Been reported multiple times. Until the bugfix is released you need to do it for them.
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Core Rulebook: The Entangling weapon fusion is misspelled as "Entagling."
No pregen starships in Against the Aeon Throne: The Reach of Empire (should offer both Tier 1 ships as pregens).
This part is probably working as intended (but I think it could be better): having the classes, themes, and races in both the GM copy and player's copy of the core rulebook is a poor solution since the links only work if the user (gm or player) has access to the copy of the resource originally dragged.
The best option for new Campaigns is to just use tje GM book. I will be finding a way to update current campaigns to convert those Players version to the GM book.
Everything is in the GM book and the issue of memory is not a issue anymore, so there is no need for the two versions of the Core rule book anymore.
I just have to find a way to phase it out that dont require remaking campaigns.
EDIT:
Disregard my note about class features. Was watching an outdated character creation video on YouTube and it was different to how they are populated currently.
Issue with party inventory.
I created 4 characters, added them to the party sheet, went to the inventory tab and distributed 4000 credits.
They all got 1000 credits but the lower part of the party inventory (which composites all the characters' inventories into one place) only shows a 3000 gp total and doesn't show one of my players.
What happened: one of the characters got the credits entered in the text box rather than the currency-specific field. very weird glitch.
I did not. I had to remove everyone from the party list, clear the credits from inventory, and redistribute the credits.
I'll see if I can figure out the exact process to replicate sometime.
It may be an issue with (edit: maybe actually newer) characters having "credits", not "CREDITS", see attachment.
Filament Mesh Augmentation from AA2 has no normal description, only flavor text.
Out of curiosity: Do they have "credits" or "CREDITS" on their inventory sheet?
this here for bug of Starfinder?
Core. Feat longarms profency
the character with this fear and a Long Arm equip, the FG dont recognize the type weapon and always is Non -Profency: -4.
I think is only with Long Arm weapon
A visual example
The semi-auto pistol is a small arm, the character have proficiency, the attack is correct.
The plasma bolter is longarm, the character have proficiency (for feat), the attack isnīt correct.
I tried to (dont see in the imagen) with a soldier, they are proficiency by class, and dont work too.
the temporary solution i do is give +4 attack bonus to long arm.
If that doesn't work, post your character xml export
Loading the SFRPG - Core Rules GM (and probably players) does not load all modules in the Core Rules. It appears that Alien Archives 3 and the Character Operations Manual are excluded. This is a minor defect as the user can still load the modules by clicking on the modules button and selecting them.
Steps to reproduce -
Start Fantasy grounds
Start a new Fantasygounds Starfinder campaign
After the campaign starts, in the Campaign Setup dialog, click Next
Click on the "SFRPG - Core Rules GM' button
In the Module Set Load, notice that Starfinder Alien Archive 3 and Starfinder Operations Manual are not included
Close the Module Set Load dialog
In Campaign Setup dialog, click on the Modules button.
Note that "Starfinder Alien Archive 3(GM) and Starfinder Characters Operation Manual display a "Load" button indicating that they were not loaded.
Workaround: The user can still at this point click on the "Load" buttons to use the modules..
I have provided Samarex a fix for the Campaign Setup issue
i tried :
First: Change the proficiency from Longarm to Long Arms because the weapon is write this way.
Second: Quit and add it again, thinking it was an update problem mine or type class, but no.
third: I make a soldier, to check that it is not a problem from class o fear, dont work, isnīt a problem from character.
I donīt know to program, but i think the problem is in the fist point. in how the feat recognize the weapon and how write it in the weapon.
It is an assumption, because I am not sure for i not knowing how to program.
here.
Hi.
Its seem as the grenade item (any type ex: frag, smoke, etc) when added to the inventory create a actions in the weapon tab with the wrong base attack bonus (supposed to be thrown-strength but use ranged-dexterity).
Thanks. :)
Leaving the player's book unloaded means I can't click on the question mark links in the actions areas of the crew tab of the starship sheet. I had the players and I all load them both and now it works okay but things are duplicated, obviously. Perhaps those links should change to point to the full Core Rulebook.
There was going to be a merge of the two books and this will be looked at once that is accomplished.
Attachment 32811
Typo in the Armory reference manual, should be Lungs
Getting this error while trying to add the Paranormal Investigator Theme from Signal of Screams 1 Module.
"Script Error: [string "scripts/manager_char.lua"]:2051: attempt to concatenate field '?' (a nil value)"
Yes. Grenades use wrong attack bonus. Also, I want to speak about forging armor with upgrades. It is very sad, that upgrades are only templates. There is a category Armor Upgrade between normal items. And upgrades from Adventure Pathes are items! Also, when you forge your new armor with upgrades you must count on your own right weight, cost and free upgrade slots. Programm always counts only original armor weight and cost and use "0" upgrade slots even the final armor has free.
It seems that the (any one) Ability mod has to be changed to one of the six stats. create a copy of the Theme > unlock it > select the stat to use > then drop it on the character sheet.
Witchwarper has no grenade proficiency, but it has it in real. Spells known and per day are also invalid for this class. Also there is no formal clothing in the list of items. Darkvision for ysoki can not be replaced by scent 30 automatically.
I'm trying to recreate Barsala the Biohacker and noticed the Character Operations Manual is missing the Genetics Field of Study option.
I did, however, find an actual issue. Biohackers get 6 skill points per level + their Intelligence bonus. Barsala has an Intelligence of 8, for a -1 bonus, but the character creation module is only giving 3 skill points.