PFRPG Naval Combat Rev 1.3
I have fixed this issue.
It has been sent in for updating.
Thanks for the report...
Printable View
After the last update to the Ruins of Azlant AP1: The Lost Outpost many of the maps are now listed in the Images and Maps tab as <<New Drawing>>, having lost the original name. A few of them are also blank, having also lost the map.
This issue has now been replicated on two of my computers, so it dose not seem to be a simple download issue.
The maps "A Talmandors bounty, and A Talmandors bounty PC" are the only maps that should have been effected. Can you open these maps? You will most likely have to revert changes on the module.
Madman
On checking, A Talmandors Bounty and A Talmandors Bounty PC are both still there, although they have both lost my mark ups (Grid and lines added by myself and players) so I am guessing that both of these maps have been replaced by new content.
Many other maps and images have been replaced by <<New Drawing>>, many of those are blank with no map or content. Some have map images with pins, but the pins are blank with no content. These include Choker Hill map, the Spindelock map, and many others.
I am not sure how to revert the changes. Can you describe that process?
When you Revert Changes you will lose changes made in the campaign (i.e. map markups etc). I would create a new test campaign first, load the module and make sure everything is working their as it should. Then, to revert changes you can;
1) Do the whole module, which will erase all changes to the module objects made anywhere in the campaign, by going to the module list and right clicking and choosing Revert.
2) Revert individual items, by going to the object list (Maps, Stories, NPCs, etc) and right clicking on the individual record and selecting Revert. Be aware, the object list will have a small pen/quill icon for any module items that have been changed in the campaign.
Ghlorofaex is missing the spells from the module. He should have spells at level 0-5 as per RotRL pg 338
Just wanted to check that fixing the incorrect class typing I reported a few weeks back is on the "to do" list? :D
Battle Herald, Holy Vindicator, Horizon Walker, Master Chymist, Master Spy, Nature Warden, Rage Prophet and Stalwart Defender (from the Advanced Player's Guide) are all incorrectly showing as Base classes, when they're actually Prestige classes.
For me the cost of the pdf is not subtracted of the cost for the Pathfinder Ultimate Equipment module; I also tried re-synchronizing my account with my Paizo account but it still doesn't work :)
Hi, I am still getting errors with this script. I have noticed that when it is turned on the character sheets are all in 3.5 format and not pathfinder. Ive turn all other extensions off and it only happens withe the Navy combat extension. turn the navy combat extension off and i get pathfinder character sheets. Turn the navy combat extension on and they are 3.5 character sheets. The script error popped up when i loaded the character into the combat tracker. I cant get it to replicate that the script error though. It happened before but not now.
In RotRL, Ch 4, Part Three, the players' map of the Jorgenfist Black Tower has the trap door in the floor marked with an F and shaded light grey. This section of the floor should look the same as the rest - a DC 20 Perception check is needed to notice the trap door, and the entire floor is covered with ice, not just this section.
In RotRL, Ch 4, Part Four, 1.05.07b. B7b. The Small Tunnels, the Encounter with the redcaps doesn't take place where the tokens have been pre-placed, just outside Enga's Cave (B7a). There should ideally be another map for this encounter (which, admittedly, doesn't exist in the printed version).
Hi Callum, thanks for reporting.
Unfortunately, we are sometimes bound to what maps are available from the original publisher. Sometimes I can clean these things out of the maps as indicator for a secret door or trapdoor is given as a separate layer of the Photoshop file. Sometimes there is no separate layer and it is all merged together. This was particularly true for earlier adventures. The later ones seemed to do a better job in separating out various things with layers.
In any case, I was able to just directly modify the image with Photoshop to remove the symbol for the trap door. It is not as perfect as it being layered but it should work for your purposes. I checked it in and the change should hit the system in the near future.
As far as the other issue in there not being a map, my suggestion would be to perhaps utilize a SmiteWorks BattleMap or other map that you have access to that you might like. This will unfortunately happen from time to time where there is an encounter where the original publisher provided no map.
Thanks for fixing the trap door issue, sciencephile! I've found a map that I'll use for the redcap encounter with my players, so no worries on that score. I just thought that some of the other people who have RotR might appreciate there being a separate map for this, similar to the cave and outdoor maps you've provided for other mapless encounters in the book.
I've also made a players' version of the "Jorgenfist Fortress" map, which I'm going to use to give them an overview of the area. Some of the features, like the cave mouths, aren't mentioned in the text descriptions, so I think this will help. It might be nice to give other GMs this option, too.
Are there supposed to be a bunch of missing tokens in Ruins of Azlant Part 1, the Lost Colony?
I noticed I had to upload a bunch of my own.
This was an oversight on my part. it is fixed and should be in the next update!
Madman..
Return of the Runelords - AP 1 - Mozamer - full attack has 'orbite' missing space after the or.
Pathfinder Core Rules: Rouge Talent - Bleeding Attack.
Title shows as: ERROR-Bleeding Attack
Good Morning All,
I have my first session of Skull and Shackles this weekend and I think there may be a problem with sizing of the ship tokens (from Players Guide). I have the PF- Ship Combat module loaded.
When I drag a ship from the Combat tracker there are wierd, semingly random, behaviors when it comes to the size of the ship on the map. Quite often it shows up occupying a single square. If I then delete the token and re-add it, it shows up propperly. EXCEPT, the 4 square ships never take up 4 squares, no matter what I do. They seem to occupy 3 squares max.
Is this a bug or me. I am several sessions away from needing this sorted out, so I have time.
Regards,
Mike
That got me close enough. I still needed to scale them with ctrl-scroll. Thank you for the assist.
I figured it was me.
Rise of the Runelords AP #3 - The Hook Mountain Massacre seems to be missing player map for Hook Mountain Clanhold.
Yeah, I think the underlying issue is with the image name. But for me it displays OK. See screenshot below.
Can you check in the Module Versioning in the reference manual what version you have?
I assume you're running the PFRPG ruleset, v3.3.8 (live not test)? If so, can you try it in a brand new campaign with no extensions loaded?
https://www.fantasygrounds.com/forum...chmentid=29556
That was weird. For some reason, the Name and Non-ID Name tags were missing. This causes the map to be there but without its name. I fixed it and checked it in so it will be updated during next Tuesday's update. In the meantime, you should be able to use the map indicated above. It just has no name.
-Danny
It looks like we can no longer manually enter carrying capacity values. However, the automatically-calculated encumbrance values in PFRPG (1.0) are not correct. But...in general, I like the idea of automated entry (as long as it works).
For example:
- For a small biped creature with 9 strength, the Light encumbrance should be 22.5lbs, not 22lbs. Please do not remove the decimal fraction. Items are not always multiples of 1 lb. and there should be at least 2 decimal places supported (some items are 1/2 or 1/4 lb. and size modifiers require .xx resolution with proper rounding.
- In terms of clarity/usability, there is no way to specify a quadruped creature. There should either be a radio-button A/B for biped / quadruped, or checkbox for quadruped. And, this function should ideally be in the encumbrance box to facilitate easy use by shape-changers (druids, etc.). There is wasted space in that box layout and this feature could easily go at the bottom by reclaiming wasted space.
- I realize that there is now a pop-up multiplier box as a possible workaround, but those calculations also do not work (or round) properly with respect to decimals. For example, if you set size as small, then it defaults to biped values. If you then multiply by 1.33 to eliminate the .75 multiplier, the resulting values appeared to be rounded down instead of up when the decimal portion is >= .5.
Hmmm...looking a bit more, it may be that only the Light and Medium encumbrance boxes are not showing 2 decimal places. The other 4 boxes seem to be OK. So, maybe that is the main issue for bipeds. But, the biped/quadruped thing is still a potential usability issue.
Edit: Nope - the calculations are just incorrect. For 9 strength, base values should be: 22.5, 45, 67.5, but instead are 22, 44, 67 (all 3 are wrong, and therefore, the bottom row values are also all wrong).
Please fix or unlock entry - thanks!
Edit: Any chance this issue could be resolved by FGCON?
This code has not changed in 2 years; so it's been this way for quite a while.
The problem with not rounding the number is that number representation in Lua is via floating point, and these sorts of calculations can cause the number returned to look like 1.00001 or 4.49999; which is not correct either.
I'll look into it, but any fix would be queued for v3.3.9 or later, which will be released after FGCon.
Regards,
JPG
Well...it's definitely an important problem, so I hope it can be fixed soon. The change (whenever it was made) breaks encumbrance for PFRPG (and makes it unusable because of the errors). So, it's very surprising that nobody noticed. It points to the need for better specs for these types of changes and more detailed unit testing afterwards.
I noticed the problem immediately upon trying to create a small PC. However, the issue will also occur with quadrupeds, as noted in my original post.
Also, as for rounding, it should be a simple matter to do traditional rounding in Lua to 2 decimal places. Both rounding and # of decimal places are problems for the encumbrance fields. Again - would benefit from better specification and unit testing.
I tried a couple of workarounds, but there is an override when the sheet loads. Ah well.
I hope you guys can prioritize this change. I guess I could just hack the character sheet as a workaround, if needed, but I would rather not have to do that.
Anyway - thanks for looking into it.
You should look into the 3.3.9 thread :) Moon Wizard added that already today (up to one decimal point, when I remember correctly) :) See https://www.fantasygrounds.com/forum...406#post458406
I guess noone noticed because (at least for me) it is not so incredible important that every number is as in the core rules (but it is nice that it now fits :) ). It is already abstract (one could discuss the connection to strength and how it is related to that in what amounts of possible encumbrance and so on) and many handle encumbrance (parts of it) manually, personally I also do not really care about 0.5 or 1 missing lbs, in sense of that I would only have looked in my book when the deviation would be so extreme that I would have noticed :) That is probably the reason why noone noticed :D
Kelrugem - thanks for the thread pointer. I didn't see it. Unfortunately, as in my original post, encumbrance needs to support 2 decimal places in order to function correctly based on the SRD Pathfinder inventory and carrying capacity math. And, looking quickly at the code in 3.5E/onEncumbranceChanged() in char_inv.lua (if that's where it is inheriting from), it's pretty clear why things aren't working in the current version.
MW - I appreciate you looking into this issue. If you can match it to what the SRD requires, including support for 2 decimal places (1/4 lb. resolution required), that would be great.
Edit - Besides precision, in terms of correcting the values, the simplest implementation for this feature is probably with a basic lookup table for carrying capacity, a table for size modifiers (which I guess would subsume footed modifiers), and a well-crafted rounding routine. Then, just figure out the indices into each table, multiply and round. But, I guess there is also the issue of very high strength, which would extend the table. Hmmm...
Attached is a spreadsheet with all the correct math and tables for all sizes of Pathfinder bipeds and quadrupeds for general use or testing purposes. It also includes custom calculation fields for any STR value. I hope it helps simplify the task of correcting the encumbrance problems and is sufficient to support development of a complete spec. It should also serve as a good verification test tool or great gaming utility for anyone who wants to double-check encumbrance values. If you see any problems with it, let me know and I will correct them.
HoloGnome's Pathfinder Encumbrance Tables for Bipeds and Quadrupeds v1.0.0
Hiya! I haven't been here for quite a few years, but now my group is back playing the Mummy's Mask. :)
As the GM I noticed some bugs with the maps for the first part in the area Sanctum of the Erudite Eye. On the player map "D Sanctum of the Erudite Eye" a secret door has a very large 'S'. Additionally the map "D Sanctum of the Erudite Eye Crypts" has a layer bug where the doors appear to be under the wall layer. I couldn't find this reported elsewhere on the forums.
The latter bug is not a big deal, but the first one is kinda hard to not show to the players without making it obvious something hidden is there. I'll probably just let the players know that they can see a poorly hidden secret door, but if some other group plays this later on I'm sure they'd appreciate an update if possible. :)
Kudos for making the modules! So much more convenient than scrubbing the PDFs like we did in the old days...:D