I'll get that fixed..
Madman.
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Could it be that sometimes artwork is missing ?
For example Alien Archive p.64, the Ikeshti artwork. I couldn’t find it in FGU.
Not this one, the next page the mutated Ikeshti (p.65), the Rivener is missing.
edit: Found it. It's called "Akitonian lizardfolk reaver" in FGU :)
But for some reason it doesn't show the pictures in the reference manual.
Attachment 55671
I posted this in another thread but I made this video, in the hopes that someone out there can help me with the ship combat in FGU for Starfinder. For some reason, PC ships do not hit or link in combat. I have been searching for weeks and have only found videos from 2 years ago or longer. Could someone please assist me in solving these issues or make a new tutorial video for GM's and players in 2023 or at least walk me through the steps and I'll make a video myself? Thanks and happy gaming
https://youtu.be/eqk9awtgxsU
Responded to your other post, I have added these to my list to investigate.
According to page 75 of the Core Rulebook, a drone's AC should be impacted by its dexterity, but it seems like it is not taken into account. In the below example, the drone should have one higher ACs due to the dexterity. Changing the dexterity also seems to make no difference.
As a side note, the drone is supposed to have a Base Attack Bonus, but this seems to be nowhere in the sheet and not impact the drone's rolls. Apologies if either of these were addressed before, I couldn't seem to find it.
Thank you so much for the help!
Attachment 55780
FG Unity latest Version as of 01/13/2023: V4.3.2 ULTIMATE
There are some issues with Starship Combat.
Steps to recreate:
1. Drag the PC Starship to the Party Sheet
2. From the PC sheet, update the role to Pilot
3. Drag the PC Starship from the Party Sheet to the Combat Tracker
Errors occur on the Player client side only: file posted in Discord (FG >> Starfinder)
https://discord.com/channels/2745828...29312026214520
4. Add the Starship tokens to a map.
5. Attempt to roll Initiative from the PC Sheet (Ships tab)
Initiative does not register in the CT:
Attachment 55816
Please help troubleshoot.
Important: The GM reported that the dmg, even though it was on the SS CT, was not applied to the NPC Starship (and to the PC ship when the NPC ship attacks) when the Apply button was clicked!
A hotfix was pushed to resolve this report.
Found a small bug... when [OUT OF AMMO], the dice-roll is still made (pls see in the screenshot below)
Attachment 55846
When Out of Ammo, the attack should not be rolled.
I just tested it and the Initiative is being populated in the CT, note that I tested as GM/Host from the PC's sheet > Ships > Pilot role (see image below). Note I haven't tested as a Player client yet.
Attachment 55849
@Ulric, how are you testing; from Player/client or as GM/host?
Missing Ship Item
Brig (from the Pact Worlds rulebook) is missing from the Ship Items >> Expansion Bays selections.
Junker's Delight - 1.06.A.08 is missing the encounter. 1.06.A.07. - Description and Damage of the hazard is missing on the combat tracker. 1.06.A.02 - parcel - Khefak Carapace is missing the description.
Junker's Delight - Map D Dead End - When I open the encounter and click on the Ikeshti Tecnomancers to open their sheet and scroll down on that sheet to read more descriptions, this error shows up :
Attachment 55892
Is the ship combat tracker parsing initiative correctly? It seems to be both reading the initiative backwards and ordering them in ascending order, double-negating itself and turning into just a normal initiative order, just flipped in the display (meaning it starts combat from the bottom and moving to the next turn moves it up, actually following descending initiative order). To work according to the book, combat should only be doing one of these things so that combat does progress from the lowest initiative to the highest.
Yes, it's been reported and on my list to investigate. I would recommend to just dragging the active to the next ship to signify who is active for now.
Thanks for the quick response! A possibly related thing that showed up when trying that is that when I drag the active to a new ship, it does not unmark the previous one, leading it to show multiple ships as active. Not sure if that's intentional or not, I hadn't noticed that behavior in other rulesets before.
On a side note (and I hope this one hasn't already been reported as well, I searched and couldn't find it), the mechanic's drone's base attack bonus seems to be treating the drone as 1 level lower than it is (starting at +0 instead of +1, then getting level 1's +1 at level 2, staying at +3 between 4th and 5th level instead of 3rd and 4th, etc.). This is true of all three chassis. Its dexterity is also supposed to impact its ACs but does not seem to do so.
Yes, that has been reported as well. I have it on my list to investigate once I have a chance to put some dev hours into SFRPG.
Great to know! Apologies for the redundancy :)
No problem, just like to respond that I'm aware. We are currently working on some updates to the rulesets and may be some time till a solution is found or pushed LIVE if found.
I seem to have found a bug with thrown attacks.
Every time a player double clicks the 'Thrown' box from the character sheet to make an attack roll, the console gives the following error:
[ERROR] Script execution error: [string "C:charsheet_main:thrownattackbonus"]:3: attempt to call field 'getActor' (a nil value)
I'm not running any extensions, and just have the core book loaded.
Thanks, I see the template wasn't updated with the proper way ActorManager now operates. The rulesets will be in lockdown for some foundation and feature updates/integration. So a fix for the LIVE version won't be available for some time.
Capital Weapon Damage from Starships calculates and applies correctly but does not show the correct amount in the Chat damage roll total.
The roll output is intended to show the roll. It was how it was programmed during it's creation. The MULTI 10 tag in the description is what applies the time 10 damage.
Dead Suns AP (we´ve played through 1+2 so far)
Several Items like Field Rations, Backpack, Antitoxin are throwing an error: Database type mismatch on path (hands)... once you click on the paizo icon to get the description
Grenades looted from NPCs are lacking damage die and properties
Pilot Armor Class bonus doesn't apply correctly to starship : it count the total skill bonus instead of the piloting skill rank of the pilot
Pushed a fix to TEST for this and additional issues with rolling initiative.
DR is broken, not working. I've also tried coding it as RESIST: 10, piercing, slashing, bludgeoning - also broken
I tested with an Adult Black Dragon and it did reduce damage by 10 if it was piercing, slashing, bludgeoning damage. Once I added magic to the damage line, it by passed it and gave full damage. It might be best to show the full combat with images to see what you are seeing as I can not replicate with the information you have provided.
Attachment 56091
You can see in the attached file that Deflective Reinforcement should take 5 off that slashing damage, but it doesn't.
I did do testing with the build that is currently available on TEST and having no issues. From your earlier post you mention DR and from your next post it doesn't seem you were referring to Damage Reduction. If you were, the effect syntax should be (DR: # bypass) without parenthesis and only works against kinetic damage types. DR and RESIST both works as intended with that version of the code and will be made LIVE when the latest ruleset updates are pushed LIVE.