Our group had to remove and re-add each proficency to fix the issue.
Printable View
Its was stated in the release notes that this would need to be done to update characters.
https://www.fantasygrounds.com/forum...l=1#post455723
I posted a Starfinder bug that is only occurring in FGU. Here is the link https://www.fantasygrounds.com/forum...d-PC-starships
..........................
My whole group upgraded to the 12/26/19 update and we are getting script errors when we try drag in LEVELS on various class types. I tried clicking UPDATE ALL in the upper level of CLASSES and received the same script error they do. Any thoughts?
Script Error: [string "scripts/manager_class.lua"]:70: attempt to index local 'sClass' (a nil value)
We were unable to roll for initiative tonight, as GM I had to manual add initiative all night. Also, as GM could not drag target selection onto targets in combat tracker without a script error. Could use CONTROL and click to add target.
Had a strange issue with video, if anyone has any suggestions, every time I went into unmask a map I lost my windows in Fantasy Grounds except my mouse pointed stayed with the eyeball pointer. I have my video card already set at dedicated for FG.
Thank you.
Was this using the Ship Combat Extension and what version of the extension if so? Were these PC/NPCs or ships if using the extension?
Got a few bugs:
Ruleset information: SFRPG ruleset v1.2.6, CoreRPG ruleset v3.3.9
#1:
I had my test biohacker attacking a Deh-Noloh(Starfinder Armory), and its needler was always dealing damage, despite the creatures DR 10/magic.
I proceeded to fiddle with the creature DR type and noticed the logic for DR is currently reversed, when I swapped its DR to DR 10/piercing, it started resisting piercing damage, when I swapped to slashing, its DR started applying to slash attacks but no longer blocked piercing. Finally, when I gave the Biohacker DMGTYPE:magic, DR 10 magic started blocking his damage.
In theory, for PF and SF, DR should reduce all damage types other than the specified one, which should be the bypass. So with DR 10/magic the Deh-Noloh should take reduced damage from all but magical weapon attacks.
#2
For DR and Resistance there isn't currently a logic for negative modifiers.
Case:
Using the same creature as above, and a character buffed with DMGTYPE:magic, I applied a DR:-10 magic effect to the Deh-Noloh.
Then I proceeded to attack it with a magic attack dealing 10 DMG. This attack was fully resisted. The expected scenario was to deal full damage (dr 10 magic + (dr -10 magic) = dr 0 magic);
As an aditional test, I figured it either adds all instances of DRs or checks against all DRs it finds:
I declared a second buff, another DR:10 magic. (Now it has 2 instances of DR:10 magic) and attacked with an attack dealing 11 damage. This attack was resisted.
#3:
Adding a custom class is currently returning the following error (I tried both adding from zero, and creating a duplicate of an existing class, and just unlocking this duplicate for edit):
This happened when I tried to add in the biohacker by hand, I found a bit after the playtest xml and used that instead for my tests.Quote:
Script Error: [string "scripts/manager_class.lua"]:68: attempt to index local 'nodeFeatures' (a nil value)
Script Error: [string "scripts/manager_class.lua"]:68: attempt to index local 'nodeFeatures' (a nil value)
Database Notice: Campaign saved.
The scriot error is already fixed for next update.
DR is for B,S,P damage only...Other damage types use RESIST..
DR 10 should reduce any of the 3 damage types from the attacker.,
DR 10:piercing would reduce P damage only.
This would be an abnormal condition that would not be checked for. As the player/GM you should only allow one DR effect to be active.
I've provided Samarex with a possible fix for the DR issues.
as a reference point for everyone...
Effects should be listed as:
DR: 10/- or just DR: 10 (for resistance to all kinetic damage)
DR: 10/silver (for resistance to all kinetic damage unless silver)
DR: 10/magic and good (for resistance to all kinetic damage unless both magic and good)
Weapon damage types should be listed as:
P, magic (for piercing and magic)
S, magic, good (for slashing, magic, and good)
Hi,
wanted to create a player drone today, but no abilities were there anymore, on none of the three drone types. Is that a bug, or did I do something wrong?
Cheers!
Found this thread after but have a bug up under unity forum.
Operative class after selecting specialization Ghost only Stealth is given a free skill rank. Link
Android Flat Affect Racial Trait should assign a -2 modifier to sense motive skill which does not get set after assigning.
In FGU.
I will look at it
UPDATE
Tested in Classic everything is fine. (Updating Unity now and will test there.)
(I will post updates in the FGU Forum as it seems to be a FGU only issue (After I update of course))
Update
The issue is Resolved and will go out with Revision 2.0.0
Samarex, you're awesome! Thank you!
CoreRPG ruleset v3.3.9 for Fantasy Grounds, SFRPG ruleset v2.0.0 for Fantasy Grounds, No EXT installed.
NPC Starships marked "Invisible" on the GM SHIP COMBAT TRACKER is visible on the Players SHIP COMBAT TRACKER.
NPC Starship stats are visible on Player's SHIP COMBAT TRACKER.
When the NPC is visible it will show the full information of the ship as shown on the DM's side in terms of HP, Shields and so forth. That was built on purpose till status is implemented. As for it showing visible on the Client side when invisible, that is a bug and will be looked into.
Found issue and pushed a fix.Should be seeing that soon.
It looks like the "Rumors About the Swarm Invasion" table in "Attack of the Swarm AP 1" has entry 8 combined with entry 7
Thanks for reporting this. I will get it fixed.
Not sure if this has been mentioned but the encumbered state is adding a -5 to attack rolls instead of just applying to STR and DEX based checks.
Attachment 31356Attachment 31357
First pic is encumbrance on, second encumbrance off.
Please disregard, it just doesn't work quite how I thought it worked. I expected something more like an NPC record and obviously hadn't watched the video on it.Quote:
Stupid Question: Is the companion sheet not finished? Because I can't edit Race, Size, Type, Subtype, Offense, Skills, Special Abilities or Ownership even though I am the GM.
EDIT 2: Minor bug - as GM I have to load the player's version of Alien Archive 3 to see the PC/Companion races.
Resilient Boots from Alien Archive 1 are not showing up in item searches but it shows up in the item template list under AA1.Attachment 31640
Looks like all the craftable items from AA p79 were incorrectly setup as templates instead of items.
As of today update. Looks like a lot of bonuses are not applying correctly. The operative fee bonuses they get look broken among other things.
We just bought the Character Operations Manual, and the Genetics Field of Study for the Biohacker Class is missing. Any idea when it will be included?
So it looks like it is present, it just wasn't popping up in the initial auto-menu when you drag and drop the class into a new character. You can still find it in the class info in libraries and drop it manually