Well that’s a problem. I will have that patched up by May 17, which is the next Live channel update.
Well that’s a problem. I will have that patched up by May 17, which is the next Live channel update.
Hey Leo, I also noticed /funnel doesn't work for players. Is that intended?
As intended. It has something to do with players writing new data to the host database. I believe the DCC Gongfarmer extension contains a workaround, but I stuck to the basics.
Got it; also helps prevent the player who wants to make 10,000 peasants from doing so.
Yes, and you know that would happen! It’s a good GM-only command.
I just noticed an issue with the Frozen in Time module: it doesn't include any of the items or parcels. It doesn't take a ton of time to create them all, but you don't really expect to have to do extra work if you've bought the module from the Fantasy Grounds store rather than create it yourself. All other DCC modules I've purchased include all the items and parcels pre-made.
Can I request an update to that module?
Ugh, that’s really bad. I believe Goodman Games assigned that conversion to one of their own people. Your expectations for the module are definitely valid, and you should email Smiteworks support with this issue. I don’t know how this was approved for the store without items, but you can always request a refund if the module doesn’t meet your expectations.
Thanks for the response, Leo. I actually emailed Fantasy Grounds support first and they directed me to the forums, so I'll share your response and see if I can get the issue escalated to the right person. It shouldn't be a huge amount work to fix it if we can find the right person to make it happen.
Wow, I looked at Frozen in Time for the first time in detail. It is poorly proof-read. My copy is also full of input encoding errors where all the apostrophes show up as little boxes as well as missing items/parcels. It also has an empty Story Template category that has no content.
I saw this post so dug in as well. I had bought it, I just hadn't really looked at it yet. The images are not linked properly either. The link you see in the Story (Neolithic Hunters) goes to a different Image (Power Plant). Attachment 52720
Thanks for noting those additional issues, I passed them along to support. SmiteWorks customer service is escalating this to the product manager, so we'll see what he says. This is one of my favorite DCC adventures, so I'd love to see it fully-functional on FG.
Yesterday, Goodman Games designated Frozen in Time as its Road Crew Adventure of the Month. That program is focused on in-person public games, but I wouldn't be surprised if it also led to a spike in purchases/usage on Fantasy Grounds.
michaeldawson I'm fairly certain that the Road Crew now recognizes and rewards online games as well. So you should be able to earn all the swag though probably not the module discount price here.
I am requesting to take this over so I can fix it. I had it ready for submission a couple years ago and was told Goodman Games wants to use their own people for these. That ended soon after. I don’t think I still have my copy, but it was a million times better than what’s being sold now.
Hello, I am the one that converted this module. This is the one and only conversion I've ever done. Regardless, I apologize for any issues and want to let you know that I am already working in coordination with Mr. Goodman on a timely update. I respect the expertise of those that posted their issues. Thanks for your understanding and for bringing it to my attention.
P.S.@Leozelig: I will mention your expertise to Mr. Goodman.
Speaking as a Goodman Games/SmiteWorks customer, I really appreciate everyone taking our reports seriously and working on getting an update out. I hope you don't feel too attacked by the issues we reported. Fantasy Grounds has a pretty steep learning curve and this one definitely isn't any worse than the first couple of homebrew module conversions I put together! More than anything, I think this demonstrates the importance of thorough review/QA processes, which I'm guessing have probably grown more robust in the two years since you did this conversion.
You're good, daumnation... I only have to convert these for my personal use so I don't know all the ins and outs of the publishing side. But the more I do these for my players the more I catch little details... also every product in the Smiteworks catalog requires some constant tweaking (and then even more so afterward for individual tables)... The great thing is there are a ton of picky fans scouring these things for editing...
Just an update on Beneath the Well of Brass. I am waiting for access to the shared folder which I should have by early next week. Then I will get those map pins fixed. Thank you for your patience!
I noticed an error when dragging & dropping a "to hit" roll from the chatbox to the target. ERROR: Script execution error: [string "scripts/manager_action_attack.lua"]:453: attempt to index field '?' (a nil value).
This only happens with the "to hit" roll. Damage roll works. And both to hit and damage rolls work when dragging from the character sheet to the target on the combat tracker.
That error seems to pop up once in awhile. I need to stop tweaking the attack script ;)
That's what happens when you poke things with a stick!
Mighty Deeds of Arms has a page reference.Attachment 52851
I submitted a fix for the script error reported in post #861 plus a few other minor changes (v2022-05-21):
[Fixed] Script error when dragging attack roll from chat to target.
[Updated] Un-dead traits effect with conditional immunities (charmed, paralyzed, sleeping).
[Updated] Initiative modifier visible for traps and hazards if non-zero value.
[Added] Shaded frame ‘dcc2’ for reference manual blocks.
Still waiting for access to the shared folder for Beneath the Well of Brass so I can fix those map pins. I am also going to clean up Frozen in Time, but I don't have access to that yet either.
Yes. For that you would open the reference manual and click on the Mighty Deeds of Arms page in the Combat section (see screenshot). We leave the text from the print product as is, even though page number references are not really useful for the data module.
Attachment 52889
I've got a few items that came up in my session last night:
-Whenever one of my PCs (an Elf) attempts to roll a basic Spellcheck not associated with a specific spell from the Actions tab, they get the following: [ERROR] Script execution error: [string "scripts/manager action power.lua"]:297: attempt to compare number with nil
-In the Fate's Fell Hand adventure, I found an issue with the Line of Sight. Players could see into Area 2-2 (Chapel) even when the door was closed.
-In the Fantasy Grounds store, Fate's Fell Hand is missing the "LOS" tag. (It was a nice surprise to find that it had great custom maps with LOS, though!)
It looks like the chapel door uses window occluders instead of door occluders. I submitted a fix, which should go live next Tuesday (5/31).
If you need it sooner, the "quick" fix is this:
1. With the module open, drag-and-drop the map 'Player Map - The Manor' on the Images window to create a copy.
2. Open and unlock the map 'Player Map - The Manor (Copy)'.
3. Select the 'Walls' icon from the menu in the right sidebar. All of the occluders should be visible.
4. Double-click one of the yellow points from the chapel door, which is currently a window.
5. Hold Ctrl and left-click the door icon from the occluders menu. The yellow points will turn blue, indicating a door instead of a window.
You will need to transfer player tokens to the new map. If you are in the middle of a combat, transfer the NPCs from the combat tracker as well.
Attachment 52914
EDIT: Actually, looking at the judge's map, I see that this entry is an archway. I believe the window occluder was created by a script that preps the Dungeondraft map for Fantasy Grounds. This is functioning as intended, but if for some reason, you want that to be a door, follow the instructions above. You will find a similar situation with the other archways on this map ;)
Aha, thanks! Good to know the door vs. window distinction. I'm new to using the LOS feature as a DM.
The Dungeoncraft LOS script does seem to struggle with getting windows vs doors sometimes. It also tends to leave cracks in corners where two different wall lines intersect. It still saves a lot of time but I do have to edit the LOS in most every map I make using the Dungeondraft LOS script.
Hey, not sure if this is a bug or if it's always been this way. We noticed tonight that the "+/- die" buttons (next to the modifier box and 3d die) do not work if you drag and drop to the chatbox for Ability checks, Saving throws, Skill Checks, and Damage. It works for Attacks only. I can't remember if those worked previously as I rarely drag & drop. They work properly when double clicking to initiate the roll.
I submitted an update for the dice swap buttons not applying to drag-and-drop rolls. Thanks for the report, Tab.
There seems to be a new bug affecting the to hit roll or reducing armor I'm not sure which (see pic). Attachment 53000
Only seems to affect PCs not monsters.
Is hitting an AC 10 vs a character with an AC 20 including armor, shield, and agility bonus.
Ok, so it's hitting AC 10 vs different ACs so it looks like AC is not being calculated at all it's just going with the base AC.
I've tried removing the armor and putting it back on but that didn't fix anything.
A work around is to put an Effect on the character (AC: 10) for the full value of armor/shield/AGI bonus. This calculates properly.
I fixed the bug with the defender AC not calculating for attack rolls. I submitted this as a hotfix, so you should have that soon. Thanks for catching that!
I also submitted an update for Beneath the Well of Brass that will fix the broken map links. As an added bonus, I updated the main map with some additional details for area 1-10. Specifically, I added the outline of the dais with a small set of stairs, some candles, and the set of brass doors in the middle of the dais.
Over the next few weeks, I plan to update Frozen in Time based on feedback posted between #846-859. I will preserve the data structure as much as possible, but if you have an active Frozen in Time game and encounter any issues with the update, I can help you resolve them. I want to add some untagged player maps with LOS, but those won’t affect the maps currently in the module. You would just need to pull your tokens over to the new map if you have a game in progress.