Verified and a fix was pushed for review.
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Verified and a fix was pushed for review.
Thanks!
Couple of other things came up; both might be limitations of the ruleset, rather than bugs, but they were:
(1) The cleric power "Turn Undead" says you make a roll adjusted by "WIS + CHA + LVL" - but the entry in the powers tab only does a single attribute plus level. We have made it roll off WIS and added the characters current CHA modifier manually (-1 for this character) as we couldn't see a way to have multiple attributes modifiers affect a power.
https://i.imgur.com/57vRpfD.png
(2) The class ability Heal says it can be used twice per battle - When copied into the power list, it doesn't "light up" in any way, and only has a single "tickbox" to track usage - is there a clever / automated way to note it has two uses? It seems to have that information in the library, but not sure if anything uses it.
https://i.imgur.com/Du4zndg.png
The first one looks like an issue with the parser on collecting more than one attribute. I would set a hotkey to create a mode of the player's wisdom to add before clicking on the roll button. This will add in the correct modifier for now. As for Heal, this is also relevant to other similar rulesets (ex 5E), when placed into action lists, it will most likely only set it for a single use. If you cycle to preperation, you can see a number box that will allow you to change the number of slots that will be available once you switch to combat.
Attachment 33182
Attachment 33183
On the main page, when rolling saving throws, EASY saving should succeed on 6+, NORMAL saving throws on 11+, and HARD saving throws on 16+. (by RAW)
When rolling via the roll button, the success/failure description in the chat box does not match the correct interpretation of the roll (i.e. failure/success status is incorrect). What's more, the interpretation is inconsistent, that is, sometimes a roll of 14 will listed as success and sometimes it will be a failure (I cannot figure out rhyme or reason for this). This inconsistency happens with easy, normal. and hard save difficulties.
I can confirm this bug. Through the use of the Manual Dice Roller, it seems that the difficulty toggle isn't doing anything, and it's locked into a Normal save. All saves currently FAIL on a 1-10 and all SUCCEED on an 11-20. If the toggle is set to Easy, it should succeed on 6-20, and if the toggle is set to Hard, it should fail on 1-15.
Saves:
Easy = 6+
Normal = 11+
Hard = 16+
I was able to track down what was causing it as it was not linked to the save roll. I will push a fix for this issue.
Hi there!
As you can see in the image, I think there must be an error in the 13th Age Reference Manual. The Armor Bonus for Sorcerers and Wizards should be +1, not +10.
https://www.fantasygrounds.com/forum...0&d=1596265471
Attachment 38240
Pushed a hotfix for this issue.
Hi all,
I've just tried to run my first combat in 13th Age since FGU was released (rather than the beta version) and it had lots of bugs that weren't there before:
1) Every time I try to open a character sheet it throws up errors - it looks like it's looking for a reflex save, which 13th Age doesn't have? I had the same problem trying to make defences appear on the combat tracker.
2) The combat tracker appeared odd - again, perhaps because it was trying to fit in a defence that wasn't there.
3) Character wounds weren't showing up on the combat tracker, but did on the party sheet
4) Defences values seemed to go a bit hay-wire, seemingly changing whenever somebody (including me) clicked into or out of a character sheet.
It looks like it's trying to rely too heavily on the D&D4th rules, which it's based on - but I have no idea why it might be doing that. Can anybody help?
Thanks!
Pushed a hotfix to address the errors you were experiencing. Please provide further feedback if you experience any other errors
Thanks - that appears to have fixed most of it.
I'm still getting an error when opening character sheets. It says:
Script execution error: [string "campaign/scripts/char_skill.lua"]:26: attempt to index global 'statname' (a nil value)
This isn't massive problem, as it only happens when I open a character sheet for the first time, but if there is an easy fix, that would be wonderful.
Thanks again.
Chris
Ok, thank you. I will check to see what is causing that.
Hi! I experienced something Odd when creating characters, I don't know if this is just happening to me or I'm doing something wrong, If this has already been reported please disregard my message.
On the character sheet: I'm adding the details for my character, name, class, and level, everything seems to be going fine, but the problem comes when I start to modify the character's stats, please see attached image for reference and evidence on what's happening.
13A has a weird way to add modifiers for AC, MENTAL and PHYSICAL Defenses, on the formulas below X is a fixed number depending the character class chosen
AC = X + middle mod of Con/Dex/Wis + Level
PHYSICAL DEFENSE= X + middle modifier of Str/Con/Dex + Level
MENTAL DEFENSE= X + + middle modifier of Int/Wis/Cha + Level
The middle modifier is the in between number on the Stat bonus, lets say a character has a STR=+2, CON=+1 and DEX=0 the middle mod would be 1
Taking this in consideration, when I start modifying the stats of my player characters, the defense numbers go crazy as detailed on the image attached, when you add level ( that also factors on the final number ) it works as intended, you add Misc Mod it works, but when you modify any stat ( and thus, the bonus ) the defenses go crazy again.
A workaround I found is that after the numbers go nuts, I just manually modify the MISC mod on the COMBAT Tab ( Change it to +1 or anything ) and then the calculation works again, but sometimes while I'm GM'ing, if there's any change to the mod and I forget to do this, the defenses doesn't calculate correctly and it screws the combat a little bit, I don't know if this is a known issue, but it would be great if this could be fixed.
I hope I didn't confuse anyone :)
Thanks a lot for your time!
Attachment 40271
I investigated your reported issue and you are correct that they are not following the 13th Age formula you have laid out in your post. Unfortunately this part of the code uses 4E very heavily. I also did a search of the 13th Age forums to find how it was done prior. It appears the best course of action right now would be to use the modifier boxes to zero in the correct numbers for your character.
Hi,
In addition to the error I wrote about above, I'm receiving the following error messages which are resulting in me not being able to build encounters (monsters won't drag into the encounter):
Script execution error: [string "campaign/scripts/npc_main.lua"]:35: attempt to index global 'reflex' (a nil value)
Script execution error: [string "campaign/encounter.lua"]:16: attempt to index global 'type' (a function value)
Script execution error: [string "campaign/encounter.lua"]:57: attempt to index global 'type' (a function value)
Thanks!
Chris
Can you verify that you're not running any extensions? Or can you try without extensions loaded?
Thanks,
JPG
Hi,
Only a theme one. I'll try without it.
Chris
Hi,
No - doesn't help.
Chris
I am currently on vacation and will have a look at this once I return.
No worries - hope you enjoy your vacation.
Pushed hotfix for reported issue
Hi. Today I opened my 13th Age campaign in FG Classic and the first time I open any character sheet I get a "Console (GM)" dialog box with the following error message:
Script Error: [string "campaign/scripts/char_skill.lua"]:26: attempt to index global 'statname' (a nil value)
Script Error: [string "campaign/scripts/char_skill.lua"]:26: attempt to index global 'statname' (a nil value)
Script Error: [string "campaign/scripts/char_skill.lua"]:26: attempt to index global 'statname' (a nil value)
Script Error: [string "campaign/scripts/char_skill.lua"]:26: attempt to index global 'statname' (a nil value)
Did I do anything new? Yes, I just installed FG Unity on the same machine. I used the default directories, though, so there is no directory conflict. I also haven't used FG Unity at all. After installing FG Unity, the FG Classic updater installed a bunch of new items, mostly tokens that apparently came as a benefit of the FGU kickstarter. And then the FGC problems when opening a character started. I don't know if the FGU thing has any effect on my FGC campaign, but thought I'd mention it in case it's involved.
Any ideas on how to fix? Is this a bug or something else?
I got the same error on Classic, but not on Unity. It probably isn't that you just installed Unity, mine was installed 6 months ago. More likely something that got updated in the main FG program has a conflict with something in 13th Age. I didn't Kickstart it so I don't have any of the new items so they aren't it either. I'm sure now that it's been reported it'll get fixed hopefully by the next update!
I pushed a hotfix that I believe this error is associated with the string of other reports coming in. I'm currently trying to track down all the script files that need to be declared. Thanks for the report.
Hello! We have noticed a couple new bugs recently. In particular, there is an error thrown when you add something to the combat tracker. In classic, it gives this error with an existing character:
And for a fresh character with nothing done, it gives this:Quote:
Script Error: [string "ct/scripts/ct_entry.lua"]:298: attempt to index global 'reflex' (a nil value)
Script Error: [string "common/scripts/number_crosslink.lua"]:64: bad argument #-1 to 'setValue' (number expected, got table)
An npc gives just this one:Quote:
Script Error: [string "ct/scripts/ct_entry.lua"]:298: attempt to index global 'reflex' (a nil value)
Script Error: [string "ct/scripts/ct_entry.lua"]:207: attempt to index global 'reflex' (a nil value)
Quote:
Script Error: [string "ct/scripts/ct_entry.lua"]:298: attempt to index global 'reflex' (a nil value)
In addition, it seems the ability to right click a combatant in the combat tracker to remove them is no longer present.
This happened in two classic games recently, so I went first and tried it with a new table with nothing else. I also went and just gave it a try in unity, and got the same errors. Thank you for taking a look at this!
I noticed that this one had reared its ugly head again too. Hopefully it can be fixed as easily as it was last time.
I will take a look at this on Monday.
Just pushed hot fix for this. Please update; and let us know if you are still getting errors.
Regards,
JPG
Yep - all seems to be working as it always did.
There are two outstanding problems (that occur every time for me) which would be amazing if they could be fixed:
1) Ongoing Damage is inflicted at the start of a character's turn, rather than the end, which means that I sometimes end up needing to manually give them the hp back if they get a save during their turn for some reason;
2) Miss damage doesn't seem to work properly for powers - as far as I can tell, level is being doubled and tripled at Champion and Epic tier (similarly to how attribute bonuses to damage are), which shouldn't happen.
Chris
Hi everyone, I will be taking over as the new community developer for the 13th Age Ruleset. I will make sure I have tracking on any issues reported in this thread that haven't yet been addressed by the ones who came before (looks at previous post by @DarkEbon)
A minor thing I have noticed now with the more recent updates is that on the Combat tab of characters, it is listing Fortitude and Will instead of Physical Defense and Mental Defense.
A new bug as of tonight (at least only noticed tonight) - ongoing damage doesn't seem to be triggering anymore?
I did make a change to have ongoing damage trigger at the end of the targets turn, as is described in the core rule book. Could you verify whether that is the case, or it's not working at all? I will double check on my side too.
EDIT: it seems to be triggering at the end of the round, not at the end of the target's turn. I'll get a fix out in the next update.
Hi,
I'm afraid it didn't seem to be triggering at all.
Thanks.
Chris
EDIT: Ah - I didn't think to look for it at the end of the round!
I just submitted an update for next Tuesday which should address the issues above.
Awesome - thanks!
Another problem I've recently encountered is that I don't seem to be able to expand NPC windows anymore. It's not a huge problem, as I can still scroll them, but it would be helpful to be able to see the whole set of stats at the same time...
Thanks again for sorting all of this stuff out.
deleted, wrong place lol