Not yet, we're working on enabling dynamic lore skill activities.
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Is there a plan to add a repair button for this? Or let us use a skill check? Im not saying I expect it, its not like a major hassle but it would be a nice feature, since yall went to the trouble to auto calculate everything otherwise :)
Either way thanks for all the work on PF2e! Yall have always done good on making things better all the time, and this is just a big example of that!
My group ran into an issue last night where a character with two sources of spellcasting for the same tradition didn't have the spell save DC working correctly. For example, they were an arcane sorcerer with an arcane innate cantrip, and any spell from either source that listed a saved DC defaulted to 0 instead of what should have been an Spell save DC of 18.
It seems I'm getting memory leaks and extreme sluggishness now.
FWIW, my group is not using the new shield block functionality specifically because of this. Shields get damaged and repaired a lot in short spans of time (especially by PCs with Quick Repair, which most anyone who uses a shield regularly will want to take) and having to go into the item entry and scroll down every time is a step too much for us compared to just using an effect to track the shield HP.
Even just exposing the shield HP somewhere with no automation would make a big difference - defense tab of the combat tracker would be nice, for example.
Creating and deleting characters (even practically empty ones) takes quite a lot of time (about 30 seconds or so) and FG freezes in the meantime.
Working on it. Ideally this would have its own "repair" roll type - but that's a lot more work. Currently working on a "SHIELD" heal type to just heal the first equipped undestroyed, damaged shield - or if no damaged, but not destroyed, equipped shields then carried shields will be checked.
https://www.fantasygrounds.com/forum...chmentid=58713
Do you have any schedule for updating the other books to v19? In my game we have a ton of feats and such from other books that I have purchased or simply created in the game myself and I am wondering whether to wait for the incoming update (like APG or SoM) or go ahead and make a new updated version myself.
Xargun
We don't have a specific schedule. It takes quite a while to hand code activities, so it's going to be an ongoing process for a while. APG will be done first, as well as some additional Core Rules stuff; interleaved with some remaster work too. So, if you want stuff you use in Activities and you're OK doing it yourself - then go for it.
I had the same issue and just figured it out. Go to the combat tab and under Spell/Class Proficiencies make sure they have a spell attack and spell DC entry for that particular type of magic (arcane, occult, divine, primal). Once you set that the DC should fix itself -- it did on the one of my characters. If you need I can try to post a screenshot.
Xargun
Thanks for the update - am loving v19 so far.
Xargun
Thanks for all the work so far.
Another shield issue came up in play last night. Because the new SHIELDBLOCK effect looks for an equipped shield on the character with the effect (rather than the character who applied it), it doesn't work with feats such as Shield Warden which allow you to Shield Block an adjacent ally.
Thank you.
I can see you're already working on this, just wanted to +1 it.
Battle Medicine doesn't seem to have any functionality on it.
I opened it up and made it similar to Treat Wounds. But I left off the text about it getting rid of the Wounded condition. And I added an effect "Immune to Battle Medicine for 1 day."
FG will try to auto populate the proficiencies in the combat tab - but that might not be possible for more complex spell casters who get their magic tradition from a sub class feature - i.e. the class can have a different magical tradition based off the selection of a class feature - e.g. a witch, sorcerer (this should populate if using a bloodline from the Core Rules), etc..
If it doesn't populate correctly, go to the Combat tab and add/set Spell DC (SDC) and Spell Attack (SATK) entries for the magic tradition - arcane, divine, occult or primal.
The character this happened to in my game was a Witch from the APG. Both the Druid and Wizard were populated correctly though.
Xargun
We didn't expect this, and it completely threw everything off. I don't mean to be rude, but I'm getting a bit tired of loading up software I use regularly and finding it full of changes I didn't ask for that break functionality of what's already there.
Hi Trenloe,
First the activities tab is awesome. The update takes some time but well worth the wait.
I encountered an issue however with combat targeting. My group was fighting against a large creature but instead of being able to attack a creature square with 5ft they had to be on top for the creature. Otherwise, it would say it’s attaching out of range. Not sure if this is a unique issue or not. I know this happened be fore with a large update a few years ago.
Again I love the update and you guys are the best. Best tabletop RPG product out there with really responsive people.
I am having some issues with the combat tracker. The NPCs used to show their reactions when it wasn't their turn, now they are only showing their attacks, not their reactions. Many times when a non active character gets a new effect, it doesn't show up on their list under their hps, etc. Also, when they do gain an effect, I have to toggle the effects button on and off to see them. When I get back to them in the next round, they disappear again.
What happened to the buttons at the header of the combat tracker that would open up all the characters details, like attacks or effects? That was really helpful.
R19 brings in range calculations for ranged attacks. Is the weapon being used for the attack a ranged weapon or a melee weapon? If it's a melee weapon, check that the M/R icon in the actions tab hasn't been accidentally clicked to make it a ranged weapon with range 0.
https://www.fantasygrounds.com/forum...chmentid=58724
I have removed all extensions and still get the same result -- when I drag a character from the Character Selection on to the combat tracker none of their effects show up and the PC button doesn't exist. If I exit the game and load it back up everything looks fine.
(Trying to upload pic from my desktop but it won't let me)
Xargun
Hi,
Since we have played a couple of sessions in the test channel with release 19, I am assuming that I can copy that campaign to my live version and it should work ok.
Is it possible to code targeted effects in the NPC ability automation field for things like hide?
I am having a problem tonight after moving the campaign from test to Live. All the PC combat tracker entries have 0 ac, and saves. Has anyone seen and fixed this.
The effect "SKILL: 1 item, treat wounds" currently only applies the +1 item bonus to the "Treat Wounds" activity entry and is ignored for "Treat Wounds (Expert)", "Treat Wounds (Master)", and "Treat Wounds (Legendary)" activities. Is there any way that it can be made to apply to all four Treat Wounds activities?
Release 19 is awesome so far. Love it!
While I understand the appeal of having everything working under a unified system, I have a little concern about things becoming too hardcoded. That is to say, one of the things I like about Fantasy Grounds is that if I want to break the rules in some way - such as having a spell class that has its own proficiency settings rather than being tied to a class feature because i.e. it's for a homebrew thing or perhaps I'm using it to track common Trick Magic Item scrolls - I can easily do that.
More automation is a good thing, but I hesitate about things becoming too "locked down", if that makes sense. Generally I am a strong advocate for always being able to turn the automation off if you specifically want the program to do something different, basically. Features that allow customization being outright removed in favor of automation still feels, on some level, like features being removed.