View Full Version : Official Star Trek 2d20 Bug Report Thread
superteddy57
October 11th, 2022, 14:52
Use this thread to post any ruleset specific issues to track and get resolved. When reporting, please provide steps in reproducing the issue and any images if possible.
Talen
October 12th, 2022, 06:45
I have a few questions and comments related to character creation -admittedly, I may just be misunderstanding some design decisions.
1. How do you add unarmed strike to the combat tasks? I can do it by creating an item and adding it - but the knockdown and vicious effects do not appear in the combat tasks selections even though they are included in the item entry.
2. Am I correct that the Values are added in the notes section? Assuming that's correct, and just a suggestion: I think values are important enough to warrant their own section.
3. It would be nice if the Attributes and Disciplines layout followed the graphical layout of the the Modiphius character sheets and Adventures (see the James Kirk character sheet for an example) where Control is above Daring , rather than above Insight - and so on.
Nits aside - Loving the ruleset so far! Thank you.
superteddy57
October 12th, 2022, 09:02
1) Unarmed strike would need to be setup as an weapon in your equipment frame for it to be made available. The weapon qualities won't appear on the entry under Attack action, but the system will apply their effects when appropriate when using unarmed strike. Charge and Grenade get special treatment as the effect is slotted and removed very quickly and will have quick options below the entry.
2) The notes are a new concept for organizing certain data on a sheet. I appreciate your feedback for this new concept and will take it into consideration.
3) The organization of the attributes and disciplines are alphabetical and setup using the built in filters for the controls. How they appear is how the code currently makes them appear. I will make a note of that for possible expansion in the future.
Talen
October 12th, 2022, 11:00
Makes sense and thanks for the quick response!
Jay_NOLA
October 15th, 2022, 00:53
Some of the text on the Akira Class at the end of Capabilities in the Detail section has some text at the end that needs to have the spacing fixed on it from how it was imported.
superteddy57
October 15th, 2022, 12:05
Added to fix that will be available with next weekly update.
Talen
October 15th, 2022, 23:10
As the GM, I have selected a task with Difficulty 2 and a Treacherous Complication range. I have selected the D2 and C5 boxes. However, the complication range does not appear to have changed - rolls of 16 and over do not show as raising a complication in the chat window when rolled by the player. However, if I roll as the GM, the complication will be triggered. In addition, the boxes do not appear to be reverting to the default after the roll for either the GM or the player as indicated in the Wiki.
stephan_
October 15th, 2022, 23:34
(I was assuming the difficulty and complication would need to be set by the instance that does the roll [similar to how flat-footed etc. works in other systems] - though I haven't tested it with a second player instance yet.)
superteddy57
October 16th, 2022, 07:56
As the GM, I have selected a task with Difficulty 2 and a Treacherous Complication range. I have selected the D2 and C5 boxes. However, the complication range does not appear to have changed - rolls of 16 and over do not show as raising a complication in the chat window when rolled by the player. However, if I roll as the GM, the complication will be triggered. In addition, the boxes do not appear to be reverting to the default after the roll for either the GM or the player as indicated in the Wiki.
Was able to verify. Looks like I forget to set the complication public. Will be in with the next update. As for them not reverting to default, there was some feedback during Fallout and Dune that setting them for each roll was tedious for multiple rolls. The same can be said for this approach as well, but this will remain the same through multiple rolls instead of needing change every roll.
Jay_NOLA
October 17th, 2022, 00:47
In the Reference Manual of the Core book in CH05 REPORTING FOR DUTTY under Lifepath Creation in Step Seven: Finishing Touches under RANK AND ROLL the text describing each role has some text that needs to be italisized in each role. If you look at a PDF or print copy of the Core book you can see the italisized text. The description with no rules of each is in normal text and the text with game rules needs go in italics for each. The way the text was imported in and that the text changes from normal to italics in each role is why the import made it all normal I suspect.
Jay_NOLA
October 19th, 2022, 17:30
The new Ship Roles that can be dragged and dropped to a character sheet haves some text that needs to go into italics. See the attached screenshot of Commanding Officer as how it looks in the PDF Core book and see the screenshot of how the Commanding Officer looks in the new Ship Roles that got added and see the screenshot of how it looks in the Reference Manual. (Mentioned the reference manual italics text before in another bug post but didn’t attach a screenshot so I attached one of it too.) The last sentence needs to be italics. This needs to be done for all the roles in both the new drag and drop able Ship Roles and the Reference Manual.
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Jay_NOLA
October 21st, 2022, 16:18
In the Reference Manual in the CH11 ALIENS AND ADVERSERIES the NPCs have the word disciplines is typed DiSCIPLINES for all the NPCs in the chapter. The first i is not capitalized for some reason. See the attached screenshots of various NPCs in this chapter.
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Felderburg
October 26th, 2022, 05:20
When adding threat or momentum, the chat gets a "GM:" blank chat send and doesn't say "GM: GM Added threat/momentum", but has a "GM uses T/M" for using it. Edit: Well now it does have a "GM added threat" chat message, so I don't know what happened.
Also, adding and using Threat/Momentum is somewhat counterintuitive. It would be useful if those fields were able to have manual entry, or have up/down arrows, since double clicking to add and dragging to use is kind of weird.
Edit: The 'threat purchases' icon doesn't have a name pop-up like the other buttons in the menu do.
superteddy57
October 26th, 2022, 05:59
pushed updates as the rulesets have now been opened again.
Felderburg
October 30th, 2022, 02:57
The circled "?" in the top right corner of the party sheet doesn't seem to do anything on hover or click, on any of the tabs.
In the party sheet, it says I can right click and choose "add" to build a ship. Using the "Create Item" right-click-menu option (not "add") does add a ship, but various attempts to edit it in the party sheet appear unsuccessful. I can edit it from the Ships list which it now shows up in, but that seems counterintuitive given the instructions on the party sheet to build it from the party sheet itself.
The character creator seems to stop after the environment step for me.
There are no 'back' or 'undo' type options in the (limited) character creator. I am able to go back to the species step, but I can't change the species chosen. It may be the intent to not allows changes just by switching tabs, but I think a back/undo button should be included.
superteddy57
October 30th, 2022, 05:09
1. I will have a look at this as it should open to the wiki
2. Yes, 'Create Item' would be the create option in the radial. It should open the sheet to begin configuring, but to open the sheet, you can double click on the token. As this should be empty since you are just creating the ship, it should look like an empty circle near the name of the ship. The ship list is more for NPC ships, but the ability to drag and drop to the partysheet helps when the party hijacks a ship.
3. It sounds to me that you haven't finalized the value by clicking on the green check mark to finalize it. This should enable the next step of the process.
4. Correct there is no back/undo option. Moving back tabs is to assist in seeing your choices.
Felderburg
October 30th, 2022, 06:40
2. Yes, 'Create Item' would be the create option in the radial. It should open the sheet to begin configuring, but to open the sheet, you can double click on the token. As this should be empty since you are just creating the ship, it should look like an empty circle near the name of the ship. The ship list is more for NPC ships, but the ability to drag and drop to the partysheet helps when the party hijacks a ship.
3. It sounds to me that you haven't finalized the value by clicking on the green check mark to finalize it. This should enable the next step of the process.
4. Correct there is no back/undo option. Moving back tabs is to assist in seeing your choices.
2. I did end up figuring that out by watching the sneak peek video. It's not apparent at all in the UI that you need to double click the ship's token in the party sheet to edit the ship. Also, I take back what I said about being able to edit from the 'ships' list; that is only, as you said, for NPCs, which greatly limits the available editing powers. I think that should be expanded, since a GM might want to create an NPC ship with a frame and mission profile, but adding a ship via the npc list can't do that.
3. The 'species' tab doesn't have a green check mark, so I didn't realize that was a required action before moving on. The green check mark also looked to me like it was saying 'yep, all good here.' It never crossed my mind to click it (or hover over it to see the tooltip).
Side note: Clicking the green check mark on an empty field makes said field disappear, with no option in the creator to fill it in until the finishing touches.
4. I think there should be more ability to undo/edit within a tab. I get not being able to modify tabs that are complete, but having only one click to not mess up seems like it might be annoying.
5. The finishing touches screen allows a player to exceed the totals they should be allowed.
6. A GM is able to allow a character talents from species they wouldn't ordinarily be allowed to take. Currently, the only option to do this is to drag and drop a talent onto a completed character. I would suggest a checkmark/toggle to allow a character in the creator to take any talents, with GM permission.
7. Talents don't seem to do stuff automatically. This is mostly fine, but there are some specific instances (I found) where it could be a problem:
Ablative Armor should add 2 to a ship's resistance, but resistance doesn't appear to be manually editable without going into the XML, and it's not clear to me how to import a ship from an xml file (by itself; I assume exporting a module with the ship included and editing the ship would work).
'Joined' and 'Former Initiate' are mutually exclusive, but can both be chosen by the same character.
'Bold' and 'Cautious' must be tied to a specific discipline, but that has to be done once the character is completed. One way around that would be to make a Bold/Cautious for every discipline, but that might clutter things.
superteddy57
October 30th, 2022, 07:51
Thank you for the feedback. It's something to consider for expansion. As for the talents, I have not automated their usage. Adjusting the sheet in question with the modifiers (CTRL + Mouse Wheel) or adding effects (located in the effects under tools in the sidebar) would be the best approach currently.
Felderburg
October 31st, 2022, 04:05
Control doesn't seem to be added to a custom species properly. I've created a species, but for some reason it only auto-selects 2 of the 3 attributes I chose for it in the character creator, when the control is selected in the 'detail' section. And if more than 3 are entered, it auto-selects the top 3 in the list except for control (e.g. daring, insight, control, & presence are listed, it will choose the 3 non-control attributes to add in the character creator).
superteddy57
October 31st, 2022, 04:41
Ok, thanks. I will test it out and see if it's presenting an issue.
Felderburg
October 31st, 2022, 17:04
Using /export, the xml file that species generated has blanks for the attributes ids that should be control. Below is code from a species that, in the 'Detail' tab, has Control, Control, Daring, Control, Insight, Presence. In the character creator, only the three non-control items are selected. I have not tested modifying the xml's id tags to be formatted the same as the others and seeing if the species works properly afterwards; but even if that works, the original error of selecting Control and it not working remains.
<attributes>
<id-00001 />
<id-00002 />
<id-00003>
<name type="string">daring</name>
</id-00003>
<id-00004 />
<id-00005>
<name type="string">insight</name>
</id-00005>
<id-00006>
<name type="string">presence</name>
</id-00006>
</attributes>
superteddy57
October 31st, 2022, 17:08
Thanks, I was able to find the issue. I will be pushing a big update for Star Trek with the weekly update to address the issues I have found.
Felderburg
November 1st, 2022, 22:17
I too have a question: I'm putting in the ship from the starter set. Improved hull gives +1 to resistance. How can I adjust the resistance on a ship? Also how can I adjust power too? It stays at 0/0
The above quote is from the general questions thread. When a ship is created, its power shows as 0. After using ctrl+scroll, it shows its proper value (and +/-X for how far you scroll). It should show the base value (=engines) on ship creation prior to modifying it.
Edit: The UI on the party sheet also shows only a full bar or nothing for Power (nothing on creation per above or when reduced to 0) and for shields (calculated correctly at creation); the crew support bar doesn't seem to change at all.
superteddy57
November 1st, 2022, 23:52
I'm going to need some time to see why this particular field is not updating like the rest. I have found a work around for now is to add the modifier and remove it to populate the power.
Felderburg
November 2nd, 2022, 06:19
The new species control attribute issue appears to be fixed; I also like the addition of a toggle in the "choice" field.
Edit: The exported xml still shows the self-closed blank id tags instead of a control string. This probably isn't an issue for the average person using a module since it works in the game, but may cause issues if someone opens a file and gets confused.
superteddy57
November 2nd, 2022, 06:42
That is intended and how the ruleset functions with that string cycler.
Felderburg
November 2nd, 2022, 07:05
Makes sense, I figured it was doing something like that given that it pulled attributes in a specific order to the character creator, no matter what order they were entered in the Detail tab.
This might not be a bug, but having a species with multiple words in the name appears to make its talents not show up in the character creator. For instance, I was messing around with a "Liberated Borg" species, and only when I changed it and the talent requirements to "Liberated-Borg" did the talents show up. There aren't many in the books, but species like "Rigellian Chelon" or "Soong-Type Android" might encounter issues if that's working as intended. Talents can always be edited/dragged and dropped, but for people who want to go through the creator it will be an issue.
viresanimi
November 3rd, 2022, 14:56
If I make a character. Go to notes and make a support character. If I select Notes on the support character I get an error, every single time I press that button.
Also, if I drag the link of a support character from one charactersheet to another, I also get an error.
I really prefer the support characters over the NPC sheets. The latter seems so lacking, I don't understand why the support sheet was just used instead. Well, I intend to make a single character, that holds all my npc's using support characters, and being able to move them around would be very useful.
Thanks.
superteddy57
November 3rd, 2022, 19:16
Makes sense, I figured it was doing something like that given that it pulled attributes in a specific order to the character creator, no matter what order they were entered in the Detail tab.
This might not be a bug, but having a species with multiple words in the name appears to make its talents not show up in the character creator. For instance, I was messing around with a "Liberated Borg" species, and only when I changed it and the talent requirements to "Liberated-Borg" did the talents show up. There aren't many in the books, but species like "Rigellian Chelon" or "Soong-Type Android" might encounter issues if that's working as intended. Talents can always be edited/dragged and dropped, but for people who want to go through the creator it will be an issue.
Well now I have egg on my face. I was coding in a tunnel with this as I only check single word species names. I will have a fix for this available once I get the green light to push again. New updates are coming to CoreRPG related to dice. So you are correct, was a short sight on my part. Thanks for reporting.
If I make a character. Go to notes and make a support character. If I select Notes on the support character I get an error, every single time I press that button.
Also, if I drag the link of a support character from one charactersheet to another, I also get an error.
I really prefer the support characters over the NPC sheets. The latter seems so lacking, I don't understand why the support sheet was just used instead. Well, I intend to make a single character, that holds all my npc's using support characters, and being able to move them around would be very useful.
Thanks.
Can you show me what errors you are getting with the notes? Can you elaborate a bit on what you mean by 'preferring the support characters over the NPC sheets'? I'm not quite following everything after the note report.
viresanimi
November 3rd, 2022, 21:43
Error when pressing the notes button on support characters is error 1. Swapping them between characters is error 2.
What I mean by better. The standard npc stat box is such a D&D remnant and not really applicable to games where "slay monsters" isn't the thing. In my opinion, Star Trek is about people and solving issues. Not necessarily using phasers left and right. And so I think a sheet like the support characters is a better way to keep track of people and making them interesting in your world.
A stat block is just so limiting. It's ... worse..
I don't know how to explain it. I just would like something more and better than a statblock for the inhabitants of my world.
I hope that made sense. I have the worst cold imaginable and not feeling so good, so if I am unclear, I do apologize.
superteddy57
November 3rd, 2022, 21:53
I would be ok with scheduling some time to sit down with you and discuss it as I'm not really following or just missing your suggestion. This is in regards to the stat block suggestion.
Felderburg
November 4th, 2022, 07:02
I am also getting error 14 when clicking Notes on a supporting character. I haven't seen the one that includes 41. I am also now finding errors when opening or creating NPCs:
[ERROR] window: Control (disciplinehelp) anchoring to an undefined control (icon) in windowclass (list_entry_npcdisciplines)
I think the complaint may be that the NPC list is too simplistic for a GM who adds "NPCs" that are as fully fleshed-out as PCs, because the difference between a generic "stat block" and a supporting character is quite significant. But I think it's a matter of semantics, or perhaps making things more clear in the UI. I don't know that anything needs to change in regards to NPCs, it should perhaps just be more clear that a GM can take control of a player-type character. Most "villain" NPCs are presented in the book as stat blocks, so I'm not sure the NPC window needs expanding. The thing is, though, more NPCs in STA, both by design with the supporting character system and in general, tend to be fleshed-out characters due the story-driven nature of the game.
I do think that supporting characters should be something in the party sheet, rather than connected to from a specific player character: rules as written, any player can control any support character in different game sessions. And it would be a useful tool for a GM who wants to add a bunch of supporting characters as the crew of a starship who have more to them than just a 'stat block's' worth of numbers.
viresanimi
November 4th, 2022, 16:11
I would be ok with scheduling some time to sit down with you and discuss it as I'm not really following or just missing your suggestion. This is in regards to the stat block suggestion.
Sent a message on Discord
superteddy57
November 4th, 2022, 16:46
I am also getting error 14 when clicking Notes on a supporting character. I haven't seen the one that includes 41. I am also now finding errors when opening or creating NPCs:
[ERROR] window: Control (disciplinehelp) anchoring to an undefined control (icon) in windowclass (list_entry_npcdisciplines)
I think the complaint may be that the NPC list is too simplistic for a GM who adds "NPCs" that are as fully fleshed-out as PCs, because the difference between a generic "stat block" and a supporting character is quite significant. But I think it's a matter of semantics, or perhaps making things more clear in the UI. I don't know that anything needs to change in regards to NPCs, it should perhaps just be more clear that a GM can take control of a player-type character. Most "villain" NPCs are presented in the book as stat blocks, so I'm not sure the NPC window needs expanding. The thing is, though, more NPCs in STA, both by design with the supporting character system and in general, tend to be fleshed-out characters due the story-driven nature of the game.
I do think that supporting characters should be something in the party sheet, rather than connected to from a specific player character: rules as written, any player can control any support character in different game sessions. And it would be a useful tool for a GM who wants to add a bunch of supporting characters as the crew of a starship who have more to them than just a 'stat block's' worth of numbers.
I pushed a hot fix that should take care of that error
Caratacus
November 11th, 2022, 22:26
Please help, what am I doing wrong? I am playing with the system right now, trying to work up a new ship. I have the ship created, and neither the existing weapons that came from the "frame", nor the ones I added show any damage dice, and I can't find a way to change this. I loaded new weapons, I tried the existing. They all show 0 on the Tactical officer's sheet. I can roll the attack dice from the character, but not the damage. 55088
Caratacus
Please disregard. Whatever I did, I am now not having the same issue. Perhaps my order of loading things was wrong.
superteddy57
November 11th, 2022, 23:37
MOD: Moved to bug report thread.
Pushed a hotfix for your report.
vegaserik
November 27th, 2022, 21:52
So I'm putting in a couple of ships from the Alpha Quadrant book and I can no longer enter anything in the Description field. Everything on the front page works fine, just the desc page.
vegaserik
November 27th, 2022, 22:33
Also on NPC's the Disciplines turn to zero when you lock the npc but change back if you unlock it. But if you close the npc and reopen all the disciplines are zero locked or unlocked.
superteddy57
November 27th, 2022, 23:33
So I'm putting in a couple of ships from the Alpha Quadrant book and I can no longer enter anything in the Description field. Everything on the front page works fine, just the desc page.
Also on NPC's the Disciplines turn to zero when you lock the npc but change back if you unlock it. But if you close the npc and reopen all the disciplines are zero locked or unlocked.
Pushed a hotfix to address these issues.
vegaserik
November 27th, 2022, 23:57
Pushed a hotfix to address these issues.
That was FAST!! Thank you!!!!
Valravn30
December 2nd, 2022, 22:03
Just noticed that Encounter With a Truly Alien Being (a Career Event) has Control as the Attribute it raises, mechanically, but the description says it should be Reason.
I checked the rulebook and that says Reason, so I'm guessing it's the Control in the detail panel that's wrong.
superteddy57
December 3rd, 2022, 03:09
Thanks for the report. I'll push an update for this with the next weekly update.
Will Tomorrow
December 9th, 2022, 19:50
Hello all! Thanks for the gorgeous LCARS UI for the STA stuff! Wonderful!
Unfortunatley I am having some difficulties with using both the weapons as statted in the STA module to make attack rolls, and creating custom weapons to circumvent the issue.
All weapon items appear to be incorrectly referencing Security/Security as the attack roll made. The STA CRB (p174) says that attacks are a combination of an attribute and discipline roll, like the other rolls in the 2D20 system. Melee attacks use Daring + Security and ranged attacks Control + Security respectively. There is no way way to set an Attribute for the attack attribute, as it only references Disciplines in the attack Attribute slot of the weapon item detail card. This seems to break the calculations for all combat automations. See the steps to reproduce the issue below.
REPRODUCE
1) Open an existing weapon item
2) Unlock Item sheet
3) Attempt to edit the ATK Discipline to the appropriate Attribute
Expected: To be able to select an ATK Attribute for the automation roll
Actual: The field is limited to Discipline cell selection
Thanks for all your hard work! I'm sure this will be remedied swiftly with the quality on display!
superteddy57
December 9th, 2022, 23:54
The controls on weapons are for the attack and damage discipline used. From the core rulebook I have looked over I couldn't find any other need for the attribute to be changed from it's default. It appears only the discipline was changed. Nerve pinch comes to mind. Since some attacks use different disciplines for the TN it was added to allow that change. I will try to reproduce the others you have reported.
Atreides Ghola
December 10th, 2022, 00:21
Hey Dominic,
This is the issue I was talking about on Discord, vis a vis Nerve Pinch not calculating the TN correctly. I think Will had some others as well.
Will Tomorrow
December 10th, 2022, 01:03
I am specifically unable to even set an attribute to be rolled. It only allows for disciplines. All phasers in my FGU roll security/security when fired via the automation on the combat tab. I had to create an unarmed attack weapon item to use in the combat tab automation as it is not present in the items and am only able to select two Disciplines for it. The roll is an Attribute and a Discipline. There is currently no way to select an Attribute, it just clicks through Disciplines. There is no way to create an attack that will roll an Attribute and a Discipline IE Daring+ Security for a melee attack using the weapon items or custom weapons.
I'm struggling to find a way to clarify the issue further? All I need to do is open a weapon to see that it rolls security/security. If I test the roll, it rolls the appropriate math for security/security. There is no weapon attack that I am aware of in the STA system that rolls Security/Security or ANY Discipline/Discipline combination. All rolls are resolved with an Attribute/Discipline, so why am I unable to create an attack that uses the combat automation using an Attribute/Discipline. Furthermore, I'm confused as to why all the phasers in the CRB transcription into FGU list Security/Security in their item description when the actual rulebook clarifies that it is a Control/Security.
Maybe I am misunderstanding the UI and math, or I could be misunderstanding your explanation, but the issue seems pretty self evident to me upon a cursory examination of the system.
EDIT: I was factually misundertsanding ATK and DMG discipline UI. There remains the issue of the TN's not updating to reflect changes made to the atrributes/disciplines, as with the example given with the Nerve Pinch below though
Atreides Ghola
December 10th, 2022, 01:30
Items are not setting the TN number correctly if you change the default Discipline. Example is Nerve Pinch.
To recreate - drag Nerve Pinch to the sheet, and change the ATK and DMG fields from Security to Science (normal for NP) or any other Discipline.
Roll produces a TN that says Daring + Science in the chat card, but is calculating Daring + Security TN, regardless of the change.
Creating a new item and setting the ATK and DMG fields to Science then dragging the NP to the sheet produces the same miscalculation when rolling.
https://discord.com/channels/274582899045695488/1014596307454808094/1050845960449818695
superteddy57
December 10th, 2022, 02:10
Right, I will check it out. Just wanted to explain why you see Security/Security in the controls on the item. They represent being able to change the discipline for the calculation. I haven't seen anywhere in the materials I was given where the Attribute wasn't set by the type of the attack. I'm not disputing the validity of your reports and will attempt to replicate and see what might be causing the issue. Just wanted to be sure it was relayed the logic of the sheet.
superteddy57
December 10th, 2022, 03:01
I pushed a hot fix for the attack Tn and damage rating not updating when changed on the item sheet for the PCs.
Atreides Ghola
December 10th, 2022, 14:25
Awesome, thank you!
RE: Choosing Attributes - RAW yes, they only put forward Control + Security for ranged and Daring + Security for melee. I personally would rather use Fitness + Security for melee, and Daring for an extra special, Kirk Flying Butt attack, so the drop down would be nice in that case. I understood that you'd put it in w/o the drop down to reflect the CRB RAW.
Anyway, Cheers again for hotfixing the TN calculation so quickly!
Reg
December 18th, 2022, 04:55
Issue with Token & Portrait selection and assignment
My GM and I were setting up crew for the newly created ship.
We had the Party Sheet open, along with my PC and Support and the GM had all the other PC's and the support PC
The Support for several players were not yet assigned tokens, so the GM dragged in a token from assets.
This overwrote the portraits and token for my PC as well as the two other just added (to ship crew) support sheets
When I changed my PC token back, it then overwrote those same two characters token along with mine.
The GM was able to assign tokens to support character sheets, but I could not
We are both now confused
superteddy57
December 18th, 2022, 15:29
Thank you for the report. I will add this to my list to investigate.
Arborhawk
December 20th, 2022, 02:21
I am Reg's GM and figured a fix to the issue. Tokens being placed on the Token Slot, seems to fix the issue. Myself or the others were probably placing tokens on the Portrait Slot on the character sheet. Why it linked 3 characters together and then 2 others is a mystery.
superteddy57
December 20th, 2022, 09:06
Well Star Trek does operate with some new features that no other ruleset has had the pleasure of testing out. Companions are bit of an odd ball record as it's owned by the player, but also needs to operate like an NPC. So it might be some drop code with one of those templates that thinks it's the player and not the companion itself. That's just one working theory. I won't know anything more concrete till I have some bandwidth to look it over.
Reg
December 28th, 2022, 04:32
Crew Names truncated
Another minor annoyance that has cropped up.
We've just started a new campaign and while everyone is getting used to who's character belongs to whom, we thought that we'd append our real names at the front
The portraits at top left are too small and the Party Sheet truncates them as if centred.
The only place the full text shows up in in Chat for rolls or typed comments
So there's nowhere at a quick glance to check who is is who.
Is there a way around this?
55556
superteddy57
December 28th, 2022, 10:00
I'm currently on vacation and wont' be able to look at this till I am back.
Reg
December 28th, 2022, 13:59
I'm currently on vacation and wont' be able to look at this till I am back.
Enjoy your much-deserved break!
No rush and never expected otherwise - just wanted to add it to the list of things to look into.
See you next Year
Reg
December 31st, 2022, 07:48
During a test session with our DM and another player familiar with the Pen & Paper version - we think that there might be a glitch in ship combat for how DM threat and Player Momentum spends are calculated to apply to subsequent attack damage rolls.
So when we spend two momentum by clicking penetration twice, the Momentum is reduced, but the target ship's Resistance is NOT ignored by the purchased amount.
Also the special effects any StarFleet deltas that are rolled are not cumulatively applied to numerous systems of the target ship
Reg
December 31st, 2022, 08:32
...and we have another possible glitch for combat.
The difficulty for either ship-to-ship or personal combat seems to ignore the difficulty set by the DM and the defaults are always 1 for ship - either phaser or torpedo - or 2 for personal weapons
This doesn't change for momentum spent.
superteddy57
December 31st, 2022, 14:55
During a test session with our DM and another player familiar with the Pen & Paper version - we think that there might be a glitch in ship combat for how DM threat and Player Momentum spends are calculated to apply to subsequent attack damage rolls.
So when we spend two momentum by clicking penetration twice, the Momentum is reduced, but the target ship's Resistance is NOT ignored by the purchased amount.
Also the special effects any StarFleet deltas that are rolled are not cumulatively applied to numerous systems of the target ship
You will have to add the effects by hand. It's not automated.
...and we have another possible glitch for combat.
The difficulty for either ship-to-ship or personal combat seems to ignore the difficulty set by the DM and the defaults are always 1 for ship - either phaser or torpedo - or 2 for personal weapons
This doesn't change for momentum spent.
If an action has a built in difficulty, it can't be overridden by the difficulty selection. As the GM's difficulty selection is always on it would cause havoc. That is why you are seeing the difficulty not changing for those actions.
Reg
January 4th, 2023, 05:23
You will have to add the effects by hand. It's not automated.
If an action has a built in difficulty, it can't be overridden by the difficulty selection. As the GM's difficulty selection is always on it would cause havoc. That is why you are seeing the difficulty not changing for those actions.
These two things seem to be contradictory.
Energy weapons are the primary armament of most
vessels, as they are straightforward, effective, and do
not require additional heavy munitions stores — only
rechargeable power cells and relays that connect to the
vessel’s power systems. Attacks using energy weapons
have a basic Difficulty of 2. Making an attack with an
energy weapon has a Power requirement of 1, and
may spend up to two additional Power to increase the
damage by +1 per additional Power spent.
Torpedo weapons, such as the common photon
torpedoes employed by vessels of many species, are
programmable, self-propelled projectiles with an explosive
payload, such as a quantity of antimatter, or some manner
of field generator. Attacks with torpedoes do not have
a Power requirement, but also cannot use additional
Power to add bonus . However, firing torpedoes can
be considered to escalate hostilities, so attacking with
torpedoes immediately adds 1 to Threat. Characters may
choose to fire a torpedo salvo instead of a single torpedo
(also known as a “Full Spread”), which adds 2 more to
Threat, but which adds +1 to the attack’s Damage and
grants the Spread effect. Attacks using torpedoes have a
basic Difficulty of 3.
RANGE: This will be one of Close (or C), Medium (M), or Long (L). This is not a maximum range, but rather the optimal range of the weapon. If the target is at that distance, the Difficulty of the attack is unchanged. If the target is closer or further away, increase the Difficulty of the attack by +1 for each category (Close, Medium, Long, or Extreme) away from the weapon’s Range. p.231
Then there's things like attack patterns and evasive manoeuvre that will also create a difficulty change that don't seem to be automated, so would require the GM to alter the default difficulty for an attack shot.
That's before you consider any of the story might dictate.
Would it not be better to default to 2& 3 that the GM can then alter depending upon circumstances?
superteddy57
January 4th, 2023, 12:53
You can add the DIFFICULTY effect to increase or decrease such cases.
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2107441166/Star+Trek+Adventures+2d20+Advanced+Effects
Felderburg
January 5th, 2023, 06:15
I guess this is a bug... when I export a character, most of the apostrophes are converted to the "’ ;" text (space inserted so that it doesn't show up as an apostrophe). I suspect that a lot of the apostrophes used in talents and item descriptions are the "curly" type instead of the straight type, which is causing the issue. I don't think it's a problem, but it is sort of annoying, and in some items like the tricorder, for example, both types are used.
superteddy57
January 5th, 2023, 10:35
That would be something that is inherent from CoreRPG and not something that can be resolved with the ruleset. Until something is done at that layer, I would suggest trying to copy and paste into a text editor and changing them to a standard apostrophe.
Felderburg
January 6th, 2023, 18:16
That would be something that is inherent from CoreRPG and not something that can be resolved with the ruleset. Until something is done at that layer, I would suggest trying to copy and paste into a text editor and changing them to a standard apostrophe.
Well, using the Tricorder example, it looks like the text that is put into descriptions of talents or items can use a straight apostrophe within the ruleset, but the things that come from the book are locked so we can't edit them ourselves. It would be nice if future books just use the straight apostrophe when they're written to avoid the issue.
superteddy57
January 6th, 2023, 18:20
I can add it to my list to investigate and see if I can find a solution.
Felderburg
January 7th, 2023, 03:54
When I *click* the question marks that have tooltip popups for attributes and disciplines, I get the following error in chat: "UtilityManager.sendToHelpLink - Missing URL". The tooltip popup appears to be working properly (in that when I mouse over the question mark, info on the attribute/discipline pops up).
superteddy57
January 7th, 2023, 05:10
That is on my list. They aren't meant to be clicked and should just be mouse over tooltips.
Felderburg
January 9th, 2023, 00:02
Issue with Token & Portrait selection and assignment
My GM and I were setting up crew for the newly created ship.
We had the Party Sheet open, along with my PC and Support and the GM had all the other PC's and the support PC
The Support for several players were not yet assigned tokens, so the GM dragged in a token from assets.
This overwrote the portraits and token for my PC as well as the two other just added (to ship crew) support sheets
When I changed my PC token back, it then overwrote those same two characters token along with mine.
The GM was able to assign tokens to support character sheets, but I could not
We are both now confused
I also found similar issues with the support character tokens. I created a support character, and when I clicked on its portrait to change it, it changed portraits and tokens for itself and the "parent" character. When I drag-copied it to another character, it didn't change until I changed the second character's. Changing a copied support character sometimes didn't change the parent character and sometimes the parent didn't change a copied support character. Opening the "Assets" window and dragging from there to a portrait/token on a character seemed to force the character (support or parent) to keep the dragged choices no matter what other characters did.
This was sort of a haphazard testing, so I don't have specific steps/reproductions, but can do it again with actual methodology if needed.
superteddy57
January 9th, 2023, 00:05
Thanks, this was reported and it's being looked into. Thanks for the report.
Felderburg
February 17th, 2023, 05:40
The talent "The Ushaan" doesn't include the Starfleet Delta when it describes the Ushaan weapon. It looks like FG doesn't support the delta in an actual font, so I think it should use dC6 to notate that as other talents do (I think The Ushaan is the only one missing the dC6).
superteddy57
February 17th, 2023, 07:56
Please let me know the module you are seeing this as it helps direct it to the correct developer and makes it easier to find.
superteddy57
February 17th, 2023, 08:18
I was able to locate it in the Core Rulebook. I will push an update for this when the beta goes LIVE with the ruleset.
stephan_
February 25th, 2023, 13:14
Trying to add a PC to the ship in the party tab gives an error (creatChild a nil value - typo?), adding NPCs does work.
56383
Script execution error: [string "..rek Adventures 2d20:..anager_charship.lua"]:750: attempt to call field 'creatChild' (a nil value)
(recreated in a new campaign)
superteddy57
February 25th, 2023, 13:24
Apologies, you are correct, I didn't spell createChild correctly.
superteddy57
February 25th, 2023, 15:35
Pushed hotfix for this issue.
Felderburg
March 13th, 2023, 02:48
The talent "Know My Ship" (in fantasy grounds core module) should be "I Know My Ship" (per core rulebook page 137).
superteddy57
March 13th, 2023, 15:12
I've updated the Core Rulebook module with the change for the typo. Will be available with the next update push.
GregRex
April 7th, 2023, 11:00
I just ran 'The Rescue at Xerxes IV' last night. It was my third time. I recall there being NPC records included for the Neanderthals, Xerxes Jaguar, and Dr. Heidi Schipp. Text in the story clues me in that there should be.
*edit This is from the Core Rulebook
superteddy57
April 7th, 2023, 17:12
That is correct, there should be 3 NPC records available with the starting adventure with the Core Rulebook (The Rescue at Xerxes). I opened that module and could locate those records under the NPCs link in the library and they show up in the sidebar button (masterindex) as well. Are they not showing up for you?
GregRex
April 8th, 2023, 00:53
I just created a new campaign to give it a test. Still no NPC records. The Story entries have no links either.
superteddy57
April 8th, 2023, 03:11
I did another push of the product, please let me know if this changed anything.
GregRex
April 8th, 2023, 11:05
Well, I have it now. I may have been there before but now I have both the Core Rulebook and the separate adventure 'The Rescue at Xerxes' loaded. I can't 100% say that I had The Rescue at Xerxes to load previously.
The confusion stems from the Story being in both the Core Rulebook and in the separate adventure. I was running the Story out of the Core Rulebook which did not contain the NPCs. Image below for clarification:
56996
superteddy57
April 8th, 2023, 18:04
Ah, that might be on me then and not removing the adventure from the core rulebook when I went to create the separate module. I'll look it over and adjust the core rulebook to eliminate the confusion.
GenesisX
April 9th, 2023, 00:13
When using the character creation wizard, Training offers a choice between One +2, Two +1 and Three +1, while the rulebook states One +2 and One +1, or Three+1. I believe this is a bug.
superteddy57
April 12th, 2023, 05:27
When using the character creation wizard, Training offers a choice between One +2, Two +1 and Three +1, while the rulebook states One +2 and One +1, or Three+1. I believe this is a bug.
Pushed a fix to LIVE that should help resolve this issue.
travin
April 13th, 2023, 16:49
You can add the DIFFICULTY effect to increase or decrease such cases.
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2107441166/Star+Trek+Adventures+2d20+Advanced+Effects
Is there any other documentation on this feature? I cannot understand how/where to apply it. Is the # supposed to be in the title or something else? Please assist.
superteddy57
April 13th, 2023, 19:07
The wiki is the best place for information on the ruleset.
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2107441166/Star+Trek+Adventures+2d20+Advanced+Effects
It would need to be added to the actor as an effect which can be done directly or setting up custom effects from the tools effects button. Once applied it will increase/decrease every action's difficulty by that number.
travin
April 13th, 2023, 22:50
The documentation at the link isn't as helpful as I'd like.
My scenario is to increase the difficulty of some default ship rolls, such as "Scan for Weakness".
If I want to increase the difficulty from a 1 to a 2, would that be DIFFICULTY: 1, DIFFICULTY: +1, DIFFICULTY: 2?
Then does the effect go onto the person performing the task, the ship doing the scan, or the ship being scanned?
superteddy57
April 13th, 2023, 23:11
The difficulty would go on the actor performing the roll. The DIFFICULTY effect adjusts the difficulty from either the action being performed, if it has a set difficulty, or takes in the difficulty set on the desktop.
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