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  1. #501
    Quote Originally Posted by bmos View Post
    It's possible, although I think this was just missed during module creation.
    There are a few spells above it on the sheet that have DC listed in the name which are working fine, so they should also be borked (I would assume) if it were a more widespread issue.
    Hm, difficult to say, maybe these were some exceptional already-corrected spells Difficult to say it for the individual case, Moon Wizard has described some problem of the previous code here: https://www.fantasygrounds.com/forum...l=1#post530203

    Nevertheless, whatever is the reason for the numbers, they hopefully get adjusted

  2. #502
    Quote Originally Posted by Kelrugem View Post
    There was a fix in the 3.5e/PF1 code on Tuesday, make sure you have updated, and, when you use extensions, then update them, too (for example: I needed to carry over this fix into all extensions containing save versus tags)

    But I am not really proficient with that, maybe the modules still need to be updated after the code is changed. Although: When you made sure you updated everything, then go into the library of this campaign, to the modules, then right-click on that module and revert changes That may do the trick (but it will revert all changes, alternatively you can right-click on NPCs to revert just them (you may need to open the sheet first to make that possible, until you see a quill on the book next to its group name), but that you'd need to do for every single NPC)

    I hope this helps

    (in general, module updates to things you also already have "edited" are not automatically carried over, you need to click "revert changes" then)
    Edit: Correction

    Starting a new campaign AND updating the fulloverlay extension! seems to have worked!

    I can see in a freshly started campaign, the spell/ability setting is now changed to "fixed" (not the way I would have set it, because if the critter/monster is buffed, that DC might also change, but I can see it's a quicker fix!)

    so, actually, that seems to have worked, ish!
    Last edited by Zygmunt Molotch; July 31st, 2020 at 18:34. Reason: edit, I was wrong

  3. #503
    Kronides's Avatar
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    Hi guys,

    Magus class in Ultimate Magic does not populate weapon and armour proficiencies, does not add spell class and therefore also does not update spell quantities on levelling either.

  4. #504
    I think this is also true of Arcanist (could be whole acg?), although the arcanist is a special case since there isn't an easy/obvious way to track their spells with one spell class.

  5. #505

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    Quote Originally Posted by bmos View Post
    I think this is also true of Arcanist (could be whole acg?), although the arcanist is a special case since there isn't an easy/obvious way to track their spells with one spell class.
    We are looking at options for getting this one fixed.

  6. #506
    Quote Originally Posted by lokiare View Post
    We are looking at options for getting this one fixed.
    Cool!! That would make the class a lot more appealing

  7. #507
    Skull and Shackles AP 1: The Wormwood Mutiny* has the following errors

    these weapons have their Crit data entered incorrectly

    Whip, Cat-o’-Nine-Tails
    Vindictive Harpoon
    Masterwork warhammer
    Masterwork sap
    Masterwork punching dagger
    Masterwork handaxe
    Masterwork dart
    Masterwork cold iron sickle

    the fact they don't have a range isn't a problem

    it's that they have just "×2" or "×#" where # is a number written in the field

    it should be "x2" and so on

    see the difference ;-)

    tl;dr the AP has parsed a multiplication symbol, rather than an x

    * likely other modules in the same AP also have this, if it's the same OCR or PDF/TXT2XML parser

    practically

    this means things with higher crit multipliers like

    Vindictive Harpoon (x 3 critical), defaults to x2, as FG can't figure out what the multiplication symbol is

    images included, with no extensions

    1 - whip, cat o nine tail, defaults to x 29tails.PNG (which is an example of how the default x2 multiplier applies)
    2- Vindictive Harpoon, defaults to x 2, but should be 3!harpoon.PNG (which is an example of how wrong it is, and why a multiplication symbol is an incorrect entry as rule mechanics can't process that)
    Last edited by Zygmunt Molotch; August 3rd, 2020 at 04:26.

  8. #508
    The table "Frozen Tears Encounters" has the parameters entered wrong and can't be rolled on (only certain numbers work).
    Return of the Runelords AP 5

  9. #509
    Thanks for reporting this. I will look into it and get it fixed.

    Madman

    They are fixed.
    Last edited by madman; August 3rd, 2020 at 06:34.
    "Over thinking, over analyzing separates the body from the mind."...MJK... Tool frontman




  10. #510
    Demon lord dagon in bestiary 4 has regen info entered in the hd field and spell-like abilities listed also under SA.

    also:
    Empyreal Lord, Cernunnos
    Brethedan
    others?

    The regen isn't auto-applied as an effect, either.
    Last edited by bmos; August 3rd, 2020 at 11:00.

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