapons of the drone char sheet)
46343 (This is is when you double click the field)
46345 (No DMG on the melee weapons of one of the PCs' char sheet)
46347 (But the magnifying glass shows everything is correct, again, I think)
Any ideas?
superteddy57
May 5th, 2021, 05:38
Hi all! Me again...
We are at character creation still, and the damage fields for melee weapons on the tab action of the char sheet appear empty. If you double click it, it rolls damage correctly, and the magnifying glass shows the correct formula (I THINK, very important point, just started using FG so maybe there's something wrong and I don't know it). And also there's the code on the log that shows when I access the Actions tab.
Let me attach a thousand pics, documenting almost everything...
46341 (This is the error I get on the log)
46342(No DMG on the melee weapons of the drone char sheet)
46343 (This is is when you double click the field)
46345 (No DMG on the melee weapons of one of the PCs' char sheet)
46347 (But the magnifying glass shows everything is correct, again, I think)
Any ideas?
I tested this with a fresh campaign and with the latest on the TEST server. I am not able to recreate this.
46367
Evolivolution
May 5th, 2021, 14:26
When making a charakter with the human race (or rather the 'Skilled' trait), I get a bunch of these error messages:
[ERROR] Handler error: [string "scripts/manager_char.lua"]:1335: attempt to perform arithmetic on global 'nSkilledPoints' (a nil value)
[ERROR] Script execution error: [string "scripts/manager_char.lua"]:1335: attempt to perform arithmetic on global 'nSkilledPoints' (a nil value)
Blank campaign on the TEST version, steps to reproduce:
Create new Campaign
Load CRB
Create new character
Insert Ability Scores
Add Race (Human)
'Skilled' trait get's added automatically (error message)
Add Theme (error message)
Add Class (error message)
I assume this is due to the 'Skilled' trait. I'm not getting any of these errors when not using human as race.
I have also tried this with the Aasimar, Sarcesian and Urog races (since they also have the 'Skilled' trait) and they get the same errors. So I'm almost certain there's something going on with checking for this racial trait and then calculating Skill Points.
Now (after the recent update), the Skilled Trait only grants 1 Skill Rank at level 1 but no further Skill Ranks at every level thereafter.
superteddy57
May 5th, 2021, 21:34
Now (after the recent update), the Skilled Trait only grants 1 Skill Rank at level 1 but no further Skill Ranks at every level thereafter.
Ok thank you for the report.
Evolivolution
May 6th, 2021, 14:15
The number of attacks made when making a Full Attack can't be edited anymore.
StarMaster
May 6th, 2021, 15:05
Hi all! With the last update, "Enabling/Disabling Lighting" ruins the map you are seeing. I open the image and the information of walls and lightining is available, but 50% chances the image is not. Trying things I discovered that if you disable lighting the image appears, and if you enable it again it shows the lighting effects and keeps the image. This error occurs again when you maximize the image, and is solved in the same fashion.
As usual, screenshots to show what I mean!
46399 Walls data available, but no image (in this case the "Enabling/Disabling Lighting" is On, that is Enabled)
46400 Here I disabled lighting
46401 The I enable it again (notice the pin and tokens appear, and a little section with a light becomes visible)
46402 Then I maximize the map, and again everything disappears, this time gray instead of dark blue
46403 Then I disable lighting and the map appears again, and then I enable it again and works fine (but I cannot add any more pics, since 5 is the limit)
I don't have any player connected, so I can't tell you what happens if sharing/de-sharing the image
Hope you can check it out!
superteddy57
May 6th, 2021, 15:15
Hi all! With the last update, "Enabling/Disabling Lighting" ruins the map you are seeing. I open the image and the information of walls and lightining is available, but 50% chances the image is not. Trying things I discovered that if you disable lighting the image appears, and if you enable it again it shows the lighting effects and keeps the image. This error occurs again when you maximize the image, and is solved in the same fashion.
As usual, screenshots to show what I mean!
46399 Walls data available, but no image (in this case the "Enabling/Disabling Lighting" is On, that is Enabled)
46400 Here I disabled lighting
46401 The I enable it again (notice the pin and tokens appear, and a little section with a light becomes visible)
46402 Then I maximize the map, and again everything disappears, this time gray instead of dark blue
46403 Then I disable lighting and the map appears again, and then I enable it again and works fine (but I cannot add any more pics, since 5 is the limit)
I don't have any player connected, so I can't tell you what happens if sharing/de-sharing the image
Hope you can check it out!
I wouldn't believe this sort of thing would be ruleset code. I would recommend posting in the Vision and Lighting Beta thread in the Laboratory.
superteddy57
May 6th, 2021, 15:18
The number of attacks made when making a Full Attack can't be edited anymore.
This is by design. Based on the CRB, a full attack is only two attacks. In either case, double clicking on the the modifiers will produce full attack rolls if more are needed.
StarMaster
May 6th, 2021, 15:19
I wouldn't believe this sort of thing would be ruleset code. I would recommend posting in the Vision and Lighting Beta thread in the Laboratory.
Will do that! But since the issue started with the last update, I thought I would mention it here.
Thx!
superteddy57
May 6th, 2021, 15:36
I understand your logic and you'd be correct. I just didn't play with the image code and anything related to vision or lighting is not fully on the ruleset side of things. That's why I would recommend posting there to let the devs working on vision and lighting take a look.
Evolivolution
May 7th, 2021, 15:19
Item distribution from the party sheet to party members isn't working. I tired a bunch of different scenarios but it always just print's 'No items assigned for distribution to the Party.' in the chat, no matter what I do.
Currency distribution works fine and distribution to a starship also works fine.
Evolivolution
May 7th, 2021, 15:23
Having free skill ranks in a skill doesn't make the skill trained (if it's a learned skill).
The red box on the skills tab and the chat output for untrained stay.
Evolivolution
May 8th, 2021, 17:58
Armor Skill Check and Speed penalties don't apply.
superteddy57
May 10th, 2021, 04:15
Armor Skill Check and Speed penalties don't apply.
Was able to sort the Armor Skill Check penalties, but will have to dig a bit deeper for speed penalties. Will be part of weekly update.
Evolivolution
May 10th, 2021, 12:43
Will be part of weekly update.
Awesome
Tuleen Donai
May 14th, 2021, 02:39
Has anyone noticed any errors in SP?? I was doing FG College, and one of the instructors had us use the Test channel (which was cool, because there is WAY cool stuff in here.) So, my campaigns got copied and my generic Starfinder campaign was there with all my SFS Pre-gen lvl 1 characters. I pulled them all into the combat tracker and the SP's for nearly everyone proceeded to get changed to 0, except Velloro and Zemir, who were at 1.
Puzzling ....
superteddy57
May 14th, 2021, 11:13
Has anyone noticed any errors in SP?? I was doing FG College, and one of the instructors had us use the Test channel (which was cool, because there is WAY cool stuff in here.) So, my campaigns got copied and my generic Starfinder campaign was there with all my SFS Pre-gen lvl 1 characters. I pulled them all into the combat tracker and the SP's for nearly everyone proceeded to get changed to 0, except Velloro and Zemir, who were at 1.
Puzzling ....
This is verified. The SP wasn't be checked when the sheet was loaded. Fix will be pushed with weekly update.
Evolivolution
May 14th, 2021, 14:18
Has anyone noticed any errors in SP?? I was doing FG College, and one of the instructors had us use the Test channel (which was cool, because there is WAY cool stuff in here.) So, my campaigns got copied and my generic Starfinder campaign was there with all my SFS Pre-gen lvl 1 characters. I pulled them all into the combat tracker and the SP's for nearly everyone proceeded to get changed to 0, except Velloro and Zemir, who were at 1.
Puzzling ....
Workaround until the update get's pushed:
Make sure you don't have you campaign open while doing this!
Go into the db.xml of your campaign and find the <sp /> section of your PCs.
Add the following lines:
<classes type="number"></classes>
<temporary type="number"></temporary>
<toughness type="number">0</toughness>
Add in the numbers that your PCs need for classes and toughness.
If your PCs had toughness bonus before, remove the mod bonus and reset it to 0, remember you might have to adjust the total and current values.
Save the file and close it.
Tuleen Donai
May 14th, 2021, 16:31
I tried this work around in Test, and at first I opened up my CT and verified all the SP’s were correct.
Then I opened a char sheet and boom! SP for that character set to 0.
Addendum: Forgot to change classes to the SP number as well. This resolved the issue.
deer_buster
May 16th, 2021, 23:39
FYI, under Operative's specialization, [1st LEVEL] Skill Focus link is broken still (TEST)
Also, some feedback. The only thing I don't like about the little dropdown for skill bonuses, is that it makes it a huge PitA to add insight bonus for operative's edge...
superteddy57
May 17th, 2021, 00:08
FYI, under Operative's specialization, [1st LEVEL] Skill Focus link is broken still (TEST)
Also, some feedback. The only thing I don't like about the little dropdown for skill bonuses, is that it makes it a huge PitA to add insight bonus for operative's edge...
I'll let the dev know about the link being broken. Appreciate your feedback on the new skill bonuses.
Tuleen Donai
May 17th, 2021, 01:00
I kinda liked it! All one page. Actually seemed more intuitive to me.
jrock1
May 17th, 2021, 01:17
I kinda liked it! All one page. Actually seemed more intuitive to me.
Agreed. Why would it be more difficult to add bonuses?
deer_buster
May 17th, 2021, 02:06
Agreed. Why would it be more difficult to add bonuses?
Add the operative edge bonus to each skill...and compare that to doing it the previous way...
deer_buster
May 17th, 2021, 02:07
I kinda liked it! All one page. Actually seemed more intuitive to me.
It's great if you only have 1 skill's bonuses to modify at a time...not so much when you have to modify every skill's bonuses.
jrock1
May 17th, 2021, 02:10
Add the operative edge bonus to each skill...and compare that to doing it the previous way...
I see, it creates extra clicks.
deer_buster
May 17th, 2021, 02:23
I see, it creates extra clicks.
A LOT of them... :)
deer_buster
May 17th, 2021, 02:25
I wonder if a better way would be if it could somehow expand out to the right (instead of down) for ALL skills when you click a button, then collapse when you click it again....or alternately, a button to expand down for all and then collapse when clicked again...
superteddy57
May 17th, 2021, 11:03
Is the Operative Insight feature the only global increase?
deer_buster
May 17th, 2021, 15:02
It's the one I can think of right now
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