Is anyone looking at these?
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Is anyone looking at these?
Manual of Golems is missing half it's text.
It only goes up to the table and is missing the following text
"To create a golem, you must spend the time shown on
the Manual of Golems Type table, working without
interruption with the manual at hand and resting no more
than 8 hours per day. You must also pay the specified cost to
purchase supplies.
Once you finish creating the golem, the book is consumed
in flames. The golem becomes animate when the ashes of
the manual are sprinkled on it. It is under your control, and
it understands and obeys your spoken commands."
I've put in another bug report with their developer today. I don't know when they might get to fixes, but I wanted to let you guys know that reports are indeed being sent in.
Magma Mephit is missing it's CR. It's blank. Should be 1/2
Seems that the naming convention in the monster vault for NPC templates is NPC: <name>
eg: NPC: Bandit, NPC: Guard.
The Berserker however is missing this prefix.
When reporting a bug, please denote whether it is in the Tales of the Valiant: Players Guide (KPFGTOVPG) or the Tales of the Valiant: Monster Vault (KPFGTOVMV).
This will help us more directly report bugs to the developers.
Thank you.
Cleric has Bard stuff: Fixed
As of today I'm fixing/updating all bugs once a week to avoid multiple uploads. I monitor several bug report threads for KP and sometime it takes a bit to get them fixed as this is a part-time gig for me. As mentioned previously, please state which book your error appears in. This helps locate it much more quickly. I do not correct anything mentioned as a 'parse error' as that is SW domain.
Minx
This isn't a data entry issue, but it can be fixed with data entry (and I will). However, IMHO, to correctly do this several entries need to be added to the NPC data sheet: Condition Immunities, Condition Resist, Conditon Vulnerability and Damage Vulnerabilities. The need for these entries is caused by the 'lumped together' resistences, damages and vulnerabilities that KP has chosen to use. Example:
Angelic Resilience =
Damage Resistence: radiant
Condition Resistence: bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities: exhaustion, charmed, frightened
Edit: Some of the monsters were added to the data before the extension was written. I was told to use the 5e stat block and paste the data in so SW had a base to work from.
Minx
Ok, cool beans. I figured some of these were software issues vs data entry issues. But I'm reporting them all the same.
Got another one.
Items in the KPFGTOVPG. There seems to be some inconsistency. For example, longsword just has versatile in its properties, and gives descriptive text disarm and hamstring, while the warpick has disarm in its properties and no descriptive text.
Warpick +1 has "-, magic" in it's properties...not sure what the - is supposed to denote (inherits from base weapon? should it have disarm there?), Longsword +1 doesn't have the -, has the versatile property, and no mention of disarm and hamstring.
Don't know what the right way to do this is, but it's not consistent as it stands right now.
(I'm hitting a lot of these things because I'm doing some pdf->fg conversions for some ToV compatible modules and looking at official modules as "how do I do it right". So I'm running into the errors as I find them and reporting)
Understood that this is confusing. This (-, magic) is copied directly from the source material. Having not played any version of 5e in a while, I would guess that this means no other properties other than magic. I believe you could simpify your entry to simply 'magic' or modify it however you like without any problems.
Minx
I am unsure if this has been reported; I did not see it in the past notes. The Multiclassing proficiencies are missing. A table on page 15 of the TOV Player's Guide lists them per class. If this has already been reported, sorry, please ignore it.
Half Plate in the players guide has the correct dexterity bonus setting (max 2), but all the magical half plate gives you the full dex bonus.
The Beserker in the monster vault has the following text:
"Stalwart. If the berserker starts its turn afflicted by an
ongoing effect that allows for a repeated save to end the
effect, such as the hold spell or the poison from an ettercap’s
Bite, the gladiator can make the save at the start of the turn
instead of the end and has advantage on the save."
"gladiator" should be berserker.
Note:
My copy of the PDF has the same error, not a FG conversion bug per-se, but reporting it all the same.
The "Disarm" is a weapon option in ToV (something you can use the weapon for other than applying straight damage). I think the issue is that the weapon options are being entered inconsistently. In some cases, it's in the descriptive text for the item, in other cases it's in the properties, and in other cases it's not there at all.
It is convenient to know what weapon options are associated with each weapon without having to look it up in the table, and putting it in properties seems like the correct way to do it to me instead of pasting the full description along with how the weapon options work. Assuming one wanted to add that convenience for VTT users (and if it was consistently applied, extensions - or the base extension - could automate putting those options on the character sheet action tab when the weapon is equipped).
Anyway, EOD, I'm asking for consistency with a preference for adding the weapon options in the properties field, but I understand that's a lot more work. The other way would be to remove it entirely from all the items (probably less work). However, it does limit the ability to automate these features.
Thnx for all you are doing BTW.
I don't think it's fixed. The only change I see is that the wording of hit dice has changed from bard to cleric.
It still has all the other bard stuff
A cleric should have the following:
HIT POINTS
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your CON modifier
Hit Points at Higher Levels: 1d8 (or 5) + your CON
modifier per cleric level after 1st
PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saves: WIS, CHA
Skills: Choose two from History, Insight, Medicine,
Persuasion, and Religion
However the one in FG has the bard versions of these:
Light Armor, Dex, Cha, any three skills, musical instrument, and some bizarre wording on the weapons:
"Simple weapons, martial weapons with the Simple weapons, martial weapons with the Finesse property"
Monster Vault:
Rug of smothering has blinded and deafened in its damage immunities, it should be in condition immunities. It doesn't have it's CR entered (should be 2)
ToV Players Guide
Wand of the War Mage +3 only has a bonus of +2.
Monster Vault.
Animated Object, Flying Sword doesn't have it's CR entered.
Monster Vault.
The Winter Wolf has each different effect that its freezing nose can do as a separate Bonus action. They are all one Bonus Action. I double checked to see if doing it this way added any convenience in the combat tracker (like putting dice rolls in) but it doesn't. So not sure why it was done this way, it's confusing when one looks at the statblock for the first time..."Body bonus action? Head Bonus Action? huh?".
I think all that text should be moved into the Freezing Nose bonus action like it is in the books.
hello I'm unsure if this is a bug or im just missing something but ill post it anyway, just in case. when i load up tales of the valiant charter wizard everything work's fine except i cannot put spells onto spell casting classes even if i have the books loaded. so none of my spell-casting characters are working right now. just to note i only have tales of the valiant books loaded none 5e books.
I tested this with a cleric and wizard and after clicking on the spells button in the class entry (in the character wizard) I was able to add spells to the character. You don't mention the steps you are performing for us to check over and see if there is an issue. Can you please relay your steps and show us what you are seeing if the spells button is not displaying?
Okay thanks for responding. what i have been doing i been going to my library tab and going to books and activation activating my tales of the valiant books. then when i go to character wizard in the player tab and try to add spells to my character and nothing shows up so that my main confusion am i forgetting something? Tell me if i didn't provide enough information i still new to fantasy grounds.
I see the issue, the way the character wizard works is pulling from the spell lists from within FG and the modules didn't have them for each individual class. It is using the correct naming, but we will have to reach out to the developer and inform them that the source for each spell will need to contain the class as well so they are available with the features of the ruleset. Thanks for the report I will pass this along to the developer.
Hi, the additional talent for Humans (Ambitious trait) is missing in the Character Wizard.
Attachment 62988
In the ToV player's guide the "Nomadic Heritage" and "Slayer Heritage" are missing.
Attachment 62989
"Armor Expert" talent is not incrementing the AC +1.
Not all talents are automated and will need a manual touch. You can add a misc bonus in the combat calc helper window by hitting the gear icon near AC on the character sheet. Also some parsing may fail as well and you can add the additional talent once the character is complete.
Hi, on the character sheet, the checkboxes for each spell are missing in 'Preparation mode'
Attachment 63003
I've tried in DnD 5e and the checkboxes are displayed correctly.
Attachment 63004
The extension doesn't touch that area of the character sheet and functions as 5E. I was able to get them to display by adjusting the Uses in the Power Group editor.
Thank you! I didn't know that I had to change the prepared spells in the 'Power Group' editor manually. In DnD 5e was set automatically.
Attachment 63007
hey not sure, if this is another bug, but I seem to not be able to find some of the features for classes to add like a sorcerers meta-magic features, or a mechanistic augment features. to add to a character i know in the 5e version they added it into the spells, with the meta magic abilities, is this a glitch or is it something i missed.
Game Masters Guide, lot of art missing from the book.
Art - CHAP 1 (pretty much all the art for chapter headers it seems)
Crafting Encounters has an empty art thing too. I'm not gonna list them all (it's a big list). Suffice to say, go through all the pages in the book and you'll see a lot of missing art.
There's an empty "Structuring Your Campaign" page between "Theme and Setting" and "Beginning A Campaign". I assume that page isn't supposed to be there because there's another structuring your campaign page that is filled out after Beginning a campaign.
Game Masters Guide. Dungeon Chambers Contents is (ironically) empty. There doesn't appear to be another page with content further in the book like there is for "Structuring Your Campaign" above.
Players guide still has Bard stuff all up in Cleric. Wrong proficiencies, wrong skills, etc etc
Dwarven Resilience auto-populated on a character, but for some reason, the duration of the poison resistance effect is 1 round instead of permanent.