Questions and a couple bugs
Question 1, what is calculating/displaying the value in the column that the red arrow is pointing to
Question 2, are all the dice on the total supposed to be red?
Bugs: Can't read the total column,
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Questions and a couple bugs
Question 1, what is calculating/displaying the value in the column that the red arrow is pointing to
Question 2, are all the dice on the total supposed to be red?
Bugs: Can't read the total column,
Something weird is happening with my characters skill ranks. Since the push to LIVE I switched back to it but now all of my characters get their INT bonus twice per level to their total skill ranks number.
I haven't found a good way to fix this (editing the xml doesn't seem to work).
Characters that are created after the update don't have this issue.
PC and NPC sheets don't remember the caster type they are set to.
All the values are saved correctly but you have to change the caster type on every load.
Red arrow is the stat modifier. Red boxes are untrained skills.
I'm not seeing that on my end. I would check to see if it might be another theme taking over.
Attachment 46906
Yeah, I struck my question when I realized what that column was. And yes, Red Boxes are untrained skills. I was asking about the dice being all red for EVERY skill, trained and untrained. And the trained skills TOTAL not being able to see the value was the bug
Carrying capacity doesn't factor in STR mod.
The PS displays Abilitiy scores without mod but Ability score modifiers with.
Please elaborate. I'm seeing ability scores and their modifiers.
Attachment 46908
A Full Attack doesn't count as 1 action but rather as two for the purpose of effect expiration.
This causes an issue since there isn't any effect coding that allows for an effect to be applied to both attacks of a full attack and expiring afterwards.
A character might have 14 in STR and then another 2 in the mod field for STR, bringing the total up to 16.
PS and also carrying capacity (in the case of STR) don't include these mod bonuses.
The Ability Score Modifiers are displayed correctly in the PS; so +2 for 14 STR and +3 for 14 STR with a 2 mod.
The issue is the effect is going down.
Practical example:
I apply three effects to my target:
1; AC: -2
[1 ACTN]; 2; AC: -2
[1 ROLL]; 3; AC: -2
Now if I roll a single attack effect 2 & 3 get expanded and the target has -6 AC from effects, all good.
But if I re-apply the effects and go for a full attack 2 & 3 get expanded again and I do 1 attack against AC -6 and one against AC -2 (because the effects both expand).
In my opinion what should happen in the second example is both effects expand (because I did a roll as well as an action) but I should be doing 1 attack against AC -6 (all three effects) and one against AC -4 (effect 1 and 2) since effect 3 gets expanded after one roll but effect 2 after one action, which a Full Attack is.
The way it's set up currently there is no way to achive what I expect to happen with effects. A way to achive this without effects are modifiers, which do apply to both attacks of a full attack.
Hi there, as I posted earlier on the Discord channel:
After the update all characters have way to much skillpoints available and the mods are added onto the attribute scores. So the mods are added twice and the affected attributes are much to high.
Regards, Loco
Again, this goes back to our discussion about effects being handled with simultaneous rolls. Since the full attack rolls both attacks at the same time the effects might not being processed correctly. As this might be a flaw with the program's code and not ruleset. I would suggest in those situations, to not use the full attack and use the single full attack till I can sort if it's a ruleset bug or a program bug.
Pushed a hotfix for this issue. The only thing that may additionally be needed is to revert the ability scores to base + race + ability score increase and remove any mod additions. Adding a mod refactors the score without touching the score with my new code.
Just tested the hotfix, everything work fine now (appart from the external expansion bays, but it would take you more time :))
I'm now curious about the next task you will accomplish on the SFRPG ruleset
Another little thing : you add the computer modifier (for my example, Mk5 mononode) on tactical tab of sthe starship sheet. I tried the functionnality, toggled the box and tried an engineering (divert) action from tje engineer character sheet.
This indeed add a +5 modifier to the test, but only if i click on the "Any Check" box until it switch to "engineering". In it's basic state "Any Check" the modifier doesn't apply on rolls, but i'm not really sure how it is supposed to work. wouldn't it be simpler to apply the modifier to the next check when you toggle one use of the computer ?
Hello, am I doing anything wrong? Don't know why the skill modifier boxes are all blacked out. Thanks for any help!
Attachment 46916
Ah, thanks, haven't checked in Classic.
Ok, found the issue. Funny how certain behavior is ok in FGU and not in FGC. Won't be hotfixing this and will try to get more into the update. Don't want a lot of little updates.
In that case maybe we could limitate the skill list to the skills use for starship combat (we don't need disguise, medicine ans survival for example)
Alternatively, can you envisage n buttons/box (n being the number of nodes) which simply add the modifier to the next action when clicked ? The button then reset at the begining of the ship turn.
Once I find a better solution, it will be investigated and added. This is the best I can set up at this point.
It's just a minor quality of life point, i can live without.
I made some test with starship combat, everything seems to work as it should with shields and ablative armor.
Just a litte question : now in Starship combat tracker, NPC ships have an option to select an arc (an an arc must be selected to fire with weapons). I first suppose it concerned the selection of the targeted ship arc the gunner is aiming, but when i apply damages the system still ask be to select an arc on the targeted ship to apply damages. So what is this new arc selection used for ?
The system is certainly coming along and you are correct with it still using a pending for the damage. The firing arc is used for deflective shields to ensure you receive the bonuses when attacking the particular arc in this update. The unpredictable nature of tracking weapons still makes pending damage a necessity currently along with running out of time. The SOM update was quite large as it was and didn't want to include another couple months of waiting for the restructure of the damage system. Since I am watching over many other rulesets currently, I have to do things in waves to ensure each get my attention. My goal is to eventually have the firing arc take over and flow into the damage roll to make it easier on the DM. The foundation is there, just need more time with it to make it a reality.
Whats up with the resolve points now? Characters have 10 or 12 too many resolve points.
- When you use the "Forge" to combine an armor with a upgrade (template) the "AC penalty" is lost after combining the items. For e.g. the lashunta armor MK II has an AC penalty of 2 - after using it in the forge with an upgrade the AC penalty is empty
- (possibly intended and not a bug) you can add more upgrades to an item than the rules would allow --> the checkmark is still green and implies that it is a valid combination. Maybe allow the combination, but make the checkmark orange or so, to show that the item is "out of the ruleset boundarys".
I will be pushing an update with the weekly update that should fix this behavior.
I will have a look at the details being lost. You are correct you can create invalid combinations, but this is intended as it allows homebrew options to still be available. Since the DM will be creating these items, it's up to them to police their game until a better solution is made.
In the description of the Technomancer class, the Technomancer spell list opens an empty window.
I was looking for the Spells known list. Couldnīt find it.
regards, Loco :)
I will look into it and get it fixed
Thanks for the correction! :)
Attachment 47082
Just made the test : External Expansions Bays works fine for "adding" bay slots, but it lacks the effect on the maneuverability. Maybe an option to manually set it ?
Dawn of Flame AP1: Fire Starters, 3 errors:
The treasure in 1.A.04, does not have the radiation sweeper in the treasure parcel.
The encounter in 1.A.05, the magma elemental does not have his vulnerability to cold entered in.
The encounter in 1.A.07, the tiny fire elemental's slam damage is listed as 1d6+3+1d4, it should only be 1d6+3 and crit 1d4. (you should have seen/heard my players when the tiny elementals did 11 damage on a slam!)