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WishX
October 22nd, 2024, 20:33
Report any bugs relating to Tales of the Valiant modules in this thread.

When reporting a bug, please denote whether it is in the Tales of the Valiant: Players Guide (KPFGTOVPG) or the Tales of the Valiant: Monster Vault (KPFGTOVMV). Please include steps to reproduce the issue, if applicable, and pertinent screenshots.

This will help us more directly report bugs to the developers.

Thank you.

Laerun
October 23rd, 2024, 06:20
Odd Character Creation behavior for pop up window, cannot select to click on or read the three options given from thew criminal background.

Clean Campaign, ToV ruleset toggle is enabled.

Build Path:
Level One Rogue, Human (Salvager Heritage.) Criminal background, last talent pop up, one cannot click on the data links to access Talents data to read prior to choosing. Not sure if this was intended, but it does not seem like typical FG behavior.

Attached Image.

62423

62422

Ivor MacKay
October 23rd, 2024, 08:13
This is a quick one with an easy fix, I think. The items in packs, such as the Dungeoneer's Pack or the Priest's Pack, are missing.
I think the items in the equipment pack sidebar on page 142 of the Player's Guide were missed.
62424

I loaded the 5e SRD and used the packs from there.

ivormac

superteddy57
October 23rd, 2024, 08:37
This is a quick one with an easy fix, I think. The items in packs, such as the Dungeoneer's Pack or the Priest's Pack, are missing.
I think the items in the equipment pack sidebar on page 142 of the Player's Guide were missed.
62424

I loaded the 5e SRD and used the packs from there.

ivormac

This was reported and we have a fix awaiting review from the developer.

mjolnirh
October 23rd, 2024, 13:24
Hello I am loving the Tales of the valient on fantasy grounds
found a little snag the class for spellwright needs changed to mechanist

62426

mjolnirh
October 23rd, 2024, 18:30
Nomadic Heritage is missing, and unable to delete entries on the abilities tab

Minxdobby69
October 23rd, 2024, 20:44
Fixed in the next update. Thanks for the input.

Minxdobby69
October 23rd, 2024, 20:45
This is a quick one with an easy fix, I think. The items in packs, such as the Dungeoneer's Pack or the Priest's Pack, are missing.
I think the items in the equipment pack sidebar on page 142 of the Player's Guide were missed.
62424

I loaded the 5e SRD and used the packs from there.

ivormac

Fixed in the next round of updates. Thanks for the input.

FirstFrost
October 24th, 2024, 09:52
Missing Beast Spirit stat block:

Navigating the links from CLASSES > Ranger > Pack Master > Beast Spirit

Beast Spirit window/panel has some text that reads, "See this creature's statistics in the beast spirit stat block, ...", but there is no stat block or link to such in the text, though it looks as though there is a place holder at bottom of text that reads, "ADD LINK FOR BEAST SPIRIT".

I could not find any other references to Beast Spirit in the NPCS or BOOKS or STORY or MODULES text for ToV Player's Guide or Monster Vault

The stat block for the Beast Spirit can be found on page 77 in the Tales of the Valiant Player's Guide physical book and PDF.

Minxdobby69
October 24th, 2024, 10:00
Missing Beast Spirit stat block:

Navigating the links from CLASSES > Ranger > Pack Master > Beast Spirit

Beast Spirit window/panel has some text that reads, "See this creature's statistics in the beast spirit stat block, ...", but there is no stat block or link to such in the text, though it looks as though there is a place holder at bottom of text that reads, "ADD LINK FOR BEAST SPIRIT".

I could not find any other references to Beast Spirit in the NPCS or BOOKS or STORY or MODULES text for ToV Player's Guide or Monster Vault

The stat block for the Beast Spirit can be found on page 77 in the Tales of the Valiant Player's Guide physical book and PDF.

I've added that to the next round of fixes. Thanks. FIXED

FirstFrost
October 24th, 2024, 10:52
With only the ToV Player's Guide and Monster Vault modules loaded, the STORY window/panel with "(All)" Group selected from the drop down list has several record links listed twice and when those links are selected, they display similar but different, sometimes empty, content from each other, with some having odd navigation/paging links when clicking on the next or previous page arrow buttons beneath the windowed text and art content.

Included in this are two read only "<< New Story>>" entries for the Monster Vault Group that are locked and cannot be removed from the listings when Edit List mode is enabled by clicking the pencil icon at bottom of window.

There are duplicate links in the Tales of the Valiant Monster Vault Group list for:
<< New Story>>
Appendix: NPCS



There are duplicate links in the TOV Player's Guide Group list for:
Adherent
Artist
Backgrounds
Courtier
Criminal
Currency
Homesteader
Introduction
Lineage
Maker
Outcast
Rustic
Scholar
Soldier



It is also curious to me that there is a TOV Player's Guide Group list and a Tales of the Valiant Player's Guide Group list.
Looks like inconsistent practice and poor proofreading after porting the book's information into the Fantasy Grounds platform.

62436

drempel
October 24th, 2024, 20:17
I mentioned it in another thread but want to make sure it's tracked here.

The parser for saves and skill checks aren't working for NPCs, Spells, etc.

ToV uses a different set of standardized wording for all of these types of things and it looks like the parser is only recognizing 5E phrasing (even with the ToV game type set and the extension loaded).

eg:
In 5E you'd write DC 14 wisdom saving throw
In ToV you'd write DC 14 WIS save

The ToV books are all using the correct wording for the game, but the parser isn't recognizing them. This makes anything other than normal attacks unable to be automated without the DM manually changing the wording on anything being used to the 5E standard.

Please fix the parser so it recognizes ToV standard wording (I don't think the solution would be to rewrite everything with 5E wording, but technically, that would work too).

superteddy57
October 24th, 2024, 20:26
I mentioned it in another thread but want to make sure it's tracked here.

The parser for saves and skill checks aren't working for NPCs, Spells, etc.

ToV uses a different set of standardized wording for all of these types of things and it looks like the parser is only recognizing 5E phrasing (even with the ToV game type set and the extension loaded).

eg:
In 5E you'd write DC 14 wisdom saving throw
In ToV you'd write DC 14 WIS save

The ToV books are all using the correct wording for the game, but the parser isn't recognizing them. This makes anything other than normal attacks unable to be automated without the DM manually changing the wording on anything being used to the 5E standard.

Please fix the parser so it recognizes ToV standard wording (I don't think the solution would be to rewrite everything with 5E wording, but technically, that would work too).

Yes this was reported and we believe we have a solution that will be pushed with the weekly update.

drempel
October 24th, 2024, 20:27
Yes this was reported and we believe we have a solution that will be pushed with the weekly update.

Sweet.

FoolishFrost
October 26th, 2024, 03:10
Cleric character creation: "Any three skills of your choice" seems to have class skills broken.

superteddy57
October 26th, 2024, 06:04
Cleric character creation: "Any three skills of your choice" seems to have class skills broken.

Thanks for the report. I'll look into this.

FoolishFrost
October 26th, 2024, 21:35
When rolling dice from character sheet, does not display character name. Just the roll and character icon. Seems this creates confusion.

FoolishFrost
October 26th, 2024, 23:54
Adherant background: Choice 1 background broken?

superteddy57
October 27th, 2024, 04:15
When reporting it's best to provide as much detail as possible and exact replicable steps. For the dice rolling that would be a 5e issue and we can take a look, but need more details on what you were rolling and so forth. As for the background, what Choice 1 are you referring to that you think is broken?

FoolishFrost
October 27th, 2024, 04:56
Sorry, been ill this week. I know better.

1. If you add the Adherant background during character creation, and check the equipment page: Choice 1 background has no options, but demands one be taken as far as i can tell.
2. If you double click just about anything that rolls dice on the character sheet, the chat window shows the character's icon, what was rolled, but not the NAME of who was rolled. Check attributes as an example.

Is that better?

superteddy57
October 27th, 2024, 17:23
Thanks, gives me more direction on where to look for faults. Thank you again.

Minxdobby69
October 29th, 2024, 23:48
I believe I have all previous data entry issues fixed. Please keep reporting any new items found.
Minx

MasterZamna
October 31st, 2024, 18:10
Wizards, bards and sorcerers seems to be dumping all spells under a single "Spells ([Class])" Group, they're not beeing separated into the proper ring groups, so it seems to be a problem with the Arcane classes, since Divine, Primordial and Wyrd do go into the proper ring(lvl) groups.
Also, in a somewhat related topic, will there be again a way to create new power groups within FGU? That woud help a lot to mitigate this issue while a permanent solution is implemented.
Ed.: In a revision of the power group, it seems it was created as an "Abilities" group, when I changed it to a "Spell" group it created the appropriate ring(lvl) groups and classified the already added spells correctly, in case this might help.

Zacchaeus
October 31st, 2024, 19:41
Wizards, bards and sorcerers seems to be dumping all spells under a single "Spells ([Class])" Group, they're not beeing separated into the proper ring groups, so it seems to be a problem with the Arcane classes, since Divine, Primordial and Wyrd do go into the proper ring(lvl) groups.
Also, in a somewhat related topic, will there be again a way to create new power groups within FGU? That woud help a lot to mitigate this issue while a permanent solution is implemented.
Ed.: In a revision of the power group, it seems it was created as an "Abilities" group, when I changed it to a "Spell" group it created the appropriate ring(lvl) groups and classified the already added spells correctly, in case this might help.

I'm not seeing any issues with Wizard created using the Character Wizard. Spells are populated into the correct spell power groups by level. Do you have any steps to recreate that I might be missing (also make sure you disable extensions before checking). EDIT: Just noticed this is the Tales of the Valiant thread; so ignore me. I don't have this so I don't know if it's an issue just with this ruleset.

You can create a power group. Click on the Add power button at the bottom right and then click on the edit list button beside it. This will open up the right hand box into which you can put the name of your power group.

MasterZamna
November 1st, 2024, 00:07
Ok, the power groups creation really helps, thx a lot.
But yes, the issue is with the Arcane classes and spells from the ToV Player's Book, both with the Character Wizard and the Manual Creation.

drempel
November 1st, 2024, 07:12
I'm inputting some of my custome player options for ToV and am running into issues with custom backgrounds. Basically, with the character wizard, all it seems to detect is the list of talents. I think maybe it's got some hard coding based on the names?

I copied the criminal background into my campaign, tried to use it in the wizard, and it worked...skills,etc, show up as things to pick. Modify the same record to swap out a few skills and change the name of the background, and nothing but a choice of talents shows up.

I copy the criminal background again into my campaign and the copied record works as expected. Change the name, and only the name to criemeinal or something like that...and only talents show up.

Is there no way to make custom/3p/homebrew backgrounds work in the character wizard?

superteddy57
November 1st, 2024, 07:24
It would require an extension as the data is hard coded to ensure the current player options are accessible. So the answer is currently that you would need to set up homebrew content by hand that which the system can't handle.

drempel
November 1st, 2024, 07:48
It would require an extension as the data is hard coded to ensure the current player options are accessible. So the answer is currently that you would need to set up homebrew content by hand that which the system can't handle.

Ok, so if I wanted to publish some of my player options for fantasy grounds, currently I'd have to put a note somewhere in the reference manual that "character wizard doesn't work well with options not found in the ToV Players Guide...double check and manually setup stuff the wizard missed" or something along those lines? That's pretty much my only option without writing a new extension?

superteddy57
November 1st, 2024, 09:03
If this is something that will be sold and in conjunction with the publisher, it's best to work through appropriate channels by reaching out to James and we can move from there. If this is for personal use, it can say what you wish it to say. Also, I was referring to all facets of character creation. Drag 'n Drop operates under the same guidelines.

drempel
November 1st, 2024, 21:24
If this is something that will be sold and in conjunction with the publisher, it's best to work through appropriate channels by reaching out to James and we can move from there. If this is for personal use, it can say what you wish it to say. Also, I was referring to all facets of character creation. Drag 'n Drop operates under the same guidelines.

I am the publisher technically, but I haven't signed anything yet. I'm in "try it and see how well it works and what needs to be done" mode.

Is this something that will eventually be expanded upon? Text parsing to discover these extra traits so long as standardized wording is used? It did autopick up the base AC change for Cheltarians so there's some parsing going on in lineages for sure...

https://www.drivethrurpg.com/en/publisher/26018/rempelstiltskin-productions

superteddy57
November 1st, 2024, 21:55
We are moving away from natural language parsing. A better solution is on the books, just haven't completed it yet and there is no ETA.

drempel
November 1st, 2024, 22:03
We are moving away from natural language parsing. A better solution is on the books, just haven't completed it yet and there is no ETA.

I see. OK, thanks for the information. I'll keep working on the conversion then, see where the holes are, report any other bugs that may or may not be fixed soon, and then decide how to proceed from there :).

drempel
November 9th, 2024, 06:46
Cleric class has bard stuff going on....

62559

drempel
November 11th, 2024, 18:14
Another bug with the parser. For creatures like the Chol Czol that have a "melee or ranged" attack (the dagger in this case), the parser sees this as a ranged attack only. This means they have disadvantage when stabbing someone with a dagger in the automation.

drempel
November 11th, 2024, 19:41
Groups of immunities and and resistances seem to be being ignored.

Example: Undead Resilience -

Should be immune to poison. Specters are still receiving full poison damage when applied.
Should be immune to the poisoned condition. You can still apply it.

drempel
November 11th, 2024, 20:19
Looking again at the specter, in addition to ignoring the resilience groups, there seems to be a data entry issue. It has a lot of condition immunities in the damage immunity section.

drempel
November 12th, 2024, 16:02
Another parser bug.

Doesn't look like ability and skill checks are being parsed correctly.

Ambush Hag - Mimicry has DC 16 WIS (Insight) check not being picked up. Same if I remove the (Insight).

drempel
November 12th, 2024, 16:40
With statblock set to "ToV" NPC's still do not have a condition resistance field. This is something ToV has. ToV also has condition vulnerability.

drempel
November 12th, 2024, 20:26
Spellcasting isn't being parsed quite right either.

Lizardfolk Shaman:

"...using WIS as the..." seems to be being ignored. It's cure wounds in the tracker is only getting a 1d8 not a 1d8+5

drempel
November 22nd, 2024, 04:40
NPC's are missing XP values in the monster vault. Which makes sense, since ToV doesn't use XP. However the encounter window won't refresh the challenge rating of encounter (leaving it empty) unless the NPC's are given an XP value.

workaround solution would be to enter in the XP values for the appropriate CR's...however Encounter building is a little different in ToV than 5E (either 2014 or 2024). XP doesn't come into play, so maybe when using ToV as the ruleset the encounter window could calculate differently?

drempel
November 25th, 2024, 22:45
Is anyone looking at these?

drempel
November 25th, 2024, 23:27
Manual of Golems is missing half it's text.

It only goes up to the table and is missing the following text

"To create a golem, you must spend the time shown on
the Manual of Golems Type table, working without
interruption with the manual at hand and resting no more
than 8 hours per day. You must also pay the specified cost to
purchase supplies.
Once you finish creating the golem, the book is consumed
in flames. The golem becomes animate when the ashes of
the manual are sprinkled on it. It is under your control, and
it understands and obeys your spoken commands."

superteddy57
November 26th, 2024, 05:48
Is anyone looking at these?

Yes, we are looking and passing along to the developer who made the module. It's been a bit chaotic and we haven't responded to let you know we have done so and we apologize. Just waiting on the developer to respond and take care of your reports.

WishX
November 26th, 2024, 18:46
I've put in another bug report with their developer today. I don't know when they might get to fixes, but I wanted to let you guys know that reports are indeed being sent in.

drempel
November 27th, 2024, 00:32
Yes, we are looking and passing along to the developer who made the module. It's been a bit chaotic and we haven't responded to let you know we have done so and we apologize. Just waiting on the developer to respond and take care of your reports.

Ok, thanks :)

drempel
November 28th, 2024, 06:13
Magma Mephit is missing it's CR. It's blank. Should be 1/2

drempel
November 29th, 2024, 16:21
Seems that the naming convention in the monster vault for NPC templates is NPC: <name>

eg: NPC: Bandit, NPC: Guard.

The Berserker however is missing this prefix.

WishX
November 29th, 2024, 18:54
When reporting a bug, please denote whether it is in the Tales of the Valiant: Players Guide (KPFGTOVPG) or the Tales of the Valiant: Monster Vault (KPFGTOVMV).
This will help us more directly report bugs to the developers.
Thank you.

Minxdobby69
November 29th, 2024, 22:03
Cleric has Bard stuff: Fixed

Minxdobby69
November 29th, 2024, 22:09
manual of golems is missing half it's text.

It only goes up to the table and is missing the following text

"to create a golem, you must spend the time shown on
the manual of golems type table, working without
interruption with the manual at hand and resting no more
than 8 hours per day. You must also pay the specified cost to
purchase supplies.
Once you finish creating the golem, the book is consumed
in flames. The golem becomes animate when the ashes of
the manual are sprinkled on it. It is under your control, and
it understands and obeys your spoken commands."

fixed

Minxdobby69
November 29th, 2024, 22:14
As of today I'm fixing/updating all bugs once a week to avoid multiple uploads. I monitor several bug report threads for KP and sometime it takes a bit to get them fixed as this is a part-time gig for me. As mentioned previously, please state which book your error appears in. This helps locate it much more quickly. I do not correct anything mentioned as a 'parse error' as that is SW domain.

Minx

Minxdobby69
November 30th, 2024, 00:40
Looking again at the specter, in addition to ignoring the resilience groups, there seems to be a data entry issue. It has a lot of condition immunities in the damage immunity section.

This isn't a data entry issue, but it can be fixed with data entry (and I will). However, IMHO, to correctly do this several entries need to be added to the NPC data sheet: Condition Immunities, Condition Resist, Conditon Vulnerability and Damage Vulnerabilities. The need for these entries is caused by the 'lumped together' resistences, damages and vulnerabilities that KP has chosen to use. Example:

Angelic Resilience =
Damage Resistence: radiant
Condition Resistence: bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities: exhaustion, charmed, frightened

Edit: Some of the monsters were added to the data before the extension was written. I was told to use the 5e stat block and paste the data in so SW had a base to work from.

Minx

drempel
November 30th, 2024, 01:07
Ok, cool beans. I figured some of these were software issues vs data entry issues. But I'm reporting them all the same.

Got another one.

Items in the KPFGTOVPG. There seems to be some inconsistency. For example, longsword just has versatile in its properties, and gives descriptive text disarm and hamstring, while the warpick has disarm in its properties and no descriptive text.

Warpick +1 has "-, magic" in it's properties...not sure what the - is supposed to denote (inherits from base weapon? should it have disarm there?), Longsword +1 doesn't have the -, has the versatile property, and no mention of disarm and hamstring.

Don't know what the right way to do this is, but it's not consistent as it stands right now.

(I'm hitting a lot of these things because I'm doing some pdf->fg conversions for some ToV compatible modules and looking at official modules as "how do I do it right". So I'm running into the errors as I find them and reporting)

Minxdobby69
November 30th, 2024, 01:56
Ok, cool beans. I figured some of these were software issues vs data entry issues. But I'm reporting them all the same.

Got another one.

Items in the KPFGTOVPG. There seems to be some inconsistency. For example, longsword just has versatile in its properties, and gives descriptive text disarm and hamstring, while the warpick has disarm in its properties and no descriptive text.

Warpick +1 has "-, magic" in it's properties...not sure what the - is supposed to denote (inherits from base weapon? should it have disarm there?), Longsword +1 doesn't have the -, has the versatile property, and no mention of disarm and hamstring.

Don't know what the right way to do this is, but it's not consistent as it stands right now.

(I'm hitting a lot of these things because I'm doing some pdf->fg conversions for some ToV compatible modules and looking at official modules as "how do I do it right". So I'm running into the errors as I find them and reporting)


Understood that this is confusing. This (-, magic) is copied directly from the source material. Having not played any version of 5e in a while, I would guess that this means no other properties other than magic. I believe you could simpify your entry to simply 'magic' or modify it however you like without any problems.

Minx

Ivor MacKay
November 30th, 2024, 07:46
Cleric has Bard stuff: Fixed

The cleric has bard stuff is still evident in my campaigns, even after reloading the book/module. Am I missing something?

Minxdobby69
November 30th, 2024, 10:06
The cleric has bard stuff is still evident in my campaigns, even after reloading the book/module. Am I missing something?

The fix should be approved by Tues next week. I marked it as a hotfix, but I uploaded it after office hours.

Minx

Ivor MacKay
November 30th, 2024, 20:21
The fix should be approved by Tues next week. I marked it as a hotfix, but I uploaded it after office hours.

Minx

:) cool

Ivor MacKay
November 30th, 2024, 22:33
I am unsure if this has been reported; I did not see it in the past notes. The Multiclassing proficiencies are missing. A table on page 15 of the TOV Player's Guide lists them per class. If this has already been reported, sorry, please ignore it.

drempel
December 1st, 2024, 15:15
Half Plate in the players guide has the correct dexterity bonus setting (max 2), but all the magical half plate gives you the full dex bonus.

drempel
December 1st, 2024, 15:22
The Beserker in the monster vault has the following text:

"Stalwart. If the berserker starts its turn afflicted by an
ongoing effect that allows for a repeated save to end the
effect, such as the hold spell or the poison from an ettercap’s
Bite, the gladiator can make the save at the start of the turn
instead of the end and has advantage on the save."

"gladiator" should be berserker.

Note:
My copy of the PDF has the same error, not a FG conversion bug per-se, but reporting it all the same.

drempel
December 1st, 2024, 20:02
Understood that this is confusing. This (-, magic) is copied directly from the source material. Having not played any version of 5e in a while, I would guess that this means no other properties other than magic. I believe you could simpify your entry to simply 'magic' or modify it however you like without any problems.

Minx

The "Disarm" is a weapon option in ToV (something you can use the weapon for other than applying straight damage). I think the issue is that the weapon options are being entered inconsistently. In some cases, it's in the descriptive text for the item, in other cases it's in the properties, and in other cases it's not there at all.

It is convenient to know what weapon options are associated with each weapon without having to look it up in the table, and putting it in properties seems like the correct way to do it to me instead of pasting the full description along with how the weapon options work. Assuming one wanted to add that convenience for VTT users (and if it was consistently applied, extensions - or the base extension - could automate putting those options on the character sheet action tab when the weapon is equipped).

Anyway, EOD, I'm asking for consistency with a preference for adding the weapon options in the properties field, but I understand that's a lot more work. The other way would be to remove it entirely from all the items (probably less work). However, it does limit the ability to automate these features.

Thnx for all you are doing BTW.

drempel
December 4th, 2024, 07:40
The fix should be approved by Tues next week. I marked it as a hotfix, but I uploaded it after office hours.

Minx

I don't think it's fixed. The only change I see is that the wording of hit dice has changed from bard to cleric.

It still has all the other bard stuff

A cleric should have the following:
HIT POINTS
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your CON modifier
Hit Points at Higher Levels: 1d8 (or 5) + your CON
modifier per cleric level after 1st

PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saves: WIS, CHA
Skills: Choose two from History, Insight, Medicine,
Persuasion, and Religion

However the one in FG has the bard versions of these:
Light Armor, Dex, Cha, any three skills, musical instrument, and some bizarre wording on the weapons:

"Simple weapons, martial weapons with the Simple weapons, martial weapons with the Finesse property"

drempel
December 4th, 2024, 16:48
Monster Vault:

Rug of smothering has blinded and deafened in its damage immunities, it should be in condition immunities. It doesn't have it's CR entered (should be 2)

drempel
December 4th, 2024, 22:46
ToV Players Guide

Wand of the War Mage +3 only has a bonus of +2.

drempel
December 5th, 2024, 02:53
Monster Vault.

Animated Object, Flying Sword doesn't have it's CR entered.

drempel
December 6th, 2024, 16:49
Monster Vault.

The Winter Wolf has each different effect that its freezing nose can do as a separate Bonus action. They are all one Bonus Action. I double checked to see if doing it this way added any convenience in the combat tracker (like putting dice rolls in) but it doesn't. So not sure why it was done this way, it's confusing when one looks at the statblock for the first time..."Body bonus action? Head Bonus Action? huh?".

I think all that text should be moved into the Freezing Nose bonus action like it is in the books.

Spellcrafter
December 7th, 2024, 01:31
hello I'm unsure if this is a bug or im just missing something but ill post it anyway, just in case. when i load up tales of the valiant charter wizard everything work's fine except i cannot put spells onto spell casting classes even if i have the books loaded. so none of my spell-casting characters are working right now. just to note i only have tales of the valiant books loaded none 5e books.

superteddy57
December 7th, 2024, 03:08
I tested this with a cleric and wizard and after clicking on the spells button in the class entry (in the character wizard) I was able to add spells to the character. You don't mention the steps you are performing for us to check over and see if there is an issue. Can you please relay your steps and show us what you are seeing if the spells button is not displaying?

Spellcrafter
December 7th, 2024, 04:48
Okay thanks for responding. what i have been doing i been going to my library tab and going to books and activation activating my tales of the valiant books. then when i go to character wizard in the player tab and try to add spells to my character and nothing shows up so that my main confusion am i forgetting something? Tell me if i didn't provide enough information i still new to fantasy grounds.

superteddy57
December 7th, 2024, 05:08
Okay thanks for responding. what i have been doing i been going to my library tab and going to books and activation activating my tales of the valiant books. then when i go to character wizard in the player tab and try to add spells to my character and nothing shows up so that my main confusion am i forgetting something? Tell me if i didn't provide enough information i still new to fantasy grounds.

I see the issue, the way the character wizard works is pulling from the spell lists from within FG and the modules didn't have them for each individual class. It is using the correct naming, but we will have to reach out to the developer and inform them that the source for each spell will need to contain the class as well so they are available with the features of the ruleset. Thanks for the report I will pass this along to the developer.

ferrnando
December 16th, 2024, 21:59
Hi, the additional talent for Humans (Ambitious trait) is missing in the Character Wizard.

62988

In the ToV player's guide the "Nomadic Heritage" and "Slayer Heritage" are missing.

62989

"Armor Expert" talent is not incrementing the AC +1.

superteddy57
December 17th, 2024, 02:46
Not all talents are automated and will need a manual touch. You can add a misc bonus in the combat calc helper window by hitting the gear icon near AC on the character sheet. Also some parsing may fail as well and you can add the additional talent once the character is complete.

ferrnando
December 18th, 2024, 03:03
Hi, on the character sheet, the checkboxes for each spell are missing in 'Preparation mode'
63003

I've tried in DnD 5e and the checkboxes are displayed correctly.
63004

superteddy57
December 18th, 2024, 04:22
The extension doesn't touch that area of the character sheet and functions as 5E. I was able to get them to display by adjusting the Uses in the Power Group editor.

ferrnando
December 18th, 2024, 05:16
The extension doesn't touch that area of the character sheet and functions as 5E. I was able to get them to display by adjusting the Uses in the Power Group editor.

Thank you! I didn't know that I had to change the prepared spells in the 'Power Group' editor manually. In DnD 5e was set automatically.

63007

Spellcrafter
December 18th, 2024, 19:23
hey not sure, if this is another bug, but I seem to not be able to find some of the features for classes to add like a sorcerers meta-magic features, or a mechanistic augment features. to add to a character i know in the 5e version they added it into the spells, with the meta magic abilities, is this a glitch or is it something i missed.

drempel
December 19th, 2024, 01:25
Game Masters Guide, lot of art missing from the book.

Art - CHAP 1 (pretty much all the art for chapter headers it seems)
Crafting Encounters has an empty art thing too. I'm not gonna list them all (it's a big list). Suffice to say, go through all the pages in the book and you'll see a lot of missing art.

There's an empty "Structuring Your Campaign" page between "Theme and Setting" and "Beginning A Campaign". I assume that page isn't supposed to be there because there's another structuring your campaign page that is filled out after Beginning a campaign.

drempel
December 19th, 2024, 01:30
Game Masters Guide. Dungeon Chambers Contents is (ironically) empty. There doesn't appear to be another page with content further in the book like there is for "Structuring Your Campaign" above.

drempel
December 19th, 2024, 01:33
Players guide still has Bard stuff all up in Cleric. Wrong proficiencies, wrong skills, etc etc

drempel
December 19th, 2024, 05:26
Dwarven Resilience auto-populated on a character, but for some reason, the duration of the poison resistance effect is 1 round instead of permanent.

drempel
December 19th, 2024, 05:40
Players Guide.

Cleric class record. Table for progression shows under levels: 1st, 2nd, rd, 4th, etc. rd should be 3rd.

drempel
December 19th, 2024, 06:47
Players Guide.

Wizards class record. Says "Arcan Spell Slots By Circle" instead of "Arcane Spell Slots By Circle"

drempel
December 19th, 2024, 06:51
Players Guide.

Wizards spell casting record. The entire section on Learning Spells of 1st Circle or Higher is missing. If you didn't have the PDF or had played any other version of 5E before you'd think the only way to get spells in the spell book is to copy them. There's no text on gaining spells as you level.

WishX
December 19th, 2024, 21:17
I've sent all of the recent bug reports in individually, so they might be addressed accordingly.

Minxdobby69
December 20th, 2024, 00:52
hey not sure, if this is another bug, but I seem to not be able to find some of the features for classes to add like a sorcerers meta-magic features, or a mechanistic augment features. to add to a character i know in the 5e version they added it into the spells, with the meta magic abilities, is this a glitch or is it something i missed.

The Sorcerer entry has a link for the metamagic information. This was done the same way the 5e SRD was done.

Minxdobby69
December 20th, 2024, 00:55
Players Guide.

Wizards spell casting record. The entire section on Learning Spells of 1st Circle or Higher is missing. If you didn't have the PDF or had played any other version of 5E before you'd think the only way to get spells in the spell book is to copy them. There's no text on gaining spells as you level.

Fixed in next update. Minx

Minxdobby69
December 20th, 2024, 00:56
Fixed in next update. Minx

Minxdobby69
December 20th, 2024, 00:57
Players Guide.

Cleric class record. Table for progression shows under levels: 1st, 2nd, rd, 4th, etc. rd should be 3rd.

Fixed in next update. Minx

ferrnando
December 20th, 2024, 01:00
Also don't forget to add to the Book ToV player's guide the "Nomadic Heritage" and "Slayer Heritage".

Minxdobby69
December 20th, 2024, 01:33
I've uploaded a new round of fixes tonight. Not sure when they will go live. Hopefully I have everything fixed with the exception of the Spell missing class connections in Player's Guide. This is not used in TOV. I'm waiting for KP to get back to me if they want me to spend the time to update this.
Minx

drempel
December 21st, 2024, 17:17
Monster Vault

Owl, Giant.
Ability scores are incorrect, they are all +0, they should be +1, +2, +1, -1, +1, +0

Languages are "Giant Owl, understands Common, Elvish, and", should be "Giant Owl, understands Common, Elvish, and Sylvan but can’t speak them"

BryceLovesGaming
December 23rd, 2024, 04:02
Bug report has been submitted! Thank you!

WilliamRiddle
December 31st, 2024, 15:33
After a session 0 last night we ran into a few things. Not sure if these have been submitted yet.

* During character creation, after selecting a Background, when you get to the automated Talents selection the presented links to the talent descriptions do not work.

* At 1st level, if you select a class then add your stats, your adjusted max CON bonus to hit points is not applied (not sure if this is a bug, but it would be nice if it adjusted for 1st level).

* For a monk, there is no easy way to add an Unarmed Strike to Actions Tab --> Weapons (unless I'm missing something). I had to add a dagger, then manually change it. Would be nice if there was a better option.

* Under ITEMS, SHORTBOW appears to be missing. We had to copy a Shortbow +1 and edit it.

* Under ITEMS --> WEAPONS (button at the top), the COST column is only 5-characters (or less) in length and wraps the line making it difficult to read. Many of the columns for the ITEMS buttons are like this, needs cleanup.


Feature Request
* After choosing a lineage that has a sub-lineage (like kobold, smallfolk, syderean), it would be nice if the player was presented with a selection box to make that choice and added to the sheet.

We have another session 0 coming up, so might have more.

Thanks in advance,
WR

WilliamRiddle
December 31st, 2024, 16:31
Sorry, one more ...

When adding spells to a character sheet, the DC of the spell is only adding 8 + proficiency bonus - it is not adding the ability modifier. I'm wondering if this is not tied to my previously mentioned adding a class before filling in your ability scores. Also, if you level would the DC auto-increase or is this something that needs to be manually done.

Ivor MacKay
January 5th, 2025, 07:17
Sorry for the double post

Ivor MacKay
January 5th, 2025, 07:19
The background Spy is missing a space between Covert and Polyglot. This causes Polyglot not to appear as a choice in the Character Wizard.
63139

superteddy57
January 5th, 2025, 07:34
The background Spy is missing a space between Covert and Polyglot. This causes Polyglot not to appear as a choice in the Character Wizard.
63139

I'll get the developer alerted, but you can insert a space in the mean time as that field is editable.

Ivor MacKay
January 5th, 2025, 07:38
Okay, thank you

Ivor MacKay
January 10th, 2025, 19:59
Missing a basic Shortbow in Items. I am editing it at present.

Josith
January 10th, 2025, 22:45
Missing a basic Shortbow in Items. I am editing it at present.

I let the developer know about this issue, thanks for reporting it.

Minxdobby69
January 15th, 2025, 20:43
Missing a basic Shortbow in Items. I am editing it at present.

This is fixed, at least according to the newest version of the module I have downloaded.
63231

Minxdobby69
January 15th, 2025, 20:48
The background Spy is missing a space between Covert and Polyglot. This causes Polyglot not to appear as a choice in the Character Wizard.
63139

I'm not seeing the Spy Backgroud in the Player's Guide. Are you certain it's from this book?
Minx

Minxdobby69
January 21st, 2025, 22:02
Here's the scoop on the Conditions/Resiliences issue that has a lot of people frustrated. KP is working with SW to fix this issue. Once it is fixed the Monster Vault will be updated properly so the parser recognizes all of the text. Until then, please be patient.

Moon Wizard
January 21st, 2025, 23:05
@Minxdobby69,

We’re not aware of any changes scheduled on our end. From our understanding of next steps, the creatures need to be updated with individual resistances like they are in 5E.

Regards,
JPG

Minxdobby69
January 27th, 2025, 10:06
Here's the scoop on the Conditions/Resiliences issue that has a lot of people frustrated. KP is working with SW to fix this issue. Once it is fixed the Monster Vault will be updated properly so the parser recognizes all of the text. Until then, please be patient.

FG TOV extension has been fixed and I've completed the updates to the MV. It should go live on Tues without issues.
Minx

Ivor MacKay
February 18th, 2025, 03:23
The Cleric's first-level proficiencies are that of the bard. Please fix63493

Minxdobby69
March 13th, 2025, 23:37
For those of you that have found errors in Campaign Builder: Dungeons and Ruins stat blocks. This has now been fixed. There will not be a player version of the book made as KP has never used that method. You can easily make your own Player version by copying the needed records into a new campaign. Some of the TOV books were converted to FGU being updated so the immunities and resiliences could be entered correctly so give us developers a chance to fix things when you report them.

As for Caverns of the Spore Lord, I have notified KP of the problem as I did not do that conversion.

Minx

drempel
March 14th, 2025, 05:32
For those of you that have found errors in Campaign Builder: Dungeons and Ruins stat blocks. This has now been fixed. There will not be a player version of the book made as KP has never used that method. You can easily make your own Player version by copying the needed records into a new campaign. Some of the TOV books were converted to FGU being updated so the immunities and resiliences could be entered correctly so give us developers a chance to fix things when you report them.

As for Caverns of the Spore Lord, I have notified KP of the problem as I did not do that conversion.

Minx

They may never have used that method before, but it's in the developer guidelines for fantasy grounds that player options get a separate module from GM options. If they haven't in the past, then that's an error. (and I'm not sure that's true; it may be that this is the first conversion that has GM and player options in the same book. But I'm not gonna go hunting through the entire library looking for examples, it's an error regardless).

Asking us to create and maintain a separate module every time this one gets an update is not a great solution (you have to make deep copies, reset the links, etc), nor would having the GM have to share the records individually, which is also error prone. Given how fantasy grounds modules are supposed to be created, that's kind of asking your customers to do the work for you and putting an unnecessary burden on them (I've done a couple of conversions for Smite Works; according to Smite Works' own docs, this is literally the wrong way to go, for a whole host of reasons).

At least make it player loadable by default so your customers don't have to use Mad Nomads module extension to change it's loadability. That's still not an ideal solution as there really is stuff in there some GM's would rather the players didn't have access to do at the table, but it's better than putting player options in something a player can never see. Like what is the point of that exactly?

FirstFrost
April 6th, 2025, 08:34
Bug Report - Tales of the Valiant - Game Master's Guide - Broken links to Art Images

The Tales of the Valiant Game Master's Guide module has many links to art from the book in the ASSETS, BOOKS, IMAGES, and STORY windows that just present an empty window when selected.

Some of this issue had previously been reported by @drempel on December 19th, 2024, and is still present or has regressed in some subsequent update.

There are also a number of Weapons and Magic Items from the ITEMS window and VEHICLES window that do not have associated art displayed in the <Item>/'Pictures' tab, even though there is art for the items available in the ASSETS lists.


ITEMS:
Assassin's Crossbow
Blunderbuss
Codex of Balance
Daredevil Cloak
Arquebus ("Art - Dwarven Arquebus" in ASSETS)
Revolving Musket ("Art - Dwarven Revolving Musket" in ASSETS)
Finality's Scythe
Gaian Bag
Helm of Omnipathy
Mirror of Life Trapping
Pipes of Haunting
Shielding Shield
Staff of Banishment
Sword of World Cleaving
Werecutters' Axe

VEHICLES:
Kobold Crawler
Nautilus
Tandem Glider


A couple of the art images from the PDF and physical book are missing from the module:


1) The title page 1 of the physical book and PDF is not included in the BOOKS - TALES OF THE VALIANT GAME MASTER'S GUIDE window or the associated STORY window. Interestingly, the art image from that page is found in the ASSETS images list (as "Art - Elemental_Earth.webp"), but is not displayed anywhere else that I can find in the Fantasy Grounds version of this content.

2) The image of the Limited Edition Cover that is on the Table of Contents page 3 of the physical book and PDF does not appear to be included in the FGU version of this content.



When paging through the content of the BOOKS - TALES OF THE VALIANT GAME MASTER'S GUIDE window, It looks like all of the broken links listed below for the IMAGES window, when they appear in the BOOKS window as link text, do not have the art displayed with the link and just present an empty window when the link text is selected.
The same failure behavior is seen when looking at the associated STORY window content.

These links listed below in the IMAGES window just present an empty window when selected, but the associated art is present in the ASSETS lists for the Tales of the Valiant Game Master's Guide folder:



Art – Lich's Artifacts (Art is on page 173 of the PDF and physical book.)
Art - Sample Hazards – Wild Mists (Art for Wild Mist (should be singular, not plural) is on page 145 of the PDF and physical book.
Art – Adventurer Receiving Awards (Art is on page 19 of the PDF and physical book.)
Art – Adventurer Wizard (Art is on page 30 of the PDF and physical book.)
Art – Airship (Art is on page 183 of the PDF and physical book.)
Art – Assassin's Crossbow (Art is on page 166 of the PDF and physical book.)
Art – Astral Destroyer (Art is on page 263 of the PDF and physical book.)
Art – Attack from Above (Art is on page 25 of the PDF and physical book.)
Art – Attitude
Art – Avatar
Art – Blunderbuss
Art – Candle
Art – Cataloguing Book
Art – CHAP OPENER 1
Art – CHAP OPENER 2
Art – CHAP OPENER 3
Art – CHAP OPENER 4
Art – CHAP OPENER 5
Art – CHAP OPENER 6
Art – CHAP OPENER 7
Art – CHAP OPENER 8
Art – CHAP OPENER Intro
Art – Chases
Art – Civilization the Orator
Art – Codex Of Balance
Art – Couatl
Art – Creating Character Options
Art – Creating Magic Items
Art – Creating Spells
Art – Cup
Art – Dagon Statue
Art – Dangling Over Lava (found on page 61 of physical book)
Art – Daredevil Cloak
Art – Death Knight
Art – Diamond
Art – Dragon Blue Wyrmling
Art – Dragon Brass Wyrmling
Art – Dragon Red Ancient
Art – Dual Boss Template
Art – Dwarven Arquebus
Art – Dwarven revolving musket
Art – Elemental Earth
Art – Encounters At Sea
Art – Eris
Art – Finality's Scythe
Art – Gaian Bag
Art – Hag Ponytail
Art – Helm of Omnipathy
Art – Jar of Pickled Monster Eyeballs
Art – Naval Battles
Art – Pendulum Trap (Art is on page 146 of the PDF and physical book.)
Art – Reader
Art – Shielding Shield
Art – Staff of Banishment
Art – Sword of World Cleaving
Art – Troll
Art – Underwater Combat
Art – Vault into Battle
Art – Vehicle Kobold Crawler
Art – Vehicle Nautilus
Art – Vehicle Tandem Glider
Art – Wanderers Book
Art – Werecutters' Axe
Art – Wolf Winter
Art – Wyrmwhisper
Art – Zobeck Scout

drempel
May 9th, 2025, 21:41
Clockwork Crocodile has overdrive embedded in it's Construct Resilience entry (Game Masters's Guide)

It's CR and XP aren't set (so it shows up as a CR 0 when it isn't).

Agamon
June 26th, 2025, 16:24
In the Player's Guide, Ranger Abilities, the window that opens to explain the ability Mystic Mark has its first paragraph replaced with the Explorer ability text.

Ivor MacKay
August 27th, 2025, 00:40
Hi
Shortbow is missing from simple ranged weapons in the Tales of the Valiant: Players Guide (KPFGTOVPG). When searching for a shortbow, only magical ones are listed.
65259

Minxdobby69
August 27th, 2025, 22:23
I believe everyting has been fixed once again.

Uploaded today as hotfixes:
missing shortbow in PG. I mistakenly read that as the +1 version was missing.
missing artwork in GMG: this was fixed a couple months ago. I don't know why the store files weren't updated. Regardless, I've double-checked and resubmitted the files.
Ranger Mystic Mark: confirmed changed in the mod file.

drempel
October 4th, 2025, 08:56
Game Masters Guide: None of the chapter opener art is in the book. Art is there as assets, but not in the book

Sample NPC Eris Spetz. Artwork isn't in book. There's an image link wrongfully embedded on the sentence "Wears a tool-filled...." and the image record it points too is also empty.

Many of the images records are empty, too many to list, but examples would be Art - Naval Battles, Art - Underwater Combat, etc.

Factions has a blank area you can click which brings up the blank Art - Naval Battles....which is weird, dunno if that is right or not...

Basically, there are a lot of errors; the art records and the book art needs to be gone over with a fine-tooth comb by the developer.

Minxdobby69
October 6th, 2025, 20:43
Game Masters Guide: None of the chapter opener art is in the book. Art is there as assets, but not in the book

Sample NPC Eris Spetz. Artwork isn't in book. There's an image link wrongfully embedded on the sentence "Wears a tool-filled...." and the image record it points too is also empty.

Many of the images records are empty, too many to list, but examples would be Art - Naval Battles, Art - Underwater Combat, etc.

Factions has a blank area you can click which brings up the blank Art - Naval Battles....which is weird, dunno if that is right or not...

Basically, there are a lot of errors; the art records and the book art needs to be gone over with a fine-tooth comb by the developer.

Hi Drempel,
I don't know what to tell you on this one. I fixed the missing errors a while ago. I'll check with Smiteworks to see if their files need updating. However, I did find the error on Eris Spetz and I'll get this fixed.
Minx

Moon Wizard
October 7th, 2025, 06:15
The missing image updates were pushed to the source system on September 2 and a patch pushed that day, as far as I can tell.

I just tested with the latest version specifically for Naval Battles; and it looks like the data is there. (see attachment)

If still seeing issues after a new Check for Updates; please try going to Library->Modules, right clicking on the TOV GMG module, and select the Revert Changes option.

If still seeing an issue after that, please try these steps:
* Go to FG launch screen.
* Click on folder button in upper left of launch screen.
* Go to vault subfolder
* Delete KPFGTOVGMG.dat file
* Return to FG launch screen.
* Run a new Check for Updates.

Regards,
JPG

drempel
October 9th, 2025, 07:24
The missing image updates were pushed to the source system on September 2 and a patch pushed that day, as far as I can tell.

I just tested with the latest version specifically for Naval Battles; and it looks like the data is there. (see attachment)

If still seeing issues after a new Check for Updates; please try going to Library->Modules, right clicking on the TOV GMG module, and select the Revert Changes option.

If still seeing an issue after that, please try these steps:
* Go to FG launch screen.
* Click on folder button in upper left of launch screen.
* Go to vault subfolder
* Delete KPFGTOVGMG.dat file
* Return to FG launch screen.
* Run a new Check for Updates.

Regards,
JPG

Well, I still have the issues, even after reverting changes, loading it fresh in a new campaign, and deleting the KPFGTOVGMG.dat and checking for updates (I check for updates multiple times per week).

If this module has been fixed, and been sent out live, I'm not getting it for whatever reason. I can only guess that it's not been pushed out live, or there's a bug with the update service.

6560765608

superteddy57
October 9th, 2025, 08:29
I did another push of the module,Could you do another update and see if you get the same results?

drempel
October 9th, 2025, 19:58
I did another push of the module,Could you do another update and see if you get the same results?

I saw it download it, but it's still busted.

ferrnando
October 9th, 2025, 21:08
Hi, the following monsters have not been included in the FGU module "Monster Vault 2":

Opossum
Skunk
Skunk, Giant
Honey Bee, Giant
War Pig
Arcane Grenadier
Hammberbill Goose
Hedgehog, Giant
Honey Bee, Swarm of Bees
Opossum, Giant
Feymount Raccoon
Nightwing
Scavenger
Axolotl, Giant
Merchant
Millipede, Giant
Cultist, Necrograft
Diviner
Wooly Hippopotamus
Wrestler
Huntmaster
Mage Knight
Tress Lizzard
Venture Priest
Merchant Captain
Monarch
Oliphaunt Warbeast
Thief Lord
High Mechanist
Bard Maestro
First Servant
Master Assassin

Coincidentally, I noticed that in the PDF Bookmarks (sidebar), Kobold Press mistakenly omitted these same monsters (bug). But all of these are in the book, not a typo in the book but PDF Bookmark with errors.

Please add the missing monsters. They don't appear in either the module book or the NPCs.

superteddy57
October 9th, 2025, 21:12
I saw it download it, but it's still busted.

We cleared some things on our side for the product and recommend doing another update, then try reverting the module. If that doesn't work then again remove the vault file and re-update. Could you also try a new campaign and see if it shows up there if you have continued issues.

ferrnando
October 9th, 2025, 21:30
Hi, the following monsters have not been included in the FGU module "Monster Vault 2":

Opossum
Skunk
Skunk, Giant
Honey Bee, Giant
War Pig
Arcane Grenadier
Hammberbill Goose
Hedgehog, Giant
Honey Bee, Swarm of Bees
Opossum, Giant
Feymount Raccoon
Nightwing
Scavenger
Axolotl, Giant
Merchant
Millipede, Giant
Cultist, Necrograft
Diviner
Wooly Hippopotamus
Wrestler
Huntmaster
Mage Knight
Tress Lizzard
Venture Priest
Merchant Captain
Monarch
Oliphaunt Warbeast
Thief Lord
High Mechanist
Bard Maestro
First Servant
Master Assassin

Coincidentally, I noticed that in the PDF Bookmarks (sidebar), Kobold Press mistakenly omitted these same monsters (bug). But all of these are in the book, not a typo in the book but PDF Bookmark with errors.

Please add the missing monsters. They don't appear in either the module book or the NPCs.

In addition to the 32 missing monsters in "Monster Vault 2", the name of the "Bog Bounder" appears listed on NPCs as "Fiend, Bog Bounder", which is not correct, it should just be "Bog Bounder".

drempel
October 9th, 2025, 23:03
We cleared some things on our side for the product and recommend doing another update, then try reverting the module. If that doesn't work then again remove the vault file and re-update. Could you also try a new campaign and see if it shows up there if you have continued issues.

Did all of the above. Still the same issue.

Did it at one point have a different filename? Should I go hunting for a different .dat file and remove it? I've noticed exporting modules that two different .mod's (like X1.mod and X2.mod) that have the same "Name" (like both have been exported with the name "X is Cool") can make it hard to determine which file actually got loaded...

Dave

drempel
October 9th, 2025, 23:05
Did all of the above. Still the same issue.

Did it at one point have a different filename? Should I go hunting for a different .dat file and remove it? I've noticed exporting modules that two different .mod's (like X1.mod and X2.mod) that have the same "Name" (like both have been exported with the name "X is Cool") can make it hard to determine which file actually got loaded...

Dave

The other option could be I just wipe out my entire vault, wait for all (checks directory....) 437 files to download...man I've given you guys a lot of money....LOL

ColoradoGM
October 9th, 2025, 23:28
Confirm, I have the same missing art as Drempel in the ToV GMG. I just saw it update, too.

drempel
October 9th, 2025, 23:32
Confirm, I have the same missing art as Drempel in the ToV GMG. I just saw it update, too.

Ok, so it's not just me :)

ColoradoGM
October 9th, 2025, 23:43
Ok, so it's not just me :)
All of the CHAP OPENER art pieces open as black screens. I've had a map in another product that did that because its name included an apostrophe (and it was in the vault so I could not access it to change the name) but none of these have (visible) special characters in their names.

drempel
October 10th, 2025, 01:41
Ok, so it's not just me :)

I just did a fresh install on a mac. (other two installs I've tried are windows).

Problem still persists.

No Chapter art, most of the art records (including Naval Battles) are empty.

So, given everything, sounds like its a problem with the fantasy grounds program, or the fantasy grounds product servers.

At least two customers have the issue, and it appears on both windows and mac.

I'm not sure there's much more I can do to help. You guys need to repro in a customer equivalent environment (instead of a dev one) and debug. Or failing that, look into why these accounts aren't working (I do beleive Colorado GM and I both got our GMG's as kickstarter backers if that matters).

Moon Wizard
October 10th, 2025, 05:39
@drempel,

There are no real differences between our local environments and yours. We added the product to our personal accounts and not seeing the issue as you are.

Can you please send us a zipped up copy of the campaign folder (either one); as well as the KPFGTOVGMG.dat file from your vault?
We're trying to track down what is different in your scenario vs. ours.

Also, could you walk me through the exact steps of how you are opening the Naval Battles?
(open campaign, click Images, search for Naval Battles, click on Image record (Art - Naval Battles)? Or something else?)

Regards,
JPG

Moon Wizard
October 10th, 2025, 06:04
Nevermind, found the issue. The developer used em-dashes for all the file names which will get removed by the compression library (i.e. use of non-ASCII characters). We highly recommend developers not use non-ASCII characters in file names for this reason; and I'll remind the ToV developer.

Will have to manually fix them all; so I'll push out an update in a bit.

Regards,
JPG

Moon Wizard
October 10th, 2025, 06:29
Ok, just cleaned up the files as well as some other issues with file linking that the developer had. Can you please run a new Check for Updates, and see if that resolves your issues with the module?

Thanks,
JPG

drempel
October 10th, 2025, 09:21
Ok, just cleaned up the files as well as some other issues with file linking that the developer had. Can you please run a new Check for Updates, and see if that resolves your issues with the module?

Thanks,
JPG

Yup! Working now!

You guys must be using SOMETHING different if the em-dashes caused us issues and not you. :P

Thanks for figuring it out! :)

ColoradoGM
October 10th, 2025, 09:48
Hah! So my apostrophe clue was relevant!

Moon Wizard
October 10th, 2025, 17:39
Yeah, unfortunately, issues like that are OS-dependent (works in some cases; not in others); which is why we recommend developers not do that.
And mostly em-dash issues, but there were definitely a few right-apostrophes too.

Regards,
JPG

drempel
October 10th, 2025, 20:04
Yeah, unfortunately, issues like that are OS-dependent (works in some cases; not in others); which is why we recommend developers not do that.
And mostly em-dash issues, but there were definitely a few right-apostrophes too.

Regards,
JPG

That would imply to me that you guys are using a flavor of Linux primarily? (Since I saw the issue on both Windows and macOS (Darwin))

Just curious.

Zacchaeus
October 10th, 2025, 21:05
That would imply to me that you guys are using a flavor of Linux primarily? (Since I saw the issue on both Windows and macOS (Darwin))

Just curious.

No, mainly windows. But when you test things locally things can work. It's only once it's downloaded from the servers that you can get issues like this. I've seen several instances where things have worked on my local machine when developing but don't once they are downloaded by other users, because a single incorrect apostrophe or em dash had sneaked into something.

ferrnando
October 10th, 2025, 21:13
I took the time to review the ToV Monster Vault 2 PDF more thoroughly, and the problem is that the FG module has forgotten to include the creatures from the APPENDIX: ANIMALS (page 322) and the APPENDIX: NPCS (page 330).
In the previous list, I forgot to include 2 creatures, making it a total of 34 creatures missing from the Monster Vault 2 module:
APPENDIX: ANIMALS
- Axolotl, Giant
- Cavalry Camel
- Feymount Raccoon
- Hammberbill Goose
- Hedgehog, Giant
- Honey Bee, Giant
- Honey Bee, Swarm of Bees
- Millipede, Giant
- Nightwing
- Oliphaunt Warbeast
- Opossum
- Opossum, Giant
- Skunk
- Skunk, Giant
- Tress Lizzard
- War Pig
- Wooly Hippopotamus
APPENDIX: NPCS
- Arcane Grenadier
- Bard Maestro
- Cultist, Necrograft
- Diviner
- First Servant
- High Mechanist
- Huntmaster
- Mage Knight
- Master Assassin
- Merchant
- Merchant Captain
- Monarch
- Monster Hunter
- Scavenger
- Thief Lord
- Venture Priest
- Wrestler

All of these creatures function like any other and have their complete stats. Could you fix this and include them?

drempel
October 11th, 2025, 00:08
Might be good to add some code to detect these things somewhere before they go to the store.

I know there's an extension called conversion checker devs are encouraged to use.

Or maybe if there are characters that you consider illegal for distribution, have FG sanitize the strings where it can and for filenames throw an exception and just refuse to load the resource while the dev extension is loaded?

Some ideas. I'm sure you have more being actually familiar with the codebase.

Moon Wizard
October 11th, 2025, 01:21
@ferrnando,
We'll pass along to the developer.

@drempel,
I'll pass along to James who manages the pipeline for content to see if that is something that can be added. It's not as automated as you might think, due to the variety of developers we work with and the variety of tools they work with.

Regards,
JPG

Minxdobby69
October 12th, 2025, 17:04
I took the time to review the ToV Monster Vault 2 PDF more thoroughly, and the problem is that the FG module has forgotten to include the creatures from the APPENDIX: ANIMALS (page 322) and the APPENDIX: NPCS (page 330).
In the previous list, I forgot to include 2 creatures, making it a total of 34 creatures missing from the Monster Vault 2 module:
APPENDIX: ANIMALS
- Axolotl, Giant
- Cavalry Camel
- Feymount Raccoon
- Hammberbill Goose
- Hedgehog, Giant
- Honey Bee, Giant
- Honey Bee, Swarm of Bees
- Millipede, Giant
- Nightwing
- Oliphaunt Warbeast
- Opossum
- Opossum, Giant
- Skunk
- Skunk, Giant
- Tress Lizzard
- War Pig
- Wooly Hippopotamus
APPENDIX: NPCS
- Arcane Grenadier
- Bard Maestro
- Cultist, Necrograft
- Diviner
- First Servant
- High Mechanist
- Huntmaster
- Mage Knight
- Master Assassin
- Merchant
- Merchant Captain
- Monarch
- Monster Hunter
- Scavenger
- Thief Lord
- Venture Priest
- Wrestler

All of these creatures function like any other and have their complete stats. Could you fix this and include them?

I worked from the Word files on this one before the PDF was released. I noticed the ommissions, but completely forgot to mention them to my KP contact. i'll contact KP and get this updated.
Minx

Minxdobby69
October 12th, 2025, 20:43
I took the time to review the ToV Monster Vault 2 PDF more thoroughly, and the problem is that the FG module has forgotten to include the creatures from the APPENDIX: ANIMALS (page 322) and the APPENDIX: NPCS (page 330).
In the previous list, I forgot to include 2 creatures, making it a total of 34 creatures missing from the Monster Vault 2 module:
APPENDIX: ANIMALS
- Axolotl, Giant
- Cavalry Camel
- Feymount Raccoon
- Hammberbill Goose
- Hedgehog, Giant
- Honey Bee, Giant
- Honey Bee, Swarm of Bees
- Millipede, Giant
- Nightwing
- Oliphaunt Warbeast
- Opossum
- Opossum, Giant
- Skunk
- Skunk, Giant
- Tress Lizzard
- War Pig
- Wooly Hippopotamus
APPENDIX: NPCS
- Arcane Grenadier
- Bard Maestro
- Cultist, Necrograft
- Diviner
- First Servant
- High Mechanist
- Huntmaster
- Mage Knight
- Master Assassin
- Merchant
- Merchant Captain
- Monarch
- Monster Hunter
- Scavenger
- Thief Lord
- Venture Priest
- Wrestler

All of these creatures function like any other and have their complete stats. Could you fix this and include them?

Hotfix uploaded on Sunday, 10/12/25. Hopefully goes live Tuesday.
Minx

Minxdobby69
October 12th, 2025, 20:44
No, mainly windows. But when you test things locally things can work. It's only once it's downloaded from the servers that you can get issues like this. I've seen several instances where things have worked on my local machine when developing but don't once they are downloaded by other users, because a single incorrect apostrophe or em dash had sneaked into something.

Good to know! Thanks Zach.

ferrnando
October 14th, 2025, 22:17
Hotfix uploaded on Sunday, 10/12/25. Hopefully goes live Tuesday.
Minx

Thank you for the fixes in the Monster Vault 2, it was quite fast!

I’m pointing out 2 small errors:

1. The links in the "Appendix: Creatures by Challenge" under "Challenge 0 (10 XP)" are missing. The creatures without links are just two: Opossum and Skunk.
I’m attaching a screenshot. 65631

2. The name of the "Bog Bounder" appears listed under NPCs as "Fiend, Bog Bounder," which is not correct; it should simply be "Bog Bounder." 65632

hawkwind
October 15th, 2025, 14:35
Trying to import a npc from text and i get an error message

superteddy57
October 15th, 2025, 16:21
Can you share what you were trying to import and what option did you choose for the import mode?

drempel
October 16th, 2025, 11:08
Quasit in Monster Vault, should have fire resistance in addition to cold and lightning resistance. same in the Game Masters Guide.

The player's guide has "Demonic Resilience" for the Quasit which does nothing. Quick look at the players' guide NPC's, it seems all of them that use resilience categories have this error in them (Zombie has Undead Resilience for example instead of the proper keywords).

hawkwind
October 17th, 2025, 13:03
I have tried several npcs from Monster vault 2 and i get the same error message, I havetried all the import modes with TOV causing the error message . Other modes do import but with lots of errors

here is an example text block

Broken Fixer

CR 4

Large Construct

Armor Class 15 (natural armor)

Hit Points 71

Speed 30 ft.

Perception 12

Stealth 15

Immune Construct Resilience

Senses darkvision 60 ft.

Languages understands the languages of its creator and

Machine Speech but can’t speak

STR DEX CON INT WIS CHA

+2 +5 +2 −3 +0 −3

Auto-Repair. The broken fixer regains 10 HP at the start of its turn if it has at least 1 HP. If the fixer takes lightning damage, this trait doesn’t function at the start of the fixer’s next turn.

Construct Nature. The broken fixer doesn’t require air, food, drink, or sleep.

Construct Resilience. The broken fixer is immune to poison and psychic damage, and it is immune to exhaustion and the charmed, frightened, paralyzed, petrified, and poisoned conditions.

ACTIONS

Multiattack. The broken fixer makes two Deadly Tool attacks. It can replace one attack with Repair.

Deadly Tool. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) bludgeoning, piercing, or slashing damage (the fixer’s choice).

Repair. The broken fixer restores 11 (2d8 + 2) HP to a Construct or object within 5 feet of it. It can’t use this action to repair itself.

Flame Jet (Recharge 5–6). The broken fixer unleashes a jet of flame in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 DEX save, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

BONUS ACTIONS

Overclock. The broken fixer makes adjustments to a friendly construct it can see within 5 feet of it, enhancing the target’s performance. Until the end of the target’s next turn, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on DEX saves, and it gains an additional action. This extra action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When this effect ends, the target can only take an action or bonus action on its next turn, not both, and can’t make more than one melee or ranged attack during its turn.

superteddy57
October 17th, 2025, 17:15
I found the bug that's causing the error, but the structure of this npc stat block doesn't match the one from the rulebook and won't parse correctly. It would need to be made into the same structure as expected from the core rulebook.

hawkwind
October 17th, 2025, 17:37
The text was copied from monster vault 2. By the core rule book do you mean the players book or Monster vault 2?

superteddy57
October 17th, 2025, 17:39
TOV's core rulebook. It's the structure that was used to build the parser.

drempel
October 18th, 2025, 03:44
TOV's core rulebook. It's the structure that was used to build the parser.

What is the structure? Is it documented somewhere?

I just did a copy/paste straight from the monster vault 1 pdf (aboleth) using TOV as the importer and it pretty much worked except all the abilities scores were +0

(some wierdness like "-" getting a \&#8211, otherwise known as the en dash...pdf is using non-ascii characters).

superteddy57
October 18th, 2025, 03:58
I believe it was the Gamemaster's Guide or the Player's Guide that it was setup to be a copy/paste from that source. You would need to do further clean up by removing those dashes with the clean up tool in the right click context menu. There is not documentation on it.

hawkwind
October 18th, 2025, 13:05
I found the bug that's causing the error, but the structure of this npc stat block doesn't match the one from the rulebook and won't parse correctly. It would need to be made into the same structure as expected from the core rulebook.

I have updated the extension and tried to import from npcs from the TOV core book and the import is still full of errors65658, what am i doing wrong?

Zacchaeus
October 18th, 2025, 17:14
I have updated the extension and tried to import from npcs from the TOV core book and the import is still full of errors65658, what am i doing wrong?

I don't know this ruleset nor do I have any of the books; but from your screenshot the text you are trying to import isn't in the correct order. The stat block should come after speed for example and before immunities and resistances. I also suspect that the minus symbols might be em dases; so make sure that they are actually minus symbols since FGVTT won't interpret em dashes correctly.

So try putting the elements of the NPC in the same order as they would appear in the NPC sheet.

hawkwind
October 18th, 2025, 17:48
I don't know this ruleset nor do I have any of the books; but from your screenshot the text you are trying to import isn't in the correct order. The stat block should come after speed for example and before immunities and resistances. I also suspect that the minus symbols might be em dases; so make sure that they are actually minus symbols since FGVTT won't interpret em dashes correctly.

So try putting the elements of the NPC in the same order as they would appear in the NPC sheet.

you would be right for dnd 5e or dnd5e24 however Tales of the valiant . I replaced the minus symbols still the same problem

superteddy57
October 18th, 2025, 18:47
Not sure what that same problem is. The attributes need to be 'name [bonus]'. Other than that the structure is the same as what you posted.

hawkwind
October 19th, 2025, 08:11
The problem is that the importer doesn't import the correct hit points amor clas plus attributes even from the core books

superteddy57
October 19th, 2025, 16:02
I'm not seeing that with my latest test
65663

This was copied from Monster Vault 1

hawkwind
October 19th, 2025, 16:18
I think I can see the issue the tool expects CR rating to be on the same line. I'm away from my computer at the moment so I can't test this theory. Thanks for taking the time to reply on your weekend

ColoradoGM
October 20th, 2025, 02:55
Just setting up for a Labyrinth game, and spellcasters in Labyrinth: Adventures and "NPC: Priest" from that book doesn't parse spells to the combat tracker.

EDIT: simple fix: line breaks needed in Spellcasting text, with At will, 2/day, and 1/day spells each on their own line. Same stat block with same error is in Monster Vault and Game Masters Guide.

I don't know whether there are other NPCs that need fixing.

drempel
October 28th, 2025, 17:57
Tales of the Valiant games don't understand what keensense is. It's the ToV version of blindsight, should be easy to have it map "keensense" to "blindsight" in the extension, yes?

Right now where it shows up, in the combat tracker I have to change it manually so the token gets the right sight added to it, or edit the NPC when imported (or if it gets entered into a module with the proper ToV language).

superteddy57
October 29th, 2025, 06:50
pushed an update that adds keensense as a vision type

drempel
October 30th, 2025, 01:52
pushed an update that adds keensense as a vision type

w00t!

drempel
November 5th, 2025, 20:49
So another annoying thing with the way FG deals with ToV NPC's that maybe the extension could fix.

In ToV a lot of attacks are printed as "Melee or Ranged Attack", meaning the same attack works without disadvantage while in melee. However, in the combat tracker, when these creatures get added, they only have a ranged attack. They don't have a melee version of it to use.

Lots of creatures in the Monster Vaults have this wording, and anything that gets imported will have this as well.

The fix is to make a copy of the creature you want to use (because the MV is read-only) and duplicate the attack, making one melee and one ranged. That is a pain in prep. Even more so when improvising on the fly during a session.

Is there a way the extension could recognize this wording and either remove the disadvantage from the attack when a creature is in melee range (I think that's default behavior and not some other extension doing that), or split the attack into two separate attacks on the combat tracker when it gets added? Either would work better than what we have to do today.

It's probably easier to duplicate the attack for melee and use the right one for the correct distance (since I do believe if you make a ranged attack with these attacks and another creature is in melee range, disadvantage still applies).

Might be better to have in the core rules, though, since technically all these beasties are supposed to be able to be used in a 5E or 5.5E game—just a thought.

example wording from MV2:

Patron's Gift
Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature, it must succeed on a DC 15 STR save or be pushed 10 feet away from the kobold and knocked prone.

Zacchaeus
November 5th, 2025, 21:10
So another annoying thing with the way FG deals with ToV NPC's that maybe the extension could fix.

In ToV a lot of attacks are printed as "Melee or Ranged Attack", meaning the same attack works without disadvantage while in melee. However, in the combat tracker, when these creatures get added, they only have a ranged attack. They don't have a melee version of it to use.

Lots of creatures in the Monster Vaults have this wording, and anything that gets imported will have this as well.

The fix is to make a copy of the creature you want to use (because the MV is read-only) and duplicate the attack, making one melee and one ranged. That is a pain in prep. Even more so when improvising on the fly during a session.

Is there a way the extension could recognize this wording and either remove the disadvantage from the attack when a creature is in melee range (I think that's default behavior and not some other extension doing that), or split the attack into two separate attacks on the combat tracker when it gets added? Either would work better than what we have to do today.

It's probably easier to duplicate the attack for melee and use the right one for the correct distance (since I do believe if you make a ranged attack with these attacks and another creature is in melee range, disadvantage still applies).

Might be better to have in the core rules, though, since technically all these beasties are supposed to be able to be used in a 5E or 5.5E game—just a thought.

example wording from MV2:

Patron's Gift
Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature, it must succeed on a DC 15 STR save or be pushed 10 feet away from the kobold and knocked prone.

This can be corrected by the developer by splitting the attacks using wording like Melee Weapon attack: +5 to hit, reach 5ft, one target. Hit 10 (2d6+3) fire damage. Or Ranged Weapon Attack: etc This way both attacks will appear on the CT.

ColoradoGM
November 5th, 2025, 22:00
It's not a perfect fix because it disables other functionality that you might miss, but if you turn off enforce range in Options, those attacks won't be disadvantaged. I also find that with that option enabled, some fights involving large or huge tokens inappropriately give disadvantage to melee, because FG measures the distance as 10 ft.

Zacchaeus
November 5th, 2025, 22:29
It's not a perfect fix because it disables other functionality that you might miss, but if you turn off enforce range in Options, those attacks won't be disadvantaged. I also find that with that option enabled, some fights involving large or huge tokens inappropriately give disadvantage to melee, because FG measures the distance as 10 ft.

I don't have this so I don't know what you mean by enforced range. Melee attacks and ranged attacks are recognized by FGVTT and if a target is prone for example it automatically gives a ranged attack disadvantage. So by splitting the attacks line into melee and ranged both attack types will appear on the CT and you can then choose which attack you want to make rather than having only the one possibly incorrect option. Melee or Ranged attack is a common wording employed by WotC (on which the 5e parsing is based) but when developing I always split the attack into two for the very reasons that you are giving. Unless there's something weird in the ToV ruleset splitting the attacks should solve your problem.

I've drawn the developers attention to this thread.

ColoradoGM
November 6th, 2025, 05:19
"Range Limits/Advantages/Disadvantages applied" on/off, in Options. I thought it was part of vanilla SG but it comes from Generic Actions, so you might not have it. But if you turn it off, you can make ranged or melee attacks and FG doesn't consider token locations.

Minxdobby69
November 17th, 2025, 19:36
So another annoying thing with the way FG deals with ToV NPC's that maybe the extension could fix.

In ToV a lot of attacks are printed as "Melee or Ranged Attack", meaning the same attack works without disadvantage while in melee. However, in the combat tracker, when these creatures get added, they only have a ranged attack. They don't have a melee version of it to use.

Lots of creatures in the Monster Vaults have this wording, and anything that gets imported will have this as well.

The fix is to make a copy of the creature you want to use (because the MV is read-only) and duplicate the attack, making one melee and one ranged. That is a pain in prep. Even more so when improvising on the fly during a session.

Is there a way the extension could recognize this wording and either remove the disadvantage from the attack when a creature is in melee range (I think that's default behavior and not some other extension doing that), or split the attack into two separate attacks on the combat tracker when it gets added? Either would work better than what we have to do today.

It's probably easier to duplicate the attack for melee and use the right one for the correct distance (since I do believe if you make a ranged attack with these attacks and another creature is in melee range, disadvantage still applies).

Might be better to have in the core rules, though, since technically all these beasties are supposed to be able to be used in a 5E or 5.5E game—just a thought.

example wording from MV2:

Patron's Gift
Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature, it must succeed on a DC 15 STR save or be pushed 10 feet away from the kobold and knocked prone.


This has been fixed as of last week.
Minx

drempel
November 24th, 2025, 08:51
In campaign builder: dungeons and ruins. All the spells have school and source mixed up. School should be things like evocation, transmutation. Source should be things like arcane, wyrd.

eg: Alter Aura, the School is "Arcane and Primordial", Source is "Transmutation". It should be that School is "Transmutation", and Source should be "Arcane, Primordial" (not even sure why "and" is even in there in the school mixup...).

drempel
November 24th, 2025, 09:05
Campaign Builder: Castles and Crowns. The bright fey lineage doesn't have any traits coded in the traits panel. It's blank.

drempel
December 14th, 2025, 09:18
Dunno if my last posts got fixed or not.

Still:
Labrynth World Book Players - Destructive Resonance has Source as: Arcane. Wyrd ---- should be Arcane, Wyrd ---- comma instead of period

drempel
January 12th, 2026, 18:08
Players Guide 2 isn't loadable by Players by default...

WishX
January 12th, 2026, 20:02
All three of the past reports (171, 172 & 173) have open bug reports.

drempel
January 14th, 2026, 01:35
All three of the past reports (171, 172 & 173) have open bug reports.

How about 170? Or was that fixed?

Ivor MacKay
January 23rd, 2026, 13:59
Hi
The New Vanguard and Witch classes are missing First Level Proficiencies on the Other tab
66335

ColoradoGM
January 23rd, 2026, 15:37
The Combat Conditioning talent doesn’t increase hit points even when I reword it by copy-pasting the exact text from D&D’s Tough feat, but the Tough feat does work.

drempel
January 27th, 2026, 07:40
Chronicler Background from Players Guide 2 has the wrong list of talents in its "other" pane. It lists Alchemy Adept, Elemental Savant*, or Learned Researcher. It should be Learned Researcher, Polyglot*, or Spell Recall. And there shouldn't be any "*" in those lists for any of the backgrounds. That's going to mess things up during character creation. They should only appear on the main page description to indicate that these are from the original player's guide.

Minxdobby69
January 27th, 2026, 13:02
All of the previous bugs should be fixed with the exception of the calculation error in Combat Conditioning. I believe this is a programming side fix. The last of the hotfixes have been uploaded to Smiteworks as of today. (1/27/2026)

drempel
January 29th, 2026, 19:10
Monster Vault ****atrice has a damage resistance of petrified. That should be a condition resistance.

drempel
January 29th, 2026, 19:11
Monster Vault ****atrice has a damage resistance of petrified. That should be a condition resistance.

HAHAHAHAHAHAHA the censor bot on this one! LOL

C-O-C-K-A-T-R-I-C-E (lets see if it likes that)

WishX
January 30th, 2026, 00:05
HAHAHAHAHAHAHA the censor bot on this one! LOL
C-O-C-K-A-T-R-I-C-E (lets see if it likes that)

LOL! I've sent a bug fix request in for it, dirty words and all. ;)

drempel
January 30th, 2026, 08:38
LOL! I've sent a bug fix request in for it, dirty words and all. ;)

Sweet :)

Got another one for Monster Vault 2

The Pebble Golem and Pebble Golem Swarm don't have their resistances and immunities correct.

The Pebble Golem has:
Damage Immune: poison, psychic, bludgeoning, piercing, and slashing damage from nonmagical attacks

It should be:
Damage Resist: bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immune: poison, psychic
Condition Immune: exhaustion, charmed, frightened, paralyzed, petrified, poisoned.

The Pebble Golem Swarm has:
Dmg Resist: bludgeoning, piercing, and slashing
Damage Immune: poison, psychic, bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immune: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned.

It should be:
Damage Resist: bludgeoning, piercing, and slashing
Damage Immune: poison, psychic
Condition Immune: exhaustion, charmed, frightened, grappled, paralyzed, petrified, prone, poisoned, restrained, stunned.

Additionally the languages for the swarm has "understands the languages of its creator but can<somefunkystuff>t speak"

drempel
February 9th, 2026, 00:52
Not sure where to report this but since it's a 5E book meant to be used by ToV and it's the same publisher I figure I'll drop the issue here.

The Ashwalker is missing its token.

The Wampus Cat - Terrifying Yowl, it has "ear<garbage>piercing", should be ear-piercing.

MOD: I moved your post to here

drempel
February 9th, 2026, 01:05
Should probably just do a search and replace in every ToV Book (or kobold press book for that matter) in the XML for the &#<some num> so I don't have to report each individual instance as I find it (there will be many) :P

But anyways Lob Sap from the Weirwood Sower in Monster Vault 2 has "target<somegarbage>s speed is reduced", instead of "target's speed is reduced".

Downside of copying straight from PDF's without any sanitization tools provided in FG for authors (at least that I know of).

ColoradoGM
February 9th, 2026, 01:28
This is all because Fantasy Grounds can&@#t figure out how to deal with apostrophes. There ought to be a global fix for this.

WishX
February 9th, 2026, 16:47
Bug report filed. If you find more of these, you can send in a list of them since it's all the same issue, so long as they are all in the same book.

drempel
February 10th, 2026, 16:20
This is all because Fantasy Grounds can&@#t figure out how to deal with apostrophes. There ought to be a global fix for this.


or em dashes. There's a few of these codes that it gets all weird about, that you WILL find in pdf and html pages that you are converting from.

drempel
February 10th, 2026, 16:26
Bug report filed. If you find more of these, you can send in a list of them since it's all the same issue, so long as they are all in the same book.

I'm finding them as I'm prepping or running games, there's no "list" it's just oh look, another busted monster that I have to fix on the fly (and with read-only modules...that can add just a little bit more friction and slowdown).

I've started joking that the KP FG conversions are like old Bethesda, content is beloved, but it's buggy as hell. And it goes waaaaay back (just found out Scarlette Citadel had some missing doors on it's LoS).

There's got to be a better process than the one being used here with KP books. It's really not good. Filing bug reports shouldn't be an expected part of my prep or post game activities...feels like unpaid QA...that I paid for...

(To be clear, occasional bugs is fine, it's the volume of reports that's the issue, I don't report everything because I have better things to do, and given how many people have used some of these for years...like the Scarlette citadel...without reporting the issues still there...I'm probably not alone in this).

Ivor MacKay
February 13th, 2026, 22:34
This is less of a bug than an edit. In the TOV Player's Guide 2, the Shade's Phantasmal Form trait is written as Phantasmal Force.

Best
Ivor

Ivor MacKay
March 6th, 2026, 19:18
I am enjoying the new FG start-up and features. One thing I am finding quite annoying is that when I create a Tales of the Valiant (TOV) campaign and choose the TOV setting extension, it still loads all the D&D core modules. I have to unload them. It would be good if they did not load in the first place, or if I were able to choose a Black Flag campaign instead of D&D altogether.

Still loving FG
IvorMac

drempel
April 25th, 2026, 17:13
Monster Vault 2 - Nightwing is missing artwork and token in the NPC record when there is clearly artwork in the book.

Made my own for now by ripping it from the PDF but it should be in the module proper. Artwork is on page 326 of the PDF/Printed book.

Josith
April 26th, 2026, 02:11
Monster Vault 2 - Nightwing is missing artwork and token in the NPC record when there is clearly artwork in the book.

Made my own from now by ripping it from the PDF but it should be in the module proper. Artwork is on page 326 of the PDF/Printed book.
I submitted a bug report for this issue.

drempel
May 9th, 2026, 21:31
Detect Evil and Good appears to be missing from the Tales of the Valiant Player's Guide

WishX
May 11th, 2026, 18:21
Detect Evil and Good appears to be missing from the Tales of the Valiant Player's Guide

Bug reported.

drempel
May 12th, 2026, 08:38
TOV Players Guide 2

The spell description for Paranoid Delusions (Level 2) has the text for Placate (Cantrip).

Josith
May 12th, 2026, 17:21
TOV Players Guide 2

The spell description for Paranoid Delusions (Level 2) has the text for Placate (Cantrip).

Bug report submitted.

Elfgun
May 24th, 2026, 01:07
TOV Players Guide 2.

"Healer" Background is missing information for selecting Skills/Proficiency/Talent AND Tools/Background kit info for equipment in Wizard.

Cheers...

Josith
May 25th, 2026, 17:29
TOV Players Guide 2.

"Healer" Background is missing information for selecting Skills/Proficiency/Talent AND Tools/Background kit info for equipment in Wizard.

Cheers...

I submitted a bug report.