Just an FYI; Technomancer Spell Junk Armor has been made a 1st Level spell from a 0 lvl with release of Tech Revolution.
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Just an FYI; Technomancer Spell Junk Armor has been made a 1st Level spell from a 0 lvl with release of Tech Revolution.
For starship combat : We use to have a toggle in CT for NPC starship crew : When toggled, gunnery/piloting bonus were applied to appropriate checks (initiative, attack rolls etc.)
This toggle doesn't seems to appear anymore.
Oh, ok ! Thanks !
So it seems some NPC ship lack the correct wording for this behaviour. For example, The sivv defense drone from Devastation Ark 1 : Waking the Worldseed doesn't apply the correct bonus on CT.
Here is the caption of the NPC ship (i don't know any simple way to send you the record).
Attachment 53971
What I mean is providing a list of the ships that are not updated and the name of their modules.
From the modules i own :
- Alien Archive
- Endbringer Devil
- Novaspawn
Both of those are either living ship or spell transformer ship, with no crew but spacial crew bonus to be considered- Devastation Ark 1 - Waking the Worldseed
- Sivv defense drone- Devastation Ark 2 - The Starstone Blockade
- Sivv drone destroyer
- Sivv drone interceptors
- Skyward glory- Starship operation Manual
- AAC Hoardmaster (initiative check not working)
- Alinoisos (same)
- Atech resolute (same)
...
Basicaly all SOM starship have issue with initiative test, and some of them (example : Vanguard exsanguinator) have unclickable weapon to do the gunnery test (it think the "*" at the end of the name of some weapon may cause the issue)
Also, for Devastation Ark 3 - Dominion End : The starship Multifols Industry Harvester from the book/pdf does not appear in the FGU module.
I'll have a look at those. Thanks for reporting them. [Fixed]
Madman..
When PC fires a capital weapon it is not getting resolved correctly:
Attachment 54026
When an NPC ship does the same it is resolved properly:
Attachment 54027
This is from Attack of the Swarm AP 5 Hive of Minds.
Ship Combat Tracker is not tracking initiative in the correct order. It is showing from highest to lowest and this should be reversed for the Helm phase (the only time initiative matters).
Sorry, the NPC results shown were after the step which is bugged for the PC ships. Here is a better common point of reference image:
Attachment 54036
In the weapons bug image (above post) compared to this one you can see where the damage, arc selection and the Apply button are missing. This only seems to happen for PC ships using capitol weapons.
Steps taken:
1. target ship
2. PC selects weapon and firing arc
3. PC resolves attack roll
4. PC double clicks on weapon damage box to roll damage
Also an odd thing is that if a nat 20 is rolled the crit determination box does show up, but the "normal" damage box does not. Example:
Attachment 54037
Hope that helps.
Thanks, that helped clear it up a bit. I'll do some testing and see where it's dropping the ball.
I was able to locate the issue and will have a fix with the weekly update.
What kind of automation appeared on spells and effects following this weekd update ?
The Iokare post on weekly update :
Starfinder RPG - Core Rules (Starfinder)
[Added] Automation for spells and effects
[Updated] Images and reference manual
[Fixed] Minor issues
I would leave that for the developer to respond. I'm not sure of the complete additions.
I emailed FG support concerning this error several days ago and provided console logs. Derek with FG support responded "You may want to post the issue you are having in the Official Starfinder RPG Bug Report Thread in our forums so that the developers will be made aware of it and can address the issue(s) directly."
Here is the problem
I am running a GM connection and a localhost Player connection on the same Macbook Pro M1. When I open the CT in the player instance I get the following error
message when I open the player CT [9/5/2022 5:17:34 PM] [ERROR] Script execution error: [string "ct/scripts/ct_effect_summary2.lua"]:17: attempt to call field 'getEffectsString' (a nil value)
I sent the console logs to support on the 5th of Sept.
Additional info to assist the development team:
- Issue occurs when loading an entity in the combat tracker for the first time only, which means:
- closing and re-opening the combat tracker does not retrigger the error message, as it has already loaded
- Opening an empty CT does not trigger the error message
- Adding a new entity to the CT triggers the error message
- The error message appears no matter if it is a PC or NPC that gets added to the CT
- The error message appears regardless of whether the NPC comes with an effect "built in" or not
- Error appears both when using localhost, but also when remote connecting to a LAN host
Like Ulric mentions, this only occurs on the player side and not for the GM.
Above was tested on a fresh instance on the latest version with no extensions and no rulebooks loaded on the player side.
Retested with only the CRB loaded on the play side to the same effect.
In the latest release pushed this morning, that file no longer exists in the Starfinder ruleset, and the combat tracker code has been changed quite a bit with the modularized combat tracker code changes made to CoreRPG (and thus all the layered rulesets).
Can you try running a new Check For Updates, making sure that you don't have any unzipped ruleset folders, and try again?
Thanks,
JPG
Did a clean update, and that totally did the trick.
The error message no longer appears in any of the above instances - confirming as resolved.
Not sure this is a bug or not but in my mind it is so...
The "Mod" box in the HP/SP does not retain negative values. In cases where the SP needs to be lowered due to spell affects/special cases/etc when you put a negative value in but then change the focus (i.e. select a different box) the value goes away.
Value entered:
Attachment 54252
After switching focus:
Attachment 54253
This does not occur when adding a positive value so I can only assume it's because the value is negative.
I'm on the current FGU build with the most recent SFRPG ruleset.
Let me know if more info is needed.
Thanks. :)
Those boxes don't accept negative numbers as I haven't run across any need for them. The HP box is not a modifier to the total HP. It's a whole separate bar of HP. Another layer to receive damage before the HP would take damage. The SP Mod box does modify the max SP, but I am not aware of such a case. If you know of these cases, please relay it here and we'll see if the logic needs to be changed.
Here is an example that would be easily solved with negative HP and SP modifiers. I had to remake the class with the different base values...
I still don't see a need for negative modifiers to HP and SP. From what you showed it would mean a recalculation of the base formula instead when you choose this feature.
Well the only other example I can think of is negative levels and of course homebrew compatability.
The wiki provides a list of available effects and negative level is one of them.
https://fantasygroundsunity.atlassia...vanced+Effects
Abomination Vaults - 3.10.C15 Gauntlight Reading Room
I think the flickering light is in the wrong position.
Attachment 54275
Sorry, this belongs to Pathfinder 2nd :P
I think the issue has already been mentionned, but REGEN doesn't seems to work properly : The descriptor after the effect should describe a type of damage which overcome regeneration (for 1 round ?) but monsters which suffers the appropriate damage keep regenerating.
Also, how could we manage special players regen effects that work on Stamina Points or Temporar Hit points ?
Thank you