I've pushed another build to the Test channel with the fix for the party sheet initial error.
Regards,
JPG
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I've pushed another build to the Test channel with the fix for the party sheet initial error.
Regards,
JPG
Excellent!
Hello! I have recently migrated a game I was playing over to FG, and with the test version right now, most things that seemed to be bugs work great. So I am looking forward when that is live.
That said, there does appear to be a bug with ability checks that was not resolved. The character sheet shows it properly, first of all, but instead of adding the straight level as it should when rolling, it is using level/2, rounded down.
In any case, keep up the good work bug fixing people.
It does look like there was some update that showed up to fix some bugs, which is great, though there is also another that has been occurring. Specifically, recharge rolls throw the following error:
Script Error: [string "scripts/lsManagerActionRecharge.lua"]:35: attempt to index field '?' (a nil value)
Thanks again, bugfixing people!
Can you walk me through exactly how to recreate this error step-by-step?
I'm not familiar with the 13th Age ruleset; but I can see if I can address the issue if I can recreate.
Regards,
JPG
Sure, and I also did some testing with Venorek's help this eveing, and we narrowed down exactly the issue.
So as the GM, if you go to the radial menu via right click on the Powers tab of a character sheet, there is the option to Roll Power Recharge. It rolls a straight d20 against a set DC, which is in each of the powers if present. Some powers with recharge must be present and marked as used (Lightning Fork and Shield were spells that worked good for testing it seemed). However, IF they SUCCEED, it is giving the error mentioned above. A failed roll actually does show up properly. (Also good to know the wizard has been using up his luck on all the times this has failed.)
Thanks for taking a look! :)
Thanks for the additional information. I got this far:
* Go to Library
* Activate Core Rules
* Create character
* Go to Powers tab
* Drag and drop Lightning Fork and Shield from Powers list onto Powers tab.
However, all the powers show up under the Situational header, and there is no Roll Power Recharge option when I right click. It seems like maybe I'm missing something in the setup?
Could you help me get the steps to see that option?
Thanks,
JPG
The only two things I can think of is that you do need to right click away from the powers themselves, if you were doing it that way. And otherwise, it is a GM-specific option if you were trying as a player. Otherwise, there are 3-4 options I get on the radial menu, depending on closeness to the power list: rest, close, roll power recharge, and create power when closer to the list.
Yeah, that was part of the problem; I was right clicking on the individual powers (assuming recharge was power-specific). I got the error now. Hopefully, it will be a simple fix I can get out quickly.
Regards,
JPG
Just pushed a fix to the update server; so you should have the fix after you run a new Update.
Regards,
JPG
Awesome, it worked great in our game tonight, no errors thrown!
There is one other error then I had forgotten to mention. When you go to the character button as DM, the Icons tab gets stuck. That is, it doesn't recognize the other tabs as things you can click, but instead get the window resize arrow when clicking there.
Thanks for feedback.
I'm not following the Icons tab issue. I tried opening the Character Selection window, opened a character sheet, then toggled among all the different tabs (including Icons) a few times. Perhaps you are talking about something else, or an Icons tab in another location? Can you provide a picture?
Regards,
JPG
Ah ok, also it helps if I call it the right thing. It's the Party Sheet window, which just contains the characters, and which I have thus been calling that.
But Party Sheet button, then the Icons tab on there, and it gets stuck.
Great. Just pushed fix to update system.
Regards,
JPG
Graphics bug:
Attachment 32337
The word Ability gets chopped off on either end
(the word background renders a little weird too, but not sure what can be done about that)
Using latest FGU on Mac
Weapon list in the library is incorrect for Rogues and Sorcerers
Sorcerers look like they just have the entries for Rogues copy / pasted in
Rogues should do 1d8 damage with daggers, shortswords (and "wicked knives) but are instead listed with the same damage as other classes do
ALSO
When entries are added into the Weapons / Implements panel in the character sheet combat tab, as the GM I occasionally see the toggleable value button text (e.g. Str -> Dex -> Wis or AC -> PD -> MD) floating up and to the left of where it should be. Cycling the values in this button fixes the
Character encoding issues with apostrophes in the core rules library book (e.g. example below from "Human Zombie" monster entry):
Attachment 32639
There seems to be a bug concerning how Level is used/calculated:
I created a Lvl 5 Sorcerer. The modifier is indicated to be +5 (as expected). However, the miss damage is calculated as (Lvl * 2) instead of (Lvl * 1). If I reset my character level to 4 (Adventure Tier) the miss damage is correctly calculated as (Lvl * 1). If I reset the character level to 10 (epic tier) the miss damage is no (Lvl * 3).
Similarly, when I drag Lightning Fork spell into the Powers tab, the attack roll uses 1*Lvl at Adventure Tier, 2*Lvl at Champion tier, and 3*Lvl at Epic tier.
Any ideas?
Hello again! I thought I would add one more with detail that I have noticed as an issue. In particular, there is a minor level miscalculation.
For instance, here it shows character stats with +5 for con +4 level, giving +9 as shown:
Attachment 32832
When actually rolled however, it is giving half the level (+5 + 4/2 = +7)
Attachment 32833
This appears to be the case for all the stat checks from the character sheet that I can tell. If the ruleset is coded similarly to the 4e ruleset, which I can look at, it looks that it is just accidentally using halflevel in calculating.
Thank you for all the recent bug fixes!
Hi,
I've just started using the 13th Age set in Fantasy Grounds Unity. I've coded the various characters in (level 6 party).
The combat roller seems to be adding level twice. Is there a way to check or fix this?
Thanks
Chris
I will be looking over the issues you have reported. I've personally not used the ruleset, so please respond with the steps you used to create the issue so I can recreate them on my end if they are automation related.
I asked superteddy57 to help me look into the issues reported by @phantomwhale, @Grail Starseeker, @Bradius, @DarkEbon.
As he mentioned, neither of us are familiar with the game system, and there is no active developer. However, we'll do what we can to help patch up issues, if you guys can help by getting us exact steps to recreate. Assume we know nothing about the game system, so the more detailed the better.
Regards,
JPG
@phantomwhale I was able to track down and fix the anchoring of the label and fixed it's width. I will have to do more digging for the weaponlists and the encoding issues to get those sorted. I'm not sure what you were referring to with toggleable value button. Can you provide an image please?
@Grail Starseeker Can you break down a bit more what the proper rule is needed in this case?
@Bradius I have verified that the ability checks are not adding the modifier into the box and only using half of the modifier. What is the correct way this is needing to be calculated?
Attachment 32875
@DarkEbon I created a level 4 character and later a level 6 character and the attack uses the modifier in the Total box. It appears to calculate the level bonus and the ability modifier. I was not able to replicate the level being added in twice. Can you show me some images of this being done and the steps you have performed to replicate this?
Attachment 32874
Hi,
Thanks for the response.
I downloaded the ruleset and started to re-create my campaign's characters in it (6th level - we have moved online due to Coronavirus lock-downs). It seems there is a problem with powers and how the die rolls are calculated - basic attacks appear to work correctly.
The modifiers for power rolls are, however, much too high. It appears, in most cases, that the level is being added to the modifiers twice (it should be added once), but one example seemed to be a little off even from this and we've not been able to work it out. Unfortunately, whilst the ruleset allows you to click a button to see how modifiers have been calculated, it doesn't seem to be detailed enough in this case.
It would probably be easier to share the campaign files with you, telling you what the modifiers should be. Is there an address to send them to?
Thanks again
Chris
You can send the zipped up campaign folder to [email protected]; and we'll get it forwarded to supperteddy57.
Please include details about the PC and rolls that are impacted; so that we can find them.
Regards,
JPG
It should be calculated as stat bonus + level.Quote:
@Bradius I have verified that the ability checks are not adding the modifier into the box and only using half of the modifier. What is the correct way this is needing to be calculated?
Thanks!
Hi guys,
The devs will need to know EXACTLY what and how it works.
Bear in mind many RPGs are interpreted (misinterpreted?) differently by different groups.
Seeing as these sound like pretty core changes it would be good if those that are highlighting the issue can
a) agree that it is wrong
b) agree on exactly what it should be
c) post an extract from the rules to support that
Some of the issues that are being mentioned again we're previously reported and never resolved. I had previously outlined the power miscalculation (due to incorrectly adding the level twice) and the miss damage (incorrectly following the level damage progression) and maybe a couple others. I'm on my phone at the moment, but later today I'll dig back through the thread and link to the posts where the math had been outlined...both what it should be and what it is.
Thanks for checking. The problem I'm having isn't with basic attacks (as demonstrated in your image) - those appear to be working fine. It's with powers. Similarly, if it was powers that I'd added myself, I'd assume that I've made a mistake somewhere, but the ones in question came with the ruleset. I've sent an e-mail including more detail and the campaign files.Quote:
@DarkEbon I created a level 4 character and later a level 6 character and the attack uses the modifier in the Total box. It appears to calculate the level bonus and the ability modifier. I was not able to replicate the level being added in twice. Can you show me some images of this being done and the steps you have performed to replicate this?
Attachment 32874
Awesome, let me see about the powers. Sorry I thought you were referring to basic attack rolls. We will get this straight! I'll test out powers and see what we can do.
Ok I checked over the powers and it appears to be pulling in the level twice. I killed one of the checks and this is the result
Attachment 32912
Does this appear to be more right in terms of the modifier?
Yes - those power calculations are correct. D20+3+6
Thanks njohn858. I'm going to do some testing to see if this affects other parts of the sheet and if the CT uses this code as well. If all is well then I'll get it passed for inclusion with the next update for the ruleset.
Referencing the rules here:
https://www.13thagesrd.com/combat-rules/#Damage
and as an example, the sorcerer class (on the SRD site, Miss Damage is defined on each class' page)
https://www.13thagesrd.com/classes/sorcerer/
If Miss Damage is applied (Combat tab in FG), it will always be equal to the character's level.
The bonus to damage from the ability score scales up as the game progresses:
Levels 1, 2, 3, 4: damage bonus = x1 ability modifier
Levels 5, 6, 7: damage bonus = x2 ability modifier
Levels 8, 9, 10: damage bonus = x3 ability modifier
What's happening with the Miss Damage is that it's being doubled and tripled according to the damage bonus progression instead of staying equal to the level.
For the spells and powers, the damage is being calculated correctly.
Also, please reference the bug reported here:
https://www.fantasygrounds.com/forum...l=1#post424956
The Skill Checks are still being calculated incorrectly (halving the level and rounding down)
Awesome resources. Thanks for the information. I was able to find the Miss Damage calculation on the combat tab. I'll tinker with it a bit and see what I can come up with. Very helpful!
The following fixes have been pushed to FGC Test channel (for standard Tuesday Live update); and FGU Live channel:
13THAGEBESTIARY
[Fixed] Some text not displaying correctly in FGU
13THAGERULESET
[Fixed] PC sheet label display fix
[Fixed] Level incorrectly being added multiple times for non-basic powers and miss damage.
[Fixed] Some text not displaying correctly in FGU.
Thanks to supperteddy57 for the assist.
Regards,
JPG
Many thanks for the very rapid fix!
I'll let you know if I find any more problems.
Chris
Not sure if this is a bug or not - perhaps others can chip in.
When rolling melee attacks from the "Melee attack" section, it correctly adds the ability modifier PLUS level
But when rolling a melee attack from the weapons section, by default, it only adds the ability modifier, but NOT the character level? There is a spot when you can manually change the modifier from 0 to +X (for level X) but you'd have to update these each time the character changes level, and it's inconsistent with the melee attack section above that clearly DOES automatically add level to the roll.
https://i.imgur.com/l52PbEX.jpg
Have other players seen / dealt with this?