With the updates to the base codebase I need to up the parsing for the actions. I will push an update when a solution is found.
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With the updates to the base codebase I need to up the parsing for the actions. I will push an update when a solution is found.
Was testing around a bit and found some things:
The effect Grappled should apply the following penalties: 2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks
The effect Pinned should apply these: 4 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks
Everything that is underlined is actually applied. Also want to mention that these don't stack, Pinned replaces Grappled, which does work for the AC thing.
I have an issue with weapons in action tab. For some reason buttons for different attack types are merged together like this: https://i.imgur.com/LN93YAo.png
I have tested it without any extensions and modules, did a complete FGU reinstall, and even tested on different PC.
Just found 2 bugs.
I started a new campaign with level 3 characters. When i distribute the attributes before determining the class, the resolve points will stay at 1/1 until i restart FGU.
The second is a small sorting error as shown in the picture. I think Electrified hull should notAttachment 52157 be up there :)
It is on my list of things to investigate
I'm not quite sure what you mean by attack types. The first one is a regular attack and the next is the full attack. Since rolling multiple attacks in a single click doesn't get factored correctly the full attack is now just one field. You can click it multiple times and it will roll the correct roll for each.
Howdy,
Not sure if this is reported, I searched about but cant find anything. Seems the ID button and the Non-ID Name field on items has gone missing. However if a non-identified item (created about a month ago) is placed in the characters inventory, it can be seen with the Non-ID name.
NPC's however, still have their Non-ID Name and ID button.
Default SFRPG theme. No extensions.
Attachment 52174
Cheers
Not technically a bug, but on line 666 of record_comp_main.xml the object name "will label" is used instead of "will_label" which is almost certainly not intended.
very ominous line you reported. It's a tricky devil lol. Sorry couldn't resist. I see what you mean. I don't think it will cause an issue, but I will fix it for the next weekly update.
I just noticed a minor line of missing text for the "Medkit, advanced" item, as found within the Starfinder Core Rulebook module.
When navigating to the "Other" tab for this item's description and detailed rules, the description appears to be (abruptly) truncated. Currently, the final line of text reads as follows: "You can then provide long-term care to a single patient usin"-- and then promptly cuts off before listing the DC for the action being described.
Consulting my own copy of the CRB, I believe that the final sentence is supposed to read as thus: "You can then provide long-term care to a single patient using the temporary medical lab, with a DC 30 Medicine check."
Class level effects coding isn't working. So things like [VANGUARD] seem to just always return -1 for me.
FGU (latest version; update 20 mins ago) on Windows 10
ISSUE
The LV2 Theorem feature Painful Injection is not listed in the Theorem feature description.
Further, it's incorrectly configured by listing Theorem (EX) in the info field instead of having Theorem in the (parent) feature field like all the others
Attachment 52551
BUG
All weapons that have NULL damage type, e.g. Graviton Pistol or Wraith-Sting Rifle (both from Starfinder Armory) will result in an error when adding them to the inventory and won't display under actions. Adding a damage type, regardless of damage value (e.g. changing - to - P) will make it work, however, some weapons aren't made to have damage types, but only special effects.
Attachment 52553
I just recently picked FGU up and I'm trying to set up my players characters. One of them wants to be a Drone mechanic and I cant figure out how to get the Drone AC to change when he puts on the armor mod. I'm using the add drone feature on his gear tab. Any help would be appreciated.
It took me a moment to look things over and I see the inventory tab is still the old style on the drone sheet. The armor upgrades were setup as templates and were to be dropped onto augmentation tab. I'll look into adding the additional tab for drone sheets so armor upgrades can be dropped and tracked.
I also notes that I can’t delete anything that is added to the drone sheet like feats.
Having some issues with drones, too.
My Player has a Level 3 Combat Drone.
Standard EAC 10, KAC 13, AC Bonus +2 for Level3, Enhanced Armor +2, Dex Bonus +1 should be EAC 15 and KAC 18 total.
Works on the old character sheet for the drone but now that theyīve leveled up we tried rebuilding it with the new one.
The new one says EAC 12 and KAC 15 (lacking the bonus for Enhanced Armor and Dex)
Also it seems that the Dex Bonus isnīt accounted for the Drones Initiative on the new sheet
Rolling initiative doesnīt work when rolling on the drone sheet, i have to do it as GM via the CT
And getting the magnifying glasses back on the sheet would be great, too... ;)
MOD: Merged with bug report thread.
It's best to post these issues within the bug report thread. That is were all the SFRPG devs monitor for issues to get them resolved.
As for the drone issue, please post a copy of the character sheet that has the drone on and I will have a look.
im sorry im new here but how can i get you the export file of the character?
Regarding the Drone (additional) Character Sheet -
1. Title Box - Adding "Class" levels to the Drone is not intuitive (Class as used here represents Drone Chassis). The line that accepts the "Class" levels is not labeled. Additionally, the "Class" cannot be added by dropping it on the box where it is displayed. The "Class" can be dropped on any other box on the sheet to add it.
1a. "Class" levels cannot be removed and drones cannot have levels in multiple "Classes". This may just be more of an awareness point as drones can be completely rebuilt whenever a character gains a level in Mechanic.
2. Health Box - Drones do not have SP and therefore also have no need for Fatigue. I would maintain the Temp points, especially if the Subd is the negative to it.
3. Combat Box - Drones do not make a separate initiative roll, they act at the end of the controlling character's turn as stated in the Drone Special Ability, Limited AI. This roller/input can be removed.
4. Speed Box - Drone speed is not applied by the applied "Class", nor is there a way to enter a speed value.
5. Main Tab - There is no way to apply miscellaneous modifiers to any stats (other than possibly effects within the CT).
6. Abilities Tab - Features box collects the Drone Special Abilities and Drone Mods. Consider separating the two.
6a. Many Drone Mods affect stats on the Main Tab. If integration is not planned recommend miscellaneous modifiers for stats on Main Tab.
7. Gear Tab - Augments tab for armor upgrades, is not the same thing as Drone Mods. As with regular character sheets there is no integration of these affects to the stats on the Main tab thus reinforcing the need for miscellaneous modifiers.
I did not play around with the actions tab, I assume it works similarly to the regular character sheet and should respond in kind.
I hope these insights are helpful and the sheet can be improved. It is very nice to have it included in the regular sheet removing the need for a separate character sheet for a class ability.
Please feel free to contact me on Discord (Acyd69#8866).
Thanks, I'll have a look and see if what it's doing.
Thank you for the suggestions. The ruleset is currently in maintenance mode due to not having a dedicated developer. The only work being performed on it would be bug fixing and ensuring it is working with the latest Core update. As drones were built using character sheets in prior builds, then I will try and ensure that same functionality is there. The current sheet's functionality is the mini sheet for the character sheet and it needed some different logic than what is the base of the mini sheet, which looks like was missed in some places. So that is why it's in it's current state. That does not mean updates do not come and I will take your list for when that next round of expansion comes.
just curious what the patch schedule is? when can we expect to see a fix for this?
All fixes are pushed with the weekly update. This is Tuesday of every week.
Strange behaviour with critical damage. I tested the critical damage of a Disintegrator rifle, executioner with shift-click.
Every time I clicked it the corrosion damage doubled and I canīt reset it.Attachment 52855
There are over 100 entries now and I am afraid to do another test :)
I tried it with another character, just normal double damage and Fantasy Grounds crashed.
It crashes with another characters damage rolls of a Shirren-eye rifle, paragon.
For now I canīt play with this group anymore. How can I reset the game?
I tested both weapons and it appears that it's adding the corrode dice pool each time you are rolling critical and updating the DMGO effect on the target. In my testing, I only saw an increase of 1d6 as the critical was set to be a d6. This appears to be behavior that has been in the ruleset since Samarex was the developer and hasn't changed. I'm not seeing numbers that you have shown here, but I'm also not able to see the weapon the damage originated from as well. The crashing would stem from the DMGO effect trying to roll that very large pool of dice. So that effect would need to be removed or it will keep trying to attempt to roll that effect. I'm still a bit perplexed on how the effect got that high and I may need more information from the weapon being used in game (may have been changed) from the base weapons you have relayed here.
Ok, here some more pictures :
The Vorpal Shirren Rifle is causing the crash/freeze and the Disintegrator is causing the strange critical behaviour.
Attachment 52868
Attachment 52870
Attachment 52869
How can I reset this? A restart doesnīt change anything.
You can either replace the db.xml in your campaign with a back up session or go in to the db.xml of your campaign manually and remove the effect that is being called. The file needing to be renamed looks something 'db.session.20220413.xml' to db.xml.
I'm still not able to replicate the issue even with the weapon records.
Issue is exactly what it says in the title. It is literally impossible to build a ship. Can't drag any ship parts onto a ship sheet. Can't drag a ship into the party sheet either. There are no extensions running.
MOD: moved to Starfinder Bug Report thread
I have just tried today to add vulnerability effect to the Garaggakal from Alien Archives 2 because it was never coded into the monster and it is not adding the extra damage and resistances do not seem to be working either