Adding new spells, instead of using existing from the library, will not have the option to add the ‚level‘ for damage generation.
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Adding new spells, instead of using existing from the library, will not have the option to add the ‚level‘ for damage generation.
Formatting of text boxes is not working. No differentiation between headers, patagraphs, tables, etc.
Any progress on patching of the errors, mentioned some weeks before?
Yes, there's been progress - they're being worked on. I'll have them done as soon as I can.
Cheers
One more minor error, the Common rust monster attributes in the bestiary are all set to 0, needs fixing, too.
After our first test session, a couple of Errors appeared, as below:
During Combat, escalation die starts in round 0 with -1. Please fix. Should be 0. It will increase correctly, but start figure is wrong.
Ability checks on char main tab, is not considering level bonus, if the dice symbol is clicked for a specific attribute. Only the mod result is used for ability checks. please fix, should include level bonus.
Kobold Archer attack Tiny Crossbow or Javalin - typo should be named Javelin
Missed Damage by Class is not automatically applied, if a missed attack is rolled. Missed damage should be equal to level of char, depending on class.
Thanks for the feedback, I'll add them to the (slowly) diminishing list.
(Oh, and BTW, you don't need to add the "please fix", OK?)
i have bought this rule set and found annoying bug on the chatterer sheet. On the abilities tag you cant drop and drag feats but you can drag and drop talents into the talent box
Maybe something interesting: If you click on the library button, and click on the e.g. feats button/text on top, instead if opening the reference manual, you can drag and drop entries. If you would use the normal reference manual approach (because it‘s sorted by class and level), it‘s not working at all. Just as a workaround.
The playtesters must have been ‚very special‘. ;)
Hi Everyone,
Updates & Fixes - let me start out by saying "Sorry its taken me a while to get these sorted".
Below is a list of all of the outstanding Bugs identified by the Post Number that they were first reported under, along with (when necessary) a brief explanation, etc. But first let me remind everyone of a basic, fundamental fact about the 13th Age RPG - especially when compared to 5E and/or PF (for example): 13A is way, way more "unstructured" than a lot of other RPGs. By this I mean that the 13th Age is more "free-form" than 5E (for example) with instructions in the rulebook along the lines of "Do whatever the GM feels is right in this situation" or "The GM decides upon the result". So, instead of having a hard-and-fast rule for a given situation, or a fixed set of (limited) options to choose from for a character, the 13th Age is designed from the start to allow the GM and the Players to "do pretty much what they want." This is one of the strengths of 13th age, and one of the reasons its so popular.
Unfortunately, computers don't work this way. Computes *need* hard-and-fast rules and lack the ability to handle "fuzzy decisions". This means that, by design, the 13th Age Ruleset has a lot less automation than other, more "rigid" Rulesets (such as 5E). So when using the 13A Ruleset the Players and the GM can't rely on FG to do as much of the "work" as they can expect when using the 5E Ruleset. For example: because most classes in 13A can choose 3 of a number of starting Abilities (Powers) when starting out, the 13A CoreRules module lists those abilities along with the instruction to "Choose 3". Players can then drag their three choices to the character sheet (yes, that's now working), along with all the other choices they can make. This is but one limited example of design choices made by the Ruleset Dev Team to get the Ruleset done and in the hands of those desperately wanting it. Could we have coded all of the options, then presented them in a pop-up window when a class was dragged to a blank character sheet? Yes, but we'd still be coding the thing now if we had gone that route, which means that the 13A Ruleset still wouldn't be available.
TL DR - The 13th Age Ruleset, by design, doesn't have all the "bells-&-whistles" automation of the 5E Ruleset because the 13th Age RPG is more "free-form" than 5th Ed D&D.
- Issue 17 - Cannot reproduce crash. @Eneko and @scotryder: can you provide any more detail info, please.
- Issue 19, 36, 46 (and other similar issues) - Missing Stats - Fixed
- Issue 37 - Character/Class Sheet Drag & Drop - As Designed (see explanation above)
- Issue 40.1 - Backgrounds - As Designed. The play tests used Note Entries on those rare occasions they need too.
- Issue 40.2 - Default DC 15 Background Checks - Still resolving.
- Issue 40.3 - Multi- Miss Damage - this is as designed (at the moment) - still being investigated, may treat as a feature (see below).
- Issue 40.4 - Weapons/Inventory - As Designed (see explanation above).
- Issue 41 - Not as issue. When adding a Power (on the Powers Tab) and then a Power Action (from the Radial Menu) if you expand the Damage details section (by clicking on the right-hand Down Arrow) you can set Ability Scores, Level, etc, by clicking on the blank entryfield boxes and cycle through the options.
- Issue 42 - Formatting of Text Boxes - More detail required, please (although I suspect this is as design).
- Issue 48 - Escalation Die - Cannot reproduce. Could more info be provided, please.
- Issue 50 - Drag & Drop Feats - Fixed
The updated Ruleset, etc, has gone to SmiteWorks for inclusion on the FG Updater - they'll send them out when they're ready (in the past its taken between a couple of days and a couple of weeks). In the meantime, if people could get back to me with the requested info then I'd appreciate it. I'm also updating the Ruleset for the new FGv3.3.7 (currently in the Test Channel) - if people could let me know if there are any issues there I'll get them fixed as well.
Finally, I'm open to discussing (politely) feature updates/improvements - but people need to realise that I don't get paid for any of this work - its all volunteer work, so it sometimes gets a lower priority than paid ICT work (which I do for a living) and/or family and my own relaxation/gaming/coding. :)
Cheers
Thanks for the update, dulux-uz. It is good to hear that some fixes are on the horizon.
With regards to features, bell and whistle automation isnt necessarily what is needed or desired (by me at least).
I would suggest that having drag and drop races and classes that live as clickable reference points on the character sheet is a common staple of many rulesets that are not present here and would be welcome.
I would further suggest that better tagged talents/feats that could be effectively sorted via drop downs (by class, level or tier, etc) would be valuable as well. Please see the PF2 ruleset for an example of this.
I am still doing campaign prep but one thing that the 13A rules has are ways of modifying creatures on the fly to be double/triple strength but I can find no way to do this easily other than make a copy of the creature and manually increase the hp and damage numbers.
There are other similar "ease of use" items which would be great to see put into this ruleset. I cant speak from great experience since I am still prepping for my first 13A campaign. I can just say that I own 5e, Savage Worlds, and CoC7. I have also played around with the recent, free, PF2 beta ruleset. All seem a good bit cleaner and more completely implemented. Again, I don't mean automation. I am talking about drag and drop functionality on the character sheet and the sheet acting as an effective reference point for players.
One major thing I have not yet tested which I am concerned about is how well the sheet handles helping players track thier powers (which powers are used, recharge rolls, dailies, etc). This should certainly be implemented, I hope, but I am concerned that it may not be.
I can appreciate that you do not get paid for this but, as a consumer, I was not alerted on the product page that this would only be partially implemented or supported. If anything, my expectations were high since the cost was high and the ruleset was a recent FG addition. Furthermore, I, as a consumer, am not privy to the dealings of SW and its publishing partners. All I had was a product page that listed a ruleset I was interested in.
Let me say thank you for voluntarily fixing bugs in the 13th Age system, when you should have been paid - as we customers have been paying smiteworks - for a supported ruleset. Sometimes it is faster and more transparent to show issues directly. If you would like to, I would be able to explain them via our own teamspeak server and using teamviewer in 10 minutes. Please send a private email to align in this case.
Issue #37 - Drag and drop of race and class descriptions text only, without any automation involved from the reference manual to the character sheet will avoid to search the reference manual entry every time you look up your character sheet specifics. For ‚Race‘ you select one race specific feat. It would enrich the character development process, if a pop-up prompts you to select one, as e.g. winthin the 5E ruleset. Just copy & paste text description entries into the character sheet, to find them more easily, instead of digging through the ruleset, no fancy stat changes.
Issue #40.1 - Background text line will occupy approx. 30 letters. I find it too short for a detailed description, it clutters up the sheet, instead of structuring the description with a keyword, and an explanation with a linked window pop-up to put additional text into. It is no real error, but makes it more difficult to enjoy the readability of the character sheet. Take it as an suggestion for improvement. I noticed creating a note, and drag and drop this note from the notes window onto the Background character sheet tab, right hand sideagter ‚Total‘, will create a red bullet linking to it.
I think it‘s a workaround we can live with, although not to use ‚notes‘, but having a red bullet you can edit directly would be nice.
Issue #40.4 - Shouldn‘t be by design nature. For those not knowing the workaround I figured out, it makes it impossible to create own entries for new weapons in further extensions, or by localization. If more information needed, I‘d be happy to provide more details as mentioned above.
Issue #41 - The standard functionality to add spell attributes is well known and works good for other rulesets, however with the very 13th Age specific requirement to have spells reflect to add damage including the ‚level‘ of the character, this cannot be added. Again, more comprehensive investigation and details required, I‘d guess.
Issue #42 - Formatting of text poxes is working with story text entries, but not with reference text e.g. from newly entered feats, which e.g. require to add tables for better readability.
Issue #48.1 - With the latest release I cannot reproduce the issue as well (, but all players during the session we had on 1st of November could see it happen). I think the round counter was set to zero ‚0’. Consider it closed. If it happens again, I‘ll try to precisely track the issue.
Issue #48.2 - No status mentioned for ability checks of character sheet main tab. Damage applied wrongly, as ‚check‘ value on character main tab is not used, but ‚mod‘ value instead.
Issue #48.3 - No status mentioned for typo in Bestiary with Kobold Archer Javelin.
Issue #48.4 - No status mentioned for automatic ‚miss damage‘ by failed attack roll handling.
Each publisher is responsible for keeping their own products updated in the FG store by acquiring a developer to build and maintain their content. We try to facilitate agreements between interested publishers (such as Wizards, Paizo, and more) and interested developers. When we do this, the standard agreement is to pay developers via an ongoing commission specifically to avoid orphaned content as much as we can.
Pelgrane Press and Dulux set up their own agreement without SmiteWorks involvement and recommendations. Please continue bringing up your concerns to Dulux and Pelgrane.
If you are unhappy with the DLC, we always offer a 30-day money back guarantee on all our products, specifically because we are selling products from so many publishers with varying degrees of quality and support.
Regards,
JPG
Issue 48.3 - Fixed (I missed mentioning it but it was fixed with the others).
Issue 48.2 - I'll need to talk to you about it (and I was aware, but couldn't find the issue number :) )
Issue 48.4 - MAY be as designed - I'll have to take another look - call it in progress.
I'll grab you to discuss the others
And just to clarify things: the original deal I was involved with was to write the Ruleset as a professional job to the satisfaction of my client, for which I was paid. The Ruleset was used by that client's gaming group successfully for a number of years during the development cycle and, apart from the odd typo, was "signed off" as meeting the specs required. Post that contract when the Ruleset was offered for sale I offered to fix any bugs and update the Ruleset when FG was updated, as a volunteer for a period of 12 months, because I knew people wanted to use the Ruleset and I like me work being used (hence my ongoing support of the DOEs, etc) and because I wanted to support SW and FG. I don't set the prices on the FG Store, and I suspect that the price that was set was set primarily by the 13th Age publishers, not SW. My point is that there is no (current) incentive for me to provide any support, apart from my general desire to help out - but if I wasn't doing it them someone else would, which would probably mean even more delays to either this Ruleset of other FG Rulesets (perhaps even FGU) - something to keep in mind, perhaps?
Unfortunately it seems the one who can answer and support, being ‚Patriarch‘ doesn‘t seem to exist as a FG user account. The only account with a similar name, called ‚Patriarchy‘ hasn‘t logged into the system for about 11 months. Maybe SmiteWorks and Pelgrane can help sorting things out, to make this a successful ruleset being used? Mind you, the ruleset is not bad, and the 13th Age system is my top roleplaying game currently.
It just needs abit more love, involvement, and responsibility to make it a success IMHO.
I've pushed the updates to this LIVE.
Our policy for ruleset development and content development is that the developer who builds it receives ongoing commissions for all new sales of a product. In exchange, they are required to update it with new bug fixes and to maintain compatibility with updates to our core system. New features are a definite nice-to-have, but not a requirement. We also subjectively review new products to see if they are not getting enough love in the way of new enhancement or feature requests that are popular for the community. If we receive too many of those and the developer is not responding, then we maintain the right to end the commission and re-assign it to another developer or to take it in-house for future development. That also requires that we have another developer available or staff are available to assign.
This particular project was different then pretty much everything else we've done to date. An interested customer really wanted to have support for 13th Age, so he commissioned Dulux Oz to build it for him. We informed him that he would be responsible for maintenance of the project. As part of that agreement, he negotiated with Dulux Oz to maintain it for 1 year. That has blurred the line on who the "developer" is.
Bugs and errors should be fixed in a timely manner
New features can be requested but are not a requirement
After that period is up in May 2019, we may re-assign it or open it up for another dev to take over if the original developer is not interested in continuing to maintain and manage it. That also requires finding another dev that is willing to invest more time and attention on it. That's the obviously flip side of this. While the arrangement is/was unusual, there would not have been a 13th Age Ruleset without it. 13th Age GMs and players would be relegated to playing using CoreRPG or MoreCore. We always offer a 30-day money back guarantee if you ever buy anything and are unsatisfied and we can extend this at our discretion if anyone is very upset.
@Lokaire: It seems the 13th Age Bestiary slipped the latest update, as the updater showed the 13th Age ruleset, the Core rule adventure, and the core rules itself being updated, but not the bestiary. Therefore missing stats like from the Ghoul licklash weren‘t fixed.
Issue 40.2: The GM can set the DC for any check in the party sheet section. It can be set in the ability check and background section.
I just got the ruleset, and I believe I am encountering a bug with the calculations to the AC, it is supposed to take the middle mod of Con/Dex/Wis, but right now it is also taking the INT modifier, when it should not.
Something we noticed in our last game was that if the escalation die is modified (eg if a Cleric invoked the Domain of War/Leadership to increase the escalation die by 1), when the next round is triggered by the Combat Tracker, that adjustment is lost.
For example, Round 1 (ED 0), the cleric invokes and increases the ED to 1.
When the CT triggered the next round, it's Round 2, ED 1 instead of ED 2.
Next round it's Round 3, ED 2 instead of ED 3
and so on.
I think what should be happening is that when the Next Round is triggered, it should add +1 to the ED instead of setting the ED to equal Round # -1.
Drag/drop characters onto the Party Sheet Main Tab, creates a script error:
[string „link“]:1: attempt to index field ‚listbackgrounds‘ (a nil value)
This error just happens once. Removing/adding the char again, will not generate an error.
Clicking onto the Party attack dice roll button in the Party sheet generates the following script error:
[string „scripts/IsManagerActionAttack.lua“]:288: attempt to perform arithmetic on global ‚nAddMod‘ (a nil value)
Issue # 19: Ghoul Licklash still missing the HP stat. It reads <<Hit Points>>, should read: 48
Issue # 41: Still not working to create spells manualls (e.g. for 13 True Ways). See 'Burning Hands' example with attached picture showing the error in detail.
Issue # 48.2: Rolling ability check die is still not considering Level bonus. See picture for more detail.
Issue # 48.3: Kobold Archer typo still present, should read Javelin, not Javalin
Issue # 50: Drag/drop of class features will only work with 'Powers', but not with 'Adventurer Feat', 'Champion Feat', or 'Epic Feat'
Then I suggest you haven't update (successfully) because it works AOK for me, and I've sent the fixes into SmiteWorks *BEFORE* I wrote the above post.
Well, in that case all I can think of is that SmiteWorks (for some reason) haven't released to the FG Updater the updates which I sent to them. :(
Just to check all options, could you please have a look at those pictures and verify those errors are not appearing on your end, as depicted?
A clarification on this, I don't know if it's as simple as not considering the Level Bonus. I am experiencing similar issues; I created a blank campaign with a new character (set Strength score to 14) and ran through the levels for a Strength test and here are the results:Quote:
Issue # 48.2: Rolling ability check die is still not considering Level bonus. See picture for more detail.
Level 0, Mod 2 = Roll + 2 (Should be +2)
Level 1, Mod 2 = Roll + 2 (Should be +3)
Level 2, Mod 2 = Roll + 3 (Should be +4)
Level 3, Mod 2 = Roll + 3 (Should be +5)
Level 4, Mod 2 = Roll + 4 (Should be +6)
Level 5, Mod 2 = Roll + 4 (Should be +7)
Level 6, Mod 2 = Roll + 5 (Should be +8)
Level 7, Mod 2 = Roll + 5 (Should be +9)
Level 8, Mod 2 = Roll + 6 (Should be +10)
Level 9, Mod 2 = Roll + 6 (Should be +11)
Level 10, Mod 2 = Roll + 7 (Should be +12)
It looks like it's halving the Level in its calculations and rounding down.
I'm experiencing this too, but the workaround I've found is to add all the combat text into the main text box of the power (eg Attack: Charisma + Level vs. PD Hit: 1d6 + Charisma Fire damage.), then after adding the non-functional Power Attack, going through the radial menu and clicking "Reset Power Actions." This seems to re-parse the text from the power and automatically add the correctly-calculated Power Attack.Quote:
Issue # 41: Still not working to create spells manualls (e.g. for 13 True Ways). See 'Burning Hands' example with attached picture showing the error in detail.
But I can confirm that after expanding the power attack to update the attack details, clicking on the button to add the level does not work. This is true for both the powers from the corebook as well as user-created powers. You can even see the blank field in Targas' screenshot.
I still see these typos as well.Quote:
Issue # 19: Ghoul Licklash still missing the HP stat. It reads <<Hit Points>>, should read: 48
Issue # 48.3: Kobold Archer typo still present, should read Javelin, not Javalin
Yes, the Ability Roll / Lv Bonus is an issue - I'll get it fixed as soon as I can.
As for the other stuff, I'll run through the ciode and try to figure out what's going on. Bare with me, I'll get back to people as soon as I can.
Thanks for pointing it out.