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Thread: 13A Bug Reports

  1. #71
    dulux-oz's Avatar
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    Then I suggest you haven't update (successfully) because it works AOK for me, and I've sent the fixes into SmiteWorks *BEFORE* I wrote the above post.
    Dulux-Oz

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  2. #72
    Quote Originally Posted by dulux-oz View Post
    Then I suggest you haven't update (successfully) because it works AOK for me, and I've sent the fixes into SmiteWorks *BEFORE* I wrote the above post.
    To be sure I removed the files from the vault and ruleset directory, did update again, but I still get the same errors described with pictures in my earlier post. Anyone else?

  3. #73
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    Well, in that case all I can think of is that SmiteWorks (for some reason) haven't released to the FG Updater the updates which I sent to them.
    Dulux-Oz

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  4. #74
    Just to check all options, could you please have a look at those pictures and verify those errors are not appearing on your end, as depicted?

  5. #75
    dulux-oz's Avatar
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    Quote Originally Posted by Targas View Post
    Just to check all options, could you please have a look at those pictures and verify those errors are not appearing on your end, as depicted?
    Yeah, sure - I'll get back ASAP
    Dulux-Oz

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  6. #76
    Issue # 48.2: Rolling ability check die is still not considering Level bonus. See picture for more detail.
    A clarification on this, I don't know if it's as simple as not considering the Level Bonus. I am experiencing similar issues; I created a blank campaign with a new character (set Strength score to 14) and ran through the levels for a Strength test and here are the results:

    Level 0, Mod 2 = Roll + 2 (Should be +2)
    Level 1, Mod 2 = Roll + 2 (Should be +3)
    Level 2, Mod 2 = Roll + 3 (Should be +4)
    Level 3, Mod 2 = Roll + 3 (Should be +5)
    Level 4, Mod 2 = Roll + 4 (Should be +6)
    Level 5, Mod 2 = Roll + 4 (Should be +7)
    Level 6, Mod 2 = Roll + 5 (Should be +8)
    Level 7, Mod 2 = Roll + 5 (Should be +9)
    Level 8, Mod 2 = Roll + 6 (Should be +10)
    Level 9, Mod 2 = Roll + 6 (Should be +11)
    Level 10, Mod 2 = Roll + 7 (Should be +12)

    It looks like it's halving the Level in its calculations and rounding down.
    Last edited by njohn858; February 4th, 2019 at 18:01.

  7. #77
    Issue # 41: Still not working to create spells manualls (e.g. for 13 True Ways). See 'Burning Hands' example with attached picture showing the error in detail.
    I'm experiencing this too, but the workaround I've found is to add all the combat text into the main text box of the power (eg Attack: Charisma + Level vs. PD Hit: 1d6 + Charisma Fire damage.), then after adding the non-functional Power Attack, going through the radial menu and clicking "Reset Power Actions." This seems to re-parse the text from the power and automatically add the correctly-calculated Power Attack.

    But I can confirm that after expanding the power attack to update the attack details, clicking on the button to add the level does not work. This is true for both the powers from the corebook as well as user-created powers. You can even see the blank field in Targas' screenshot.

  8. #78
    Issue # 19: Ghoul Licklash still missing the HP stat. It reads <<Hit Points>>, should read: 48
    Issue # 48.3: Kobold Archer typo still present, should read Javelin, not Javalin
    I still see these typos as well.

  9. #79
    Quote Originally Posted by Targas View Post
    Clicking onto the Party attack dice roll button in the Party sheet generates the following script error:
    [string „scripts/IsManagerActionAttack.lua“]:288: attempt to perform arithmetic on global ‚nAddMod‘ (a nil value)
    I am experiencing this issue as well.

  10. #80
    dulux-oz's Avatar
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    Yes, the Ability Roll / Lv Bonus is an issue - I'll get it fixed as soon as I can.

    As for the other stuff, I'll run through the ciode and try to figure out what's going on. Bare with me, I'll get back to people as soon as I can.

    Thanks for pointing it out.
    Dulux-Oz

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