Correct.
skitter shot is 2nd
skitter crash is 3rd
skitter home is 4th
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Correct.
skitter shot is 2nd
skitter crash is 3rd
skitter home is 4th
Correct, that is my understanding as well. However the pregens included in the FG module of Skitter Crash seem to be 2nd level.
The Solarian zenith revelation Wormholes has the wrong description text in the reference (it has the description from the Time Dilation, instead) and it appears to be carrying over when a character takes the class feature.
I reposted the three remaining items from my original post below - one is specific to the way the Biohacker is hard coded as being INT based, and the other two issues are things not transferring to the combat tracker (or not transferring correctly).
Thanks!Quote:
In the Character Operations Manual, the Biohacker is supposed to be able to select which stat will be their primary stat (either Intelligence or Wisdom), much like Soldiers must choose between Strength or Dexterity. Can this be updated, since the class is locked to user updates (the system currently has it hard coded as an INT based character instead of a choice)?
Key Ability Score - Int|Wis
Your Intelligence helps you learn about the sciences, while your Wisdom helps you interpret facts and apply them to real-world situations. You should choose either Intelligence or Wisdom as your key ability score. Once made, this choice cannot be changed. A high Dexterity can help you better aid your allies and hinder your foes with your ranged biohacks.
I've also noticed that PC speeds / movement do not transfer to the combat tracker, and the character size / space, even though listed on the character sheets, does not transfer to the combat tracker, so larger than medium sized characters (again, this seems to be mainly limited to PCs vs. NPCs) have to be manually overridden on the combat tracker.
I ran into a problem where I lost my "Starships" and "S.Ship Items" menu buttons on the right menu.
Attachment 41348
they don't Show up in the Library window as check boxes to add them back to the menu.
Attachment 41349
It turns out that if you click on one of the "GM" "Play" "Create PC" or "All" buttons at the top of the library menu you will loose the "Starships" and "S.Ship Items" menu buttons.
I did find a work around and that was to go into C:\Users\<your username>\AppData\Roaming\SmiteWorks\Fantasy Grounds\campaigns\<your campaign name> and edit the CampaignRegistry.lua file with notepad. The file looks something like this:
{
["OptREVL"] = "on",
["setup"] = true,
["OptTFAC"] = "on",
["OptTPTY"] = "on",
["sidebar"] = "story,battle,image,item,npc,quest,starship,starsh ipitem,table,treasureparcel,note,charsheet,charsta rshipsheet,class,feat,race,spell,theme,skill",
["OptTBOX"] = "on",
["OptRING"] = "on",
["OptTASG"] = 80,
}
In the ["sidebar"] section if you add in starship,starshipitem, part back in you will get those icons back.
Hopefully the developers can just add these into the Library window as options to check so you can add them back in like you should be able to. But, if anyone has this problem here is a work around.