@Curuthanir
I will get those fixed. Thanks for pointing them out.
Fixed and sent in for update.
Madman..
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@Curuthanir
I will get those fixed. Thanks for pointing them out.
Fixed and sent in for update.
Madman..
Total Skill Ranks seem to be calculated wrong on the player side of things again. GM view is fine.
Attachment 47252 this is on player client, all my players have this issue. The character has 4 (biohacker class) + 4 (int modifier) + 1 (human, skilled) = 9 skill ranks per level and he's a level 3 character so 27 is the right amount of skill ranks for him. On the GM side both numbers are calculated correct.
One of my players has an intelligence modifier of +0 and his numbers are correct (12 total and 12 spend) but his spend number is red.
Editing the skill ranks (adding and removing 1 skill rank) seems to fix this issue for some characters but not with 100% guarantee.
These are "old" characters so this might be a remnant issue that resolves after a level up... Not certain though.
I am not finding the Jump jets armor upgrade to add to a parcel. I have the CRB loaded.
Flyteach
Aha, under Templates. I guess that's a synonym for upgrades?
Thanks a ton for that. Now I can complete creating the Year 4 Intro #2 SFS scenario.
Flyteach
While watching the character creation video from Fantasy Grounds, when the teacher drops in a theme, a special screen pops up allowing you to modify your ability scores and has a message at the top that says "you have 10 points to adjust base stats..." https://youtu.be/NPmqLr1eMfo?t=371
This ability modification screen is not there in FGU Mac version v4.1.3 Ultimate
There is also no magnifying glass to open that screen manually.
That part of Character Creation has received an overhaul.
The way you would edit things now is either:
1. Click into the ability field and type in the value.
2. Hover with your mouse over the field, hold down control [on Windows, on Mac presumably another key) and use your mouse wheel.
Note that for RP to calculate correctly automatically, it's usually better to set the ability scores before adding the class.
While creating encounters and parcels, when I drag over an NPC or an item, the number of items is doubled. So, if I drag an Akata from the NPC list to an encounter window, it populates the encounter with 2. Easy workaround is to modify the number of items. Mildly annoying, but the workaround is easy, so certainly not a big deal to fix quickly in the grand scheme.
I was able to verify the parcel issue, but couldn't replicate the NPC issue. What NPC list are you adding to encounter window?
Attachment 47395
Is this where you are seeing the duplication for NPCs?
OK, I'm not able to replicate the NPC one now. If it appears again, I'll let you know. Sorry, it could have been a brain faze on my part.
@Superteddy in the last update you mentionned a fix about external expansion bays not changing maneuvrability. I try adding some of these but the turning distance and maneuvrability did not change
The weekly updates are pushed on Tuesday of every week.
The premade 'nonleathal' modifier in the modifier box doesn't work when players roll with it.
Attachment 47530 first attack was made by my player with the nonleathal modifier, second one was made by me. Everything else was exactly the same.
I just tested again the expansion bays : Now the maneuvrability decrease by one step every time you add an external bay. The correct formula is a decrease for every set of 3 bays (rounded up) : -1 for 1,2 or 3 bays, -2 for 4,5 or 6 etc.
I apologize if this is in the wrong thread.
The starship Hippocampus from the Deadsuns AP Book #1 does not seem to have the correct stat block working for it.
The ship seems to be missing any thrusters. The shields do not populate and the weapons do not work.
Am I doing anything wrong? Other starships from that book populate just fine.
Thanks,
Rhoh
The formula now work for the turning speed calculation ! :)
... except when you try to remove some external expansion bay :p : i have a base turning distance of +1, corresponding to a good maneuvrability. When i add some EEB, everything works fine : Average (+2) with 1-3 EEB, Poor (+3) with 4-6, Clumsy (+4) with 5-8. But when you try to remove a surnumeral EEB (for example you have a number of EEB of 4 and you want to switch to 3) the turning distance decrease correctly but the maneuvrability switch to good whatever the turning distance (That's a minor issue though).
Also you can't have more EEB that the base number of expansion bay provided by your frame, and EEB can't be set on ships smaller than Small.
Thank for your work !
Nope, you have the right thread. Welcome to the forum.
I think this is a little bit of all of us...
1) Thrusters missing
I missed that apparently. I will add and get it updated.
2) Shields do not work
I am going to punt this to superteddy57. I have noticed that when shields are first added, it populates the tactical but later disappears from tactical. I am finding this issue with other ships, not just this one. You can manually update the shields using the starship combat tracker but I would assume that the shields would default to fully balanced unless otherwise indicated (just like when the shields were first added to the sheet).
3) Weapons do not work
This might be you? Not sure how you are doing it and I'll admit I haven't played Starfinder for months, but I added the PC Ship to the party sheet, put a PC attached as gunner to the ship and was able to fire the weapons and deal damage from the gunner's character sheet.
The maneuvrability issue was related to the ship constantly pulling the base maneuvrability from the frame, apologies. It will now update with the turning. As for the number allowed and the ability to add them to smaller ships, I wanted the GM to be able to homebrew if they wished. Setting up gate keepers was an issue with the PC ship sheet in earlier iterations. I do not know how you wish to play and try to accomdate many playstyles.
Thanks for the report. The shields issue was ruleset related. I will be providing an update to fix this. You might need to set the shields manually when it first loads, but should retain them moving forward after the update. As for the weapons not working, PC and NPC ships now need to select a firing arc when attempting an attack. Can you check to see that this might be the issue?
I think some of this is that it isn't explicitly called out in the ship stats (either in CRB for the "base" model or in the AP for the "upgraded" model). Either way, since the actual build costs have changed, the build in a lot of the ships in the AP just aren't "legal" anymore within the budgeted Build Points....and there hasn't been any errata that I am aware of for the APs
From my experience doing the APs, it seems that hardly any of the ships are strictly legal. I think this is due to the fact that the original authors didn't build them to necessarily be legal. They are likely just focused on the story and aren't number crunchers and thus forget to ensure compliance (or don't care given the specific situation in the story).
I saw similar stuff when doing Pathfinder adventures. I don't know how many times I cringed when I saw an entry like "masterwork mithral chainmail". Psst, hey original author... there's no such thing as masterwork mithral. Mithral items are always masterwork to begin with. I must have corrected that one about a dozen times.
So I'm not surprised that the ship BPs would not necessarily be legal for most of the AP ships. It's just something that you have to take as normal and not let it bother you as a GM.
EDIT: I do appreciate deer_buster's comments about AP starship BPs. That's what I am attempting to build upon. It's a good thing to remember that the AP ship BPs will likely be out of compliance and therefore avoid bug reports on noncompliant ships that we literally cannot fix due to noncompliance coming from the source, rather than from the FG development of the ships.
I questioned the starship builds in both APs and scenarios when they first came out. The explanation I got was to use what was published and they knew it didn't comply with the rules, and they wanted it that way. While we're prolly not really able to change the SFS ones, personally, I alter the APs to conform to the rules. In several, I have made modifications to bring in SOM content, as that seems to make the starship builds and combat more engaging for the parties I run.
Hey
In Dead Sun Book 3 there is an NPC with DR10/magic and apparently, that make it so that the NPC doesn't load when added from the encounter, one have to manually remove the magic part or add the NPC from the CT. You get a error message when it's added each time.
For everyone posting, please be sure to post specifics in the future please. I found it in this case but it took a bit of searching since I didn't have the creature's name.
As far as the DR vs. non-DR, I will have to leave that to the official Starfinder ruleset dev to rule. This entry was in the rules as written in the AP. If this is likely a one-time snafu from the OP then removal is probably appropriate. If it is likely to happen more often and/or only used occasionally, it should probably be dealt with at the ruleset level.
Support:
The Fly Free or Die: We're No Heroes FG adaptation is missing the "Goblin Sneektheef" gear Parcel.
Also, Table 4 doesn't appear to be a roll-able table, it appears to be based on a specific Travel Time. Note that Table: Cargo Sell Price points is currently pointing to that table (Table 4) that shouldn't be rolled on.
Here is the corrected table (pointing to itself per FFoD AP1 p.53)
Attachment 47660
Will the correction I've made on my end cause duplication or corruption in my campaign when the campaign is corrected by the Dev?
Thanks.
Looking for the Parcel. If the PCs manage to search a" Goblin Sneektheef," they will find Gear (gear parcel) that's provided in the AP Book 1.
I actually created one in my campaign, screenshot of the Gear - Parcel:
Attachment 47674
Let me know if you have any questions.