Use this thread to post any ruleset specific issues to track and get resolved. When reporting, please provide steps in reproducing the issue and any images if possible.
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Use this thread to post any ruleset specific issues to track and get resolved. When reporting, please provide steps in reproducing the issue and any images if possible.
Initiative order is done by the Quick stat, and in case of a tie by the Vig stat.
When there are characters with tied Quick, my (The DM) combat tracker has everything in the correct order. However, the players puts characters before NPCs so when I click next to advance the turn order, it appears to skip the players turn, then goes back to it, from the players point of view.
To reproduce, create characters with the same initiative as an NPC but different (lower) Vig, and add them to the combat tracker.
Running the latest FGUnity, Symbaroum, no extensions. Screenshot from my PC running As DM in the right (large) monitor, and as player in the left (lower res) monitor.
Spoilers for NPC in Mark of the Beast
1) The stats provided for Gorak Blight-Born do NOT match those from the Symbaroum pdf of the adventure, notably claw damage 12/10 in the pdf, 9/9 in FG, and Tough Skin 6 in pdf, Tough Skin 5 in FG.
2) The Tough Skin in FG is marked as being NOT WORN and so is not applied during combat. This also throws an error when damage is rolled.
To duplicate roll damage against Gorak Blight-Born (NPC from the Chronicle of the Copper Crown module).
Hi!
And thanks for reporting these bugs! I will try to look into specifically the issues related to Gorak Blight-Born asap (although a very buzy week) and try to patch that as soon as possible. Seems easy enough.
The CT ordering is less prioritized I think as it is mostly a graphical glitch if I understand it correctly? Shouldn't be too hard to solve anyway!
Thanks for the very good bug reports!
Cheers,
Simon
Hi!
I also had problem with above. I tried to recreate Gorak based on the swedish rules (wich also differs from the Gorak in the FG module). But my question is more regardning issues with the combat tracker. I know that for PC you have to manually calculate the defense. But When I attack for ex Gorak with my Throwing Axe (To Hit Value 9) I tought that FG should calculate correct hit when dropping the dice on Gorak.
My created Gorak has a Defense value of +8. Then I need to roll under 9+8=17 to hit. But still FG calculate it as a miss. I have this Issue with not just Gorak but with other NPC as well?
Cheers
That's the way it works with all attacks. It compares the roll with the players to hit, but doesn't account for the creatures defense. You need to do final bit of math yourself, if the success/failures are enough to overcome the creature defenses modifier, in this case +8. It does seem very weird to me it doesn't do that final bit automatically. At least it puts the defense mod on the command line so you can easily tell but....
Posting in error.
Thanks for your answer.
But it still seems tom mee that this is not the way it should work? I read the Symbaroum Combat Tracker Wiki and what I can understand you only have to do math when you roll for defense when the NPC attacks you.
https://www.fantasygrounds.com/wiki/...apon-attack.29
I maybe miss something totally here?
Regards Warp
Hello.
Not sure where to post this, so hopefully this reaches the right place.
Having some difficulty with effects and abilities, not sure if these are bugs, if i am doing something wrong, or if the features are incomplete.
1.) Berserker Frenzy (Rage) - i finally managed to somehow get the "rage" effect applied to the warrior, which IS altering the damage and armor dice while active in the CT (working properly while applied), but i can not activate it from the character sheet, as there is no "+" on the berserker ability on the character sheet. I created a custom effect called "rage" which seems to have engaged the otherwise hidden effect and allows me to drag it onto a PC in the CT from the Effects panel; i then attempted to create a new ability/trait called "berserker - frenzy" and use the actions to apply the "rage" effect with a free action. No luck. Not only does it not apply the effect when double clicking, but i get an error message and the effect name shows as "unknown" on the character sheet when i click the "+" on the newly created ability.
while i can drag and drop the newly created "rage" effect from the effect panel onto the applicable character in the CT, it would be much nicer if the player could activate this from their character sheet.
2.) Larvae Boil - the ability appears correctly on the character sheet, unlike "berserker", which includes a roll to check for success, and a button to apply the effect (it would be nice if a successful roll applied the effect automatically to the enemy targeted by the roll) however, the damage is meant to ignore armor. While the "Larvae Boil" effect is applied to the target, it DOES roll the check to maintain automatically, and DOES roll damage automatically on a successful check, but it then rolls armor for the target, possibly negating the damage rolled and requiring a manual change to override this incorrect armor roll.
3.) Concentration checks - not sure if feasible, but it would be nice if concentration checks were rolled automatically when a player character takes damage; maybe by implementing a "concentration" effect that can be applied to the casting character? again, would be nice if that could be applied automatically when casting a concentration spell, but even just the effect so it can be drag and dropped would be nice.
3b.) When a check to maintain a spell effect is failed, the effect is not removed from the combat tracker, but it should be. Thats a pretty basic FG function in other systems.
4.) There seems to be a great number of effects actually programmed into the engine, but none of them show up on the "effects" window, so there is no way to know which ones are present or how they are worded, it was a shot in the dark that i managed to get "rage" applied, so im wondering if thats intentional, and if so, why? it took me ages to finally figure out that a "rage" effect existed (should be called frenzy, since its "berserker frenzy" but all good) and each of the spells ive mentioned seem to have an effect attached to them, so why dont they appear in the effects panel?
5.) I realize this has been asked before, however... Why on earth is there no capability to drag and drop the "to hit" modifier from an NPC sheet onto a Player Character in the CT? I fully 100% understand the concept of only players rolling dice, but this is a serious downgrade in quality of life over other FG products. As the GM, i need to be able to initiate an attack from an NPC to a PC and have that calculated automatically; this does not cause me as the GM to actually make a roll. It should be possible for me to drag an attack modifier from the NPC sheet or "offense" section of the NPC entry in the CT to force a defense roll from a PC.
the answers given on this topic are not sufficient and do not actually address the issue - this is a serious inconvenience for a system that is advertised as having "automated mechanics" and the explanation of "only PC's make rolls" doesnt make any sense because its not really having the GM MAKE a roll, so much as FORCE a roll from a PC. Given it is clearly possible for a PC to force a Defense roll from an NPC, it should be equally possible for me as GM to force a defense roll from a PC, even though it doesnt require a roll from the NPC - simply apply the "to hit" modifier from the NPC sheet to the forced PC defense roll. Forcing me to manually communicate the modifier and manually apply the modifier on EVERY single combat roll from an NPC totally negates the purpose of having "automated mechanics" and playing via software instead of via pen and paper - this is the core of the combat gameplay and i am astounded that it was intentionally not added.
Please make this a priority - i can see multiple people have requested this.
for what its worth, i have encountered all of these issues in only my first test session with 3 players, where i ran a single combat encounter with 4 NPC (robber + robber chief) vs 3 PC's.
thats quite a number of issues to have from the very first instance of combat, and to be honest, it leaves me a bit wanting and wondering why this product is being charged out at full price and not labeled as a "beta" version.
I have read most of the posts, and i understand you have a limited amount of time and manpower to work on these things, of course there is a priority order, but all the issues i have listed are very commonly used actions and should most definitely be a priority. I can only imagine that the issues present with points 1.) and 2.) are present across multiple other abilities. 3.) and 3b.) should definitely be feasible, 4.) seems like an oversight and 5.) well.. that might be a deal breaker, given the advertised convenience of Fantasy Grounds and its ruleset implementation.
Thanks for your time.
Hey all!
First of all - I have some fixes coming up, one of them being the issue that Amnipotent1 describes during 1).
The fixes include some of the issues seen with NPC's primarily not being able to expand a lot of their abilities. I will try to submit these fixes during the weekend but since my only window is sunday afternoon - depending on long time I have to spend looking for a house.
These fixes will also include the Gorak issues that you have been reporting.
Secondly, thank you Amnipotent1 for the very well written bug reports.
In general, when reporting bug issues it would be very helpful for me if the exact steps to reproduce the issue is listed (as well as any error messages, so that I know that I found the right issue). Preferably from an empty campaign. This helps me to find the bug more quickly and that way I can fix more bugs in shorter time.
In regards to 2), it sounds like "ignore armor" damage is not working correctly for the Larvae Boil. I will try to look into this.
3) There exist concentration checks. Please list the effects/spells where this doesn't work.
3b) Yes, this has worked previously. As there are things changing constantly with FG / CoreRPG sometimes these bugs start to happen without me having even changed something. I will try to look into this as well - but unfortunately these fixes will be after I've committed the current fixes as they need more testing before I can commit them.
4) The reason why the effects are not listed under the whole effect-list is because they're implemented under the specific abilities. I agree that it would be beneficial if they existed at both places. I don't know how much time it would take to fix this but I will put it on my list.
5) The motivation is not only "only PC's make rolls" but also that the IP holder of the rpg requested this. As I am only the developer of the ruleset and not the owner of the rpg I have a legal obligation to follow their instructions. I will request this from them again and see if we can get this granted. I am willing to implement it given time and availability and as long as I am allowed to.
I'm sorry to hear that you're having these issues with the ruleset. It has previously been well received and that makes me think that bugs have been introduced even though I have not made any updates to the ruleset. Please understand that I will try my best to fix as many issues as I possibly can.
Best regards,
Simon
Wow that was fast, must have caught you at a good time!
I hope i didn't come on too strong on 5.), as i am overall really impressed with the implementation, and if it is at the request of the developer then it is what it is, and i can accept that, as i do want to use the system. I think there's been enough said on that topic so i will leave it at that.
sure, i will do my best to communicate the steps i took in attempting to create a toggle effect for the berserker frenzy ability;
firstly, i may be going about this wrong, and i totally accept that i could be missing steps or features that are available.
*edit because i see you already addressed 1.)*
(2.) ok great!
(3.) Concentration Checks: i was testing with the bend will ability
3a.) target another character in the CT
3b.) click "+" on bend will in the character sheet
3c.) click "seize control" action, which rolls 1d20 for the check and 1d4 for corruption
3d.) on a success, i click the "seize control" effect on the character sheet, which applies the "seize control" effect to the targeted character in the CT
3e.) with a 3rd character in the CT, i target the caster who used "bend will", rolling to hit until i land a hit, then rolling damage (drag and drop from character sheet to CT)
3f.) the attack, damage and armor all roll normally, but there is no concentration check, and no concentration effect visible in the CT on the caster
concentration is meant to proc when the caster takes damage - in my test, the caster took damage enough to overcome the PT and become prone, but no concentration check was made.
3g.) i then repeated the process with the same results, using the "confusion" ability.
yah i totally understand, you cant make too many changes at once.
(4.) right, yah i can see when applying the above (bend will and confusion) that there exist the "seize control" and "confused" effects; as GM it would be useful to have them at the ready to apply at will, rather than digging through ability menus. Thanks!
i totally understand that it all takes time and effort and as a singular dev that's a pretty tall order, again i didn't mean to come off too abrasive with the (5.) and i understand if that is out of your hands.
i hope this report helps; and i will continue to post if/when i come across more issues.
thanks for your time Simon, i appreciate the prompt reply (bed time for me though now!)
cheers
Yes I had 10 minutes while waiting for things with work so it matched perfectly :)
Plus this time I actually got a mail about it, which hadn't happened for the previous replies since I latest wrote on this thread. It's a bit weird like that.
Thank you for the steps to reproduce! That really helps!
I don't think you came off strong on 5. I understand the frustration in regards to it which is what I will try to communicate. The one issue I see with it is that once it's in there, people will want to take more and more abilities into consideration into that roll which will eventually make it really really complex. I do however think that even at its basic form it will help the flow of the ruleset.
I have learned a lot from making the Symabaroum ruleset and the most recent one I have been working on (not alone either) has turned out a lot less flawed. I think that if I poke Valyar to help me fix up Symbaroum that we can probably get it more polished. If I ask him nicely and maybe send him a few beers we can iron out some of the issues that we have with it.
Sleep well!
Thanks,
Simon
I am curious as to why asking the PC to make a defense roll is different from this? Or are you asking for the hit modifier to be included in the calculation? Hmm, I just realised I haven't tried dragging the hit modifier to the actual die roll modifier box before asking a PC to roll defense.
ok, haha, i read what i wrote and hoped it wasn't taken to be rude :o
i totally understand that concern and I'm sure its a pain to code that kind of complexity with overlapping features - I'm sure i will either get used to it or figure out a work-around of some kind, and if its the creators wish not to have that included then i can accept that it is out of your hands!
I would agree that even having just basic ATK vs DEF roll functionality would go a long way to streamlining combat and making things a bit faster (i think we all know some players are a bit slow, so being able to force the roll from GM side would be great)
i certainly appreciate your prompt replies and willingness to work on the system, as it is definitely a lot of work, so great job on that! Also, i am happy to continue posting bug reports when i come across them through our sessions if it helps; really like the system so id love to see it come closer to the level of automation that the major systems have.
i do have a couple additional questions that i am not sure are bugs, or if I'm just not doing it right:
1.)is there a way to add the PC's attacks and abilities to the "offense" panel in the CT? NPC's have it added automatically, and having that reference in the CT would help to keep the UI clean and not need to have PC character sheets open to reference abilities and attacks. (i already have a ton of panels open and players often have questions about their items and abilities, so being able to glance at the CT and click the link or allow players to drag and drop their attacks and abilities from the CT would be great, but obviously just a quality of life thing, no biggie)
When i drag weapons and armor over to the CT, it just adds a line with the name of the item, but no "to hit" "armor" "defense" or "damage" boxes appear
When i drag an entry from "abilities & powers" on the PC character sheet into the "offense" panel on the CT, nothing happens; but those entries are also added automatically when an NPC is added to the CT. Is this because i, as GM am only meant to control the NPC's, or am i missing something?
2.) PC "size" and "reach" are defaulted to 5/5 when a new PC is added to the CT and cause the PC tokens to appear huge on the map, until i change the size value manually. Changing these values manually doesnt seem to save the value for future use if the PC is removed from the CT for whatever reason, but all the NPC's (that i have checked so far) come in at 2/2 and have tokens added to the map at the correct size (1 square)
If i change the value manually and leave the PC's in the CT, the values do remain between sessions, so not a huge deal, just wondering. There really isn't any reason to remove the PC's from the CT, but seems odd that they are added at a default of 5/5 instead of 2/2 like the NPC's
3.) creating a custom "ability" doesn't allow adding text for novice, adept or master, and also doesn't add the 3 diamonds to the character sheet, but creating a custom "trait" does; not sure if that is intentional, but i noticed while attempting to manually add some content from the APG, (so my players can use burdens and boons - which i don't expect to be automated in any way) and figured i would mention it. Mostly just a convenience of organization that seems odd considering the base abilities do include that functionality.
Thanks again, Looking forward to your next patch!
yes, i was asking why there is no method of automating the calculations, since all other calculations are automated; because many enemies have multiple weapons and/or attacks, it makes most sense for me to be able to drop the modifier from the "to hit" section from the NPC block onto the PC entry in the CT, thus forcing a defense roll and automatically applying the NPC's attack modifier.
Simpe's concerns about overlapping complexity with many features on a single roll are valid though, so i understand; just seems like a pretty basic function that is missing and that would streamline combat quite a bit. (but i am not a programmer, so a "basic function" to me may be vastly oversimplifying things) :p
Quick update - all raised so far has been registered on the issue tracking board. Simon already addressed some of them and will continue over the weekend.
Every time I open the Inventory page on the character sheet, it throws an error for every item in the list.
Also, the armour and weapons from the front page are not linked to the inventory page, so you can delete someone's armour from their inventory, but they still have it on the front page, and if you add it on the inventory, it doesn't appear on the front.
All in the latest version of FGUnity.
Note: All items in the core rulebook have no weight defined, exactly as in the physical book. Is there a way to change that without me having to duplicate every entry in the table?
Thank you for reporting this. It seems there is problem not only with Unity version and I will log this as an issue for be taken care of.
At the moment there is no link between item in the inventory tab and the interactive Equipment frame on the main page. You can drag & drop item directly on the front page. I know that this causes some overhead but it also makes sense from certain perspective - you keep the non-weapon and armor stuffs in the inventory. Still, options will be explored.
On the weight - if there is no weight per item in the official book, then it is not transferred to the ruleset. You will have to clone the items and make module or directly unlock the equipment in question and put weight.
Two-handed force doesn't seem to affect heavy weapon damage currently:
Attachment 39625
Should be 1d12 (and there is no way to adjust it manually even, as a fallback)
Ah - I had it selected as "main hand" not "two-handed" - works now!
Ok, next bug / me doing something wrong - Robust (at adept level, in this case) should only add 1d6 damage to melee attacks. It appears to be adding it to missile weapons as well.
Attachment 39632
I also note the library entry for Robust doesn't include the full rule description either, it stops after the defense modifier, but omits the extra text at each level about armor restrictions, extra natural armor and the damage bonus rule here.
I was finally wondering if Robust should be always applied to damage, given it only applies to one attack per turn - so for instance, my twin attack ogre here will end up doing an extra 1d6 on both attacks if he hits twice
Attachment 39633
This one is obviously less "bug", more "usability" focused. But without any mechanism to adjust the dice in a weapon list, I wonder if robust should instead present a 1d6 damage modifier you can click on before rolling damage? Or if it seems better to always add it, is there a way to manually remove it easily?
Never tried, but it appears you are correct.
Removing the damage is very easy, as creatures are NOT marked as killed in Symbaroum, they just go into -ve hits. Players still see that as Badly Injured, or whatever the exact wording is. So I just add the HP from the d4 roll back on in the combat tracker.Quote:
...
I was finally wondering if Robust should be always applied to damage, given it only applies to one attack per turn - so for instance, my twin attack ogre here will end up doing an extra 1d6 on both attacks if he hits twice
...
There are a few other rolls that work roughly the same way, such as the d4 Backstab. The player rolls that damage separately as it is never added on, and I manually adjust the monsters HP.
It's not as automated as I think it should be, but our group gets by pretty well for the most part. The campaign has been running 11(?) weeks now so it has become second nature for most of this.
When I add a modifier value then drag a roll from the players attribute it rolls and applies the modifier to the roll but gives an error in one of the lua scripts. If I apply a mod then double click on an attribute it throws the error but doesn't peerform the roll. If the modifier is 0 everything works OK with no lue error. Really need to be able to use the modifiers as this is basic FG functionality. I'm using classic FG and haven't tried it using Unity
Hi all,
I just received the first notification on quite some time that this thread was replied to. I will try to fix a couple of high-priority bugs this weekend. Primarly the one you've just reported Jarec seems very important.
I think another bug-fix was added last tuesday and hopefully I can get a couple of fixes out until this tuesday as well.
Thanks,
Simon
Hey all,
Just informing that the bug reported by phantomwhale of robust applying to none-melee weapons has a fix which is upcoming in the next patch. The same goes for Jarec's bug in regards to adding modifiers to the trait rolls.
In regards to abilities that only influence the first attack - There hasn't been any implementation that handles several attacks in the same round. I am looking at implementing something that will handle this correctly. But I think that maybe unlocking the damage/armor rolls on weapons/armors is a higher priority.
Thanks,
Simon
Small update,
Player equipment (weapon/armor) will be customizable (damage/armor absorption) in the next update. I have tried to do a lot of testing, but as always with new features - be aware that there can be new bugs with it.
Cheers,
Simon
Updated my ruleset a few hours ago.
When on a character sheet that has abilities / traits on the main page, when you move to a different character sheet tab, a number of script errors are thrown:
Script Error: [string "scripts/record_ability_action_list.lua"]:10: attempt to call field 'onUpdate' (a nil value)
Script Error: [string "scripts/record_ability_action_list.lua"]:10: attempt to call field 'onUpdate' (a nil value)
Script Error: [string "scripts/record_ability_action_list.lua"]:10: attempt to call field 'onUpdate' (a nil value)
I also note a few warnings got thrown during my session too:
Ruleset Warning: window: Could not find minimize icon (minimized_char) in windowclass (charsheet)
Ruleset Warning: window: Could not find minimize icon (minimized_char) in windowclass (charsheet)
Hello Guys!
Hey Everyone!
I'd like to report a Bug: When I try to drag-and-drop Items ( Weapons armor, anything ) from the Player's Module into the character's sheet (Items and Inventory section), I get an error ( In attached Image )
At first I thought that it was an issue with the way items were created on the Player's module so I tried entering an Item that was created manually, but no luck.
I'm not using any additional module or extension besides the Symbaroum Rulebook, I'm using Fantasy Grounds Classic.
Attachment 39999
The effects button/window seems to have changed.
Previously I could create new effects, and attempt to have them do something. Never got that working properly, though. Now, I can create a new effect, but I can only name it. There is no edit the effect option.
It would also be nice to have all the built in effects placed in that window so I can apply them from there if required. The only one I know exists in the ruleset is prone, because it is placed automatically on damage exceeding combat threshold. If there are any others, such as flanking, I can't apply them, or even create them.
New bug, or at least one I haven't noticed before, deleting a character from the combat tracker throws an error, player or NPC.
Hi Andy!
Thanks for the bug report. John has solved it and it looks like a fix for it will be pushed on tuesday. As to your issue with the none-editable effects, that is of valid concern but I have no idea what has caused it. I think that your suggestion of moving all of the effects to the effects-library so that it can be used freely is sound and I will try to fix it during the upcoming week! It's a bit of a refactoring but it's a really good one so I'll try to get it through asap.
Thanks!
Simon
Attachment 40269
Small formatting issue on the NPC screen (Racial Category title bleeds into the value)
Creating a new NPC - when you click into an attribute (e.g. Cunning) and click out again, it changes from 0 to 10. Attempting to adjust this value results in odd behaviour (set it to 9, changes to a 1, set to 8, changes to a 2). I guess this is trying to map the ACTUAL value to the modifier (or vica versa) but I am struggling to set these fields to have an underlying value of 10 and a visible modifier of 0. When I type 0 and click or tab out, it changes to 10, with a tooltip saying value is 0. When I type 10 and click or tab out, it doesn't change, and still say 10 with a tooltip saying it's underlying value is 0.
There is also an odd behaviour on load where all these values are 0, but clicking in and out again changes them back to 10. This also happens when I drag and drop a "0" onto fields (setting them visibly to 0) and then click in and out again.
Somehow I've changed Accurate to be correct, and I think I just got Discrete to stay at 0 too - but I'm doing this by chance, and it's farfrom intuitive, even if it is working (I suspect there is a bug here too) - think I'm gonna have to just run my NPCs out of the physical books for tomorrow's game.
Any way both values could be displayed, in edit mode at least, to make things clearer? I'd quite like to see the underlying value in read-mode too, to be honest, although I understand the modifier is usually the more important number, but I'm used to reading both and occasionally you do need to roll against a monster stat, so it's helpful to not have to map it back to the original number in my head.
Attachment 40275
Hi!
And thanks for the feedback!
Yes this is intended behavior. In later Symbaroum books all of the NPC's attributes are displayed as their modifiers rather than their actual attribute. That's why you're seeing these things. I thought I mentioned it in the user manual. The issue with tabbing out will be looked into. I will see if I can try to display both the values but I had something like that before and it was a real mess visually. Basically the idea is that it supposed to be "smart" and detect if you're writing a modifier or a stat. Unfortunately those overlap slightly. Maybe there should be a toggle between displaying them as stats or as modifiers?
Cheers,
Simon
Hey Phantomwhale,
I've tried to reproduce the behavior that you are describing in regards to modifying attributes - but I can't seem to manage. Are you working in FGU or FGC?
I'm not sure what you mean "on load" - could you please describe your steps in order to see 0's on all attributes?
Thanks!
Simon
hello again;
thanks for the patches!
had a new player join our group and found a few issues with mystical abilities:
1) Brimstone Cascade is dealing [Armor Penetrating] damage and not allowing the NPC to roll Armor, but the spell isn't meant to ignore armor; have tested with various characters against various NPC's with the same result each time.
2) Confusion has no actions or "+" to open its internal menu, so cant be cast or have its effect applied via the character sheet
3) Maltransformation is prompting an error code when attempting to apply the effect by double clicking: [ERROR] Script execution error: [string "scripts/ability_effect_button.lua"]:42:attempt to compare number with string
4) Levitate has no effect icon in the character sheet option, and therefor cant be applied as an effect and i would assume cant be used to trigger a concentration check
5) I still cant seem to trigger an automatic concentration check when the caster is hit; i know previously it was mentioned this was implemented; tested with larvae boil and holy aura
not related to mystical abilities
1b) when creating a new weapon by right clicking in the weapon menu and selecting create new item, there doesn't seem to be a way to assign an item category or assign a damage die, weapon type, etc; i know you can select the weapon type (short, long, etc) via the character sheet and that sets the damage for that weapon type, so wondering if we can get a way to implement that functionality via the create new item window so that it is automatically in order when the item is added to the character sheet? or even just having the ability to assign an item category so that the custom items are included in the "weapons" or "armor" lists would be great.
thanks for all your hard work!
Yep, this is a bit of a pain. I get around this by copying an item in the category I already want, and editing that to the new item. For instance, I just added all the alchemical things from the Advanced Players Guide. I copied the choking spores, which already exists, then changed the name, description and costs. Now when I select alchemical in the drop down box, my new items show as intended. It shouldn't have to be done that way.
On a side note, I'd also like to change those categories so they start with a capital letter. It would just look better, IMO.
I have just realised the armour quality Flexible does not work as intended. Currently, it removes all penalties for use regardless of armour type.
From the rulebook:
"For this reason a Flexible light armor has no penalty at all on Defense tests, sneaking and the use of mystic powers. A Flexible medium armor has a (−1) penalty and a Flexible heavy armor (−2)."