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Ecks
June 13th, 2022, 00:24
In Curse of Strahd:

NPC: Wintersplitter:

Typo: Wintersplitter should be Wintersplinter
The token is missing
Typo: On the Other tab, Wintersplitter is misspelled

Encounter: 12.04 Wintersplinter:

The token is missing
Typo: The NPC in the encounter is named Wintersplitter instead of Wintersplinter

Reference Manual > COS 14 > Special Events Yester Hill: typo in "Link: Wintersplitter Attacks" (should be Wintersplinter)
NPC: Ezmerelda d'Avenir (W): This copy of Ezmerelda also needs to be updated with the errata (already fixed in normal version of the NPC):

On the Other tab, "Ezmerelda's Secret" should be "Ezmerelda's Prosthetic".
On the Other tab, "She has since adapted well to the false appendage" should say "prosthetic appendage"

Zacchaeus
June 13th, 2022, 09:31
I fixed the missing token in the last update - which should have been released by now - or maybe it'll be released tomorrow.

I've noted the other issues.

Zacchaeus
June 13th, 2022, 09:33
In Curse of Strahd:

The token for NPC: Bray Martikov is missing. It should be using Bray.png from the module assets.
There appears to be a piece of artwork missing for Vladimir Horngaard (Ref Man > Appendix D). It appears on page 241 of the physical book.

If the artwork is available, an added bonus would be creating a token for the NPC record.


NPC: Vladimir Horngaard: On the Other tab, his Ideal text is all in bold.
Related to previously reported item, just wanted to add the image file in Assets for "The Martikov Family" is also misspelled as Martinov.

This isn't a bug, but it'd be nice to have tokens for NPC: Dimitri Krezkov and NPC: Anna Krezkov. They have artwork included in the module (Image: Baron Krezkov and Baroness Krezkova), but no tokens created for them.

Bray does have a token in my copy (in fact there appear to be two bray tokens). I don't have the original files for this one unfortunately (I didn't originally develop CoS) so the image is problematic. I can copy it out of the pdf but that might not be all that great - I'll see what I can do. Tokens already exist for Baron and Baroness Krezkov but they're not linked to the NPCs it would seem.

Aridhro
June 13th, 2022, 13:18
Monsters of the Multiverse - NPC - Dybbuk
Spellcasting trait isn't generating spell list
Probably because it is listed as a trait and not an action.
When I copy the spellcasting trait in the actions list, the spells generate as intended.

(edit)
Ah and there are no actions listed: Tentacle, Possess Corpse and Spellcasting are listed under Traits

Zacchaeus
June 13th, 2022, 15:35
I'll have a look. Spellcasting should process whether it's in traits or in actions.

You are correct; those three should be in actions. I'll get that fixed.

Ecks
June 13th, 2022, 16:18
I fixed the missing token in the last update - which should have been released by now - or maybe it'll be released tomorrow.
Thanks, Zacchaeus, I'm still seeing is missing on the NPC record so I'll check after the next update.


Bray does have a token in my copy (in fact there appear to be two bray tokens). I don't have the original files for this one unfortunately (I didn't originally develop CoS) so the image is problematic. I can copy it out of the pdf but that might not be all that great - I'll see what I can do. Tokens already exist for Baron and Baroness Krezkov but they're not linked to the NPCs it would seem.

Just to clarify, I see Bray's token in assets (Bray.png) but the NPC record has no token assigned.
For Baron Krezkov and Baroness Krezkova, I can't seem to find them in assets. I do see there are two copies of Baron Vargas Vallakovich and Baroness Lydia Petrovna: Baron.JPG (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=53123). The Krezkov's have different artwork ("Baron Krezkov and Baroness Krezkova.jpg" in Assets).

Zacchaeus
June 13th, 2022, 17:43
Interesting. Here's a screenshot of what I'm seeing. Now this is from my just updated this morning copy, so what you see might well be different. Whilst the tokens for the Kreznovs were in the tokens folder in the creation campaign they hadn't been linked to the NPCs so maybe they didn't get exported because of that. Bray I have no explanation for but I've re-linked the token just in case there's some issue there

I checked and last weeks update that I made will be (or should be) released tomorrow, but my fixes that I made this morning will need to wait for that one to go out before I update again - so that could be next week. Can you keep an eye out to make sure that what you get is the same as the screenshot.

Cheers.

Ecks
June 13th, 2022, 23:31
Thanks for looking into it! I'll check it again after the next couple updates.

mordkhaan
June 16th, 2022, 21:48
In Strixhaven Curriculum of Chaos, some spells are showing for Bard that arent for Bard
eg Wither and Bloom and Vortex Warp53172 53173

sciencephile
June 17th, 2022, 05:54
In Strixhaven Curriculum of Chaos, some spells are showing for Bard that arent for Bard
eg Wither and Bloom and Vortex Warp53172 53173

Thanks for reporting mordkhaan. This has been fixed and will show up in the LIVE environment on Tuesday June 21st.

Aridhro
June 18th, 2022, 10:07
Monsters of the Multiverse - NPC - Grazz'zt

The legendary action "Dance, My Puppet!" isn't parsed out and is now part of the description of the legendary action above it "Attack"

Zacchaeus
June 18th, 2022, 13:18
Noted, thanks for the report

Klein42
June 19th, 2022, 09:31
Hi, I was looking through the Sword Coast Map that is included in the Sword Coast Adventurer's Guide module and found that the link on Amphail is empty

Zacchaeus
June 19th, 2022, 09:33
Welcome to FGU and thanks for the report.

Ecks
June 19th, 2022, 17:15
Tomb of Annihilation:

Reference Manual > Chapter 4 > Fane of the Night Serpent > Temple Roster and Reinforcements: At the very bottom the link to "Table: Temple Reinforcenements" has a typo
Story: 04.02.00 Getting Inside: has the above typo in "Table: Temple Reinforcenements"

Zacchaeus
June 19th, 2022, 17:42
Noted.

Ecks
June 19th, 2022, 19:26
In Princes of the Apocalypse:

Reference Manual > Chapter 7 > Crushing Wave Cultists: The caption under the photo reads "Gil Shaterkeel". It should say "Gar Shatterkeel"
Reference Manual > Chapter 4 > C25. Temple of Elemental Water: The encounter link has a typo in "Gar Shatterskeel"
Encounter: 4.07.25 C25: Title of encounter has a typo in "Gar Shatterskeel"
Story: 4.07.25 C25: The encounter link has a typo in "Gar Shatterskeel"

ppcmiranda
June 21st, 2022, 14:00
The Spitting Mimic stat block (Rime of the Frostmaiden) has the action Spit Acid incorrectly parsed into the Bite action.

superteddy57
June 21st, 2022, 14:11
The Spitting Mimic stat block (Rime of the Frostmaiden) has the action Spit Acid incorrectly parsed into the Bite action.

Verified. I'll push an update with the weekly update.

jrowsey1
June 25th, 2022, 02:23
Scarlet Citadel

Level 6 Howling Halls> Encounter 08.005 Area 601.Saltstorm

The NPC linked in the encounter is "New Personality" with base 10 stats and no actions or traits, not the referenced NPC described in the story entry.

jrowsey1
June 25th, 2022, 04:23
Scarlet Citadel

NPC: Fragrite - Actions for "Strike" and "Spontaneous Combustion" in the NPC stat block are not formatted correctly and are missing parts of the action description.

Zacchaeus
June 25th, 2022, 06:54
Scarlet Citadel

Level 6 Howling Halls> Encounter 08.005 Area 601.Saltstorm

The NPC linked in the encounter is "New Personality" with base 10 stats and no actions or traits, not the referenced NPC described in the story entry.


Scarlet Citadel

NPC: Fragrite - Actions for "Strike" and "Spontaneous Combustion" in the NPC stat block are not formatted correctly and are missing parts of the action description.

I'll see that the developer is informed; thanks for the reports.

MeAndUnique
July 4th, 2022, 18:17
The last row in the Order Deities table in the Order Domain specialization text has the two columns of "Wee" and "Jas Greyhawk", but they should be "Wee Jas" and "Greyhawk.

MOD: merged with 5E bug report thread

Zacchaeus
July 4th, 2022, 20:47
Noted, thanks

claycart3r
July 5th, 2022, 02:18
Applied & Aggregate Spelunking is basically a tutorial module that walks you through the module Survivalist's Guide to Spelunking. Whenever I click on any link that references the Survivalist's Guide to Spelunking I get:

A module you are attempting to use is not loaded.
AAWFG5ESGS

That module is loaded. It appears that the links may be referencing the REFERENCE MANUAL for the Survivalist's Survivalist's Guide to Spelunking because there are definitely no Story entries for it. I have yet to find a link that works.

Screen shot is attached.

Zacchaeus
July 5th, 2022, 07:55
That usually indicates that the filename has been changed - I'll let the developer know.

Minxdobby69
July 5th, 2022, 18:19
Hi, I'm the dev on Scarlet Citadel. This issue is fixed. Thanks!

Ecks
July 7th, 2022, 18:19
In Curse of Strahd:

COS 05 > N2. Blue Water Inn: In the Fortunes of Ravenloft section, the link to "Quest: Bring Urwin his WIne" has an inadvertently capitalized 'I'. Also in Story 05.03.N2. Blue Water Inn.
Quest: Bring Urwin's Wine: The sentence "Urwin, proprietor of the Blue water Inn has asks us to..." has a few typos and could probably be rewritten as "Urwin, the proprietor of the Blue Water Inn, has asked us to bring him an overdue shipment of wine."

Zacchaeus
July 7th, 2022, 20:33
Noted, thanks Ecks.

Ecks
July 9th, 2022, 15:16
In Van Richten's Guide to Ravenloft:

Reference Manual > Chapter 3 > Rudolph van Richten: In the last section: "To represent him, use the stat block for a priest from the Monster Manua l..." - there is an inadvertent space in "Monster Manua l"

Zacchaeus
July 9th, 2022, 16:15
Noted.

Ecks
July 9th, 2022, 16:37
In Curse of Strahd: Map - Vistani Camp: The door to the Vistani tent in the center doesn't seem to work, possibly because it is a line and not a closed polygon.

Zacchaeus
July 9th, 2022, 17:48
Yes, you are correct. I'll add that to my list.

Ecks
July 9th, 2022, 21:31
In Curse of Strahd:

Seeing a few missing images/assets in the latest version: Capture.jpg (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=53492). I tried deleting the module and re-updating but still seeing these missing in a new campaign.
Typo: Story: 05.03.N1. St. Andral's Church and Reference > COS 05 > N1. St. Andral's Church: Link to "Imge: Milivoj" should say "Image: Milivoj"

Zacchaeus
July 9th, 2022, 21:52
Hmm, those were images that were incorrectly named (your error reports passim). Looks like the originals are still there in the file repository. I'll need to dig them out and remove them.

wndrngdru
July 10th, 2022, 20:21
Aid spell isn't coded correctly in PHB.

The Aid spell currently only adds 5 temporary hit points. It should increase the maximum HP by 5 as well as increase the current HP by 5 .

Moon Wizard
July 10th, 2022, 20:43
There's no way to code maximum hit point increases, so temporary hit points are used as a proxy.

Regards,
JPG

wndrngdru
July 10th, 2022, 21:12
I figured that was probably the case. I couldn't really imagine it going unnoticed this long. We'll just have to remember to add them back if the character is healed beyond their normal max.

thebuda
July 10th, 2022, 23:38
Dungeon of the Mad Mage, level 20b-players, room 15. I know this is nit-picky. The vampires in room 15 are not allowed to be there. They emerge from the door to fight outside the spire (and cannot enter it), level 20a, room 13a. I think this pin should be moved or duplicated there.

Zacchaeus
July 11th, 2022, 09:21
You are probably right. The encounter should probably take place at area 14. I think I'd need to create a new story entry just for the outer door and make 15 just the Foyer.

Booker Grimm
July 11th, 2022, 13:00
I'm running the latest update and have Tasha's guide to everything module loaded, but some of the links don't appear to work.
Any ideas what may be happening? I've tried unloading and reloading, but no luck.

Clicking the link to load the module does nothing.
Both players and Dm versions are showing in the module activation window and are green ticked.

Any help appreciated.

Thanks.

53509

MOD: moved to 5E bug report thread

Zacchaeus
July 11th, 2022, 15:02
I'm not seeing any issues. Try right clicking on the players module in the activation screen and selecting revert changes. If that doesn't fix the issue then find the file WOTC5ETCE.dat in your vault folder and delete it and then update FGU.

Incidentally the DM version of Tasha shouldn't be green ticked - it's not for players only the DM.

manaverde
July 13th, 2022, 13:10
Hello, I just update FGU and something is wrong with duplicating NPCs, if you drag and drop them on the menu, it does not duplicate it anymore. In fact it seems that the link is broken, when you open any NPC from any module (monsters manual, etc) the red dragon shows white (with means that does not have a working link I guess)

manaverde
July 13th, 2022, 13:21
nevermind, it's some extension again... omg every time this is so disappointing... why so many frequent changes in the code that change the core in a way that becomes literally incompatible with the previous version? Should not be some kind of standards by now? It would be great to have some consistency... Anyway, I am not a specialist, I'm just wondering here... Sorry to bother you guys

LordEntrails
July 13th, 2022, 14:51
nevermind, it's some extension again... omg every time this is so disappointing... why so many frequent changes in the code that change the core in a way that becomes literally incompatible with the previous version? Should not be some kind of standards by now? It would be great to have some consistency... Anyway, I am not a specialist, I'm just wondering here... Sorry to bother you guys
Because if they don't add new features, people get upset that they are not adding new features. Often times when adding new features, you have to change the work you've done before. Like when adding a new room to your house, you have to rip up at least one of the existing rooms :)

My suggestion is if you are using a lot of extensions, never update immediately when you see the update button. Check the forums to see what was updated, if it was the core application or rulesets, then give it ~3 days before you update and when you do, don't do it until you have time to test. That way, other people find the problems any extensions are causing etc.

manaverde
July 14th, 2022, 14:17
Nope, this time there's something wrong with the program because I don't have any extension loaded and still have a bug, I'm not very sure if this will be a problem, but what is happening is: I have a battle set up on the map (we finish in the middle of a combat last session) and there's something wrong with the tokens, they don't show the green area (or red area etc) around, they look like they are just tokens with no code. Then I drag them again from the combat tracker, one by one, that's solved. Then I close the system (or go back to the main screen) and load the session again - and voyala! The tokens are just tokens again, without the green and red auras and without code, I have to drag them out from the combat tracker one by one again. As I said, I disabled all the extensions by now, I was trying to find what extension was causing the problem, but it seems that was none

ddavison
July 14th, 2022, 14:34
Manaverde,

Can you attach a screenshot showing what you are seeing and which module and map you are using?

One other thing to check: Did you happen to unzip any rulesets into their own folders? If so, those would override any pak updates for that ruleset.

Moon Wizard
July 14th, 2022, 17:41
We might be able to get to the bottom of what is happening by just having you write down the specific set of steps you are doing (or make a short video showing the issue), so we can follow along here to see if we can recreate or suggest missing steps.

If that doesn't, we would need a copy of the campaign folder zipped up as well (so we can recreate locally and fix).

Regards,
JPG

manaverde
July 14th, 2022, 19:28
https://youtu.be/gvEBAevXo1E

Zacchaeus
July 14th, 2022, 21:19
I can replicate this. Just as in the video the tokens on reload lose their underlay. Clicking on them still brings up the red/green circle and the tokens are still linked just fine as far as movement and targeting is concerned but they just lose the green/red underlay.

manaverde
July 14th, 2022, 21:29
When I have the extensions loaded, FGU prints a message on chat saying: UtilityManager.isClientFGU - DEPRECATED - 2022-07-12 - Contact forge/extension author. Maybe that help you locate the issue? Anyway, it seems to be a minor issue that doesn't affect the system, I will run our session tonight and see if shows any problems

Moon Wizard
July 14th, 2022, 21:36
No, that's a different issue, where one or more of the extensions you're using is using core framework APIs that were deprecated over 6 months ago, and will soon be going away. Make sure you have the latest version of your extensions installed; and let the extension creator know if it persists.

Regards,
JPG

Zacchaeus
July 14th, 2022, 21:36
The extension is certainly casing that error, but that is probably a different problem than the underlay one.

Moon Wizard
July 15th, 2022, 06:37
Thank you very much for the straightforward video. The reload of the session is definitely the key. I'll take a look to see what I can do.

Regards,
JPG

Moon Wizard
July 15th, 2022, 06:58
Just pushed a hot fix to restore token decorations (underlay, health, effects) after session reload.

Thanks for your help,
JPG

Valyar
July 15th, 2022, 08:28
In Rime of the Frostmaiden module, the profile of Nass Lantomir's ghost is broken. Condition immunity section is in the wrong place :)
Screenshot attached.

Zacchaeus
July 15th, 2022, 10:59
I'll alert the developer.

manaverde
July 15th, 2022, 11:18
Thank you very much for your quick replies! The session went well last night, we stop (again) in the middle of combat. I just loaded the campaign now and everything seems to be in the right place. Well done!

thebuda
July 15th, 2022, 18:37
Dungeon of the Mad Mage, level 20, the Duergar encounter for room 20.07 are simply dropped in room 6b, ~10 squares south of where they should be.

Zacchaeus
July 15th, 2022, 19:04
Oops, I'll get that fixed.

dbachen
July 17th, 2022, 18:31
In Curse of Strahd module, the "Flawed Teleportation Circle" Trap has a typo in teleport ability. Missing "I" from "If" (first word)

dbachen
July 17th, 2022, 18:33
In Curse of Strahd module, the second "Glyph of Warding" Trap with the DC 17 save has a typo in the damage "thunderr" which causes the damage line not to parse correctly.

Zacchaeus
July 17th, 2022, 18:38
Thanks for the reports; I'll add those to my list.

superteddy57
July 17th, 2022, 23:06
In Rime of the Frostmaiden module, the profile of Nass Lantomir's ghost is broken. Condition immunity section is in the wrong place :)
Screenshot attached.

Thanks for the report. I'm currently using the module as a test subject for a project. Will be a bit before a fix can be provided.

Griogre
July 18th, 2022, 17:05
AAW Games, Mini-Dungeon Tome, Throne of the Dwellers in Dreams 01: Tomb Complex CL 05

The link to "Table: Gem Placement Effect" should be deleted. The table is used only in the next room - not in this one.

This was first reported by evilpope here: https://www.fantasygrounds.com/forums/showthread.php?74450-Adventure-Questions

Zacchaeus
July 18th, 2022, 17:47
I'll alert the developer.

ppcmiranda
July 18th, 2022, 21:42
In Rime of the Frostmaiden module, the item Chardalyn Staff of Charming has a minor formatting error in the spell Comprehend Languages link text. Unlike the other two spells linked in the item description, the word "spell" is not bold and it's missing a colon.

Zacchaeus
July 18th, 2022, 22:18
I'll alert the developer :)

superteddy57
July 18th, 2022, 23:03
In Rime of the Frostmaiden module, the item Chardalyn Staff of Charming has a minor formatting error in the spell Comprehend Languages link text. Unlike the other two spells linked in the item description, the word "spell" is not bold and it's missing a colon.

Thanks for the report. I'm currently using the module as a test subject for a project. Will be a bit before a fix can be provided.

ppcmiranda
July 19th, 2022, 17:24
In Journeys through the Radiant Citadel Reference Manual, the parcel link in the Salted Legacy adventure conclusion is not pointing to the correct parcel, but to a blank new parcel.

Zacchaeus
July 19th, 2022, 17:35
Developer alerted.

sciencephile
July 19th, 2022, 19:27
Hi ppcmiranda,

Thanks for letting us know. This was fixed and a hotfix will be out shortly for it.

Cheers,
Danny

jrowsey1
July 20th, 2022, 03:09
Hi, I'm the dev on Scarlet Citadel. This issue is fixed. Thanks!

Any idea when this will get updated? Been checking the weekly updates and haven’t seen this posted as a module update yet.

Aelanna
July 21st, 2022, 20:00
Nvm, I htink my post was moved elsewhere

Aridhro
July 23rd, 2022, 10:42
Another Monster of the Multiverse bug report:
Storm Giant Quintessent:
The Lair actions (deafening boom, fog and gale) are listed under the Legendary actions.

and the Lair action text description is wrongly parsed into One with the Storm Lgd action's description.

Zacchaeus
July 23rd, 2022, 17:59
I'll note that for fixing; thanks for the report.

dbachen
July 23rd, 2022, 23:53
There is a problem with the exporter and the new class spell lists.. They are being exported even if they aren't selected.
53689

Moon Wizard
July 24th, 2022, 00:30
Class Spell Lists are always exported if Spells are exported.

JPG

dbachen
July 24th, 2022, 14:20
Class Spell Lists are always exported if Spells are exported.

JPG

Then why have a selection choice for it?

Here's why I don't want that extra automation for the new feature. When doing a module that has custom powers and effects, they all get stored in the Spells category. However, they don't make sense "as a spell" so there is no need for a spell list.

I wound up editing the db.xml after exporting the mod and removing those lists from the XML, but I would have preferred that it honored the export check box and save that step. That level of control is there from before exporting things like the armor and vehicle lists too.

Zacchaeus
July 24th, 2022, 16:04
A selection choice is needed for the case where you are exporting a spell list but are not exporting spells. The spells being linked to the spell list from another source.

jrowsey1
July 27th, 2022, 03:24
Any idea when this will get updated? Been checking the weekly updates and haven’t seen this posted as a module update yet.

Another week of updates, but Scarlet Citadel fixes are still not pushed. How can this get updated and released?

ddavison
July 27th, 2022, 03:45
I asked Lokiare to check it and see if it fell through the cracks. The dev posted in May that it was fixed, so we just need to make sure it was flagged in our update system properly so it would be queued for release. As long as the update has been committed, we should be able to push out a fix right away.

jrowsey1
July 27th, 2022, 06:39
Thanks Doug!

Minxdobby69
July 27th, 2022, 17:28
Another week of updates, but Scarlet Citadel fixes are still not pushed. How can this get updated and released?

Hello jrowsey1, I rolled a Nat 1 on this. I fixed the error and forgot to upload the hotfix...grrr. This has now been done. Sorry for the inconvenience.

M

jrowsey1
July 27th, 2022, 21:21
Hello jrowsey1, I rolled a Nat 1 on this. I fixed the error and forgot to upload the hotfix...grrr. This has now been done. Sorry for the inconvenience.

M

No worries. I see the update pushed today. Thanks for the help everyone!

kreppulun
August 3rd, 2022, 00:47
I am not sure if I am posting in the correct location, please advise if I make a mistake.

In my last game I was getting an error message every time damage was applied to a token on a map (D&D 5e game) and the damage never actually effected the token. I began my attempts to fix the problem today after running the update and the damage is now effecting the token, but I am still getting a weird message in the chat (see attachment). The message is not appearing for players. I checked every extension I had and they changed nothing. I even tried a different game and it worked fine, no message. Did I accidently turn on an option somewhere or is this a bug?

Thanks.
53848

Zacchaeus
August 3rd, 2022, 00:55
Those look like debug statements, most likely caused by an extension. You’ll need to switch them all off and the switch them on one at a time and test until you find the culprit.

kreppulun
August 3rd, 2022, 00:58
A selection choice is needed for the case where you are exporting a spell list but are not exporting spells. The spells being linked to the spell list from another source.

I thought I checked them all, but I will try starting with none and going up from there. Thanks you.

kreppulun
August 3rd, 2022, 01:38
Those look like debug statements, most likely caused by an extension. You’ll need to switch them all off and the switch them on one at a time and test until you find the culprit.

I went through and rechecked all of them them and it was the one I didn't think it could be. It was the Kingdoms & Warfare book I bought from the storefront. It comes with an extension that adds buttons to the the Tools pane and the party sheet that are needed to run the options in the book.
https://www.fantasygrounds.com/store/product.php?id=IPFG5EMCDMKW

Is there a separate thread I need to post in to relay the message? Thanks for all the help.

Zacchaeus
August 3rd, 2022, 09:56
I went through and rechecked all of them them and it was the one I didn't think it could be. It was the Kingdoms & Warfare book I bought from the storefront. It comes with an extension that adds buttons to the the Tools pane and the party sheet that are needed to run the options in the book.
https://www.fantasygrounds.com/store/product.php?id=IPFG5EMCDMKW

Is there a separate thread I need to post in to relay the message? Thanks for all the help.

I'll alert the developers.

MeAndUnique
August 3rd, 2022, 14:15
Sorry for the hassle, looks like we missed that when fixing things up for the recent damage update to the ruleset. I'll get this fixed and updated presently!

digimatt
August 3rd, 2022, 17:08
Typo in SRD for Fire Shield spell:
end of second paragraph, should be "resistance to fire damage"
It's fine in PHB

Zacchaeus
August 3rd, 2022, 17:32
Noted, thanks.

digimatt
August 7th, 2022, 00:32
Tasha's, Bard Class, the Bard Colleges heading appears twice.

Zacchaeus
August 7th, 2022, 08:32
Tasha's, Bard Class, the Bard Colleges heading appears twice.

That was deliberate - to see who is paying attention :)

I'll add to my fix list.

dendarii
August 9th, 2022, 21:30
In D&D Beyond, Iriolarthas the demilich (chapter 7) has 80 HP, but in FG it has 128, which is the maximum possible for the creature (32d4).

LordEntrails
August 9th, 2022, 21:44
Sorry I can't check this, but is the HP in the CT or in the NPC? If in the CT, you probably ave set NPC HP to max. But I'm only guessing.

Zacchaeus
August 9th, 2022, 23:34
In D&D Beyond, Iriolarthas the demilich (chapter 7) has 80 HP, but in FG it has 128, which is the maximum possible for the creature (32d4).
I believe that demilichs always have max hit points. So 128 would be correct.

dendarii
August 10th, 2022, 00:01
Interesting. I checked D&D Beyond again and the text description of the demilich has this:

"Undead Nature. A demilich doesn’t require air, food, drink, or sleep. So great is a demilich’s will to survive that it always has the maximum number of hit points for its Hit Dice, instead of average hit points."

There's no mention of this in the stat block immediately below it though, and the HP in that stat block is 80.

I think in this instance I'll just see if my players are near death when Iriolarthas gets to 80 damage and will modify accordingly.

Thanks.

dendarii
August 10th, 2022, 00:02
In my physical monster manual, the hit dice are 20d4. So I guess that's where the 80 HP comes from.

Zacchaeus
August 10th, 2022, 00:06
Originally the hit points was 80 in the monster manual as well, until someone pointed out that this was incorrect if you weren’t using the max hit point option in FG. So I changed it to 128 and removed the dice so that no matter what option you chose the hit points would always be maxed out.

dendarii
August 10th, 2022, 00:14
Thanks for the info.

Dire Weasel
August 16th, 2022, 20:32
Spelljammer: Light of Xaryxis

Adventure Structure

Should read:
"with the expectation that a group should be able to complete the adventure in twelve sessions of play."

53993

Zacchaeus
August 16th, 2022, 22:18
Good grief, how did that slip past WotC's spellchecker.

Madman Across the Water
August 21st, 2022, 05:29
In Princes of the Apocalypse, I think there is an error in room G17 (Earth Portal). In a lot of these maps there are Doors used for non-door things that might block LOS- stairs, bridges, etc. However, in room G17 there are two basically right on top of each other on the Earth Portal itself. Was that intended? I had a find a very precise pixel to click on to get the lower one to switch to Open.

Zacchaeus
August 21st, 2022, 08:47
Those aren't doors; they are terrain occluders. They allow a player to see into but not out of the object unless the token is inside the occluder where they are then able to see out. They do not prevent token movement so tokens can move onto them and out the other side. There's not need to open or close them uless something happens to the object and the terrain is no longer required maybe.

Having said all that I don't see any issue with identifying the two occluders and switching them on and off.

Valyar
August 25th, 2022, 06:25
Creation of NPC spell list from Spellcaster trait no longer works. I am copy pasting existing stat blocks for casters in IWD and it does not generate the list when I close/reopen the window or move the NPC to combat tracker.
Here is the guide.
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641934/5E+NPCs+and+Encounters#Spellcasting-NPCs

Moon Wizard
August 25th, 2022, 06:50
This is by design. NPC spell lists no longer auto-populate until the NPCs are added to the combat tracker; or if you edit the NPC record, right click, and select Parse Spells menu option.

Regards,
JPG

Valyar
August 25th, 2022, 07:00
Good to know, thanks. I suggest update the ruleset documentation with those changes.

iconoplasty
August 26th, 2022, 00:29
Setting up a Warlock/Genie character from Tasha's, using the Character Wizard, the Expanded Spells table (Tasha's pp 73) doesn't seem to be included in the spell selection. I've got PHB and Tasha's loaded (both the DM and Players modules for both), although I'm setting this up as the GM so I don't think the players' modules are even relevant.

Startup log says I've got 5e ruleset 2022-08-16, and Core RPG ruleset 2022-08-16 loaded. Last ran an update a couple of hours ago.

Zacchaeus
August 26th, 2022, 00:34
The character wizard is currently being redeveloped. I believe the developer is aware of the problem with the additional Tasha spells.

And welcome to FGU

WishX
August 26th, 2022, 19:17
Good to know, thanks. I suggest update the ruleset documentation with those changes.

The related section in the wiki has been updated. Thanks for bringing it to our attention and please post any further updates necessary in this thread.

Ecks
August 27th, 2022, 18:02
In Tomb of Annihilation:
Story 02.21.00 Jahaka Anchorage and Reference Manual > Jahaka Anchorage: In the section about the "Stirge" there is a parcel labeled "Potential Parcel: Caldos' Cape". I believe the cape belongs to Captain Laskilar (who is wearing the cape of the mountebank), so the link should probably be something like "Potential Parcel: Captain Laskilar's Cape".

Zacchaeus
August 27th, 2022, 19:02
Indeed. Not sure where I got Caldos from.

Ecks
August 27th, 2022, 20:25
Monsters of the Multiverse:
NPC: Warlord - in the Skills section, there is an errant errant * after Persuasion and before the +8

Zacchaeus
August 27th, 2022, 20:26
Thanks, noted.

Griogre
August 28th, 2022, 23:48
PH, DMG

Massive typo: PH Has: "Potion Of Healing", DMG has "Potion of Healing". Of vs. of

:)

I'm shocked this slipped through...

Zacchaeus
August 29th, 2022, 00:10
Haha. It is a quirk of par5e when creating magic items it needs that capital o.

superteddy57
August 29th, 2022, 01:57
Haha. It is a quirk of par5e when creating magic items it needs that capital o.

What's Par5e? :P

Dudin
August 31st, 2022, 21:29
In the Tomb of Beasts 2 Module the "Ahu-nixta Cataphract" NPC is missing its "Arcane Cannon" action.

Zacchaeus
September 1st, 2022, 00:13
I’ll alert the developer.

Metlore
September 5th, 2022, 22:35
In Storm Kings Thunder, the Goblin Hucker parcel for 250gp art doesn’t specify the DMG table to roll on.

Zacchaeus
September 6th, 2022, 00:58
It does for me. Are you not seeing the link? If so what happens when you click on it?

Metlore
September 6th, 2022, 03:01
It does for me. Are you not seeing the link? If so what happens when you click on it?

Closed Fantasy Grounds and re-opened and it's working fine. The table wasn't modified. DMG was open. Everything was the same as before but now it works. Originally I would just get an empty parcel. It would roll the 1d4 part and then just quit.

Zacchaeus
September 6th, 2022, 06:18
Possibly an extension interfering?

Metlore
September 6th, 2022, 07:12
No. I had nothing on. I was using it to just generate loot for my in person campaign.

zeroking
September 6th, 2022, 23:41
So i have a problem. i'm trying to play a pvp fight but just found out that for some reason my players cant hit each other. AC is correct and non of them have any effect on them that could mess with them.
Is this a known bug or new feature i need to turn off? as i as a dm do the attack for them they can hit each other but when they do it them selves it sadly doesn't work.
I have no extensions in the game either.

Zacchaeus
September 7th, 2022, 00:56
When you say can't hit each other what exactly do you mean? There's nothing to stop a player targeting another player and attacking them (in other words as long as both are on the combat tracker you can target and attack another player). What can change is what the output sent to chat is and that will depend on what you've set Chat: show results to client as. If you've set that to off then the clients (players) won't see the result of the attack.

As you can see from the attached screenshot the last attack roll didn't show any result of the attack because I'd switch off show results to client. But the ones above showed hits and misses as normal when the show results was on.

zeroking
September 7th, 2022, 18:02
no so i added a picture. so player has 16 ac. person that attacks the 16ac rolls 23 but it says nothing about hitting.

54238

Zacchaeus
September 7th, 2022, 18:08
As I say this will be because you have show results to clients in options set to off. See my graphic and explanation above.

zeroking
September 7th, 2022, 19:06
i did that already and it does not work. and its only pvp but if a player claims 2 pc's and attack the other one then it works but then if i as a dm do it i can hit everyone.

54240

Zacchaeus
September 7th, 2022, 19:38
i did that already and it does not work. and its only pvp but if a player claims 2 pc's and attack the other one then it works but then if i as a dm do it i can hit everyone.

54240

I'm sorry but I don't understand your post. You say that it is working for players and it is working for the DM. So what isn't working?

I've tested again and these are the steps I took to test.
1. Started up a GM client and made sure the option Chat: show results to clients is set to ON.
2. Started a second instance and joined my own game. I selected a character from the character selection window.
3. I added two PCs to the Combat Tracker one of which was the PC I claimed earlier.
4. In the client instance I then made attacks against the other PC. I used all methods (CTRL+Click to target and then roll attack; drag and drop the attack onto the other PC).
5. I then did the same on the DM instance.

In all cases I get the HIT or MISS result; no matter which way I roll, target or whatever. If you are still seeing the issue can you walk me through the steps to reproduce the problem.

Temmpest
September 8th, 2022, 21:51
The Giant Subterranean Lizard in the Forge of Fury has the HP listed as 66 (1d12 + 21). It should be 66 (7d12 + 21).

Zacchaeus
September 9th, 2022, 00:12
Thank you for the report; I'll add it to my list

Archmage Ymarej
September 9th, 2022, 19:35
Hello for the Rise of the Drow (Collectors Edition) for 5E on the Fantasy Grounds Store:

Dark Wood area_map Player: Sniper Ambush Pin is on the map twice instead of the Line in the Dirt Pin to match the DM Map.

Line in the Dirt Encounter:

NPC: Yofflid Gullion is listed as having a Wand of Snares and Ring of Protection +1 (That he is wearing) in the Book/PDF. Stat block should reflect that the ring is equipped. There is no parcel with the items
This is in a small text box on page 384 after the Drow Ghoul statblock

NPC: Serral Sunlight Sensitivity Trait has the Shadow Mote and change from Cure to Inflict Wounds in the description and those spells are not on the sheet. Generic Drow Acolyte however is correct.

Zacchaeus
September 9th, 2022, 20:00
Thanks, I'll alert the developer

humby
September 10th, 2022, 19:08
In the D&D Unearthed Arcana - DM module, there is an NPC called "Dancing Item". This NPC has its size set to "Large" and its type set to "or smaller construct" - I believe this should be a size of "Large or smaller" and a type of "Construct".
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=54312&stc=1&d=1662833155

Zacchaeus
September 10th, 2022, 23:29
Indeed. I’ll note that for fixing.

sytail
September 11th, 2022, 01:14
Indeed. I’ll note that for fixing.

Thank you

humby
September 11th, 2022, 10:13
There's a similar issue with the Type and Alignment fields in the Fiendish Spirit NPC in the same module:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=54331&stc=1&d=1662887578

Zacchaeus
September 11th, 2022, 10:57
I'll fix that too.

digimatt
September 13th, 2022, 21:17
A few minor typos I've encountered:

SRD
Barbarian Primal Path feature, first two paragraphs should be joined (paragraph isn't in PHB so fine there)

Xanathar's & Tasha's
Transmute Rock spell description first paragraph is unjoined. Also in Tasha's, should it have Druid and Wizard in the Source field in addition to just Artificer?

DMG
Item: Instrument of the Bards (Mac-Fuirmidh Cittern) - missing 'r' in Fuirmidh

Zacchaeus
September 13th, 2022, 21:56
Thanks for the reports.

The spell is only listed as being an Artificer spell in Tasha's since the spell is only listed for the artificer in Tasha (all of the spells in Tasha are either Artificer spells or are optional or new spells). The original spell (from Xanathar's Guide) has the listing for the other classes.

JoshuaBarbeau
September 18th, 2022, 23:24
Bug report:

Ghosts of Saltmarsh reference manual, Chapter 6, "Armory" page. When clicking the next page button from this page, instead of going to the next page, it navigates back to Chapter 3's "Lair Kitchen" page. Found this to be incredibly confusing in my read-through of the chapter.

I am no programmer, but I think this must have something to do with the fact that Chapter 3 also has an Armory page, which does in fact precede the aforementioned Lair Kitchen page.

Zacchaeus
September 19th, 2022, 09:22
You are correct, each page in the ref manual needs to be uniquely named. I've corrected the problem and have uploaded a new version which should get released tomorrow.

Ecks
September 19th, 2022, 18:32
In Monsters of the Multiverse:

NPC: Kraken Priest: In the Multiattack action, there is an errant "& # 173" in "Thunderbolt"
NPC: Kraken Priest: On the Other tab, in Multiattack section, there is an extraneous '-' in "Thunder-bolt" (should be Thunderbolt).
Reference Manual > Kraken Priest: In the Multiattack section, there is an extraneous '-' in "Thunder-bolt" (should be Thunderbolt)

ddavison
September 19th, 2022, 18:47
In Monsters of the Multiverse:

NPC: Kraken Priest: In the Multiattack action, there is an errant "& # 173" in "Thunderbolt"
NPC: Kraken Priest: On the Other tab, in Multiattack section, there is an extraneous '-' in "Thunder-bolt" (should be Thunderbolt).
Reference Manual > Kraken Priest: In the Multiattack section, there is an extraneous '-' in "Thunder-bolt" (should be Thunderbolt)


Thanks. This will be fixed in the Tuesday update.

F4RM3RT0M
September 19th, 2022, 22:57
Unearthed Arcana has couple typos...

On the Fiendish Spirit (NPC) entry, there is a comma under "type" where there shouldn't be.
For Dancing Item (NPC), it shows up under the type "Or".

Zacchaeus
September 19th, 2022, 23:12
Thanks, and welcome to FGU.

ColoradoGM
September 21st, 2022, 05:32
In the Fantasy Grounds version of Monsters of the Multiverse, when building a character and you drag and drop the kobold race, it pops up a window asking for a skill selection (the "craftiness" kobold option). It also drops the "defiance" and "draconic sorcery" options into your Abilities page, giving you all 3 "subraces" instead of asking you to choose one. To implement these choices properly, the 3 options should be treated as "subraces" in Fantasy Grounds.

Also, size (on Notes page) defaults to Medium for kobolds. Should be Small.

Zacchaeus
September 21st, 2022, 16:24
I see what you mean and I think you are probably right. The only way to do that would be to create a subraces for each option. I'll get something sorted soon.

tcelind
October 1st, 2022, 13:22
Small bug with monsters/NPC using a net. (At least those I encountered in Princes of the Apocalypse)
It seems like when FG reads through statblocks and generate attacks and such, it can get small things wrong. Like with the net. If a monster can attack with a net you can correctly apply the 'restrained'-effect, but FG reads on and see that to get loose you can do 5 hp worth of slashing damage to the net to break it, but FG translates this into the net can do 5 slashing damage as an effect to the target. As a GM I have to actively apply the effect, so it is easily avoidable, I just applied it the first times I encountered it and just explained to my players that these Kuo-toa are expert net-users, thus they actually can deliver damage with a net. So to fix the bug, just remove the option to appy 5 slashing damage with the net.

Zacchaeus
October 1st, 2022, 15:32
I can't just remove stuff from an official product. I could try rewording it so that the effect doesn't get created, but as you say you'd never actually need to use it anyway, so I'm not sure it's worth the effort.

dbachen
October 2nd, 2022, 20:55
Manual dice entry does not work with story templates.

Was trying to test various combinations. While I can use it to test the individual components, when using the "generate" button it does not pause for input. It should, in case the DM wants to force the template to have certain results, etc. etc.

Zacchaeus
October 2nd, 2022, 21:00
I doubt that the manual dice roller is intended to be used with templates. No dice are actually being thrown - they're all done in the background. Similar to how initiative is rolled by the DM from the Combat Tracker.

lazjen
October 5th, 2022, 23:50
For these Kobold Press items:

Streets of Zobeck
Tomb of Tiberish
Zobeck Gazetteer
Margreve Player's Guide
Migard Heroes
Heroes of the Southlands


The apostrophe (or quotes?) is appearing as square boxes. I think there might also be an issue with some other character(s) as well as I noticed "MidguardXa", where the "X" is a square box.

Also, it would be nice if the Group names used by a number of Kobold Press in the Story section were better named to include the product, instead of things like "01. What is Zobeck?"

Zobeck Gazetteer 5E and 5e Tomb of Tiberesh have images named << New Image >> with nothing in them.

Zacchaeus
October 6th, 2022, 08:28
I'll alert the developer, thanks for the reports.

Vis
October 6th, 2022, 20:11
Thanks, lazjen, for the update. I believe the issue with the squares is what characters FG Unity recognizes. I'll update the issue when I have a moment for Streets of Zobeck and Zobeck Gazetteer. Please understand both products were created prior to the transition to FG Unity.






For these Kobold Press items:

Streets of Zobeck
Tomb of Tiberish
Zobeck Gazetteer
Margreve Player's Guide
Migard Heroes
Heroes of the Southlands


The apostrophe (or quotes?) is appearing as square boxes. I think there might also be an issue with some other character(s) as well as I noticed "MidguardXa", where the "X" is a square box.

Also, it would be nice if the Group names used by a number of Kobold Press in the Story section were better named to include the product, instead of things like "01. What is Zobeck?"

Zobeck Gazetteer 5E and 5e Tomb of Tiberesh have images named << New Image >> with nothing in them.

dbachen
October 7th, 2022, 02:08
Monsters of the Multiverse - Drow Matron Mother, check type and alignment.. text bleeds over between fields(cleric elf )

Zacchaeus
October 7th, 2022, 08:53
Noted, thanks.

Melborne
October 7th, 2022, 13:12
TOA, 02.14.02 Level 2. Stirge Cave, listed under Treasure, "Characters who brave the stirges and search the dead explorer can recover 15 gp, a gold and carnelian ring (60 gp), and two onyx figurines representing chwingas (50 gp each). See appendix D for more information on chwingas." The Parcel, 02.14.02 Level 2. Stirge Cave included does not contain a Carnelian, nor is a "Carnelian ring" is found in the module.

Zacchaeus
October 7th, 2022, 15:54
The description is of a gold and carnelian ring - so a ring made of gold and carnelian (not two separate rings). The treasure parcel reflects that.

dbachen
October 8th, 2022, 17:36
Monsters of the Multiverse - Quickling -- invalid character (&#160; in skills/perception

Zacchaeus
October 8th, 2022, 18:46
Noted, thanks.

digimatt
October 10th, 2022, 20:00
A number of "staff" items aren't showing as weapons, in srd and Guildmaster's Guide to Ravenica:

SRD
Staff of Fire
Staff of Frost
Staff of Healing
Staff of Swarming Insects
Staff of the Python

GGTR
Skybinder Staff
Voyager Staff

Zacchaeus
October 10th, 2022, 21:32
Thanks, I'll take a note of all that.

Ecks
October 14th, 2022, 18:40
In Curse of Strahd:

NPC > Arrigal: On the Other tab, there is a typo in "Immage: Arrigal"
Not a bug, but on Story > 05.03.N9c. Vistani Tent there's a link to the image of Luvash, but none for Arrigal. Might be nice to have links to both.

Zacchaeus
October 14th, 2022, 22:08
Thanks I'll have a look at that shortly.

Griogre
October 25th, 2022, 18:48
Kobold Press, Tome of Beast 2

When the module is opened it appears under the "Reference" category in the "Modules" window. "Creature Codex" and "Tome of Beasts" both appear under the "Supplement" category. All three should be in the same category.

Griogre
October 25th, 2022, 19:17
Kobold Press, Creature Codex, Minor Typos, Dark Folk

Dark Eye; TRAITS, Gaze of Shadows: Missing first letter of sentence, ie "hen" s/b "When". ACTIONS, Multiattack, Missing first letter of sentence, ie "he" s/b "The"

Dark Servant; ACTIONS, Multiattack, Missing first letter of sentence, ie "he" s/b "The"

Suggestion: Both for both the Dark Savant and Dark Voice the Dark Devotion and Sunlight Sensitivity Traits just say "Same as the dark eye" which is how it is in the book. However for the FG conversion I would suggest you write the full text out for both traits since when I open the NPCs in FG I don't have them on the same page of the book. The other reason is FGU is increasingly starting to parse traits to put effects on NPCs on the tracker and this would help make these NPCs more future proof.

Zacchaeus
October 25th, 2022, 20:18
I'll russtle up the developer to have a look at that .

Moon Wizard
October 26th, 2022, 00:12
For any developers watching, here are the recommended categories for modules for consistency:
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996644347/Building+Modules+-+Overview#Categories

Thanks,
JPG

roymcm
October 28th, 2022, 04:42
Getting the following errors after update:
Attempt to open link(s) for modules not installed. (D&D Sword Coast Adventurer's Guide - Player's Guide)

and
"Unable to import. Unable to open class record(s) not loaded.
'Cleric' - (D&D Sword Coast Adventurer's Guide - Player's Guide)

I have the sword coast guide loaded activated for players.

Zacchaeus
October 28th, 2022, 09:55
The name of the module is actually DD Sword Coast Adventure guide and not D&D. Unfortunately there was a period when the module was released with the wrong name so any characters that were created during that time will have the wrong link. You can relink the links with the current version of the module - or create the character again. Or you can load the db.xml into a text editor and replace the D&amp;D with DD. (If you do the latter make sure you backup the db.xml file first.

roymcm
October 28th, 2022, 15:48
Thanks, edited the db.xml and that worked on the DM side. Will that propagate down to the players, or will they need to do their own edit?

Zacchaeus
October 28th, 2022, 16:04
I think so since they'll download the changed player characters when they join your game.

belkasro
October 29th, 2022, 05:22
UtilityManager.isClientFGU - DEPRECATED - 2022-07-12 - Contact forge/extension author. I am trying to find which extension this belongs to.

Zacchaeus
October 29th, 2022, 09:03
UtilityManager.isClientFGU - DEPRECATED - 2022-07-12 - Contact forge/extension author. I am trying to find which extension this belongs to.

You'll need to disable all your extensions and then enable them one at a time until you find the culprit. It will be an old one; one that you haven't updated in a long while.

Minxdobby69
November 4th, 2022, 19:02
Kobold Press, Creature Codex, Minor Typos, Dark Folk

Dark Eye; TRAITS, Gaze of Shadows: Missing first letter of sentence, ie "hen" s/b "When". ACTIONS, Multiattack, Missing first letter of sentence, ie "he" s/b "The"

Dark Servant; ACTIONS, Multiattack, Missing first letter of sentence, ie "he" s/b "The"

Suggestion: Both for both the Dark Savant and Dark Voice the Dark Devotion and Sunlight Sensitivity Traits just say "Same as the dark eye" which is how it is in the book. However for the FG conversion I would suggest you write the full text out for both traits since when I open the NPCs in FG I don't have them on the same page of the book. The other reason is FGU is increasingly starting to parse traits to put effects on NPCs on the tracker and this would help make these NPCs more future proof.

Hi Griogre. This was developed before my time but I'll pass on the corrections to KP.

Minxdobby69
November 4th, 2022, 20:20
For these Kobold Press items:

Streets of Zobeck
Tomb of Tiberish
Zobeck Gazetteer
Margreve Player's Guide
Migard Heroes
Heroes of the Southlands


The apostrophe (or quotes?) is appearing as square boxes. I think there might also be an issue with some other character(s) as well as I noticed "MidguardXa", where the "X" is a square box.

Also, it would be nice if the Group names used by a number of Kobold Press in the Story section were better named to include the product, instead of things like "01. What is Zobeck?"

Zobeck Gazetteer 5E and 5e Tomb of Tiberesh have images named << New Image >> with nothing in them.

Hi Lazjen, I wasn't the dev on these products but I've pushed the question to KP. It's a common problem in older modules if the text isn't cleaned up in Notepad++. This is due to the font that is used in the PDF has encoding outside of the UTF-8 encoding that FG uses.

Novacian
November 7th, 2022, 17:35
Greetings,

Please let me know if the following post is in the wrong forum category, I was not sure which one to put it in.

I am enjoying FGU and it's great community of GMs and players (huzzah).

I was reviewing the Stormwreck Isle campaign module from FG that I purchased and the Story indicates each pregenerated character that comes with the starter set has a Personal Goal for visiting the island. While the Fighter, Cleric and Paladin have the Personal Goals in Notes tab, the Rogue and Wizard do not. I do not know if I did anything to remove the Wizard/Rogues "personal goals". I did find the pregen char sheets on dnd.wizards.com at https://media.wizards.com/2022/dnd/downloads/dnd_starterset_characters.pdf and they do have personal goals there ("Find the Lost Fortune" for rogue and "Discover Lost Knowledge" for wizard).

Thus I've added the personal goals from the wizards.com sheets, but I'd thought I'd mention this.

Also, per attachment, when I click the "Kobold" image in 1.05 Kobolds, I get the adult and sprout Myconids image. 55041

Thanks again for everything.

All the best,

Trenloe
November 7th, 2022, 17:42
Please let me know if the following post is in the wrong forum category, I was not sure which one to put it in.
Moved to the 5e bug report thread - this is the best place to report issues with official D&D 5e products.

Novacian
November 7th, 2022, 18:15
Thanks for your help, will do.

Zacchaeus
November 7th, 2022, 19:25
Greetings,

Please let me know if the following post is in the wrong forum category, I was not sure which one to put it in.

I am enjoying FGU and it's great community of GMs and players (huzzah).

I was reviewing the Stormwreck Isle campaign module from FG that I purchased and the Story indicates each pregenerated character that comes with the starter set has a Personal Goal for visiting the island. While the Fighter, Cleric and Paladin have the Personal Goals in Notes tab, the Rogue and Wizard do not. I do not know if I did anything to remove the Wizard/Rogues "personal goals". I did find the pregen char sheets on dnd.wizards.com at https://media.wizards.com/2022/dnd/downloads/dnd_starterset_characters.pdf and they do have personal goals there ("Find the Lost Fortune" for rogue and "Discover Lost Knowledge" for wizard).

Thus I've added the personal goals from the wizards.com sheets, but I'd thought I'd mention this.

Also, per attachment, when I click the "Kobold" image in 1.05 Kobolds, I get the adult and sprout Myconids image. 55041

Thanks again for everything.

All the best,
These issues were fixed in the update a fortnight ago (see link below). Make sure that you have updated FGU. If you have and are still seeing the issue then you will need to revert the module (right click on the module in the activation window and select revert changes).

https://www.fantasygrounds.com/forums/showthread.php?75621-Release-Updates-for-October-25th-2022

Novacian
November 7th, 2022, 20:02
Thank you for the update. I've been updating FGU and I just now reverted all 3 modules.

The NPC category in the modules shows the correct picture. However the "Story" pop-up from the sidebar link which gives the various story sections still shows the Myconid image for "Kolbold" on the image link. Not sure it makes any difference but I purchased Stormwreck on October 28th.

Here's what I am still seeing: 55044

All the best,

Zacchaeus
November 7th, 2022, 20:20
OK, so that must have been a different image last time. :) I'll note that one for fixing.

Edit: No, it's the same image. Clearly a background process hasn't worked. I'll investigate and see if I can sort it out.

Novacian
November 7th, 2022, 20:35
Thank you, I really appreciate how you and the other people in FG are so responsive and helpful! :)

Tooting Dog
November 10th, 2022, 00:41
Any way we can get the full player maps for Against the Giants in Yawning Portal? The ones we have are chopped up but I'd like the option to use a full map and can create my own walls and lights, etc.

Bonkon
November 10th, 2022, 19:19
Good Day Tooting Dog :)
There are a lot of maps available online to download and put your own LOS and lights on. Here are the ones I use:
https://jonpintar.com/store/n7Ov1/against-the-giants-realistic-vtt-maps
Not any kind of endorsement or anything, just some I found. :)

Tooting Dog
November 11th, 2022, 22:42
Good Day Tooting Dog :)
There are a lot of maps available online to download and put your own LOS and lights on. Here are the ones I use:
https://jonpintar.com/store/n7Ov1/against-the-giants-realistic-vtt-maps
Not any kind of endorsement or anything, just some I found. :)

It is a shame that you have to seek elsewhere for complete maps when you are a purchaser of the module. I would think it would be nice to give the buyer a choice rather than be forced to play a map cut-up in several sections. All that needs to be done is include the full map and let the buyer decided if he wants to include all the walls and lights, etc., the buyer has to do that anyway if he seeks maps outside of the FGU module.

LordEntrails
November 11th, 2022, 22:59
Any way we can get the full player maps for Against the Giants in Yawning Portal? The ones we have are chopped up but I'd like the option to use a full map and can create my own walls and lights, etc.


It is a shame that you have to seek elsewhere for complete maps when you are a purchaser of the module. I would think it would be nice to give the buyer a choice rather than be forced to play a map cut-up in several sections. All that needs to be done is include the full map and let the buyer decided if he wants to include all the walls and lights, etc., the buyer has to do that anyway if he seeks maps outside of the FGU module.

There is an in-depth discussion, and reasons for how they were done, here: Yawning Portal map quality (fantasygrounds.com) (https://www.fantasygrounds.com/forums/showthread.php?37412-Yawning-Portal-map-quality)

In short, this module was made when FGC was still active, and the image quality had to be compliant with the standards for FGC. I know it would be great if all the older modules were updated to FGU standards, but not sure if there is enough value or time available for people to do that. It would be up to SmiteWork and maybe Mr. Z if it's something they would consider doing (it would also necessitate separate FGC and FGU versions).

Tooting Dog
November 11th, 2022, 23:35
I appreciate the reply. Speculation does not do anything, though. I will speculate, too, and state if they have the original map image files, I don't think it would take long to just plop them in. Like I stated, the user can then decide to add their own walls and stuff. This is what you have to do anyway with aftermarket maps.

LordEntrails
November 12th, 2022, 03:07
I appreciate the reply. Speculation does not do anything, though. I will speculate, too, and state if they have the original map image files, I don't think it would take long to just plop them in. Like I stated, the user can then decide to add their own walls and stuff. This is what you have to do anyway with aftermarket maps.
I'm not really speculating. I think you missed these two comments from that thread:

.... Additionally many of the maps are from the original adventures and so aren't high resolution to begin with. If I made them bigger then the pixellation would be worse.

The artists versions of the maps are not supplied. The images that are used are the ones that form the hardcover book output.
So, SmiteWorks doesn't have legal access to the high resolution versions. It's possible that they could be given them, but right now they don't have permission to redistribute them since they were not included in the printed versions.

If they do obtain them, and the rights to distribute them, then yes they could put them in. But it would still necessitate that they maintain the low res version for FGC users since it is very likely the high res versions would not work within a 32-bit application. I don't know if the current distribution pipeline has an architecture that supports two different channels. It might, but I haven't seen any indication that it currently does. They could build such, but would it be a wise business decision? Not my call.

dbachen
November 18th, 2022, 01:14
Adventure: Curse of Strahd
Story: 18.03.20 Children's Room
Bug: Last sentence of the Development section is incomplete. It's missing the words "of the Player's Handbook)", and there should be a link to that section for easy lookup

dbachen
November 18th, 2022, 03:05
<ignore original message. caused by extension>

Zacchaeus
November 18th, 2022, 09:03
Adventure: Curse of Strahd
Story: 18.03.20 Children's Room
Bug: Last sentence of the Development section is incomplete. It's missing the words "of the Player's Handbook)", and there should be a link to that section for easy lookup

Thanks; I'll add that to my list. I don't usually link to specific books in adventures since the user might not own that book. I did link a lot of stuff in the 'starter' adventures to the specific rulebooks that come with those adventures (since the user will definitely have those books).

Ecks
November 19th, 2022, 03:35
Curse of Strahd:
Story 12.00 Chapter 12: The WIzard of Wines - the 'i' in "WIzard" is inadvertently capitalized.

Zacchaeus
November 19th, 2022, 09:57
Thanks, added to the list.

Minty23185Fresh
November 19th, 2022, 16:25
During game play an NPC acquired a spell, when added to the NPC via the Combat Tracker, the spells title and details fail to parse (screen shot provided).

55168

Steps to repeat...

New 5E campaign
No extensions (see screenshot)
Open 5E Player's Handbook and Monster Manual
Add "Mage" NPC to Combat Tracker
In the Combat Tracker click on Shield Icon to bring up the Mage (the instance in the C.T.)
Unlock the Mage Stat Sheet (in the title bar)
Scroll to the bottom of the Mage's Stat Sheet
Drag the "Moonbeam" spell from the Spells Recordset on to the bottom of the Mage Stat Sheet
Relock the Mage's Stat Sheet
Note the absence of the spell's title and its basic stats in the C.T. (see screen shot)
Note that if I click the Shield Icon for the errantly parsed spell, as shown in the right portion of the screenshot, the Moonbeam's stats really are present.


I have tried various things to get it to reparse, including:

Cycling the turn off of and back on to the Mage
Closing the C.T. and bring it back up
Reloading (/reload) Fantasy Grounds
Completely restarting FG

All without success.

LordEntrails
November 19th, 2022, 16:32
During game play an NPC acquired a spell, when added to the NPC via the Combat Tracker, the spells title and details fail to parse (screen shot provided).

55168

Steps to repeat...

New 5E campaign
No extensions (see screenshot)
Open 5E Player's Handbook and Monster Manual
Add "Mage" NPC to Combat Tracker
In the Combat Tracker click on Shield Icon to bring up the Mage (the instance in the C.T.)
Unlock the Mage Stat Sheet (in the title bar)
Scroll to the bottom of the Mage's Stat Sheet
Drag the "Moonbeam" spell from the Spells Recordset on to the bottom of the Mage Stat Sheet
Relock the Mage's Stat Sheet
Note the absence of the spell's title and its basic stats in the C.T. (see screen shot)
Note that if I click the Shield Icon for the errantly parsed spell, as shown in the right portion of the screenshot, the Moonbeam's stats really are present.


I have tried various things to get it to reparse, including:

Cycling the turn off of and back on to the Mage
Closing the C.T. and bring it back up
Reloading (/reload) Fantasy Grounds
Completely restarting FG

All without success.
Yep, this has always been the behavior. To get the spells to reparse, you have to remove ALL spells from the NPC, then add to the CT or use the right mouse Parse spells option. I'm sure this is part of a performance thing, i.e. not reparsing except under specific situations.

EDIT: misunderstood, the extra blank line is interesting... Not sure what's happening.

Zacchaeus
November 19th, 2022, 17:36
Spells are only parsed when the NPC is added to the CT (the NPC on the CT is only a copy of the original). Once added I don't think added spells will parse. You'd need to add the spell to the NPC whilst it's in the NPC spell list and then reparse the spells there or add to the CT to force the spells to parse.

Minty23185Fresh
November 19th, 2022, 19:31
Spells are only parsed when the NPC is added to the CT (the NPC on the CT is only a copy of the original). Once added I don't think added spells will parse. You'd need to add the spell to the NPC whilst it's in the NPC spell list and then reparse the spells there or add to the CT to force the spells to parse.

After my post I had considered this.
I’ll verify, and report back.

Thank you Zacchaeus and Lord Entrails

[EDIT] yes, it is exactly as you say Zacchaeus. Again thanks. Sorry for the false alarm.

Tooting Dog
November 20th, 2022, 15:45
Thanks for the reply. I still don't understand, but will go with what you say. I assumed the chopped-up maps came from the original full-sized map. If what you state is the case that the original full-size map is too low res to be utilized, I don't know how the smaller maps would be of a higher quality if they are derived from that stated low-res map. I guess I am to assume Smiteworks was given higher-res chopped-up maps. But I never said get rid of anything that already comes with the adventure and so adding a good full map (if one were available) would not impact FGC users at all and so not sure why that is being considered as contention. I have found after-market maps that I am using. At one point I thought about pasting together the smaller maps as layers next to each other into one big map but did not investigate how that would work and I don't know how to extract the map files to do this outside of FGU. But no matter. It's a shame there was not a good map provided to Smiteworks. Thanks for the replies!



So, SmiteWorks doesn't have legal access to the high resolution versions. It's possible that they could be given them, but right now they don't have permission to redistribute them since they were not included in the printed versions.

If they do obtain them, and the rights to distribute them, then yes they could put them in. But it would still necessitate that they maintain the low res version for FGC users since it is very likely the high res versions would not work within a 32-bit application. I don't know if the current distribution pipeline has an architecture that supports two different channels. It might, but I haven't seen any indication that it currently does. They could build such, but would it be a wise business decision? Not my call.

Zacchaeus
November 20th, 2022, 16:32
Thanks for the reply. I still don't understand, but will go with what you say. I assumed the chopped-up maps came from the original full-sized map. If what you state is the case that the original full-size map is too low res to be utilized, I don't know how the smaller maps would be of a higher quality if they are derived from that stated low-res map. I guess I am to assume Smiteworks was given higher-res chopped-up maps. But I never said get rid of anything that already comes with the adventure and so adding a good full map (if one were available) would not impact FGC users at all and so not sure why that is being considered as contention. I have found after-market maps that I am using. At one point I thought about pasting together the smaller maps as layers next to each other into one big map but did not investigate how that would work and I don't know how to extract the map files to do this outside of FGU. But no matter. It's a shame there was not a good map provided to Smiteworks. Thanks for the replies!
All of the images are provided by Wizards of the Coast. In the case of the Yawning Portal the maps provided were small and of not great quality since many of the adventures dated to long before VTT's were a thing. The scale of the maps is 10ft rather than 5ft so in order to put a reasonable grid size on the map It would have been necessary to increase the size of the maps provided and that then made the maps too big for FG Classic to handle comfortably. Thus I chopped the maps up in order to make the quality a little better and still get under the FG Classic limits.

I am disinclined to go back into these older modules and update them for Unity. These older maps are fairly horrible to work with as far as removing room numbers and secret doors etc so that a decent player map can be created. It would also mean re-adding all of the encounters, and redoing the line of sight and lighting etc as well. And in the module you are talking about the map wouldn't be all that much better than the ones that are currently in the module. As I say they're fairly small and pixelated to start with and making them bigger will simply exacerbate that problem.

andrewcr
November 22nd, 2022, 09:43
Tome of Beasts 3

Glacial Crawler; Acid Spray (Recharge 5-6) ability

The initial spray damage is not correct missing the word "damage" after the word acid.

Zacchaeus
November 22nd, 2022, 16:08
Thanks, I'll pass that on to the developer.

dbachen
November 30th, 2022, 01:56
Barbarian / Rage (PHB) The FG effect has a DMG: 4 at level 1, and it's supposed to be DMG: 2
-checked plain campaign no extensions or effects modules
Rage; ADVCHK: strength; ADVSAV: strength; DMG: 4, melee; RESIST: bludgeoning, piercing, slashing

dbachen
November 30th, 2022, 01:59
Herbalism Kit (PHB) -- Exists as an item, but not on the list of adventurer's gear where the other kits are listed. So when you are using the hermit background and click the adv gear table link, it doesn't show up and you have to go find it manually.

Mach5RR
November 30th, 2022, 02:20
The effect for NPCs Healing themselves, actually heals the NPCs target and not the NPC.
As an example, the Unicorn has a a Legendary Action of "Heal Self", which contains the description "The unicorn magically regains 11 (2d8 + 2) hit points." This matches the 5e Fantasy Ground Effects Wiki which states for Basic Healing "The <creature name> regains ndn hit points or The <creature name> regains x hit points." But clicking on the Unicorn self heal actually restores the target, and does nothing if you have no target selected (except for targeting yourself I suppose).

dbachen
November 30th, 2022, 03:08
The effect for NPCs Healing themselves, actually heals the NPCs target and not the NPC.
As an example, the Unicorn has a a Legendary Action of "Heal Self", which contains the description "The unicorn magically regains 11 (2d8 + 2) hit points." This matches the 5e Fantasy Ground Effects Wiki which states for Basic Healing "The <creature name> regains ndn hit points or The <creature name> regains x hit points." But clicking on the Unicorn self heal actually restores the target, and does nothing if you have no target selected (except for targeting yourself I suppose).

Both the healing touch and the heal self have the same wording which is being parsed by FG.. that is "regains 11 (2d8+2) hit points." which gets parsed into the effect on the combat tracker as [HEAL: 2d8+2].

So the behavior with the heal effect is handled with required targeting.. Yes, i know that the legendary says "self", but because of the text parsing it doesn't know to add the (T:SELF)

You would need to code your own effect to add the self, or use an effects coding package to do it.

Mach5RR
November 30th, 2022, 03:16
Yeah, I've been coming to that conclusion. I had just assumed they worked differently because the wiki listed it separately, and I assumed it worked properly. I was trying to code/fix an NPC from Tome of Beasts 3 and I thought I was doing something wrong. Had to dig out the Unicorn, and found that no, it was doing the same thing. After I posted, I noticed that the parsed effect was the same as an effect that heals others. Assumed it was leaving off a tag, but couldn't find any reference to a HEAL SELF (or equivalent)

Zacchaeus
November 30th, 2022, 10:03
Herbalism Kit (PHB) -- Exists as an item, but not on the list of adventurer's gear where the other kits are listed. So when you are using the hermit background and click the adv gear table link, it doesn't show up and you have to go find it manually.

Although it has Kit in its name the herbalism kit is listed under tools. You can use the filter at the bottom of the items list to select tools or go to the library and click on Equipment and then tools to find it more easily (or just type herb into the search bar).

Note also that if you are using the character wizard you automatically get a herbalism kit added to your inventory.

Zacchaeus
November 30th, 2022, 10:06
So I see. I'll let the Character Wizard developer know.

Zacchaeus
November 30th, 2022, 10:09
The effect for NPCs Healing themselves, actually heals the NPCs target and not the NPC.
As an example, the Unicorn has a a Legendary Action of "Heal Self", which contains the description "The unicorn magically regains 11 (2d8 + 2) hit points." This matches the 5e Fantasy Ground Effects Wiki which states for Basic Healing "The <creature name> regains ndn hit points or The <creature name> regains x hit points." But clicking on the Unicorn self heal actually restores the target, and does nothing if you have no target selected (except for targeting yourself I suppose).

This is expected behaviour. The wording doesn't create any targeting information (for this or any other effect created by parsing text mostly). In order to use the effect drag and drop it onto the Unicorn and it will heal the NPC correctly.

PinkTopazPanda
December 2nd, 2022, 06:06
Note I am very new to FG.
Version Fantasy: Grounds Unity v4.3.1 ULTIMATE
So I was just messing around and learning how to use this software.
There is a module I am going to run (Curse of Strahd), I haven't looked that far just trying to prepare myself for the starting area (Barovia). I have this weird issue of not being able to find common information that is needed to run some of the locations. So as of now, I am using a pdf book of Curse of Strahd to read out of.

This is an example of my issue.

Load up the game. Story tab Chapter 3: village of Barovia - player map. At this point, you can see red pins for the locations and the pins let
you know more about one of the locations on the map.

If I want to know about E5 Church it comes with all the information, the map, and the detail of the church, NPCs at the Church
And then we have E7 Haunted House - this is what the pin tells me "This haunted house is described in Appendix B, "Death House" it has one link " Appendix B: Death House". This leads to misc information no map no introduction to the house as in the book "Curse of Strahd". In the Book "Curse of Strahd" Appendix B, page 211, has a ton of information.
Not like you can't find the map... I just find it strange.

Update: Chapter 3 doesn't link the "Village of Barovia" map I linked it myself.....

Update: I found where all the missing information is....
Story - "SoC 18. Appendix B: Death House"... not to be confused with "18.00 Appendix B: Death House".....

PinkTopazPanda
December 2nd, 2022, 07:00
In the Reference Tab Chapter 8 running the game - combat, the text blends in its white on the white paper image.

It could be the fact I'm slightly color-blind but white on white is a strange choice.

Also, there is a post I made about the Curse of Strahd... I don't think it was a proper post like this one.

Zacchaeus
December 2nd, 2022, 09:28
Note I am very new to FG.
Version Fantasy: Grounds Unity v4.3.1 ULTIMATE
So I was just messing around and learning how to use this software.
There is a module I am going to run (Curse of Strahd), I haven't looked that far just trying to prepare myself for the starting area (Barovia). I have this weird issue of not being able to find common information that is needed to run some of the locations. So as of now, I am using a pdf book of Curse of Strahd to read out of.

This is an example of my issue.

Load up the game. Story tab Chapter 3: village of Barovia - player map. At this point, you can see red pins for the locations and the pins let
you know more about one of the locations on the map.

If I want to know about E5 Church it comes with all the information, the map, and the detail of the church, NPCs at the Church
And then we have E7 Haunted House - this is what the pin tells me "This haunted house is described in Appendix B, "Death House" it has one link " Appendix B: Death House". This leads to misc information no map no introduction to the house as in the book "Curse of Strahd". In the Book "Curse of Strahd" Appendix B, page 211, has a ton of information.
Not like you can't find the map... I just find it strange.

Update: Chapter 3 doesn't link the "Village of Barovia" map I linked it myself.....

Update: I found where all the missing information is....
Story - "SoC 18. Appendix B: Death House"... not to be confused with "18.00 Appendix B: Death House".....

I checked this and the link to the Death house links to the correct place both from the story entry and from the reference manual. See my image attached. Is this not what you see?

The link is just to the first page of the appendix - you can click on the arrows at the bottom of the page to move through each entry. The battlemap link appears in story entry 18.03.00. The easiest way to read through the adventure is to use the reference manual. Click on the Curse of Strahd thumbnail in the library window and then on the Reference manual entry. You can then use the index there to move back and forward through the adventure. See image attached.

Zacchaeus
December 2nd, 2022, 09:33
In the Reference Tab Chapter 8 running the game - combat, the text blends in its white on the white paper image.

It could be the fact I'm slightly color-blind but white on white is a strange choice.

Also, there is a post I made about the Curse of Strahd... I don't think it was a proper post like this one.

I'm not seeing this. The most likely reason why you would see white on white text is that you have two themes installed. On the start screen make sure that you only have one theme ticked in the extensions list.

PinkTopazPanda
December 2nd, 2022, 09:50
I checked I have "Theme: FG Dark" and "Feature D&D - Offical Language Font." 55318

Zacchaeus
December 2nd, 2022, 17:25
I checked I have "Theme: FG Dark" and "Feature D&D - Offical Language Font."

Ah, ok. I'll make sure Josh gets to know about that.

LordEntrails
December 2nd, 2022, 20:22
I checked I have "Theme: FG Dark" and "Feature D&D - Offical Language Font." 55318
For now you should disable the theme until the white on white can be fixed :)

Minty23185Fresh
December 5th, 2022, 20:11
There are a couple of dialogs (the Characters Recordset and the Options Tool) that when resized and/or repositioned, then closed and reopened later, do not retain the past resize and/or position. Instead, these two dialogs always revert to their default size and are centered on the Fantasy Grounds tabletop. Because every other dialog does maintain the user's adjusted size and position, it seems to me as though this is an error. Is this behavior intentional? If so please explain.

(It might be that this behavior is ruleset independent and so this complaint maybe belongs elsewhere. I did not check. Thanks in advance for your patience.)

Screen shot provided to help elucidate...
55344

Moon Wizard
December 5th, 2022, 21:04
Yes, this is intentional for certain windows (character selection, reference lists, any options, assets) that need to be made immediately available front and center when triggered.

Regards,
JPG

Camberme
December 6th, 2022, 05:52
in the 5e module for Light of Xarxis, Group LOX part 2, starting at 2.20 There is a character named, Grimzod Gargenhale. at 2.23 he is refered to as Grimiod in NPC links, npc and picture. but his name is Grimzod, not Grimiod. (I have updated as of 12/5/2022)

Zacchaeus
December 6th, 2022, 09:40
in the 5e module for Light of Xarxis, Group LOX part 2, starting at 2.20 There is a character named, Grimzod Gargenhale. at 2.23 he is refered to as Grimiod in NPC links, npc and picture. but his name is Grimzod, not Grimiod. (I have updated as of 12/5/2022)

Thanks, I'll take a note to fix that.

Azaran
December 6th, 2022, 21:05
In the Dragonlance shadow of the dragon queen module, the story part of the module is missing. it's in the ref manual, but not set up for play.

redba
December 6th, 2022, 21:22
Dragonlance Shadow of the Dragon Queen (DM not player):
- Chapter 3: When Home Burns > Vogler Gazetteer > Mercenary Camp > two NPC link missing (add Gargonis / add Jeyev)
- Chapter 3: When Home Burns > Vogler Gazetteer > Wharfinger’s Office > NPC link duplicated and written as Unidentified Creature instead of Wharfinger Umpton Lanth
- Chapter 4: Shadow of War > Wheelwatch Outpost > W2: South Guard Tower > Encounter link dupklicated
- Chapter 6: Dread Wolf Cove > Item Shard of Darkness link point to a blank item
- Appendix B: Draconians > Draconian Sizes to Scale Image ..not possible to click and pop out
- Reference Manual (both DM and Player) are totally unlocked

Zacchaeus
December 6th, 2022, 21:31
Thanks I'll let the developer know.

The reference manuals are unlocked because there's no story entries in this one. So DMs can edit the entries if they so wish.

redba
December 6th, 2022, 21:37
Thanks I'll let the developer know.

The reference manuals are unlocked because there's no story entries in this one. So DMs can edit the entries if they so wish.

Great decision!!! Thank you Zacchaeus.. !!!!

Zacchaeus
December 6th, 2022, 21:55
Great decision!!! Thank you Zacchaeus.. !!!!

Not my decision. Take a note of who developed it :)

ddavison
December 7th, 2022, 04:18
Dragonlance Shadow of the Dragon Queen (DM not player):
- Chapter 3: When Home Burns > Vogler Gazetteer > Mercenary Camp > two NPC link missing (add Gargonis / add Jeyev)
- Chapter 3: When Home Burns > Vogler Gazetteer > Wharfinger’s Office > NPC link duplicated and written as Unidentified Creature instead of Wharfinger Umpton Lanth
- Chapter 4: Shadow of War > Wheelwatch Outpost > W2: South Guard Tower > Encounter link dupklicated
- Chapter 6: Dread Wolf Cove > Item Shard of Darkness link point to a blank item
- Appendix B: Draconians > Draconian Sizes to Scale Image ..not possible to click and pop out
- Reference Manual (both DM and Player) are totally unlocked

Thanks. These have been addressed with a new update and in the new sticky thread here:
https://www.fantasygrounds.com/forums/showthread.php?76044-Dragonlance-Shadow-of-the-Dragon-Queen-Bug-List-and-Fixes&p=670510#post670510

redba
December 7th, 2022, 06:27
Thanks. These have been addressed with a new update and in the new sticky thread here:
https://www.fantasygrounds.com/forums/showthread.php?76044-Dragonlance-Shadow-of-the-Dragon-Queen-Bug-List-and-Fixes&p=670510#post670510

Great work as always @ddavison.. And by the way I am very happy to see the builder unlocked to "abuse" of it!!! Thank you for your continued work and patience with us "roleplaying junkie nerds".. :-) Have a great day!!

Minty23185Fresh
December 7th, 2022, 16:24
When an NPC (Giant Spider) attacks and damages a PC and then a Saving Thow is required by the PC, if the DM/GM makes the saving throw from the Combat Tracker, from the NPCs actions, the value of the dice roll is displayed to the player in their chat even though the "Show GM Rolls" is set to "Off" in the Options Tool.

A screen shot is provided. The left portion of the screen shot is the DM instance, showing the DM's Chat Dialog, Options Tool Dialog, and Combat Tracker. The right portion shows the Player's Instance of the Chat Dialog. Note the Show GM rolls and Show results to client settings (circled in red).

There are NO extensions loaded.

The steps I took were, (1) the Giant Spider attacked, was successful and (2) a damage was applied to the PC. (Indicated with red lines.) Note that the rolls are hidden as indicated by the invisible (gray slashed eye) in the GM instance, but the results are reported. This is confirmed in the Player's instance.

But when I made the (3) Constitution saving throw, the dice roll was displayed (orange lines) in both the GM and Player instances.
55372

One might try to explain this away as the DM/GM making the roll for the Player, it's actually a Player roll not a DM roll. I call Shenanigans!! on this.

To validate my claim, I performed the same steps but instead of rolling the save from the DM's Combat Tracker I brought up the PC's Character Sheet and made the save from there. The roll was hidden (orange lines in the next screen shot). Because there isn't a context for the roll, from the Character Sheet like there is from the Combat Tracker there are no adjudicated results shown.
55373

By the way I made a Constitution check and Initative roll from the Combat Tracker's PC subwindow, a.k.a. "rolls by the DM on behalf of the Player", and both of them were hidden (no screen shot provided, I can if you want it.) To me this indicates invalidates any attempt to waive one's arms and try to explain this errant, inconsistent, behavior away as might be postulated, above.

Moon Wizard
December 7th, 2022, 19:54
Can you please provide the exact steps that you followed on the GM side? (i.e. double click on Spider attack, double click on Spider damage, double click on Spider Save, etc.) (or drag attack to PC token, etc.) (or whatever exact steps followed).
The exact actions can be important in understanding what is happening; the single screenshot does not convey these exact steps.

Also, what are the specific options for Show GM Rolls (assuming off from post) and Show Results (assuming on from post)?

I just want to make sure I'm following what you are doing exactly in order to understand what you're trying to say should and shouldn't happen, and look at how it was designed and working now.

Regards,
JPG

Moon Wizard
December 7th, 2022, 19:59
Also, if I understand what you are saying, then you are saying that the expected behavior is that rolls triggered by GM should behave differently than rolls triggered by player. Given that saving throws are "triggered" rolls that are always rolled on the GM client, since the "application" of the action isn't an actual roll but a request for a roll by another actor; this creates additional complexity in deciding how this should be handled.

Regards,
JPG

Moon Wizard
December 7th, 2022, 20:32
I think I have a fix for what you are asking for; but I want to double check with the exact steps still.

Regards,
JPG

Minty23185Fresh
December 8th, 2022, 03:19
Moon Wizard I am working on getting an answer back to you. I will endeavor to be as thorough and concise as possible. Thank you.

Minty23185Fresh
December 8th, 2022, 05:23
@Moon Wizard

I apologize for the overly rigorous details presented below, I know you know all of the silly details that follow, but I said I'd be thorough. :)

Steps to repeat the issue:
Open GM (host) instance of FG (5E ruleset, I haven't tested other rulesets.)
Open the Options Tool editor and under the Game heading, ensure "Chat: Show GM rolls" is "Off" and "Chat: Show results to client" is "On". Then close the editor.
Open the Modules dataset dialog and Activate the D&D Players Handbook. Then close the dialogs.
Open the Combat Tracker. Delete all PCs and NPCs if there are any.
Open the NPCs dataset dialog; scroll down to Giant Spider and drag it into the Combat Tracker. Close the dataset dialog.
In the Combat Tracker click the Giant Spider's visibility icon to make it visible
Open another instance of FG (player's instance) and join your campaign.
Hopefully you have a list of pregen characters, pick one, I used a Barbarian, but it shouldn't matter.
Once FG comes up and the Character Selection dialog comes up, pick your desired character.
Back in the GM instance, drag the PC's portrait from the upper left of the tabletop into the Combat Tracker.
Assign an initiative to the PC and NPC if needed, the PC's initiative should be something a little less than the Giant Spider's.
Also make sure your PC's Hit Points (HP field) are sufficiently high, above say 20, so that a single damage roll doesn't kill your PC.
Set it to be the Giant Spider's turn by clicking its turn indicator icon.
Have the Giant Spider attack the PC by hovering over the Spider's Bite ATK Action and dragging it onto the NPC.
If need be, attack again and again until the Spider successfully Hits the PC.
Notice that in the GM instance the Dice rolls for the attempted attacks are displayed. They are displayed with the GM icon, followed by the Invisible icon, a description of the attack and the die icon and actual value plus modifiers inside a "bubble".
This is followed by the Results: a Hit or Miss icon, a description of who attempted the attack, the total dice roll value, who was the intended target and the results of the attack, Hit or Miss.
Now notice in the player's instance, the Results are shown but the Dice roll's information is not displayed (because of the Option Tool's setting).
Once the Spider has successfully hit the PC, hover over and drag a damage roll (DMG) on to the PC from the Spider.
Notice a similar display for damage as that of the Hit. Corresponding icons for the GM, the Invisibile or hidden roll, inflicted damage description and the actual Dice values are all displayed.
Also note the actual inflicted damage results are displayed, by whom, on whom, with the values and any change in PC status.
Similar to the previous Attack roll, the damage Dice roll is not shown in the player's instance of FG, but the resulting damage done is displayed.
Now for the problem child!!
Because the PC was hit they must now make a saving throw against the Giant Spider's venom. So hover of the saving throw (SAVEVS) and drag that dice roll on to the PC.
Notice in both the player's instance and the GM's instance, the information reported is inconsistent with what occurred for the attack and damage rolls.
The PC is reported to be the one who rolled the dice. It's not a hidden roll, the dice and values of the roll are shown in both instances (contrary to the Options setting)
The results are shown in both instances as they should be.


[EDIT] late addition... it doesn't seem to matter if one drags and drops or sets targeting and double clicks, same issue occurs.

Now we can follow this up and ensure that that saving throw, made by the GM via the Combat Tracker is really displayed incorrectly / inconsistently.

In the Combat Tracker, click the icons for the PC's Offence and Defense stats (the little sword and little fist icons)
Either drag or double-click the Init field or any one of the Ability Score fields.
Note the Dice roll values display in the GM instance of FG but do not display in the Player's instance.
The auto death saving throw seems to me to be a really good parallel to the failing instance above yet it behaves properly.
Apply more damage to the PC until it dies.
Make sure "Combat: Auto death rolls" is set to "On" in the House Rules section of the Options Tool.
When the PC's status is Dying, it is Prone and Unconscious, with Wnd's equal to HP, then advance the turn to the PC.
An auto death saving throw will be effected and sure enough the Dice throw and values are show in the GM's instance but not the Player's instance.


So to recap, that one roll, the SAVE, is the only one that I have observed that breaks the Options Tool setting "Chat: Show GM rolls" as "Off".

Minty23185Fresh
December 8th, 2022, 05:42
Also, if I understand what you are saying, then you are saying that the expected behavior is that rolls triggered by GM should behave differently than rolls triggered by player. Given that saving throws are "triggered" rolls that are always rolled on the GM client, since the "application" of the action isn't an actual roll but a request for a roll by another actor; this creates additional complexity in deciding how this should be handled.

Aargh. I don't know the triggering mechanisms. I haven't gone fishing in the code.
All that I am saying is that, that specific roll, a save rolled by the DM on behalf of the player, is inconsistent with all other rolls that I've observed so far, made by the DM, if the Show DM rolls option is Off.

When that Option is Off, a GM dice roll, should not be displayed to the players. Irregardless of the type of roll, the triggering mechanisms, or what have you.
Don't show it means don't show it.

I do remember seeing something along the lines of what you are speaking about in my Bardic Inspiration Die Extension.
Saving throws presented a problem for me because the Actor argument assignments were reversed.
Typically the "source" Actor was the one doing the attacking, the one doing the damaging, etc. And the "target" Actor was the one getting hit or getting damaged.
But not so with Saves. The Actors were reversed until I started thinking about "point of view". I expected the source to be the Actor causing the saving throw, and the target to be the Actor doing the saving. But in fact the source is the one doing the saving and the target is the one causing the saving (if and when the target is even assigned).
It threw me for a loop for a while.
I hope I stated this correctly.

[EDIT] what I’m implying here is maybe something like that is going on here. The scripting is triggering off the Actors. If the Source Actor is an NPC make the dice roll secret. But if the Actors are reversed, because it’s a save, the secreting of the dice roll is not effected. But as I said, I haven’t looked at the code so it’s a wild eyed guess. :)

Thanks for looking into this Moon Wizard

Wintermute
December 8th, 2022, 19:27
In Crown of the Oathbreaker, I found a minor typo. The story group label for Chapter 4 - Introductory Adventures, Introductory is spelled wrong. :)

mattekure
December 8th, 2022, 19:27
Sleeping Dragons Wake

The encounter 04.20 Travel to the Lair has the npc counts wrong. The text calls for a single flameskull with 1 ghoul per character. But it is reversed.

https://i.imgur.com/0smNvOg.png

Zacchaeus
December 8th, 2022, 20:03
I'll pass that onto the developer.

ddavison
December 8th, 2022, 22:48
Oops. One flameskull per character is a bit much. I will patch that in the next build.

On another note, I received better maps from Wizards of the Coast that are layered. I will be pushing an update that has these new maps in place of the old ones, with tags for rooms and other stuff on a separate GM only layer.

ddavison
December 9th, 2022, 18:37
Sleeping Dragons Wake

The encounter 04.20 Travel to the Lair has the npc counts wrong. The text calls for a single flameskull with 1 ghoul per character. But it is reversed.

https://i.imgur.com/0smNvOg.png

Oh. This is actually for a different module - Sleeping Dragon's Wake. This thread is just for the Dragonlance module. I will let the developer, Rob Twohy, know about this issue.

rob2e
December 9th, 2022, 19:15
Oh. This is actually for a different module - Sleeping Dragon's Wake. This thread is just for the Dragonlance module. I will let the developer, Rob Twohy, know about this issue.

Fixed.

Foxdeceir
December 11th, 2022, 22:11
5e Monsters of the multiverse

Its portrait is the Haregon which is incorrect
Fey Gift text is incomplete in race mod.

Missing the following:

Hospitality. You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.

Passage. You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.

Spite. Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.

Zacchaeus
December 13th, 2022, 09:53
Sorry, missed this the other day. I've fixed this and hopefully the new version will get released later today.

Thelgor
December 14th, 2022, 00:55
The Encounter links for the Reghed Tribe Camp in Story and Reference Manual create blank encounter entries. This problem is showing up only in the Tribe Camp - <faction> encounters; (NOT the Tribe Camp - Hunting Parties - <faction> encounters).

For Story entries, clicking on either the Tribe Camp - Elk or Tribe Camp - Bear results in a blank encounter entry. Clicking on either Tribe Camp - Tiger or Tribe Camp - Wolf seems to use an Encounter template to generate an empty encounter as an undefined Encounter appears in the Encounter listing.

For Reference Manual entries, selecting any of those four entries results in a blank encounter entry.

There appear to be Encounters (Random) table entries but they do not appear to be referenced.

55454

This behavior was observed in a 5e campaign with core rules loaded and no extensions.

superteddy57
December 14th, 2022, 02:49
I will make a note of this to take a look, but won't find an update till the next weekly update.

Ecks
December 14th, 2022, 02:49
In Rime of the Frostmaiden:

Story Groups: The Chapter numbers for each of the Story groups is off by 1 (e.g. Chapter 02: Ten-Towns is really Chapter 01).
There seem to be a number of missing Story Entries in Chapter 7: Doom of Ythryn: Dealing with the Arcane Brotherhood, Auril's Wrath, and Summoning the Tarrasque. These are present in the Reference Manual, but only partially in Story Entries.
Images: Adventure Flowchart: While readable, it's really blurry at the current resolution
Throughout the Reference Manual, it looks like there are numerous instances where there is no space after a period ending a sentence. For example, in Welcome to the Far North > About This Book: "...adventure optimized for four to six characters.The player..."