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ianmward
April 25th, 2024, 01:28
I was checking chases on the combat tracker, and I believe I'm seeing an issue. Some NPCs, when added to the combat tracker, have a blank MOV, which is throwing the movement point calculations off. I'll attach an example.

Thanks for reporting, StickClip.

I’ll take a look.

StickClip
April 25th, 2024, 06:04
Thanks for reporting, StickClip.

I’ll take a look.


Thanks! Also, I just noticed, on NPCs, the "1D8|Imp" for damage doesn't seem to be working. Instead of making it a roll, it just prints out a message. I'll attach an image. Not working on rolls from combat tracker or just on the NPC sheet.

ianmward
April 26th, 2024, 09:17
Thanks again StickClip,

I have tracked down both of these issues and pushed a HotFix to Smiteworks, so they should trickle out to you soon.

StickClip
April 27th, 2024, 04:00
Hi Ianmward,

Looks like the chase issue is fixed (thanks), but I'm still seeing an issue with the 'Imp' damage rolls. When I roll damage on the combat tracker on a critical success, it always lists zero damage. I'll attach an image.
And apologies if the fix just hasn't hit yet.

Thanks!
stickclip

sedgetone
April 27th, 2024, 12:07
Issue with resetting the "Reset turn order" in the Combat Trackers MENU. This clears the Init entries from CT actors but doesn't reset them to their default DEX values.

ianmward
April 28th, 2024, 07:11
Hi Ianmward,

Looks like the chase issue is fixed (thanks), but I'm still seeing an issue with the 'Imp' damage rolls. When I roll damage on the combat tracker on a critical success, it always lists zero damage. I'll attach an image.
And apologies if the fix just hasn't hit yet.

Thanks!
stickclip

Ah… ok, I tested with the npc sheet, not the ct. I’ll fix it up now.

ianmward
April 28th, 2024, 07:12
Issue with resetting the "Reset turn order" in the Combat Trackers MENU. This clears the Init entries from CT actors but doesn't reset them to their default DEX values.

Hi Sedgetone,

Thanks for reporting. I’ll take a look.

ianmward
April 28th, 2024, 08:17
Issue with resetting the "Reset turn order" in the Combat Trackers MENU. This clears the Init entries from CT actors but doesn't reset them to their default DEX values.

Thinking about it, the Reset Turn Order should not do anything as the Initiative is not rolled, but is based on Dex (with +50 for having a readied weapon), so it makes no sense to reset it.
I checked and CoC6e does nothing when the menu item is selected, so that is what I have changed it to do now.

If you think this is wrong, please reply and we can discuss what should happen.

ianmward
April 28th, 2024, 08:25
I have submitted a fix for the two issues.

v2024-04-28
* [Fixed] - NPC damage 1d8|Imp not rolling from CT
* [Fixed] - "Reset turn order" in the Combat Trackers MENU clears the INIT Values when it should not.

sedgetone
April 28th, 2024, 17:02
It was a bit of an edge case, where three NPCs had put their weapons away and I thought I’d try that to see if it would do anything. Please feel free to ignore it.

ProfDogg
May 12th, 2024, 04:07
Within the module, A Cold Fire Within, there are some images in the image folder that are empty: "N'x-Yhaa-Wil", "N'x-Yhaa-Wil's Visions", "Dr Walter Nesbitt and R'ga-lil", and "The City Palace of V'thruu".

Ecks
May 25th, 2024, 16:23
In The Haunting 7E reference manual, there are a number of invalid characters that are rendered as a square, usually quotation marks or hyphens. Here are a few examples, but they are throughout the entire module:

Locations > The Boston Globe

In the first keeper's note after "the people they could meet[]" (probably should be a '-')
In the second keeper's note after "versus the investigator[]s" (probably should be a ')

Locations > The Central Library

At the end of the first paragraph after "resolve their investigations[]" (probably should be a '-')
In Handout 4 after "leave the area []" and "unauspicious demeanor.[]" (probably should be double quotes).
Also, "Handound 3" and "Handount 4" are both spelled wrong
Handout 6 does not have a ':' after it like the other handout labels.

Ecks
May 25th, 2024, 16:57
In the Call of Cthulhu 7e ruleset reference manual, opening page C1 - Introduction > Example of Play throws a console error:

[ERROR] windowcontrol: Database type mismatch on path (text) in control (text) in class (story_block)
[ERROR] Handler error: [string "CoreRPG:scripts/manager_story.lua"]:1811: attempt to index local 'cText' (a nil value)

Moon Wizard
May 25th, 2024, 19:03
Just pushed fixes for those. Please run a new Check for Updates.

Regards,
JPG

Ecks
May 26th, 2024, 00:21
Thanks!

TrentLane
May 29th, 2024, 16:43
In the "Horror on the Orient Express"- Books 2, in the section "Cold Wind Blowing", the "Research" chapter contains the text for a later story entry.

ianmward
June 1st, 2024, 08:40
Hi TrentLane, thanks for spotting this. I’ll take a look and fix it up.

ianmward
June 2nd, 2024, 08:10
In the "Horror on the Orient Express"- Books 2, in the section "Cold Wind Blowing", the "Research" chapter contains the text for a later story entry.

I've submitted a fix to SmiteWorks, you should see it filter down soon.

SpinyNorman
July 9th, 2024, 23:53
when adding NPC from MASK of Nyarlatothep to combat tracker getting a Script execution error
-have cleared the vault
-uninstalled/and did a clean install of unity
still getting the same error -

[7/9/2024 6:41:26 PM] RULESET: Core RPG ruleset (2024-07-03) for Fantasy Grounds
Copyright 2024 Smiteworks USA, LLC
[7/9/2024 6:41:26 PM] EXTENSION: Call of Cthulhu - Pulp Cthulhu Options\rCopyright 2017 Chaosium Inc.; all rights reserved.\rCall of Cthulhu (r) is the registered trademark of Chaosium Inc.
[7/9/2024 6:41:26 PM] EXTENSION: Call of Cthulhu - Pulp Cthulhu extension v2022-01-15\rCopyright 2016 Smiteworks USA, LLC
[7/9/2024 6:41:26 PM] EXTENSION: Call of Cthulhu Pulp Options by Die Hard Gaming.
[7/9/2024 6:41:27 PM] MEASURE: LOAD - PART 2 - 4.6659929
[7/9/2024 6:41:52 PM] MEASURE: MODULE LOAD - 0.7182056 - Call of Cthulhu 7e
[7/9/2024 6:41:56 PM] MEASURE: MODULE LOAD - 0.1742809 - CoC 7e PC Reference
[7/9/2024 6:41:58 PM] MEASURE: MODULE LOAD - 0.8126861 - Call of Cthulhu 7e Investigators Handbook
[7/9/2024 6:42:02 PM] MEASURE: MODULE LOAD - 0.2026525 - CoC 7e Reference
[7/9/2024 6:42:10 PM] MEASURE: MODULE LOAD - 2.8987782 - Masks of Nyarlathotep
[7/9/2024 6:42:20 PM] MEASURE: MODULE LOAD - 0.1027873 - Masks of Nyarlathotep - High-Res Handouts
[7/9/2024 6:42:22 PM] MEASURE: MODULE LOAD - 0.1781374 - Masks of Nyarlathotep - Pre-Generated Characters
[7/9/2024 6:42:57 PM] [ERROR] Script execution error: [string "CallOfCthulhu7E:scripts/manager_combat2.lua"]:212: bad argument #1 to 'match' (string expected, got nil)
[7/9/2024 6:43:03 PM] [ERROR] Script execution error: [string "CallOfCthulhu7E:scripts/manager_combat2.lua"]:212: bad argument #1 to 'match' (string expected, got nil)
[7/9/2024 6:43:06 PM] [ERROR] Script execution error: [string "CallOfCthulhu7E:scripts/manager_combat2.lua"]:212: bad argument #1 to 'match' (string expected, got nil)

Moon Wizard
July 10th, 2024, 00:17
Just pushed a quick fix for this. Please run a new Check for Updates, and try again.

Regards,
JPG

SpinyNorman
July 10th, 2024, 01:15
Just pushed a quick fix for this. Please run a new Check for Updates, and try again.

Regards,
JPG

issue has been resolved thank you for quick response

damned
July 10th, 2024, 01:52
Thanks Moon Wizard!

blazeheroic
July 27th, 2024, 03:20
Hi, I'm having a problem with some Fantasy Grounds Unity themes cutting off part of the character sheet. The pictures hopefully show the problem that I'm having. I've checked all the default themes, and the themes that work and don't are noted below.

Works: Default, Light, Dark, Simple Brown, Simple Grey
Cut off: Classic, Dungeon, Leather, Wood

61394
61393
61395

Moon Wizard
August 4th, 2024, 19:03
Just pushed an update to the Test channel, which should be released mid month, that should help CoC7 work better with themes.

Regards,
JPG

Egheal
August 4th, 2024, 21:12
Just pushed an update to the Test channel, which should be released mid month, that should help CoC7 work better with themes.

Regards,
JPG

Thanks a lot for this great update. No more lateral cuts on some character sheet windows with some themes.
I tried it with most (probably all) of the themes. They are all working nicely.
There is some errors popping with the FGA theme but I'm sure it will be fixed quickly because the theme Magicant Red works with no problem and it is done by the same artist.

Most importantly for me and my players the Big Portrait extension is still working with no problem, it is so nice we can't play without it!

Amerisun
August 9th, 2024, 15:33
Small problem: The beast's NPCs are mostly build 0. For example, horse should be build 4, black bear should be build 3. :-) I found this out because I was trying to show my players what a build 4 creature would look like size-wise so they would have an advantage when shooting at a large target.

ianmward
August 10th, 2024, 04:22
Hi Amersiun,

The Beasts NPC records (and many others) are "Race" records, meaning that they do not have fixed stats, but are calculated randomly when instatiated (dragged to the combat tracker). When this happens, the derived stats, like Dodge and Build are calculated from their actual stats, I just tested and it working as expected.

I hope that makes it clearer.

Amerisun
August 10th, 2024, 06:03
Hi Amersiun,

The Beasts NPC records (and many others) are "Race" records, meaning that they do not have fixed stats, but are calculated randomly when instatiated (dragged to the combat tracker). When this happens, the derived stats, like Dodge and Build are calculated from their actual stats, I just tested and it working as expected.

I hope that makes it clearer.

Thank you! I had no idea!

StickClip
August 29th, 2024, 00:04
I was helping a player create their character, and they said that no occupations were showing up under the Character > Occupations tab on the right.
I had them go into modules and load the CoC modules, but still no Occupations.
They were able to drag and drop the Occupation directly from the module, but they never showed up under the Occupations tab.

damned
August 29th, 2024, 01:25
I was helping a player create their character, and they said that no occupations were showing up under the Character > Occupations tab on the right.
I had them go into modules and load the CoC modules, but still no Occupations.
They were able to drag and drop the Occupation directly from the module, but they never showed up under the Occupations tab.

Are they showing up correctly for other players? If so they might need to delete the cache for this campaign and let it download again.

StickClip
September 5th, 2024, 00:39
Are they showing up correctly for other players? If so they might need to delete the cache for this campaign and let it download again.

The other player didn't have trouble, just one. I've never deleted cache before - do you have instructions I can send him?

damned
September 5th, 2024, 03:15
On the players FG Splash screen - click the folder Icon.
It will open an explorer window set to the FG data folder.
Go to Cache and rename the folder that has the campaign name that you have set.

elwhynn
December 8th, 2024, 23:58
There appears to be a problem on character sheet with skills. The following skills are not showing with their base value. The following should have a base value according to CoC7e official character sheet.

List of missing base skills for 1920s era character:
Art/craft 5%
Dodge - should be half DEX
Firearms (Handgun) 20%
Firearms (Rifle/Shotgun) 25%
Language (Other) 1%
Pilot 1%
Science 1%
Survival 10%

FG provides base but CoC official character sheet does not:
Opr Hvy MCh 1% in FGU, not in CoC official sheet

damned
December 9th, 2024, 00:05
Please check your ERA in settings.

damned
December 9th, 2024, 00:10
Also make sure you are following correct character creation steps.

https://www.diehard-gaming.com/manual/coc7e-character-creation.html
https://www.youtube.com/watch?v=AhF1pUhy5n0

elwhynn
December 9th, 2024, 00:27
Please check your ERA in settings.

Era is correct.

elwhynn
December 9th, 2024, 00:29
I will but why would other default skills be showing up (like Appraise), while the ones on list (like Survival), do not just show up on the base sheet?

elwhynn
December 9th, 2024, 00:29
Also make sure you are following correct character creation steps.

https://www.diehard-gaming.com/manual/coc7e-character-creation.html
https://www.youtube.com/watch?v=AhF1pUhy5n0

I will but why would other default skills be showing up (like Appraise), while the ones on list (like Survival), do not just show up on the base sheet?

damned
December 9th, 2024, 00:33
Thats how its programmed.
Please make sure you add Occupation with the correctly selected Occupation Skills before accessing the skill list.

elwhynn
December 9th, 2024, 04:44
Thats how its programmed.
Please make sure you add Occupation with the correctly selected Occupation Skills before accessing the skill list.

Thanks. I followed the instructions and entered the exact example given at https://www.diehard-gaming.com/manual/coc7e-character-creation.html. I understand that some baseline skills are assigned via the occupation selection and therefore my list of missing skills was too long. However, it seems like some skills are still missing. After dragging Explorer to sheet and completing the choices, I still see these remaining issues:

Missing base scores:
Art/craft 5%
Firearms (Rifle/Shotgun) 25%
Pilot 1%
Science 1%

FG gives Opr Hvy MCh, but that is not in CoC official sheet.

Even though my first list was overlong due to not selecting the occupation first, I still think FG is not adding some base skills that should be there. The results may vary based on selected occupation and specializations. In the above example, if I filled in Rifle/Shotgun on the Explorer occupation window, then the missing base would be Firearms (Handgun) instead.

Or, I have the wrong character sheet from Chaosium.
https://www.chaosium.com/content/FreePDFs/CoC/Character%20Sheets/V2/CoC7%20PC%20Sheet%20-%20Auto-Fill%20-%201920s%20-%20Standard%20-%20Color.pdf

Also please note: on the example character Deacon Black at www.diehard-gaming.com, the skill tab has Firearms (Pistols) -1, because it is not entered Firearms (Handgun) on the character sheet.

damned
December 9th, 2024, 06:17
All your examples require specializations.
And yes - if you typo it you get the wrong starting skill.

You are mot meant to get 1% for every Specialist skill. You only get the skills that you choose.

damned
December 9th, 2024, 06:19
Operate Heavy Machinery is not listed as a Modern Skill and that is why it is added in your 1920s sheet.

elwhynn
December 9th, 2024, 15:27
All your examples require specializations.
And yes - if you typo it you get the wrong starting skill.

You are mot meant to get 1% for every Specialist skill. You only get the skills that you choose.

I don't think it is correct that you are not supposed to get the base numbers for specialist skills. You start with the base skills, including specializations, and then can use points to raise individual specializations.

Art/craft. The base is 5% for all specializations.
Fighting. The base varies based on weapon (specialization). The base scores are Axe 15%, Brawl 25%, Chainsaw 10%, Flail 10%, Garrote 15%, Spear 20%, Sword 20%, Whip 5%.
Firearms. The base varies based on weapon (specialization). The base scores are Bow 15%, Handgun 20%, Heavy Weapons 10%, Flamethrower 10%, Machine Gun 10%, Rifle/Shotgun 25%, Submachine Gun 15%.
Language – other. 1% is base for any language.
Pilot - 1% is base for both specializations (Aircraft and Boat).
Science -1% base for all specializations.
Survival - 10% base for all specializations.

Investigators are supposed to get all the base numbers, then players can then invest points to raise specific specializations.

Perhaps there was a decision not to include all of them on the skills tab for real estate reasons. But why put 1% Operate Heavy Machinery, but not include something more likely, like picking up an axe and attacking with the base skill of 15%?

Not having these on the character sheet creates the impression that they are zero unless investing points in them. People thinking they have 0% in firearms specialization and fighting specializations could be very impactful. This can be resolved by manually adding the missing items to skills tab, but it would save time if FG handled.

Thanks for taking the time to understand my concerns.

The way I may solve this (pending any change to FG) is to create separate skill records for each specializations (for example Fighting: Axe) and set their base values per the rules. That way, at least the players can simply drag the missing skills to their sheet, rather than have to manually type the specialization and risk typos. Or, just tell players to open the detail, tell me the base score, and roll percentile dice. Just need to make sure they are aware this is how it works.

damned
December 10th, 2024, 02:49
We disagree on the interpretation and how the game is actually played - thats OK.
Just click the little blue icons in your skills list to add any additional entries that you want.

elwhynn
December 16th, 2024, 19:57
Please take a look at the Keeper Guide, Optional Rules - Specializations: Transferable Skill Benefit. Of course, the Keeper may decide how their table is played, but this is a good example showing the rules as written align with what I shared in our discussion.

"Matthew spends 25 skill points to raise his Fighting (Brawl) skill to 50%. Any other Fighting specializations will gain a 10% point bonus to their base values. Fighting (Sword) now starts at 30% instead of 20%. He then spends 5 skill points to raise his Fighting (Sword) skill to 35%. In play, Matthew’s investigator picks up an axe. Matthew did not put any skill points in the axe specialization, but since he has one Fighting specialization of 50%, his base chance with an axe is elevated by 10 percentage points to 25%."

This shows pretty clearly that an Axe starts at 10%, regardless of whether you put any specialization into it. Assigning points raises the specialization, but this example supports that all investigators start out with the base points for these specializations. You don't need to invest anything to get the base specialization.

My concern was with how the FG implementation can lead to a different assumption than what the book outlines, but our discussion helped me understand the rules better and I appreciate it.

sedgetone
December 20th, 2024, 13:22
Looks like the mini panel on the character sheet main tab is broken. Works on the inventory tab though.

Moon Wizard
December 20th, 2024, 19:17
Just pushed an update that fixes the main tab mini weapon sheet. Please run a new Check for Updates.

Regards,
JPG

Magnimost
January 24th, 2025, 23:13
When getting a critical hit with a weapon the +blooddrop doesn't light up in red, but the critical is processed correctly.

Moon Wizard
January 25th, 2025, 04:53
I believe that the blood drop is an override; not an indicator.

Automatic crits in most systems are typically tied to a tracked memory state between two actors (in order to support multi-attacks), and other cases.

Any override (such as holding the Shift key; or pressing a button) applies an override to the “next” roll regardless of the actor attack state on that target.

Regards,
JPG

sedgetone
February 22nd, 2025, 11:34
A Cold Fire Within
A couple of broken bits I've stumbled across:
* Image Record = N’x-Yhaa-Wll
* Image Record = N’x-Yhaa-Wll’s visions

Pulp Cthulhu
* Talents text that has ' in them are corrupted i.e Insane hearing - "Quiet everyone, what’s that ticking?"
* Module title in the the Reference list appears as Pulp CthulhuCall of Cthulhu 7e Pulp Cthulhu

ianmward
February 27th, 2025, 23:03
A Cold Fire Within
A couple of broken bits I've stumbled across:
* Image Record = N’x-Yhaa-Wll
* Image Record = N’x-Yhaa-Wll’s visions

Pulp Cthulhu
* Talents text that has ' in them are corrupted i.e Insane hearing - "Quiet everyone, what’s that ticking?"
* Module title in the the Reference list appears as Pulp CthulhuCall of Cthulhu 7e Pulp Cthulhu

Thanks sedgetone, a fix for Pulp Cthulhu went out on Tuesday, hopefully that fixes these. Let me know if not.

Elvedui
April 1st, 2025, 15:54
I am getting a bunch of errors.

Moon Wizard
April 1st, 2025, 16:31
I'm not seeing that in my local test CoC7 campaign. Can you zip up your campaign, and post here, so we can take a look?

Regards,
JPG

damned
April 1st, 2025, 23:20
Moon Wizard try changing the Era.

Moon Wizard
April 2nd, 2025, 05:49
I did try changing the era in the options both with just the Options window open; and also with a Character Skills tab open. I didn't receive an error either time.

Is there a set of steps I can follow to see what you are seeing?

Thanks,
JPG

Elvedui
April 4th, 2025, 13:36
I am not doing anything. Just activating modules and i get these errors. I don't even have a campaign set up yet and when i open the books after activating the modules.

Moon Wizard
April 4th, 2025, 17:45
Which modules are you activating when you get these errors?
Any exact steps you can provide will help Ian or myself narrow down the error.

Regards,
JPG

Elvedui
April 4th, 2025, 20:54
i am activating all modules. I own almost all the content to include 6E modules. So i activate all of it. I will try to get in and replicate again so i can provide any additional details.

Elvedui
July 27th, 2025, 17:02
So the Archetypes and Talents from Pulp Cthulhu don't show up under the appropriate tabs under the Character tab. I don't know if the other Pulp items don't show up but that was something i notied as i was trying to get back into CoC

ianmward
July 28th, 2025, 10:24
So the Archetypes and Talents from Pulp Cthulhu don't show up under the appropriate tabs under the Character tab. I don't know if the other Pulp items don't show up but that was something i notied as i was trying to get back into CoC

It seems fine to me... Have you loaded the "CoC 7e PC Reference" module?

64949

Elvedui
July 28th, 2025, 16:00
It seems fine to me... Have you loaded the "CoC 7e PC Reference" module?

64949

I thought i had everything loaded, but certain items became unloaded. Fixed now. However, i see that the equipment list in the Pulp book don't show up in the items tab.

ianmward
July 28th, 2025, 23:12
As the items in the CoC rulebooks are very generic and often not even items, like travel costs, it was decided that they would not be created for drag and drop. That said, I seem to remember somebody creating a forge module.

Elvedui
July 29th, 2025, 01:21
As the items in the CoC rulebooks are very generic and often not even items, like travel costs, it was decided that they would not be created for drag and drop. That said, I seem to remember somebody creating a forge module.

Well there is a list of travel costs, but also several list of items. clothes and tools. They are drag and drop from some of the other books, but it's not consistent. I will check on Forge, but i don't remember seeing anything.

mogul76
October 8th, 2025, 09:43
https://www.fantasygrounds.com/forums/showthread.php?85949-Art-Craft-(Specialisation)-not-recognised-as-Occupation-Skill-amp-Investigator-Handbook

Sorry for not posting this here from the start. I only saw this thread afterwards.

ianmward
October 8th, 2025, 15:49
Hi mogul76,
Thanks for posting. I’ll take a look and see what’s going on.

mogul76
October 8th, 2025, 20:56
Cheers, ianmward :)

Deslock100
December 9th, 2025, 20:31
It would seem that the new update for CoC7 has disabled the scroll feature on the inventory tab. You can still scroll in the skill tab, but inventory tab you have elongate the sheet to see all of your items if you have many.

superteddy57
December 9th, 2025, 21:33
This is being looked into and responded through discord.

Sinnerman
December 22nd, 2025, 07:47
Hello,
I'm getting this error when I try to add a specialization to any skill that have specializations:
[12/22/2025 8:30:38 AM] [ERROR] Script execution error: [string "C:..ain_specialization:list_iadd"]:22: attempt to index field '?' (a nil value)

I've already tried the following steps:
- update
- start a new campaign with only basic references loaded
- delete all rulesets, modules & extensions and download everything back from the updater

But the error keeps happenig.

Thanks for any help

superteddy57
December 22nd, 2025, 09:01
Pushed fix to address this error.

Sinnerman
December 22nd, 2025, 10:19
Thanks for the fast response.

After updating I get a different error:
[12/22/2025 10:54:27 AM] [ERROR] Script execution error: [string "CallOfCthulhu7E:..skill_specializations.lua"]:19: attempt to index field 'name' (a nil value)

The details form doesn't open but an empty row is added to the list; after that I can normally edit the empty row.

66040

superteddy57
December 22nd, 2025, 12:50
Pushed another fix live to address this.

Sinnerman
December 22nd, 2025, 12:54
Fixed

thank you very much

shindaseishin
January 3rd, 2026, 17:53
I'm running into an issue with adding points to the Cthulhu Mythos skill is not reducing the max sanity. I have tried it with a fresh campaign with nothing loaded, just the base CoC ruleset. Is there something extra I need to do?

superteddy57
January 3rd, 2026, 18:15
Pushed a fix to address your report.

shindaseishin
January 3rd, 2026, 19:22
The issue is fixed. Thanks for the fast turn around.

Livius21
January 10th, 2026, 22:04
I have an issue with the Chase tool, it doesn't work anymore for me. Delete hazard button has disappeared, I only have the option to add new one. Hazards doesn't show up on the footsteps graphic above and I'm getting a console error when locking the chase. I'm running all the latest updates for Fantasy ground and Call of Cthulhu ruleset

superteddy57
January 11th, 2026, 01:21
When posting please provide the compiled logs to help us see what you are experiencing. I'll try and see if I can replicate.

Livius21
January 11th, 2026, 03:13
here's the compile log
thanks

superteddy57
January 11th, 2026, 03:33
Thanks, will be huge help. I'll take a look.

superteddy57
January 11th, 2026, 20:50
Pushed an update to address the errors you were seeing.

Livius21
January 11th, 2026, 21:16
Dit that and it still doesnt work even in a new out of the box campaign. Additioanally I get some error when I drag a chase to combat tracker and it doesnt show. I'm sure it was working a few months ago.661816618266183

superteddy57
January 12th, 2026, 00:00
I didn't know it was having trouble in the combat tracker. I focused on the record, please be a bit more elaborate when reporting to help make sure the exact issue is being looked into. I'll look this over when I have a free moment.

superteddy57
January 13th, 2026, 03:39
I'm going to need more time with this. I'm not quite understanding what was being done from the previous developers and need to work through it a bit more.

superteddy57
January 15th, 2026, 06:06
Dit that and it still doesnt work even in a new out of the box campaign. Additioanally I get some error when I drag a chase to combat tracker and it doesnt show. I'm sure it was working a few months ago.661816618266183

I'm in need of knowing how data is supposed to be laid out for the chase feature. Can you post a link of your zipped up campaign so I can do some testing with my changes?

sedgetone
January 15th, 2026, 22:22
There’s a video that may help with you understanding how chases work.

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superteddy57
January 15th, 2026, 22:37
Thanks! it's not the process of the chase, but how the data is stored and saved in the campaign. Don't want to break chases in action if I don't use the same node names.

Livius21
January 16th, 2026, 15:06
So I'm not the only one experiencing this problem?
Like I said before the chase editor is broken. The hazards were showing in the small footprint graphic at top of window. There is also the remove (-) button for hazard that has now disappeared. Chase not adding to combat tracker is also another problem. Just try to replicate what the video is showing. If it can help, I have bought Fantasy ground and Cthulhu module in may 2025 and it was all working at this time so I'm guessing that some patch done after this is causing the problem. Many thanks for your help

Livius21
January 16th, 2026, 15:17
Heres my zipped out of the box campaign.
thanks

Sinnerman
January 18th, 2026, 07:36
(2nd attempt at posting, 1st one seems to have been lost)

Hello,
I've some problems with skills in character creation:

1 - "Fighting (Brawl)", "Lang - Own" and "Credit Rating" are marked as professional skills even before chosing a profession. It's not possible to add a sublabel to "Lang - Own". IMPORTANT NOTE: this seems to be fixed in the update I downloaded today: only "Credit Rating" is always marked as professional skill, and the sublabel of "Lang - Own" is again editable.
2 - If an occupation has a choice of a skill with fixed sublabel (ex. Entertainer with Art/Craft (Acting)) the skill is NOT added to the skill after occupation selection.
3 - "Lang - Own" base value is no longer calculated on the INT of the character but is always a NULL value.
4 - Skills marked as [UNCOMMON] always appear in the skill list.
5 - It's impossibile to mark/unmark a skill as occupational (if I try to fix point 2 by manually adding Art/Craft (Acting) to the list I can't then mark it as occupational)
6 - it's impossible to remove a skill from the list unless it has been added with one of the buttons atop the list. (can't remove UNCOMMON skill manually)
7 - If a profession has "Lang - Own" as occupational skill, the skill doesn't get marked as occupational nor the sublabel selected is added after been chosen in the occupation mask. NOTE: This changed in my last update, before that a second line with the correct sublabel was added to the list in addition to the fixed one with the uneditable sublabel (still a bug probably, but different). Still the base value is not correctly calculated.
8 - Pretty much the same of point 7 happens with Fighting (Brawl): the already present line in the list doen't get update with the occupational mark if the occupation you choose has it as occupational skill.

I've tested everything on a newly created campaign with only References, Base Manual & Investigator Manual loaded.
I'm pretty sure that none of this beahavior was present some weeks ago, but not really sure when the changes happened with the exception of point 7 that changed with the update I downloaded today.

Thanks

superteddy57
January 18th, 2026, 07:46
I've address most of that with the latest pushes. Have you updated recently?

superteddy57
January 18th, 2026, 08:02
Can you edit your post a bit more as to what is not working and remove the things that are working from the update?

superteddy57
January 18th, 2026, 23:11
(2nd attempt at posting, 1st one seems to have been lost)

Hello,
I've some problems with skills in character creation:

1 - "Fighting (Brawl)", "Lang - Own" and "Credit Rating" are marked as professional skills even before chosing a profession. It's not possible to add a sublabel to "Lang - Own". IMPORTANT NOTE: this seems to be fixed in the update I downloaded today: only "Credit Rating" is always marked as professional skill, and the sublabel of "Lang - Own" is again editable.
2 - If an occupation has a choice of a skill with fixed sublabel (ex. Entertainer with Art/Craft (Acting)) the skill is NOT added to the skill after occupation selection.
3 - "Lang - Own" base value is no longer calculated on the INT of the character but is always a NULL value.
4 - Skills marked as [UNCOMMON] always appear in the skill list.
5 - It's impossibile to mark/unmark a skill as occupational (if I try to fix point 2 by manually adding Art/Craft (Acting) to the list I can't then mark it as occupational)
6 - it's impossible to remove a skill from the list unless it has been added with one of the buttons atop the list. (can't remove UNCOMMON skill manually)
7 - If a profession has "Lang - Own" as occupational skill, the skill doesn't get marked as occupational nor the sublabel selected is added after been chosen in the occupation mask. NOTE: This changed in my last update, before that a second line with the correct sublabel was added to the list in addition to the fixed one with the uneditable sublabel (still a bug probably, but different). Still the base value is not correctly calculated.
8 - Pretty much the same of point 7 happens with Fighting (Brawl): the already present line in the list doen't get update with the occupational mark if the occupation you choose has it as occupational skill.

I've tested everything on a newly created campaign with only References, Base Manual & Investigator Manual loaded.
I'm pretty sure that none of this beahavior was present some weeks ago, but not really sure when the changes happened with the exception of point 7 that changed with the update I downloaded today.

Thanks

2) I tested this with artist and seems to be working fine, Can you give me an example occupation to test this with that you are seeing it in.
3) will be fixed with next update
4) This is intended behavior moving forward till I can find a better solution in the code for how they handled it
5) It was intended that skills would be updated as occupation skills through the profession record. I just shored up that behavior
6) See 4. They are intended as default skills moving forward
7) See 3

Sinnerman
January 19th, 2026, 17:26
2) I tested this with artist and seems to be working fine, Can you give me an example occupation to test this with that you are seeing it in.
3) will be fixed with next update
4) This is intended behavior moving forward till I can find a better solution in the code for how they handled it
5) It was intended that skills would be updated as occupation skills through the profession record. I just shored up that behavior
6) See 4. They are intended as default skills moving forward
7) See 3

Just downloaded the update and re-tested on a new campaign:

2 - both Entertainer & Author from the Investigator Handbook; the art/craft line is not inserted.
For more clarity, all the skills written in the occupation code like the example below are not inserted:
<id-001>
<skill type="string">Art/Craft (Acting)</skill>
</id-001>
Lua line extracted from a copy of the Entertainer entry of the Investigator Handbook.

3 - "Lang -Own" is no more NULL but is calculated on 1/2 INT instead of 1xINT.

4 to 7: ok, I can understand the change but at the moment the lack of possibility to manually edit the list is quite a problem: take the example of the art\craft line missing, I can easily solve it by adding it to the list and then mark it as occupational, but atm the only way I can do that is by manually edit the db.xml.
IMHO is better to leave the list editable, at least to the Keeper.

EDIT: tried to post this 3 time this morning (Italy time zone) but all three post have been lost, this one worked flawlessly. This happened with my last post too, there's some kind of time restraint on posting or somenthing like that?

superteddy57
January 20th, 2026, 08:27
First please stop sending multiples of the same report. They are being flagged for moderation and you may not be seeing them show. I am able to see all the previous posts. It's flooding the forum.

2) I've updated the professions in the core rulebook to no longer use the parenthesis and use the sublabel in the skill to work cleanly with the system. For custom professions, using the parenthesis is not possible and thusly I went to a unified system. If any other modules have this I will be happy to update them. Just let me know which modules need updating.
66282

3) The recent update I just made will address this.

4 to 7) The list hasn't changed in function to what it was before I did a clean up. The list sets default skills from the eras and ensures these can't be deleted by mistake or on purpose. If a skill is added by an occupation, you can delete it from the link of the occupation from the character sheet. This is where you are able to adjust those skills. If you delete the skill from that list it will delete it from the character sheet. In any case, the GM is able to delete default skills from the sheet as requested with this update.

Sinnerman
January 20th, 2026, 09:18
First please stop sending multiples of the same report. They are being flagged for moderation and you may not be seeing them show. I am able to see all the previous posts. It's flooding the forum.

2) I've updated the professions in the core rulebook to no longer use the parenthesis and use the sublabel in the skill to work cleanly with the system. For custom professions, using the parenthesis is not possible and thusly I went to a unified system. If any other modules have this I will be happy to update them. Just let me know which modules need updating.
66282

3) The recent update I just made will address this.

4 to 7) The list hasn't changed in function to what it was before I did a clean up. The list sets default skills from the eras and ensures these can't be deleted by mistake or on purpose. If a skill is added by an occupation, you can delete it from the link of the occupation from the character sheet. This is where you are able to adjust those skills. If you delete the skill from that list it will delete it from the character sheet. In any case, the GM is able to delete default skills from the sheet as requested with this update.

First, sorry for the multiple post, but I was under the impression of something not working on my side because the first post didn't appear for a whole day, at that point I tried repost it, and it appear immediatly. So I've assumed that the correct beahavior was the second one, while the not appearing was an error. Sorry, not an expert on forums, I usually avoid them like the plague ;)

2 - Ok, tested with base occupations and the skill get inserted, but Lang - Own (Author occupation) or Fighting Brawl (Soldier occupation) doesn't get updated as occupational skills. The Investigators Handbook needs to be updated, I was testing everything with those occupations.

3 - yep, fixed. Thanks.

4 - Ok, followed your instruction and it actually updates the occupational check (with the exception of Lang - Own and Fighting Brawl). If you change a sublabel the old one remain in the list , but with the delete enabled it takes a millisecond to fix. Thanks.

Sinnerman
January 20th, 2026, 10:19
Sorry, just noticed another problem: usually if an occupation has Lang - Own as on occupational skills the occupation have 9 skill entry and not 8, example: the author occupation of the base manual is missing a free choice skill.

EDIT: forgot to add that is fixable by adding the skill in the profession selection tab, so is a very low priority fix, but can be misleading if you don't pay close attention to it.

superteddy57
January 20th, 2026, 15:08
No worries about the extra posts, just wanted to let you know the system was to blame on this one.

I'm still working on the Lang Own / Fighting Brawl issue of making it an occupation skill. But glad the others are working. I'll need a bit of time to sort that one.

Sinnerman
January 20th, 2026, 21:10
Sorry, it's me again.
Was doing some test to align my translation extension to the changes and stumbled on a oversight in line 42 of char_skill.lua:

local bBrawl = DB.getValue(nodeSkill, "label", "") == "Fighting" and DB.getValue(nodeSkill, "sublabel", "") == "Brawl";

Not an urgent fix, since it probably affects only me ;)

superteddy57
January 21st, 2026, 02:03
Pushed to using the Interface.getString function call instead.

Amerisun
January 26th, 2026, 21:58
First bit hopefully helps with context of problems on the Chase system. :-) Second bit is the problem I am having.

First: Please note, I removed all mods and am only running a base game for all the testing below. I have a game I have been running since August of 2024. I had some problems after the last rounds of patches with my players, and they were having errors whenever I would add a creature to the combat tracker. See below:

66389

So I was debugging today, and found that if I removed these lines from the DB.xml on each of the characters the error went away:

<activatechase type="number">0</activatechase>
<chase type="number">0</chase>
<chaseposition type="string">3</chaseposition>

I had to remove this from the old characters (5 of them) that have been in the campaign a long time, the newer character (no chase had been initiated, only one of them as one of the players had died late last year) did not have those. Once I removed those lines from all the combat tracker entries for the players in the DB campaign stopped causing errors. I probably should have done an easier method and removed the characters by right clicking and deleting them, then adding them back normally, it seems to have done the same thing fixing the issue (tested that after the XML edits). :-) Seems the old chase data was laying around in the combat tracker.

Second Bit: I then went to try to create a new chase, and I get another error. :-/ So I created a new campaign raw with a test character, a test chase, dragged the chase onto the player and then I tried the "Menu" then "Chase" then "Clear Chase" from the combat tracker, and I get the error below on either my old campaign or the new fresh one.

66390

superteddy57
January 27th, 2026, 00:38
First bit hopefully helps with context of problems on the Chase system. :-) Second bit is the problem I am having.

First: Please note, I removed all mods and am only running a base game for all the testing below. I have a game I have been running since August of 2024. I had some problems after the last rounds of patches with my players, and they were having errors whenever I would add a creature to the combat tracker. See below:

66389

So I was debugging today, and found that if I removed these lines from the DB.xml on each of the characters the error went away:

<activatechase type="number">0</activatechase>
<chase type="number">0</chase>
<chaseposition type="string">3</chaseposition>

I had to remove this from the old characters (5 of them) that have been in the campaign a long time, the newer character (no chase had been initiated, only one of them as one of the players had died late last year) did not have those. Once I removed those lines from all the combat tracker entries for the players in the DB campaign stopped causing errors. I probably should have done an easier method and removed the characters by right clicking and deleting them, then adding them back normally, it seems to have done the same thing fixing the issue (tested that after the XML edits). :-) Seems the old chase data was laying around in the combat tracker.

Second Bit: I then went to try to create a new chase, and I get another error. :-/ So I created a new campaign raw with a test character, a test chase, dragged the chase onto the player and then I tried the "Menu" then "Chase" then "Clear Chase" from the combat tracker, and I get the error below on either my old campaign or the new fresh one.

66390

I'll have a look.

superteddy57
January 27th, 2026, 03:38
Pushed a fix to address the chase issue you were running into.

Livius21
January 30th, 2026, 15:57
There's still something going on with Chase in Combat Tracker. There's some kind of error when trying the Clear Chase Button and also the Roll NPC Speed Checks
66423

superteddy57
January 30th, 2026, 18:53
pushed a fix to address your report.

Livius21
January 30th, 2026, 21:24
Yes it's now working as before!
Many thanks sir

hawkwind
February 3rd, 2026, 12:36
the Survival skill is missing from the character sheet

superteddy57
February 3rd, 2026, 15:50
Thanks for the report. I'll have a look.

Livius21
March 7th, 2026, 19:09
I've found a couple of new bugs, the game is now all broken. All skills specialization have now disappeared from the sheet on the skill tab and its now impossible to add new one from the add new language, art & craft, figthing, science and firearm buttons at the top of the sheet.

Also creation of a new character is all bugged when trying to set occupation skills. Occupation Points from attribute selection is not limited from the choice you should have for that occupation. Occupation skills drop down lists are all empty from that same occupation window, so impossible to complete that part of character creation. For example , Soldier should have occupation point equal to 2X EDU(+DEX x 2 or STR x 2). climb or swim should be available next to occupation skills.

This is all tested with a out of the box Call of Cthulhu ruleset (2026-03-05) with no modules loaded
66759

Devereau
March 7th, 2026, 19:33
I've found a couple of new bugs, the game is now all broken. All skills specialization have now disappeared from the sheet on the skill tab and its now impossible to add new one from the add new language, art & craft, figthing, science and firearm buttons at the top of the sheet.

Also creation of a new character is all bugged when trying to set occupation skills. Occupation Points from attribute selection is not limited from the choice you should have for that occupation. Occupation skills drop down lists are all empty from that same occupation window, so impossible to complete that part of character creation. For example , Soldier should have occupation point equal to 2X EDU(+DEX x 2 or STR x 2). climb or swim should be available next to occupation skills.

This is all tested with a out of the box Call of Cthulhu ruleset (2026-03-05) with no modules loaded
66759

I'm having the same problem. I can no longer create a character. When opening the Occupations tab, every occupation is missing its skills, including those from the Investigators' Handbook.

superteddy57
March 7th, 2026, 23:07
I've found a couple of new bugs, the game is now all broken. All skills specialization have now disappeared from the sheet on the skill tab and its now impossible to add new one from the add new language, art & craft, figthing, science and firearm buttons at the top of the sheet.

Also creation of a new character is all bugged when trying to set occupation skills. Occupation Points from attribute selection is not limited from the choice you should have for that occupation. Occupation skills drop down lists are all empty from that same occupation window, so impossible to complete that part of character creation. For example , Soldier should have occupation point equal to 2X EDU(+DEX x 2 or STR x 2). climb or swim should be available next to occupation skills.

This is all tested with a out of the box Call of Cthulhu ruleset (2026-03-05) with no modules loaded
66759

Delete the eras in your campaign and reload it for the era records to rebuild. If you made any custom ones you'll have to remake them. Same for above.

Livius21
March 8th, 2026, 04:52
There's still problem with the occupation window. For example, Soldier should not be able to select any attributes for Occupation Points like I said before. It need to be specific and the right one as per the book rules.

There is still problem with the skill selection from drop down list. Look at the attachement image file, it says Two of the Following, and the drop down list gives you the option to select anyone of them. It needs to be filtered to the only option available for that occupation as per the rules from the book. This is just from the Soldier Occupation, but It's the same problem for all of them, there is no filter on any drop down list.

66761

superteddy57
March 8th, 2026, 05:39
There's still problem with the occupation window. For example, Soldier should not be able to select any attributes for Occupation Points like I said before. It need to be specific and the right one as per the book rules.

There is still problem with the skill selection from drop down list. Look at the attachement image file, it says Two of the Following, and the drop down list gives you the option to select anyone of them. It needs to be filtered to the only option available for that occupation as per the rules from the book. This is just from the Soldier Occupation, but It's the same problem for all of them, there is no filter on any drop down list.

66761

That is not possible under the current design to limit selection as those records were made manually and not something that is accessible to someone without the tools to limit selections. I opened up the records to allow for custom occupations to be made with an eye to expanding it to be limited within selections. That is a whole project in it's own right and not done with this round of updates. For now the GM will have to police the players in choosing the allowable skills/specializations.

Livius21
March 8th, 2026, 19:47
For some reasons, the skill Fighting Brawl when add in Occupation skills, doesn't give you the option to add skill point in the Occ column and is not flagged as a Occupation skill. The small blue square is shown when you lock the sheet but not in edit mode. Its working for all the other fighting specilization except Brawl.

I found out about the problem after realizing that all the skills on my players character sheet were now all mixed up between OCC ans PERS skills after latest update. Total under each column were now unbalanced and I had to try to repair them to be as they were before.

Trying my best to give a constructive remark; fixing something broken every game session or so is very unproductive as a GM and kinda make it very hard to play the game as it supposed to.

superteddy57
March 8th, 2026, 20:13
For some reasons, the skill Fighting Brawl when add in Occupation skills, doesn't give you the option to add skill point in the Occ column and is not flagged as a Occupation skill. The small blue square is shown when you lock the sheet but not in edit mode. Its working for all the other fighting specilization except Brawl.

I found out about the problem after realizing that all the skills on my players character sheet were now all mixed up between OCC ans PERS skills after latest update. Total under each column were now unbalanced and I had to try to repair them to be as they were before.

Trying my best to give a constructive remark; fixing something broken every game session or so is very unproductive as a GM and kinda make it very hard to play the game as it supposed to.

I pushed an update a little bit ago and would ask you update and check it under this update.

Livius21
March 9th, 2026, 00:42
I pushed an update a little bit ago and would ask you update and check it under this update.

Update Cthulhu (7th Edition) ruleset (2026-03-08) did indeed correct the Fighting Brawl problem
Thanks

Brandonwlane
March 10th, 2026, 05:13
This is not a bug per se, but as i posted in the main bit, but ive been running a masks campaign using this software for a year, and had very few issues, and since early this year, the constant updates changes skills and occupations and module format have really ****ed things up. It seems as though every week, we are getting a change where numbers have to be moved around and recalculated. Why are there suddenly a bunch of changes happening? Why is there not a version being updated and pushed MUCH less frequently, and unless i just make sure noone updates, which the software FREQUENTLY warns me not to do, I dont see a way around this interruption. It would be great if we could just chill.

sedgetone
March 24th, 2026, 19:46
Seems dice roller codes aren't working in CoC 7e, seems to ignore the multiplier:

/roll 3d6*5

Example of above comes back as "5 2 2" presents total of "9".

superteddy57
March 24th, 2026, 19:53
I can't replicate. Are you using any extensions?
66919

sedgetone
March 24th, 2026, 20:08
New campaign, with no extensions or modules. Literally just ran an update prior to starting it. Created a Core campaign and that worked as expected.

sedgetone
March 24th, 2026, 20:41
New campaign, with no extensions or modules. Literally just ran an update prior to starting it. Created a Core campaign and that worked as expected.