Thanks for letting us know. That's certainly a weird exception. We'll get that fixed in a future core rules release.
Alchemist Research filed - Chirurgeon still has the original writting:
As long as your proficiency rank in Medicine is trained or better, you can attempt a Crafting check instead of a Medicine check for any of Medicine's untrained and trained uses.
Whereas the core rulebook currently reads:
You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites), and use your Crafting modifier in place of your Medicine modifier for all Medicine checks.
Looking at the Activities > Recall Knowledge.
bunch of skills show up. Society has the rules text from Religion. Other entries show correctly.
The only text that's incorrect for the Society activity is the bold "Religion:" single word at the beginning of the Effects/Benefits section - the rest of the text is correct. We'll get the Religion word swapped out for Society in a future release. Thanks for letting us know about the issue.
Guns and Gear - Gunslinger - Gunslinger Weapon Mastery is being loaded at 3rd level, I believe it should at 5th.
I don't know if this is an issue or not, it might be just "that's the way it is"
My party met a Web Lurker recently (Ettercap in old dnd I believe?) and they attempted to ID it and failed. So I carried on with the humanoid spider creature thing description.
It then bit one of them and they failed their save.
I dragged the venom effect from the stat block into the affected character and it said "Web Lurker venom" so they immediately knew it was a web lurker.
Obviously I informed them that their characters did not know that but the damage was done.
Is there a way around this? I thought that next time there was a similar occurrence I will edit the effect before they see it. Anyone have a more elegant way round this?
The NPC automation doesn't interact with the identified status of the creature. I'll make a note to investigate the possibility of checking to the identified name and replacing with the unidentified name if the creature isn't identified. The issue with this could be with how FG tracks the status via the ability name, so if the creature gets identified while an ability is active it could change that. But I'll see if I can sort that out in the code. There's no ETA on when this will be added to the ruleset, so for now you'll have to work around it by editing the effect name before applying.
It's the same with a PCROLL request from the npc ct entry.
I request a save from the players and they see straight away if it is disease, poison, emotional, etc. attack.
So there's no surprise when a poison or disease kicks in a day later.
It's mildly annoying.