Thanks, it's related to the latest CoreRPG updates to the combat tracker. I will push a fix for this once I verified no other issues are present with the new code.
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Thanks, it's related to the latest CoreRPG updates to the combat tracker. I will push a fix for this once I verified no other issues are present with the new code.
Decided to push a hotfix as I saw I had a fix for initiative not sorting correctly as well.
I don't have any extensions loaded. When I attempt to delete Starships using the CT menu option I get a console error and the starships are not deleted from the CT.
[10/15/2022 9:32:33 PM] [ERROR] Script execution error: [string "ct/scripts/ct_menu.lua"]:79: attempt to index field 'list' (a nil value)
This is still part of the CT clean up and looks like the Ship CT was using the actor menu system. I have found the issue and will push this with the weekly update. Would recommend not using the menu till the update is pushed.
I'm trying to set up the first Starship battle in "Against the Aeon Throne AP1." I just upgraded to the latest and greatest to get the Hull and Shield fix. That seems to be working. Unfortunately, this release seems to have broken other things.
1. I can no longer use the targets button for the PC ship in the SCT. It works for NPC ships, but the PC ship does nothing. This makes it pretty hard to target as I can't get the drag button.
2. I thought this might be a ship change, so I started to rebuild the player ship. This broke when I got to adding expansion bays. AFAI can tell, adding anything results in
"Script execution error: [string "scripts/manager_charstarship.lua"]:293: attempt to call field 'populateShip' (a nil value).
3. The new crew stuff for NPC ships is cool, but there's a bug in the Azlanti Orbital Drone from "Against the Aeon Throne AP1". That drone's on-board computer is supposed to act like a crew of two, and allow both pilot and gunnery. But as is, it looks like it can only do snapshot. I made a copy of the ship and gave it Pilot - Piloting +10 (1 rank) and Gunners - gunnery +5 instead of On-board Computer, and that made it parse things into the SCT so I can do normal attacks.
Thanks!
Rick
1 and 2 I was able to locate the issue and will be available with the next weekly update.
3 is intended as the ship does not have the gunner position available. To allow the ship to have those crew actions, it would need to be expanded to have that crew to the ship. The starship stat blocks need to be updated to accommodate. For the mean time, just create a new crew on the NPC ship and copy the relevant skill modifiers.
I grabbed today's build to see where we stand.
1. Is fixed. I can now use the "Targets" button on the SCT and target enemy ships by dragging and dropping the reticle (Yay!)
2. This is still broken. Create a new ship, set the frame, go to Notes and drop a Science Lab gives the same error (except it's moved down a few lines this build):
"Script execution error: [string "scripts/manager_charstarship.lua"]:298: attempt to call field 'populateShip' (a nil value).
3. Yep, that's exactly what I did, I made my own copy and added the two "effective" crew the description mentions. I just wanted to pass it along in case you want to update the AP1 product to reflect the description properly.
4. New thing: Clicking the gauntlet icon for the player's ship gives: [Error] windowcontrol: Database type mismatch on path (speed) in control (speed) in class (ct section active)
and doesn't display anything.
On a side note, it would be super helpful if the Log Window allowed us to copy and paste these errors rather than having to type them. Am I missing something?
Thanks!
Rick
2. I was able to see where I goofed. I will have a fix available after some testing.
4. I found the code wasn't grabbing the proper button. I will have a fix available after testing with the previous change as well.
Yeah, I did figure that out, but the window is *right there*. I ought to be able to just mouse select the text and copy/paste without going through all the intermediate steps. If they're using any of the standard Unity text controls it should be easy to make it selectable.
Pretty sure it's not set up for that, but to simply be a viewer to the console.log file in your \AppData\Roaming\SmiteWorks\Fantasy Grounds (default placement) folder.
Clicking compile logs basically just makes copies of all the files in that folder, so they aren't overwritten.
Feel free to suggest copy/pasting directly from the console log viewer as a general update/improvement here: https://fgapp.idea.informer.com/
We don't track status of projects publicly, since many projects are being prototyped and explored according to priorities that depend on the business needs, support needs, new features, quality of life changes, and user feedback.
In fact, I just marked off several of them last week.
Regards,
JPG
Hi, I came across 3 issues with the SFRPG PC Starship sheet.
1) I added two power cores to the PC Starship, but neither appeared, so I'm not sure how to view or remove them (screenshots attached).
Power Cores added
Attachment 54837
Power Cores visibility issue
Attachment 54836
1.5) Note that only when I closed and reopened the Starship sheet, it reflected the 2nd Power Core (total Power Core Units (PCU)), but doesn't show the added Cores (screenshot below).
Attachment 54838
2) Damage Threshold (DT) issue
The SF CRB (3rd printing) states, on p.292:
However, when creating the Bulk Freighter (size = Huge), the DT was not populated, nor could I edit the DT field on the sheet (screenshot below). Therefore, I was not able to test if the DT factored against incoming damage either.Quote:
Damage Threshold (DT): If an attack deals less damage than this value, that damage isn’t counted against the ship’s total Hull Points. Only Huge or Larger ships have a Damage Threshold, and it matters only when such a starship’s shields are depleted (see page 320).
Attachment 54839
3) I received an error message when adding anything to the Expansion Bays section (screenshot below).
Attachment 54840
Thank you,
jrock1
PS: it looks like there may be a few items missing items for system and/or expansions bays. I will check again and post another bug report entry if needed.
These fixes have been reported and are part of the next round of updates for the ruleset.
More starship-related quibbles incoming...
1. Adding starship weapons to a PC ship does not (visibly) update the ship's current PCU/BP. This problem is evident with the current BP value shown at the top of the ship sheet, and the power core(s) display on the ship's main page. The problem IS NOT with the PCU & BP Summary windows. The latter two seem to be working fine. This problem also occurs when adding/removing new weapon mounts. Same thing happens when adding/changing power cores. Adding or changing any OTHER starship system (computer/armour/thrusters, etc.) does force the newly calculated (and correct) PCU/BP numbers to appear, so it's not the end of the world. I'm assuming this may be related to the Power Core issue that jrock1 just mentioned, but I thought I'd better point it out, just in case the issue with weapons (& weapon mounts) flew underneath the radar.
2. The BP cost of adding light turret mounts to a PC ship appears to be wrong. Currently, a new turret mounts cost 3 BP (which is the correct cost for a normal, non-turret, light weapon mount). The cost should be 5 BP, according to page 305 of the CRB.
3. The DCs for the "Encourage" starship action (as part of the Captain role) appear to be wrong. In Fantasy Grounds, they DCs for this starship action are currently scaling up at a rate equal to the tier of the user's ship. However, the DC for this action should be a flat 15 when using the Diplomacy skill, and a lower DC of 10 when using the same skill check that the encouraged crew member is about to take. (The following screenshot highlights the issue from the player's perspective. The ship they are captain-ing is a Tier 5 ship)
Attachment 54857
On a side-note, the list of skills available to make the DC 10 check against does not currently include Gunnery. The PC Captain can, of course, switch to the Gunnery role and make their check from that interface. It's just a tiny bit less convenient that way.
4. If someone adds a new turret mount to a PC starship, and then proceeds to upgrade it to a HEAVY turret mount, AND THEN proceeds to delete this heavy turret mount entirely, (specifically from the "Tactical" tab of the starship sheet)... This process does not inherently delete the 6 BP cost associated with the light-to-heavy turret upgrade. This 6 BP continues to count against the starship's BP allowance, despite the fact that the associated weapon mount no longer exists... I had a small panic attack when I realized that this process might have irreparably damaged my players' starship sheet. Thankfully, I found the 6 BP entry on the BP Summary window, and was able to delete it from there.
5. The Antipersonnel Weapon (both longarm and heavy versions, both of which are included in the Starfinder Core Rulebook module) do not count against a starship's current BP when applied to a PC starship. I initially assumed this was part of the slightly-broader problem mentioned in point #1. It took me a little while to recognize that these were separate issues, given that the BP cost for this particular starship item is not static. I forged a work-around by copying the starship item entry, and applied a static BP cost to the newly-copied starship item... Now, I ABSOLUTELY realize that this particular item will probably never get enough widespread use to justify a more robust, user-friendly solution (like, say, a window popup that asks for the item level of the antipersonnel weapon that the PCs want to install, which in turn creates a new starship item entry with the freshly-calculated BP cost) but if you've got a list of things to maybe look at when you're NOT busy squashing more pressing bugs, maybe drop this at the absolute very end of that list. ;)
Cheers, and thanks for all the work you do. :)
Hello,
It appears that some special items modify the caster level for variables and CLC, but not the number of spell per day :
Aeon stone, Pearly white spindle
https://aonsrd.com/MagicItems.aspx?I...y=Aeon%20Stone
Djezet
https://aonsrd.com/SpecialMaterials....&Family=Djezet
I tried differents solution for the player who selected these items : i tried using the CLC effect but it only modify caster level checks. I finally relied on manually modifying the Caster Level on character sheet, and i corrected manually the spell/day. But each time the player gain a level, i have to manually update everything (specialy spells/days).
If posssible, for the next ruleset update, i suggest to add a "Modifier" box next to the caster level on character sheet, then use the modified Caster level for spell variables calculation without impacting spell/days.
Thank you !
I updated today, but I wasn't sure if SF updated at the same time as PF, D&D, etc. which seem to be on Tuesdays. I didn't see SF in the release notes over at
https://www.fantasygrounds.com/forum...ober-25th-2022
The button for bringing up offense in the Ship Combat Tracker still seems to be broken, etc.
Thanks,
Rick
Many of my updates being ruleset ones, are currently in lockdown till the latest Core update goes through. They are currently awaiting to be released.
These updates have been pushed LIVE.
OK, I can now add an expansion bay to a player ship. However, I can't delete one. I added a science lab to try and test the fix above, and when I went to delete it I got:
Script execution error: [string "SFRPG:scripts/manager_charstarship.lua"]:335:getChild: Invalid Parameter 1
I had a Smuggler Compartment, added a Science Lab, deleted the science lab, and it looks like it's still trying to use index 1 (0 based) into a 1 length array.
I can't delete either bay, actually. I tested with a new ship to be sure. Create Ship, go to notes tab. Add a bay, right click and delete a bay. Boom.
Pushed a hotfix for this issue.
Looks good, thanks
Will we get added custom dice support for the remaining damage types and different types of healing?
What are the different types of healing?
What are the remaining damage types you're referring to? We deliberately only added elemental damage types, because they have a clear correlation to dice. For B/P/S damage, it didn't necessarily make sense to have custom dice, since the mappings on those would be subjective. Also, remember, only one damage type can be used (currently set to first damage type matched).
Regards,
JPG
There is HP, SP & TEMP healing.
I did think mainly of the kinetic damage types but there are also some less commonly used ones (magic [not force], positive, negative, any alignment).
And then potentially also custom damage types. I was thinking along the lines of the languages or currency lists where you could add entries (obviously support for these damage types would have be handled via an extension).
I feel like if you're adding customisation options might as well go all the way and allow for the most possible options. I'm not sure how the system works currently but I personally don't see a reason to omit any damage types from being able to be change, it's a great feature and if a user doesn't want to use it for kinetic damage types for example they can still just input the normal dice and ofc it is subjective just like all the others. When it comes to the presets shipped with the ruleset you can still just set them as the default dice and users can decide themselves whether to change it or not.
It's not set up currently to be fully customizable; as damage types are a very specific game system setting. I'll think on whether it makes sense or not for damage types; and how I might do that. Fixed healing types might not be too bad; but dynamic healing types would not be able to be supported due to the nature of the way "healing types" are setup in almost every ruleset.
Regards,
JPG
Not sure if it qualifies as an actual bug, but the spell Summon Creature is does not seem to be available as a Technomancer spell, but it is shown as one in the Archives of Nethys: https://www.aonsrd.com/SpellDisplay....re&Family=None
Hopefully, the ruleset can differentiate between shield and hull damage when it comes to DT. DT only reduces incoming hull damage per the SF CRB, " ...but only when shields are depleted." So you won't have to fraction the dmg if it's part shield and part hull dmg. And I'm pretty certain that it applies to depleted shields in any starship quadrant: forward, rear, port or starboard, not all of it's shields.
Also discovered that the spell Junk Shanty is showing up as a Cantrip and not a 5th level spell it should be, this is in the adventure Junker's Delight.
I'm not sure if these are bug, missing features, or me missing something.
1. For an NPC ship, the Offense Pawn Button brings up crew, for a PC ship that doesn't do anything (which makes sense as the players are the crew). The Offense Gauntlet button for an NPC ship brings up Speed, mnvr, and all the crew actions. The player one does nothing. Which means you can't see the PC's ship speed/mnvr from the SCT. Is that intended? You can grab it off the ship sheet, of course, but it's odd it's missing. I'm wondering if this is still a piece of the bug where those buttons caused exceptions.
2. Player attacks are apparently done off the player sheets, right? Since they don't show up in the SCT. So I open the gunner's sheet, and they have an attack button for each of the weapon groups, which in my case include a Light Laser Canon and a High Explosive Missile Launcher. They've got an attack button and a damage button, but are notably missing any range info. Nor is there a way to bring up the weapon info from here to look it up. Knowing the range of the lasers and the speed of the missiles is pretty important.
So I went to look on the Tactical tab of the ship itself. The mountpoints section has the arc, type, weapon, etc. But not the range, and no link there either. Clicking anything there brings up the list of all the things I *could* put there (Ship Items) instead of what I've got there now. As best I can tell, the only way I can get the range/speed info for a weapon is to go to ship items and look one up by searching, which isn't ideal.
Am I missing something? Can this be added somewhere?
3. Crits: I'm just making sure I understand this right, as it's a little odd. I select the weapon on the player's sheet and shoot. If I get a hit I drag damage and then I get the arc prompt for where to apply it (so it knows which shield to deplete). That's all great. If I get a crit, I get a crit popup immediately that's separate from the damage popup I get when I drag damage. This has the attack roll, a clickable square where the arc would have been, a Hit, and an Apply/cancel section. Now in theory, a crit only does system damage if hull damage occurs. I'm guessing this isn't automated, and this popup gives the GM the ability to choose whether to apply crit effects *after* the damage has been applied to shields? And if a Science Officer has done targeting, the GM can just click the crit damage for the appropriate system on the Defense subsection and then cancel this popup? Is the clickable blue square just a UI artifact?
4. Deleting a ship from the SCT can cause various errors.
Add an Atech Immortal. Open the Offense Gauntlet panel. Delete the ship from the SCT. This causes:
[Error] Script execution error: [string "W:ct_section_active_ship"]:20 attempt to index field 'link' (a nil value).
I also got a situation where deleting a ship caused an infinite number of "Recursive call terminated for (DATABASENODE)(charsheet.id-00006.classes.id-00001.skillranks), This continues until you shutdown FGU. I'm still working on the perfect repro. Will update when I get it.
(I'm running SFRPG 2022-10-26 and Core RPG 2022-10-25 if that matters)
Thanks for the reports. I will investigate it further with some testing and see if I can reproduce these.
More information for you on the Recursive call terminated for (DATABASENODE)(charsheet.id-00006.classes.id-00001.skillranks) bug. I spent some time this evening trying to repro this, and it turns out that this is unrelated to the SCT. It's just that the SCT error made the CONSOLE window open so I could see all the Warnings that were already spewing. In fact, the cause of this was simply having a client connect and look at a character sheet. One of my players connected while I was looking at the ship stuff, and as soon as he opened a character sheet the log started spewing
[10/30/2022 4:13:31 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00006.classes.id-00001.skillranks)
Continuously. It in fact only stops when that player disconnects! I've verified this with a host and client both on my machine as a simple test:
Start Server
Open Console with /console
Start a second instance as a player. Join the game. Download files, etc. Lots of Network File Requests and Cache Matches. Everything looks OK.
Claim a character and open it. Bam!
Server Console starts spewing.
[10/30/2022 10:42:19 PM] NETWORK SEND FILE REQUEST: campaign/portraits/id-00005
[10/30/2022 10:42:19 PM] NETWORK SEND FILE REQUEST: campaign/portraits/id-00006
[10/30/2022 10:42:59 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:42:59 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:00 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:00 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:00 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:00 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:00 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:00 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:00 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:00 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:01 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:02 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (charsheet.id-00007.classes.id-00001.skillranks)
[10/30/2022 10:43:03 PM] NETWORK STATUS: [Client] [Connected]
[Client Type - DIRECT]
Needless to say this adds up quickly. My log was about 5Meg of this.
I hope this helps you track it down, thanks for taking a look!
It would appear that the recent updates have broken some of the QoL features regarding player-owned (non-starship) vehicles. I haven't needed to add a terrestrial vehicle to the combat tracker in a few months, but as of right now, trying to drag player-owned vehicles to the CT (directly from the PC's gear tab) produces some unhelpful results.
A picture is worth a thousand words, so here's a screenshot of what I'm seeing on my end. Each line represents the outcome of trying to drag a vehicle entry/icon/token into the combat tracker. Attachment 54937
1 (Yellow line). Dragging the icon for the vehicle directly from the PC's gear tab creates an empty combat tracker entry. The entry has the correct graphical token for the vehicle in question, but has zeroes for all stats, no effect syntax that reflects the vehicle's hardness value, and an empty name entry.
2 (Pink line). Single-clicking the vehicle from the PC's gear tab will conjure the PC vehicle window. So far, so good. But when I try to drag the token from this new window into the combat tracker, something truly strange happens. The combat tracker is not populated with a vehicle stat block. Instead, this process creates a duplicate entry for one of the PCs.
3 (Green line). Searching for the vehicle stat block in the NPC window is currently the only way to get the vehicle stat block to appear properly in the combat tracker, along with appropriate effect syntax that reflects the vehicle's hardness value. This is thankfully working correctly, but it's a bit cumbersome when compared to the other two methodologies of adding vehicles to the CT.
Pushed hotfixes for the recent issue along with a fix for the recursive reports.