Pathfinder Core Rules
and
Pathfinder Ultimate Equipment
have the weight of a dagger set incorrectly at 0 lbs
it should be 1 lb
I, uhm imagine that's been there a while
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Pathfinder Core Rules
and
Pathfinder Ultimate Equipment
have the weight of a dagger set incorrectly at 0 lbs
it should be 1 lb
I, uhm imagine that's been there a while
Hi Callum,
I must have missed this earlier. Thanks for the report. I think you are completely correct - this was a problem with the original content but it should be changed. The scale has been fixed and you will see it in the LIVE environment a week from tomorrow.
Hi Zygmunt, thanks for the catch. I am the one who developed/maintains Ultimate Equipment so I fixed that and you should see the fix in the TEST environment today and in the LIVE environment a week from tomorrow.
By the way, I saw about two dozen other items that should have had a weight of 1 lb. but were listed as 0. I went ahead and preemptively fixed those too.
Just one minor note that there are a few items that are listed as 0 but should be 1/2 lb. The development tools don't allow for fractional values so they are listed as zero. Also, there are some weapons that are mods to an armor or shield. These have weight 0 because the weight itself is listed on the armor/weapon. These are primarily in the system to provide the weapon damage and have their weight as zero so the weight is not double-counted when you add the armor/shield and then the weapon stats for it. Just a FYI in case you wondered (or see it later and wonder why).
AP: Hell's Rebels
Mod: 1. In Hell's Bright Shadow
Encounter: A New Friend In Need (Parcel 1)
Item: Silver Dagger, Masterwork
Issue: The item isn't correctly tagged with the "silver" identifier to get past DR.
How it looks on the Actions tab when added straight from the mod:
Attachment 37876
How it should look to get past DR: silver:
Attachment 37877
AP: Hell's Rebels
Mod: 1. In Hell's Bright Shadow
Encounter: The Old Hideout
Item: +1 Leather Armor
Issue: For some reason, the +1 bonus is not in the standard "Bonus" field and instead there is an [AC: 2 enhancement] effect applied causing the Armor to only provide a +2 to AC instead of +3:
Attachment 37881
I believe it should look like this:
Attachment 37883
cheers sciencephile, I have a question about the half pound thing, is it possible to explain why not?
other modules have say, Belt Pouch at .5 lbs, and they suffer no issues, same for homemade modules, while the official ones can't do it for somereason?
Thanks for reporting this
Both Hell's Rebels Issues are fixed.
Madman
the Monster Codex has lots of spells typed/parsed incorrectly, mostly on their DCs, on the spell ability use, there seems to be an erroneous +12 on the DC for various things
example:
Boggard Swampseer:
Entangle (DC 13), should be well, DC 13, but the reflex roll challenges a 25, looking into the NPC char sheet spell setting, one can see a CLASS DC + 12, base +2
to my eyes that 12 should be zero, DC of a spell is 10+LVL+MOD
it's base 10, +1 for lvl 1 spell, +2 because the Boggard Swampseer has WIS 15, and thus should be DC 13 (as the naming text states)
same true for I believe ALL NPCs (certainly ALL the boggard line) in that module that the spells are typed/parsed incorrectly en masse
the FG system provides a way of stating the DC, I don't see why there are erroneous +# added into the mod field unless it's a hefty bug in the parser
I mean, it's literally every NPC in the Monster Codex with a spell that has a DC
from what I can gather, the parser has taken the DC from the text line
(lets look at Ancient Gravedigger as another_ example)
level 0:
"bleed dc 14" - written as the spell name text
in it's spell/ability use, the save is coded as
"will, class DC + 14"
see picAttachment 38036
this gives a DC of 28, when rolled
this is, very much incorrect
here's the first few examples
Ancient Gravedigger
Boggard Abyssal Warrior
Boggard Farcroaker
Boggard Priestking
Boggard Prohpet
Bugbear Bloodmage
Bugbear Tyrant
Chosen of Lamashtu
Coffin Guard
Drow Demonic Champion
Drow Matron
Drow Poisoner
Drow Priest
Duergar High Priest
Eye of Lamashtu
Fire Giant Doombringer
Fire Giant King
Fire Giant Magmablade
Fire Giant Queen
Frost Giant Battle Priest
Frost Giant Houndmaster
Frost Giant Ice Mage
Frost Giant Jarl
and honestly, I got bored of typing them all out after "F", maybe I'll come back and update it :D
but suffice to say it's EVERY Monster a-Z that casts spells that have DC in the name txt for the spell
I didn't look at the code now, but I remember that FG has some code for automating spell texts like "Spell A (DC X)". I think it normally should just take the X and turn the class DC option off for that spell (but I am not sure anymore how the code explicitly looks like). I just wanted to mention it because that would imply that the ruleset code needs to be adjusted and not necessarily the module (though the module DC are now already parsed due to the spell names there, such that it also needs to be corrected probably) :) So, the problem might lie also elsewhere :)
Did I post this bug in the wrong section? I've not seen an update that fixes it or anyone commenting on it. While I suspect it is a fringe case for most people, my group is using a fair amount of high crit attacks and also using effects that are keyed to alignments, so it comes up a fair amount in my games. Just wondering if anyone has looked into it?
Bestiary 4 Ankou prismatic spray cast button doesn't include the DC listed in the spell name.
while that monsters's spell is borked unbelievably, if you open up the spell settings it also has +17, making it a DC of 41 (if the category of save was even typed, which it's not, because each ray is a different save)
which is the same bug as the other NPC monsters I mentioned, non of them have the spell saves correctly parsed (from the monster codex, every single caster NPC) :(
There was a fix in the 3.5e/PF1 code on Tuesday, make sure you have updated, and, when you use extensions, then update them, too :) (for example: I needed to carry over this fix into all extensions containing save versus tags)
But I am not really proficient with that, maybe the modules still need to be updated after the code is changed. Although: When you made sure you updated everything, then go into the library of this campaign, to the modules, then right-click on that module and revert changes :) That may do the trick (but it will revert all changes, alternatively you can right-click on NPCs to revert just them (you may need to open the sheet first to make that possible, until you see a quill on the book next to its group name), but that you'd need to do for every single NPC)
I hope this helps :)
(in general, module updates to things you also already have "edited" are not automatically carried over, you need to click "revert changes" then)
Hm, difficult to say, maybe these were some exceptional already-corrected spells :D Difficult to say it for the individual case, Moon Wizard has described some problem of the previous code here: https://www.fantasygrounds.com/forum...l=1#post530203
Nevertheless, whatever is the reason for the numbers, they hopefully get adjusted :)
Edit: Correction
Starting a new campaign AND updating the fulloverlay extension! seems to have worked!
I can see in a freshly started campaign, the spell/ability setting is now changed to "fixed" (not the way I would have set it, because if the critter/monster is buffed, that DC might also change, but I can see it's a quicker fix!)
so, actually, that seems to have worked, ish!
Hi guys,
Magus class in Ultimate Magic does not populate weapon and armour proficiencies, does not add spell class and therefore also does not update spell quantities on levelling either.
I think this is also true of Arcanist (could be whole acg?), although the arcanist is a special case since there isn't an easy/obvious way to track their spells with one spell class.
Skull and Shackles AP 1: The Wormwood Mutiny* has the following errors
these weapons have their Crit data entered incorrectly
Whip, Cat-o’-Nine-Tails
Vindictive Harpoon
Masterwork warhammer
Masterwork sap
Masterwork punching dagger
Masterwork handaxe
Masterwork dart
Masterwork cold iron sickle
the fact they don't have a range isn't a problem
it's that they have just "×2" or "×#" where # is a number written in the field
it should be "x2" and so on
see the difference ;-)
tl;dr the AP has parsed a multiplication symbol, rather than an x
* likely other modules in the same AP also have this, if it's the same OCR or PDF/TXT2XML parser
practically
this means things with higher crit multipliers like
Vindictive Harpoon (x 3 critical), defaults to x2, as FG can't figure out what the multiplication symbol is
images included, with no extensions
1 - whip, cat o nine tail, defaults to x 2Attachment 38268 (which is an example of how the default x2 multiplier applies)
2- Vindictive Harpoon, defaults to x 2, but should be 3!Attachment 38269 (which is an example of how wrong it is, and why a multiplication symbol is an incorrect entry as rule mechanics can't process that)
The table "Frozen Tears Encounters" has the parameters entered wrong and can't be rolled on (only certain numbers work).
Return of the Runelords AP 5
Thanks for reporting this. I will look into it and get it fixed.
Madman
They are fixed.
Demon lord dagon in bestiary 4 has regen info entered in the hd field and spell-like abilities listed also under SA.
also:
Empyreal Lord, Cernunnos
Brethedan
others?
The regen isn't auto-applied as an effect, either.
I just noticed some spelling errors on Pathfinder Skull & Shackles' text under the page "0.08 Naval Combat Extension" which misspells "vehicle" as "Vechicle" and misspells "Frindly" for "friendly".
Return of the Runelords AP 5 Wilkexyne is missing all spells.
Minor issue but the Briarstone's Supernatural Weather Table in "4.01.04. E4. North Courtyard (CR 4 and 5)" story is the wrong table....
[Moderator: Moved to the bug report thread. Please report issues with official products in this thread. Thanks.]
I don't know if this is the right place to post this, but I have recently loaded up the "Skull & Shackles AP 2: Raiders of the Fever Sea" module, and all of the ship stat blocks bring up an error message when I open their links.
The error message:
Ruleset Error: windowcontrol: Database type mismatch for control (crew) in windowclass (npc_combat_vehicle)
I think you do not have the Naval Combat Extension turned on.
If you turn that on the errors will go away.
Madman
In the map Catacombs of Wrath in Rise of the Runelords chapter 1 FGU version the doors at B2 and B13 do not seem to be working correctly. My players cannot access them or move through them. I have to turn off masking/LOS to allow them to move through these doors. All other doors on the map seem to be working correctly. In edit mode I don't see what is wrong with these doors, but I'm new and not really sure what to be looking for.
Skull & Shackles Tempest Rising - Extra character appear in the Story entries. See attached image.
Attachment 38669
My bad, I will get that fixed. My script to remove the bad characters got borked.
Fixed
Thank you. When will the fix be pushed out. Not a crisis, just wondering.
Looks like Tuesday. I do not have control of things so it may be the following Tuesday.