I'm well aware of the incomplete state of the ship combat system. I figured I would bring it up as missing functionality.
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I'm well aware of the incomplete state of the ship combat system. I figured I would bring it up as missing functionality.
Creature grafts are being applied to all combat tracker entries.
Construct, Dragon, Fey, Magical Beast, Monstrous Humanoid, and Outsider are all getting ATK:1 (even Fey who should get -1)
Also a SAVE effect that doesn't even work was being applied (SAVE:2 Refl, for example)
https://www.fantasygrounds.com/forum...2&d=1560459401
From what I can tell the stat blocks in the book(s) already include the grafts, so the ruleset is applying it a second time and it shouldn't be. I was able to see this on AA1/2, Pact Worlds, but I don't own the APs, but would assume it does there as well.
Eru the One
Hi, just a couple of quick ones for feedback. 1) It would be nice to see the BAB somewhere on the char sheet (maybe I can't see it). 2) Urgathoa's entry is under Weydan's entry in the reference manual and vice versa. 3) The Nuar ability Mind Maze from Alien Archive 2 has only half the actual text description in it.
Attachment 27635 BAB is in the Combat Editor (See Attachment)
Ah that’s brilliant. Thanks. Couldn’t find it anywhere when I was talking my players through! Hopefully the other two points are just as easy to fix! :D
DR/ magic doesnt work against energy based weapons
I believe its because in Starfinder DR is for P/B/S damage only
Page 263 Core Rules
Damage Reduction (DR)
Some creatures have the ability to instantly heal damage from
attacks or ignore blows altogether; this is referred to as the
damage reduction special ability. Damage reduction (DR) applies
to kinetic damage—any bludgeoning, piercing, or slashing
damage—that a character takes, regardless of that damage’s
source. It does not apply against damage with no damage type
or any other damage type, including acid, cold, electricity, fire,
or sonic, though these can be mitigated by energy resistance
(see page 264).
Working on this issue right now.
I think I see whats going on, just got to find it in the code.
It looks like it not a issue that the Free Skill eat up the 8 points, reather that you are not getting your 8 points for the Mystic.
When you added the Mystic at level 5 you got a Ability Point increase. Im sure you selected Int as one of them.
This increased you Int to 2, so you gained 4 more skill points for your Operative levels
Something caused the Mystic points not to be added in.
So I will try and fix it.
I noticed that the digital harrow deck item (CRB module) has twice the description. Not sure how that happened.
Hello All,
I pushed Rev 1.13.0 to the system, should be sent to test server soon.
https://www.fantasygrounds.com/forum...l=1#post380142
Update Fixes and Changes (Rev 1.13)
General Items
Updated Suggested Books List in the Starting setup.
Bugs and Fixes
--[Combat] Fixed Weapons with Multi Damage Types- Damage is now handled correct with a damage type I.E- P & C
--[Combat] Fixed Immune/Vuln/Resist/ and DR section works correct with Multi Damage types
--[Char Sheet] Fixed Primary Stat disappears off Class Editor when you Level up.
--[Skills] Fixed Class Skills for Multi Class incorrect. Class skills now mark correct for Multi Class
--[Skills] Fixed Operative Free Skill system now works correct (seperate box for Free Skill)
--[Char Sheet] Verified BAB for Multi Class is working correct.
New Added Content
--[Ability Score Editor] Added Ability modifier to the editor. (Shows what the Bonus will be on the Editor window)
NOTE: For previous characters (Operatives) when you first open the character you will see ranks in the freeskill box and the ranks box. Just subtract Operatives level from the standard ranks box.
Now with this update out, good news for all you Starfinder Fans....
I am now starting on the attempt to get the Starship Combat System working. (Yes you read it right)......
Enjoy and if you see any issues on the test server let me know so I can fix them before live.
I will post when I know its gone to test server.
Samarex
Starfinder SRO (small) race
Hi.
When you pick the SRO (small) race from Pact Worlds it cames with 20 feet of movement instead of 30 feet.
Can you fix it?
Thank you.
Still nothing on the creature grafts? Removing them is annoying when you have multiple enemies.
https://www.fantasygrounds.com/forum...l=1#post441171
First off...Sorry Eru I forgot to add this to my Project manager to do.
I went thru and removed the ATKs and Save's from the list as both should as you said Already included in the NPC Stats.
AHAV 1 Before Fix AHAV 2 After Fix
The (Construct traits) is nothing more than a tag telling you where the immunities come from.
A tiny one: In the Data Module Activation window, for Starfinder Armory Paizo is miss-spelled as Pazio
Everytime I try to load modules I keep getting Script Error (scripts/manager_gamesystem.lua] 82. Attempt to call field 'isPFRPG' (a nil value) when I create a new starfinder module to work on.
Then when I'm loading the core rulebook I get a script error "scripts/manager_class.lua"] 33. attempt to index field '?' 9a nil value)
same error when loading the players module of the core rulebook.
I tried deleting and re-installing and the error stays regardless.
(I have core, archive 1 and 2, armory, pact world)
classes don't exist, and going into making a pc character floods the screen with errors etc.
My players are running into an issue when using the Item Forge. Whenever they drag an Item or Item Template into the Forge, they receive an error.
Script Error: [string "forge/scripts/manager_forge_item.lua"]:28: copyNode: Invalid parameter 2
The items and templates are valid, and it works fine for me on the GM side with no errors. We have tested multiple items and item templates, as well as tested dragging items from player inventory and straight from the Library, and all give them the same error.
I beleve the GM is the only one that can use the Forge
I can confirm that the forge doesn't work for players but works fine for GM
I will look at this and have something for next weeks update.
I will also include, Madmans extension for Cover buttons on the desktop, and a few updates to the Starship System
I am currently working on fixing the Players Starship sheet. To get it 100% functional then I will switch geaars to the CT/NPC Ships.
Since the last update, I have had a script issue with my custom module. When creating a character I can drag-and-drop custom races and themes, but when I try to drag-and-drop a custom class to the character sheet, I get the following error:
Script Error: [string "campaign/scripts/manager_char.lua"]:2119: attempt to index field '?' (a nil value)
When I tried to add a ordinary class, like say mystic, the drag-and-drop feature works fine. I've tried disabling all extensions and trying the module in another campaign, but it didn't work there either.
Resolve points on new characters do not appear to be calculating properly. I've done several characters in different campaigns to test it and the character sheet says they only have 1 Resolve Point max.
First, a issue appeared with the last up date, your key ability in the ability editor does not set. I have addressed this and it will work on rhe next update.
So make sure your key ability is set.
Then as always once your done with the character input do a Long rest. And the Resolve will update.
After the last update the calculation of Resolve does not work.
technomancer
Attachment 27863
envoy
Attachment 27864
mystic
Attachment 27865
This is literally the focus of the last 4 post.