Ah, gotcha. Sorry, that is a great idea and I will add it to the list.
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Ah, gotcha. Sorry, that is a great idea and I will add it to the list.
I'm running Dead Suns AP and the NPCs have archaic weapons that should do -5 less damage when used against the PCs modern armor. I have included a screenshot that shows the NPC and the PC and the PC's armor and the chat results. You can see the PC is taking full damage.
When we last had a combat with archaic type weapons it was working and we were using FGC. We are now using FGU. This is with updates applied v4.04 and no extensions.
Attachment 41724
I'm not seeing any indication in the code that archaic was tracked and applied a negative modifier to damage rolls. I will add it to the list of things to expand, but I'm not seeing any bugs related to this.
It's in AP4, the ruined clouds. I'm just finishing it up. What I did is edit the NPCs that have archaic to have a different dmg modifier. That way all the encounters already counted that in without having to program archaic. It's a workaround, but it works. :)
ship cargo seems to have issues...
1. the shortcut message box, seems broken... missing the bottom right if the yellow section ? ( Might just be how its supposed to look... )
2. the shortcut message box, only seems to have a 'title' line you can type into... the main 'content' does not seem to allow you to type notes for the item..
3. 'Location' and 'Icon' for location are 2 items but should be the same ? ( set my 'location' to ' not on board' but my 'icon' to 'on board) Should one of these be removed ? ( Or should I be able to edit the text 'Not onBoard' to day something like 'in hotel' and use the icon to show 'not on board' )
4. It would be nice to be able to drag items off/onto character sheet item list from/to cargo... so players can store/get items from the ship. ( does nothing when you drop an item short cut into the ship from a player etc. )
-pete
Ship cargo has been an issue for some time and it's being looked into as a feature expansion. Ship stuff as general needs a complete polish.
1) Graphical and will be part of the cleanup
2) Same, part of cleanup
3) Location is a tag to organize the list, the cycler is trying to mirror the character inventory and one of the options is 'not on board'
4) Part of cleanup
The dragonkin from AA2 is missing from the race list
When an NPC starship has multiple weapons on the same Arc the GM can not roll the DMG dice for the first weapon. Example Fang Fighter from Dead Suns AP 5 has these for the Front Arc "high explosive missile launcher (4d8) and twin laser (5d8)". To fix this this a ";" must be inserted after the first weapons DMG dice. EXAMPLE "high explosive missile launcher (4d8); and twin laser (5d8)" This can be done on the CT or on the NPC sstarship sheet. This problem occurred with multiple starships.
I have the latest updates and no EXT installed.
Starship Tracker/Encounter Issues
I'm not sure if these are necessarily "bugs" or just unimplemented features but here I am regardless:
1. On the Starship Combat Tracker, the faction buttons for moving groups on tokens from the tracker to a map do not work.
They still function normally on the regular combat tracker, they just have no effect on starships.
2. On a related note I was hoping to be able to create encounters (for tracing CR and XP and auto-map placement and such) with starships, but it won't allow starships to be dropped into them.
Starship combat does take quite a long time and I'd rather not have to spend longer setting up with my players waiting so having either of those functions would be really helpful.
Thank you very much for all you do ;)
Hello and Welcome!
1. Not sure on this. I think it was just not implemented.
2. You are correct, they will not work with encounters. This has been requested. I hope it gets added as well.
Madman..
hi I got another one. sorry if I'm being a pain, documentation is fairly vague - a dev tracker would be nice :confused:
I set up a custom ability under the action tabs to handle trick attacks for an operative.
hitting the "Use" button will roll the specified skill check against a DC 20+CR
It *technically* works, that is to say, the chat TEXT shows whether it fails or not correctly.
However for those rolls, regardless of the outcome, the ICON always shows as a success, and never the fail/miss.
Is this something that is fixable?
See attached, where a natural 1 roll (vs a DC 25) says it failed but shows success.
Attachment 42477
SFRPG:
There's an issue with the Entangled condition when attacking with DEX based weapons (e.g. ranged weapons such as the Azimuth Laser Riffle). It's giving a -4 to attack rolls instead of the correct value: -2.
Entangled states: You move at half speed; you cannot run or charge; and you take a -2 penalty to AC, attack rolls, Reflex saves, initiative checks, and Dex-based skill and ability checks.
Please help to correct this issue.
Thank you.
When leveling the PC's to level 11, I noticed that they are getting their 12th level theme early. For example, our Mercenary shows they are getting "Squad Leader" at 11th level rather then 12th. Chart appears to show correctly in the theme when looking it up. (NOTE: This appears to happen not only from 10 - 11 as noted above in further testing)
Steps to Reproduce..
1) create a character with the Icon theme
2) Level him to level 5
NOTE: Feature 'Celebrity' added to 'Nix Nightshade' was triggered when he hit level 5 rather then level 6..
Core RPG ruleset v3.3.12A for Fantasy Grounds
Copyright 2019 Smiteworks USA, LLC
SFRPG ruleset v2.1.17 for Fantasy Grounds
Copyright 2004-2020 Smiteworks USA, LLC
Window Saver v0.5.1 for FG V.3.x Copyright 2017 Smiteworks USA, LLC.
Author: James (Lokiare) Holloway.
Starfinder Bars Theme v1.6 by Steve Buza
Thank you for the reports. We will be looking these over and see what is going on.
I tested this with a few characters and was not able to replicate the -4 to the AC results you seem to be reporting. I tested with a ranged attack from an NPC and it was removing -2 from the AC of the attack as you have mentioned is the rules. Can you further test this and see if you can give me more information on the combat scenario that this is appearing?
Attachment 42597
This was found and will be updated with the Tuesday update.
A fix for the faction buttons will be added with the next Tuesday update. The creation of ship encounters is on the list of features to be expanded. Currently new features can't be focused on till majority of the bugs have been taken cared of and a great base game is available. Once that is in place we will start adding in new features.
The attacker, attacking with a DEX-based (ranged) weapon, must be the one who is entangled (not the Target, not AC); you will see that they will get a -4 to the attack instead of -2.
To recreate:
1. PC#1 is hit with a stickybomb grenade and becomes entangled for 4 rounds; as GM I use a custom effect from the Effects icon: Entangled (4 rounds) and drag-drop it to PC#1.
2. It's PC#1's turn and attacks with an Azimuth Laser Rifle (a DEX-based (ranged) weapon).
3. Since PC#1 is entangled, they should only receive a -2 penalty to the attack per SF CRB (3rd Printing p.275-276); however, FG gives them a -4 to the attack roll instead (in error).
Please let me know if you have any questions.
Thanks for the clarification. I'll dig a bit to see why it's doubling up.
I checked it over and it gets factored in two different places. I will need some more testing to ensure my new code doesn't affect other effects. I'll plan on an update later in the week, but will not be part of today's update.
Running into a couple of weird bugs.
1. Starship system seems wonk'd when it comes to a bunch of different stuff on NPCs, namely that the automation for NPCs seems nonexistent other than for attacks. But the BUG here is that it seems that double clicking on INIT doesn't seem to work right, namely it doesn't apply the piloting bonus of the ship (Example tested: Crypt Warden from Dead Suns 6)
2. New Vechicles as NPCs system seems a little broken in practice. Namely that vehicles with weapons have no way to properly roll for them through the NPC, since they're manned emplacements, or to auto-apply the penalties to the emplacements or the NPC riding it.
3. Dead Suns 6: Hangar Bay Encounter: Switching it to the Vehicle as NPC is cool for the encounter record, but it still needs the regular NPC record because its not an independent NPC.
4. I can't figure out why I have a PC that is getting resistance applied against them improperly. This PC (xml attached) is using a custom weapon coded as damage "4d4+11 C; Corrode 1d6" but when attacking (Dead Suns 6) Corpsefolk Marine, which only has DR 5/magic, it is being partly resisted, which is inaccurate. This is not having the same issue as another PC's Zero pistol, hailstorm.
5. Enemy starships are showing all the HP/Shield stats to Players despite not being configured for such for regular encounters. Granted, this is something that is easily accessible via Scan, but should be a quick-access toggle (preferably tied to the Identified tag, since that's where you get the info from), and not visible by default
1) I tested with a random ship NPC and everything seems to be working as intended. The crew fields are double clickable as well to help GMs roll crew actions.
Attachment 42634
2 & 3) Vehicles have not really been expanded upon besides adding attacks. The reasoning behind merging them was to allow them to be available on the CT and to track damage. There are plans to expand vehicles, but act as solo entities when it comes to the CT.
5) Thanks for the feedback, it will be considered
Initiative rolls from the crew tab of the PC Ship Sheet are not added to the Ship-CT.
Initiative rolls from the Ship-CT as the GM, for a PC Ship only add the Pilot Ranks, when it should add the total modifier.
I was able to see that the PC ship sheet would not roll initiative if a pilot is in the crew position. This will be added to the update along with Entangling fix. Both initiative rolls for PC and NPC ships are factoring the full bonus for the piloting check from my testing. If you are rolling the crew roll from the NPC crew tab on the CT, this won't roll initiative. You can double click the init box in the CT for the NPC ship to roll initiative. If you are experiencing issues, please provide more information and images if possible. This will help in my testing to see where it is failing.
Some of the columns on Armor Table need to be expanded to show the entire name of the column table. See attached screenshot.
I have attached a screenshot of the two weapons. These links are bad in both the GM and Player modules and all versions of each weapon. When you click on the image link it creates a new blank image as shown in the Images window. FG is current version and no EXT are loaded.
The AA4 Player Module is missing the Images link in the library view. If you open the "Images" window there is not a category for the AA4 Player Module. FG is current version and no EXT loaded. AA4 Module was unloaded and reset and reloaded and the Image link was still missing. See screenshot for more details.
I'll check it out. Thanks for reporting it.
Yep. I'll get them fixed
Madman..
I wanted to say first that the ruleset is great. It's amazing what you can do with it.
I am having two issues that I wanted to see if someone can help me out with. This could very well be user error so please let me know if there's something I might be missing and just doing improperly.
1. When I change the type of a 'Spell Class' by clicking on the star, person, or book in the spell class header, it changes the behavior in some ways that I'm looking for. However, it doesn't seem to be saving it. When I close the session completely and come back in, it's set back to 'Spontaneous spell caster'. Is there an easy way to save the setting or do I need to set it somewhere else for it to be retained?
2. I'm trying to code up Harrying Fire. Maybe this is the wrong way to go but I'm trying to do it as an effect on the target rather than a buff on a PC. I've got it written up as an effect using 'Harrying Fire; EAC: -2; KAC: -2' with duration of 1 round. The expend part is not working quite the way I was thinking would but maybe it's working the way it's supposed to. If I set it to 'Never', it applies the effect when a second character makes an attack as expected but the effect is not cleared as I'm looking for based on the rules. If I set it to 'On next roll' and roll an attack, according to the chat, the effect is expired but it doesn't seem to get applied to the attack roll. Finally, if I set it to 'Once per modifier' it seems to get applied to the attack roll and at least partially cleared afterwards. For my purposes, I think that the 'Once per modifier' will work the way I need it. My first thought was to set it as 'On next roll' but that didn't do what I was anticipating. Do I just have a misunderstanding of how the 'On next roll' behavior should work?
Cheers
Hey there tschellenberg,
1. I can reproduce this. Also, I never used that feature before. Idk what kind of homebrew you use, but all classes in Starfinder are spontaneous casters so that should be fine. Now for the abilities that aren't spells I programm them in the actions tab of a PC's sheet. My advise would be to try that, at least until they fix this bug.
2. Try to go with 'Harrying Fire; AC: -2' duration 1 round and expends on next roll. Works for me.
Thanks for the help Evolivolution. I appreciate you taking a look at it.
A little bit more detail and a question:
For #1, I'm trying to include spell like abilities such as the racial ones; these are just for regular character classes and races from the book without any homebrew. It appears that if I can change it to an alternative 'Spell Class', there's a way to manage once/day spells where each spell is handled individually rather than will a pool of spells/day that the spontaneous casting class has. For some of the other entries that are less spell like, I'll have a look at adding them to the actions tab. As it is right now, it will work okay for but it was something I noticed and think I could make use of.
With respect to #2, thanks for looking at that. I'll give it a try. Anything obvious stand out as incorrect with what I was doing before?
Cheers
The action tab works great for stuff that you have a certain amount of per day. For example here: Attachment 42786 I have quickly made the dragonkins breath weapon and used it on an enemy. Notice the little tick on the left side of it. You or your player will have to set that tick themselves when they used it but it still works for tracking thats sort of stuff. Now what's also cool is that all the ticks get removed when the character takes a full rest, so this is very neat for x/day type of things. The dragonkins breath weapon is a bad example I guess, due to its once/short rest limitation but it still works.
For the second thing. I can tell you why it didn't work for the 'once per modifier'. The way you set it up it uses the EAC debuff once and the KAC debuff once, so twice in total. That's why it didn't remove the effect as a whole but only part of it instead. Now 'never' I think is obviously not gonna work cause the effect get's removed after the timer runs out. 'On next roll' should also work with the wording you used. I can imagine you missed the chat output that tells you how it effected the target. It's easy to miss, especially if you're new to the ruleset or FG in general. Here another screeshot for reference: Attachment 42787. You can see the effect expiering and only in the attack massage there is a notice of what effects actually influenced the attack. And here again with the wording you chose initially: Attachment 42788. Again I don't think there's anything wrong with it.
Thanks again for the screenshots and suggestions. I'll give that a try!
Cheers