Attack of the Swarm! AP5 - Hive of Minds, p 27:
Attachment 54286
There may be others but that is the one that brought this up.
Thanks.
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Attack of the Swarm! AP5 - Hive of Minds, p 27:
Attachment 54286
There may be others but that is the one that brought this up.
Thanks.
Thanks, something to consider for sure. Appreciate the find
They are handled via an effect but maximum SP and HP aren't modified...
I second that.
Here ;)
Oh thanks !
It was mentioned in a different thread, actually: https://www.fantasygrounds.com/forum...or-acid-damage
Pushed a fix for the REGEN effect not working correctly. Should apply healing at the start of the turn and will skip a round if the NPC is damaged by a damage type that overcomes the regeneration.
Tested against Troll that has (Regen:5 fire or acid)
Scenario: Hit with weapon with Fire or Acid damage property
Expectation: Regen is disabled for one round
Result: Regen is disabled for one round ✔️
Scenario: Hit with weapons without the Fire or Acid damage property
Expectation: Regen is not disabled
Result: Regen is not disabled ✔️
Scenario: Hit with weapon with Fire or Acid damage property and another damage property
Expectation: Regen is disabled for one round due to part of the damage being fire/acid
Result: Regen is disabled for one round ✔️
Scenario: Hit with weapon with Fire or Acid damage property multiple times before the Troll's turn
Expectation: Regen is disabled for only one round, as disabling the effect does not stack
Result: Regen is disabled for one round ✔️
Scenario: Troll takes damage from ongoing effect with fire or acid damage property (burn and corrode, respectively)
Expectation: Regen is disabled for one round, which renews every time the effect does damage
Result: Regen is disabled for one round, which renews every time the effect does damage ✔️
Confirming on my side that it works
It appears that the "DR" effect automation has stopped working. I have characters that just got the "deflective reinforcement" armor upgrade which gives DR 5/- and I coded into their effects as "deflect; DR: 5", but when they are hit by a P, S, or B weapon they are taking full damage from the hit. I know this used to work because our mechanic has a combat drone with DR 1/- and that used to work but now is not working now either.
I am seeing the chat output not matching the wounds being applied to the actor. It is factoring the DR effect. I will push a fix for the chat output with the weekly update.
Not sure I agree with that.
In my case, chat output and applied wounds/fatigue match perfectly and the DR effect is being disregarded
Attachment 54425
In Dead Suns Module 1 (Incident at Absolom Station), the Players Guides sections for Races and Item Templates are "blank". There's not even a drop-down option for Races in the Characters Tab for Races.
Attachment 54448
The only extensions I'm running btw are Locations and Deck of Many Worlds.
having a few issues with Starship combat. posting here because it might be a bug? 1) piloting bonus for NPCs doesn't add when rolling initiative (pilot check)? 2) linked weapons should only roll once (but rolling for each linked weapon)? 3) attacks by GM against PC ship always register as a "hit" - seems to ignore AC/TL?
Found a bug in the damage determination when the Ghost Killer fusion is applied to a weapon. At least that is what I think is causing it. During game play a player accidentally selected two targets for a single ranged attack, one of the attacks scored a crit but the damage wasn't rolled correctly:
Attachment 54454
Tested this with a proper single target single ranged attack and got the same result:
Attachment 54455
Tested again with a dual attack but with a different weapon and the damage rolls were correct:
Attachment 54456
I can't say for sure that it's the fusion but I can only replicate the issue when the Ghost Killer fusion is involved.
Thanks.
I will need more data to try and replicate it as I attempted with a random NPC ship and was able to not see any issues. Please provide what NPC ship you were seeing this with. As for the linked weapons, I'm interested how you got the weapons linked and could you provide steps on replicating this issue.
I don't believe any of the fusions are automated to bypass things like incorporeal. The forge creation within the ruleset just merges the base item with the template and updates in a new item created within the campaign. I'm not able to locate any specific mention of the fusion you mentioned within the ruleset code. So I don't believe it may act in the way you were hoping if you are hitting an incorporeal NPC.
Yes, we were doing the starship encounter straight out of the 2nd Devastation Ark adventure path (Starstone Blockade). The NPC ships are built right into the encounter, and the PC ship needs to be created as the adventure does not provide. Perhaps when this encounter was created, it was an older version of starship combat, so maybe it just doesn’t work?
Can you export the PC ship and post it here and I'll try and replicate it and see the underlying code.
Okay, good to know. However, as you can see in the screenshots, they are not attacking an incorporeal creature, the attack is against a swarm creature.
If it's not the fusion I don't know what is causing this. What additional information do you need to track this down?
Thanks.
I need the weapon information, player relevant information, and the npc it was attacking/damaging. If I can replicate it I can see what might be causing the issue.
I think I might have found the actual issue. When I went to pull the info you asked for I found this:
Attachment 54477
Note the 1x Crit value. When I changed it to it's proper 2x everything worked correctly.
This might still be a bug but it seems to be in how crit results are getting resolved when the multiplier is set to 1 and really the only bug is it lists the TYPE of damage as "untyped." otherwise it's just an oddity.
Sorry for all the confusion. I'm going to have a talk with my players about modifying weapon settings. :rolleyes:
Thanks.
Thanks for providing that information. I will still give it an once over, but that looks like what was expected based on the setup of the weapon.
Hello,
I was running a game last night, but the Electricity Damage Vulnerability was not factoring in the extra electricity damage. The game is Fly Free or Die: The White Glove Affair, Book 4 of 6, purchased from Smiteworks. The NPC is the Luminance-Class Security Robot. The Weapon used against the Robot was a Shock truncheon, static: 1d12+4+8 E; Arc 1d4
Weaknesses field = vulnerable to electricity, vulnerable to critical hits
Notes:
> We did not test "vulnerable to critical hits"
> We all updated to the latest versions as of yesterday
> I did not have any extensions loaded
I believe when vulnerable to electricity, the damage should be increased by 50% rounded down. Please look into this issue as I shorted my players damage output (please see https://www.aonsrd.com/UniversalMons...=Vulnerability)
Thank you,
jrock1
Attachment: NPC screenshot
Attachment 54508
PS: when adding this and other NPCs with the vulnerability to the CT, the VULN Effect is not added (screenshot below of the Security Robot in the CT).
Attachment 54509
I am having problems with the PC Ships part. First of all, in the Ship Items library window there are no ship frames, but from the Ship window if you click on the frame box the program accesses it to search for one (also it doesn't allow you to enter it by hand).
If you create a starship frame by hand and you try to drag it to the ship sheet it throws an error:
Script execution error: [string "scripts/manager_charstarship.lua"]:675: attempt to perform arithmetic on local 'nSrcPilotMod' (a nil value)
You will need to create a ship frame if you don't have access to the various modules that contain the ship frames. There are some located in the Core Rulebook for instance. I was able to test with a brand new PC ship and locating those from the Core Rulebook from the sidebar or by clicking on frame. I also attempted to add one of the frames to the ship and unable to produce that error.
Attachment 54511
I would double check that your modules are loaded that contain the frame you wish to use. As for it not being able to be entered in by hand, it won't allow automation if entered by hand and it does force the drag and drop method.
Ok, it must have been a problem with the module, I deleted and downloaded it again and it works fine.
Sorry for the confusion. Thank you.
I was play testing the Starship Combat and noticed the Science Officer task DC was not correct for task used against other starships. I was able to determine that FGU was using the player starship's Tier when calculating the DC instead of enemy ship's Tier. I confirmed this by targeting NPC ships with Tiers and the DC calculated for the task never changed. However, when I used a different PC starship with a lower or hight tier then the DC changed to match a calculation using the new PC starship Tier.
Example: CRB page 325: The DC equals 5 + 1-1/2 × the tier of the target starship + its bonus from defensive countermeasures
No bonus countermeasures are used in my testing
PC Starship Tier 12
Currently in FGU the Science Officer task Scan: Tier 8 NPC ship = DC 23
The correct DC should be DC 17
Science Officer has the following incorrect DC: Scan, Target, Lock On, Improve CM are all affected
Magic Officer has the following incorrect DC: Scrying (uses Scan formula)
Yes, you are correct, but currently as the action requires a target it needed expanding to make this one action work as intended. I defaulted all actions to use the ship tier as that was how it was set when it was first created. I have it on my list of things to work out, but it's been a bit low on my priority list. It currently uses the rolling system that all the other actions use to allow for the roll using the own ship's tier formula for the time being. You can ignore the DC presented till a fix is available.
I know you have been busy with a lot of cool stuff. I also discovered two more issues affecting NPC starships. When adding NPC starships to the Starship CT the HP and Shield amounts are set at zero. The GM must manually enter the missing information otherwise damage rolled by the PC will never be applied to the NCP starship.
I was able to locate the issue. I will have the part of the clean up update for SFRPG. No ETA on that release.
Another bug to report - adding "Human" as the race on a new character sheet causes an error, but only with the Character Operations Manual loaded:
Quote:
[10/6/2022 9:07:38 PM] [ERROR] Script execution error: [string "scripts/manager_char.lua"]:1502: attempt to concatenate global 'sStatName' (a nil value)
Thanks for the report. I was able to locate the issue. Was related to any race with the any1ability stat not being factored correctly. I have added it to the clean up update for SFRPG. This update should be ready soon.
Initiative order for ground combat appears to be working in reverse now, lowest first.
Thanks, just noticed this. Will push a fix as soon as I am able to get it sorted.
When I open the Starship CT I get the following error "Script execution error: [string "button_global_visibility"]:3: attempt to index field 'list' (a nil value)" Here is a screenshot of the console log.