Thanks Redba. I will fix those mistakes.
I was not aware that the following rule was removed from the book...
Demons, devils, spirits, and undead typically have Corruption scores equal to half their Will scores.
Thanks for catching that.
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Thanks Redba. I will fix those mistakes.
I was not aware that the following rule was removed from the book...
Demons, devils, spirits, and undead typically have Corruption scores equal to half their Will scores.
Thanks for catching that.
Core Rulebook GM >> NPC >> Barrow Wight > As per Errata Corruption is 2 and not 6
All corruption values fixed
Core Rulebook GM >> NPC >> Barrow Wight > in the Immune field a comma is doubled
Fixed everywhere
Core Rulebook GM >> NPC >> Living Tar > Defensive Trait > Mixed text for Immutable Form and Corrosive Body (only formatting)
Fixed
Core Rulebook GM >> NPC >> Living Tar > Other Traits > Division Trais is splitted and there is a "The" entry but is part of Division text (only formatting)
Fixed
Core Rulebook GM >> NPC >> Medium Construct > Description Tab > Text need to be formatting
Fixed
Core Rulebook GM >> NPC >> Phantom > As per Errata Corruption is 1 and not 5
Fixed
Core Rulebook GM >> NPC >> Minotaur > Special Attacks > Lack of Sweeping Horns description
Fixed
Core Rulebook GM >> NPC >> Fury > As per Errata Corruption is 4 and not 7
Fixed
(The following fixes were done for all genies)
Core Rulebook GM >> NPC >> Water Genie > Defensive Trait > Mixed text Immutable Form and Watery Form traits (only formatting)
It looks like Immutable Form was removed from the monster. I will remove it.
Core Rulebook GM >> NPC >> Water Genie > Other Traits > I find Water Congeniality but I can't find it (I can't find any errata for this)
I added this to cover the next point.
Core Rulebook GM >> NPC >> Water Genie > Attack Options > Fist > Lack of following text "the genie makes the attack roll with 2 boons if the target is in or in contact with a liquid."
This text if left in the attack is impossible to deal with, and it was just deleted. I added it back in as a trait. Thinking about this one more time, I now realize that I should make a second attack with two extra boons to help GMs quickly roll attacks in this case.
Core Rulebook GM >> NPC >> Earth Genie > Other Traits > I find Object Destruction but I can't find it (I can't find any errata for this)
See next comment.
Core Rulebook GM >> NPC >> Flame Genie > Attack Options > Fist > After "Fist (melee) +10 (6d6" lack of ", or 36 to an object); the genie makes the attack roll with 1 boon if the target is contact with earth, sand, or stone."
This is impossible to parse as is. I changed the 36 against object to a trait.
Core Rulebook GM >> NPC >> Giant > Other Traits > Crushing Footfalls trait text is a mix (with missing part of Giantfall) of Crushing Footfalls and Giantfall.
Fixed
Suggestion
Core Rulebook GM >> NPC >> Warg > On Attack Options field are mentioned two spear attack (ranged/melee) but there is only one entry in Attack Rolls (the ranged ones) so it could be correct add also the attack melee option.
Oh, I did not know that the ruleset does not allow two attacks of the same name. I will change the name of one of them.
NPC >> It could be very useful to order Attack Rolls & Effects by attack name.
Done
NPC >> It could be very useful to use the tooltip with "weapon name text" to change in name of attack (due to the width windows limit of size that often cut the attack name).
Damned says that this is most likely not possible, but he will think about it
Weird Thing I found a lot of ranged attack with not range settled in the attack window (attached Halfling example)
Fixed
By the way if I try to change the "range" with a click on the cycler I get following console error
Fixed
Couple things I have discovered.
- Ranger Level 3 appears to be missing the +1 bonus to Perception.
- When using spells on NPC's, the attack appears to be targetting the persons defense even when it is set to target an attribute. For example, when I used the spell Pain on an NPC, it targeted the persons Defense even though it was set to target Strength.
Hi cd8man
Thank you for your reports.
Can you upload the db.xml from your campaign and let me know which character?
Also can you retest the DEFENSE field in an effect as that was fixed in last update.
Hmm, it looks like there was an update to the the ranger, and the path now gets the bonus at level 3 instead of level 6. I have updated the FG data. Thanks for catching that.
As for the spells bug, I was not able to reproduce that in an new campaign with a new character. Maybe Damned can help you out.
Do I have to create a new campaign to get the changes to work?
Defense field appears to be working now. I had to recreate the effect and then it worked.
Normally, no. We fix things and submit the changes to Smite Works. Then Smite Works pushes them out to everyone as an update. If there is an update for SotDL, then you will see an update FG option when you first start the program. You will see the changes in game after updating.
OK, After we leveled a character, any time a player character attacks the newly leveled character, we get an error.
Script execution errror. String IPFG SDL Attempt to perform arithmetic 'nTarget' a nil
When using a finesse weapon, boons applied from effects do not appear to work for Melee weapons.
hi cd8man
any chance you can share the db.xml with me?
Ok guys near to finish the core book (player and GM) so here my last part of things noted.. by the way next module will be Terrible Beauty..
Oversight
Core Rulebook GM >> NPC >> Check all Insanity/Corruption (but I think you just made it)
Core Rulebook GM >> NPC >> Broodling >> Size is 1 and not 0.13
Core Rulebook GM >> NPC >> Bone Machine >> Size is 3 and not 0.25
Core Rulebook GM >> NPC >> Ooze >> Other Traits >> Mixed text of Immutable Form and Split (only formatting)
Core Rulebook GM >> NPC >> Oculus >> Other Traits >> Mixed text of Immutable Form and Mind-Blasting Horror (only formatting)
Core Rulebook GM >> NPC >> Fungal Hulk >> Size is 2 and not 0.5
Core Rulebook GM >> NPC >> Shadow Weaver >> Special Actions >> Some text have to be reformatted.
Weird Things
Core Rulebook GM >> NPC >> Fungal Hulk >> Effects >> Are listed seven effect but I can't find any info about the possibilities to use these effects??
Core Rulebook GM >> NPC >> Wraith >> Attack Options >> Here there is Ethereal Wind but is also in Special Actions??
Sure, how do you send attachments in here?
Create a Reply and then choose the Go Advanced option and then you should be able to add an attachment.
Ok, sorry for the delay. I recreated most of the characters.
I also discovered a bug with AtB on player effects. It doesn't appear to do anything.
Hi cd8man Im not near my home system just now but AtB I think gives people attacking you a boon/bane.
Thats what I expected it to do but it wasn't working. It works on NPC's though.
Thank you - I will check it out tonight!
Hi, just prepping for a session later and I've noticed when trying to create a new character that when adding any ancestry talents from an ancestry record - all of them link to blank records. Everything else seems to be fine, but every single ancestry talent is absent from the main talent list.
Established characters already populated work fine.Attachment 57820
Have tried making a new campaign with the ruleset freshly loaded, same issue. Reverted talents & manual, no change. Running the FG updater didn't change anything either
Any idea what may be causing this?
Bane calculations on Spell Attacks also updated and queued for Tuesday.
Fixes are live.
Not sure if anyone else is having this problem, but boon/bane rolls don't seem to be working anymore (they worked last week). See attached images from below.
After I add a boon to the character sheet (addboon.jpg), get this on the roll "1d20+3+1g6k1". d20 roll works, 3 was the attribute modifier, d6 looks like it should roll but it's not auto-rolling the dice. Tried with different characters, restarting program, etc. I did add some adventure bundles from the steam sale (shouldn't matter but who knows, it's the only thing I know for sure that I did on my end). Also update FGU prior to every session.
Hi Haxxaw
I havent uploaded any changes this week. Can you share your db.xml and let me know that character you are doing this on?
Urk. I can replicate the issue. Am at work right now - Ill work out whats happened tonight and try and get a hotfix in for the weekend.
It is a major bug am working on it.
Thanks for reporting.
psicodelix and I have found the issue. Ill see if SmiteWorks can push a hotfix before the weekend.
Patched version is live now.
Couple small bugs:
The effect for Frightened (source not in sight) has the wrong banes for Intellect.
Under "Other Attacks", Knock Down is misspelled as Knick Down.
Last note, not sure if this is a bug or not:
Initiatives no longer reset at the end of a turn. This would be a great one to have as an optional in settings because there are times when it is nice to have and times when it is nice to not have them reset.
Thanks for reporting. The spelling mistake has been fixed and and queued up for patching.
As for frightened, I am not sure what you are referring to. He is the text in the book.
As for initiative, I will defer to Damned.Quote:
Frightened
A frightened creature makes attack rolls and challenge
rolls with 1 bane or 3 banes when it can see the source of
the frightened affliction.
Just to confirm, the number of banes should be the same---three---for all four stats. Is that not what you see?
I changed the option for INIT to not reset automatically to make it easier on the GM primarily.
Players generally only have to deal with a single Actor but the GM may have many more to manage.
There are two prebuilt effects for frightened. One where you can see the source, and one where you can't. If you can see the source, you have 3 banes. If you can't, you only have 1 bane.
The prebuilt effect for (can't see source) should only have 1 bane but it has 3 banes for intellect.
Enchanted item tables. Are these not included or am did I miss these?
I also found another thing that is supposed to work I guess. You can't drag the attack dice roll to the hotkey bar.
All rolls must be done from the sheet.
Tiny errors I've seen in the "Quintet" module. Nothing game breaking.
Creature Revenant
Under descriptor says "id-00005",
Under Special Attacks - "Eyes of the Underworld - The id-00005 uses an action to make a Will attack roll against the Will of one target creature within short range that can see it. On a success, the target becomes frightened for 1 minute. On a failure, the target becomes immune to that id-00005's Eyes of the Underworld until it completes a rest."
Under Other Traits -
Surprising Return
When a id-00005 would become incapacitated, roll a d6. On a 6, the id-00005 appears dead; 1 round later, it heals 2d6 damage and stands up.
One Foot Grave
"A id-00005 heals only half the normal amount of damage from magic and potions."
Creature "Butcher" similar issue only in the traits, except with "id-00008"
Creature "Devikin", similar issue in Defensive, Vulnerability, and Other Traits "id-00011"
Creature "Gargoyle", similar issue in Defensive, Vulnerability, and Other Traits "id-00006"