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Trenloe
August 27th, 2023, 18:59
I changed ETTS to ETTT and now hide applies HIDDEN to Merisiel with a target of Hobgoblin. If I attack the hobgoblin it has ac -2 (as if it was flat-footed, though that effect is not explicit on the hobgoblin). However, f I do damage with a finesse weapon vs the hobgoblin I do not get sneak attack damage (an error). I have to apply flat-footed explicitly to the hobgoblin in order for Merisiel to get her sneak attack damage.

It sounds like the conditional tests for an attack by an ETTT Hidden PC is picking up that HIDDEN (without FLAT-FOOTED) should yield -2 AC on targets, but not that HIDDEN (without FLAT-FOOTED) should also yield sneak attack damage if applicable.
The Release 19 effects list have a note regarding the hidden condition: "Note: Attacks by a hidden creature currently apply a -2 circumstance penalty to their target’s AC, but don’t consider them flat footed for IFT effects."

Providing this functionality is already on the development task list:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58646

webdove
August 27th, 2023, 19:14
The Release 19 effects list have a note regarding the hidden condition: "Note: Attacks by a hidden creature currently apply a -2 circumstance penalty to their target’s AC, but don’t consider them flat footed for IFT effects."

Providing this functionality is already on the development task list:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58646

Should I have rogues add a hide/ETTS FLAT-FOOTED effect to go along with the hide/ETTT HIDDEN effect for rogues as a temporary convenience or does ETTS not work with FLAT-FOOTED?

Also, is there automation that removes all ETTT HIDDEN effects when an actor does something other than step, sneak, hide?

webdove
August 27th, 2023, 19:18
As a follow-up to your point that NPC action automation has not been implemented yet, if you did make all the items in the character/activities window actionable for the active NPC in the CT that would obviate the need to add actions to either NPC CT entries or NPC sheets.

Trenloe
August 27th, 2023, 19:33
As a follow-up to your point that NPC action automation has not been implemented yet, if you did make all the items in the character/activities window actionable for the active NPC in the CT that would obviate the need to add actions to either NPC CT entries or NPC sheets.
Great minds think alike!

webdove
August 27th, 2023, 21:43
issue FG$19f skills tab checks ignore the DM DC panel setting
As far as I have seen, setting a DC in the GM panel has no effect on the chat results from the check. Is that intended or is it supposed to report the success or failure level?

webdove
August 27th, 2023, 21:47
issue FG$19f activities like Identify Magic or Recall Knowledge ignore the Dice: Manual entry setting. Climb and others do not.

Trenloe
August 27th, 2023, 22:06
issue FG$19f skills tab checks ignore the DM DC panel setting
As far as I have seen, setting a DC in the GM panel has no effect on the chat results from the check. Is that intended or is it supposed to report the success or failure level?
The GM DC panel is only used for the DC of checks that don't have a DC set via targeting or a fixed DC - i.e. if the DC is set to "none" - climb, jump, etc..

Trenloe
August 27th, 2023, 22:10
issue FG$19f activities like Identify Magic or Recall Knowledge ignore the Dice: Manual entry setting. Climb and others do not.
Secret checks don't use the manual entry setting as the roll is made on the GM side, not the player side. I don't know if it makes sense to have it pop up on the GM side, but I'll investigate if it's easy enough to implement.

webdove
August 27th, 2023, 22:45
Secret checks don't use the manual entry setting as the roll is made on the GM side, not the player side. I don't know if it makes sense to have it pop up on the GM side, but I'll investigate if it's easy enough to implement.

For debugging it is convenient if it always works.

webdove
August 27th, 2023, 22:46
The GM DC panel is only used for the DC of checks that don't have a DC set via targeting or a fixed DC - i.e. if the DC is set to "none" - climb, jump, etc..

But wouldn't any check invoked from the skills tab inherently have no DC and therefore use the DC panel?

Trenloe
August 27th, 2023, 22:57
But wouldn't any check invoked from the skills tab inherently have no DC and therefore use the DC panel?
But then there's no result text to display for skill checks. The DC panel is primarily to allow display of the success level text. I'll consider expanding it to skill checks, but all it will give is the basic success level and there'll be no automation tied to them.

webdove
August 27th, 2023, 23:02
But then there's no result text to display for skill checks. The DC panel is primarily to allow display of the success level text. I'll consider expanding it to skill checks, but all it will give is the basic success level and there'll be no automation tied to them.

Yes that would be fine. It will be a little more consistent for mathematically challenged GM's like me.

webdove
August 27th, 2023, 23:03
All my unposted issues have now been posted. Thank you for your patience with me and nice work as always :)

Trenloe
August 28th, 2023, 11:08
All my unposted issues have now been posted. Thank you for your patience with me and nice work as always :)
Thanks for taking the time to provide feedback. I really appreciate it!

MaxAstro
August 29th, 2023, 05:45
Yes that would be fine. It will be a little more consistent for mathematically challenged GM's like me.

Agreed, and it would also be a nice stopgap for the fact that Lores can't be used with activities yet.

P.S. BTW, ran game yesterday and for the first time didn't run into any R19-related bugs or issues! Great work, Trenloe!

Trenloe
August 29th, 2023, 09:59
Agreed, and it would also be a nice stopgap for the fact that Lores can't be used with activities yet.
I've added getting the DC from the GM DC panel to the basic skill roll:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58655


P.S. BTW, ran game yesterday and for the first time didn't run into any R19-related bugs or issues! Great work, Trenloe!

That's great to hear! Thanks so much for your feedback during testing.

Trenloe
August 29th, 2023, 17:35
Updated 29th August 2023:

Ruleset:

Updated:
- Chat version set to 2023-08-29 Release 19.
- Tidying up of Debug.console and Debug.stack calls
- Character sheet skills tab read only - edit to make changes.
- Focus points number field display frame.
- Limited read-only lockdown of spells section of PC sheet action tab.
- Minor resizing and ordering of controls in the GM desktop DC panel
- Improved matching of R19 character record updates.
- R19 character record updates checks the PF2 official rulebooks for matches first.

Added:
- Affliction stages 7 - 10
- Order field to spell classes on the PC sheet action tab.
- Indicate skill activity sections where the PC isn't trained.
- Skill checks outside of an activity will use the GM desktop DC
- T (third) and Q (quarter) option to character effect substitution
- T (third), Q (quarter), E (even) and O (odd) option to character effect substitution

Fixed:
- Error when creating a new item.
- Damage entry with persistent damage type wouldn't apply effect correctly with multiple additional damage types.
- GameSystem.convertTraitSeparators not operating correctly.

Core Rule DLC

Minor bug fixes and updates.

Trenloe
August 29th, 2023, 17:39
Thanks to everyone who's tested and provided feedback. Release 19 should be going live later today, tied into the recent CoreRPG test/update cycle. This is going out a little earlier than I would have liked (I wanted to add a couple of things, fix some bugs and add more activities/automation to DLC records) but we're tied to the Core changes. Therefore, this is really a beta release into live - it's very playable, the main concern is probably going to be the PC update process and extensions clashing with the extensive R19 code.

I'll continue to refine the code further, add more activities/automation in the Core Rules and the other rulebook products.

webdove
August 31st, 2023, 04:45
Thank you for all the wonderful work!

bnmntj9
August 31st, 2023, 08:17
Thanks for making this patch happen. I'm really enjoying it and I look forward to any future updates!