I will take a look and get it fixed. Thanks for reporting this.
Madman..
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I get the following error when I open a PC mech.
[ERROR] window: Control () anchoring to an undefined control (notes) in windowclass (charvehicle_notes)
When I try to add a Mech NPC to the player Vehicle Gear I get this error:
[ERROR] Script execution error: [string "SFRPG:scripts/manager_char.lua"]:2272: attempt to index local 'sOtherMv' (a nil value)
I'm not able to replicate either of those issues. If you have any extensions, please open a fresh campaign with no extensions and see if you can replicate the errors. If it can't be reproduced on your end in that new campaign, then it would be an extension. I would also check and make sure you don't have any unpacked SFRPG rulesets in your ruleset folder as well. If it's still happening then I will need exact steps to replicate the issues as my steps are not producing the errors.
I'm now also having an issue where when adding a character class to a brand new character it loads straight to 2nd level abilities, skipping all 1st level (will include an Operative that is missing all proficiencies, Operative's edge, Trick attack, etc. but has Evasion and Operative Exploit)
All extensions from the forge are turned off, and only rulebook loaded is the core book, this is a brand new campaign I created to test this that is happening across all my campaigns regardless of what's loaded.
Ran the update, still happening.
I just tested my hotfix and i'm not seeing with a new character it adding the wrong level features.
Attachment 60856
Still the same :confused:
I see I forgot to push the fix to the patch system. I apologize. Try this next update and let me know if it's working correctly.
That got it, thank you!
My breath weapon is having two issues:
It isn't rounding. Attachment 60899 Attachment 60900 Attachment 60901
I found a potential solution for this one. Not sure if there's a better way: Attachment 60902
Also vulnerability seems to only apply +2 from my breath weapon no matter what I roll, rather than 50%. Vulnerability does seem to properly apply the 50% if I use an electricity weapon though.
Related to my above post, it looks like it's splitting my breath weapon into half ability, half electricity damage. I don't know why it would do that, but it's causing the VULN 50% to only apply to half the damage being dealt.
That is how the damage is calculated. Damage is not factored as one bucket. It's separated into their own buckets. The rules for damage are presented in the core rulebook.
Can you point me to the rule where vulnerability is only applied to the dice, not the damage modifier? Is this for everything then? If I hit someone with a hammer, it's 1d6 bludgeoning damage and +STR strength damage? That doesn't seem right to me.
On page 241 of the CRB, ability damage is actual damage to your ability scores. I don't understand what this other "ability damage" is that FGU is calculating.
I took a second look and see that the "Ability" damage type is splitting the damage. It should split on kinetic and energy damage types with a second look. It will be part of the next update to the ruleset.
Range doesn't work. Starfinder maps can tell how far away things are, and weapons have a range increment on the stat sheet, yet no penalties are applied no matter how far away the target is. This seems to be a Starfinder-only issue since it works automatically in other systems in FGU.
It does not apply to the other default systems (5E, 4E, 3.5E, PF1), unless it has been added by an extension.
Regards,
JPG
It was never added into Starfinder as well. There was no mechanism built to handle such things when the ruleset was built and has always been handled manually.
Could you steal the code from Savage Worlds, as that one does in fact have ranged modifiers without any extensions Attachment 60949
It would require an extension if you would like it handled automatically, as there are no current plans on expanding it at this time.
Not sure if this is a bug or not, but when a player is holding a torch and walks into an area and then leaves, that area stays "explored". If another player without darkvision or dim-light vision then enters that room, which should be totally dark, he can still see the walls and stuff that the player with the torch explored earlier, and he can even see monsters in that room now.
I'm not sure if this is a glitch or I'm doing something wrong. Is the torch somehow turning the dungeon into dim light permanently when they pass through an area? Is there a way to unexplore the area so it because pitch black again when the torch leaves the room?
Attachment 60978
Attachment 60979 The smaller character has no darkvision but can see creatures in what should be pitch black.
BTW I joined as a player, so you're seeing from their perspective.
So I was able to figure out part of it. For some reason ambient lighting was turned on, which removed his ability to see the Akata, but the room is still show up as "explored". Is this how it's meant to work?
Attachment 60980
This would be a core feature question and report. The Starfinder ruleset doesn't make any changes to this system. As far as I am aware yes, the fog of war doesn't reset once the actor loses light. Explored areas remain explored or another light is still on the actor.
MAJOR problem with Redshit Rally. We're about to start the big battle at the end, against the Peerless - The ship's crew have no action!
the only thing clickable is open actions and skill check. No weapon attacks (or gunnery skill) no damages. this is going to make very hard to run ship combat with having paper beside to remember what is happening.
I also run Starship Enhanced ext. that can help automate and delegate damage to a ship's character sheet.
Lastly, it would be nice if the minefield was setup (or at least mines as a NPC)
thanks for all your hard work.
It looks like the combat tracker does not like the named crew. Rename the crew to the defaults and they should work.
I will get it fixed in a future update, thanks for reporting it.
Madman..
Already done, thanks
Adding an NPC as an ally removes effects:
Following the only way that seems to work for giving a specific player access to a specific ally token, I dragged an NPC into a player's "Allies" tab. I've used an Akata as an example. If I drag the Akata to the combat tracker, you can see it brings in all the immunities. If I drag it into Allies, and then into the combat tracker to give the player access to the token, most of the effects get removed.
Attachment 61032
I'll add it to my list.
I have a character with +5 Dex and Second Skin. This gives a total of 17 KAC. When the player is encumbered, the max dex bonus to armor should be +2 instead of +5. This would mean effectively -3 KAC (14 KAC instead of 17 KAC), however, the game is applying [DEF EFFECTS -5], so even a 12 and 13 hit.
When providing feedback or reports of issues, it's best to provide exact steps to replicate. Other factors might be involved that might go unnoticed to find the culprit. Also lets me (or other developers) set up a test scenario to find where it's breaking down. Can you elaborate on your report for me and give me exact conditions for this issue?
I believe I may have found the issue. I saw the AC fields were not updating correctly when the encumbered and overburdened conditions are on the actor. I will push an update with the weekly update.
Ability Increase buggy:
According to Table 2-4, the second Ability Increase should be at Level 10.
My players leveled up to Level 9 and the window for the Ability Increase popped up.
Confirmed with a test character.
There have been issues with the leveling system. I'll take a look. Might be lagging a level behind.
RE: Alien Archive 1 GM side
Expected Behavior. Correct terms used, and correct calculations for NPC's (specifically elementals)
Noticed Behavior. For the "tiny air elemental" it has the Offense ability, whirlwind (4d6+8 B). This should be scaled, so the same Damage, as it's "slam" attack. 1d6+3 The other Air elementals, DONT have an offensive ability listed. they should also be scaled to their Slam attack's damage. PER: The amount of damage the whirlwind deals should be the same as the creature's standard melee damage. Referenced from: https://aonsrd.com/UniversalMonsterR...Name=Whirlwind (under guidelines)
I guess the forums do not think I am human. I will take a look and get it fixed. Thanks for reporting this.
Madman..
My players leveled up to 4 and were prompted for an Ability Score Increase. ASI should be level 5 as I am reading the Core rulebook. (every 5 levels)
I'm still looking into the leveling system as I mentioned in a previous post.
I believe I found the issue. I will be pushing an update with the next weekly update.