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  1. #1

    Lots of issues last night (drawing, bad calculations, losing map layers, performance)

    Hello FGU development team,

    While we managed to get through our Friday night session, FGU feels like it has taken several steps backward in these most recent updates. Some issues experienced:

    1) Lots of connection issues / spinning circle of death around the table. One user (who has his own license I believe) says he was disconnected for updates mid-game (twice). I also had issues that when he managed to rejoin the game, he could not control his token. (His log files are attached as 'compsci1550_logs', and mine are attached as 'serverlogs')

    2) Map layers were disappearing. (updated the temp hitpoints, and the map layer vanished in the client. Now, I think this one is due to a Druid wildshape extension, as I am not able to reproduce in a vanilla test campaign, and the druid has been complaining of it for a while. So I will raise it there.)

    3) Drawing a 'box' on the server side creates a three sided box on the client side (the left most wall of the box is not being shown.) Reproducible on a vanilla FGU server/client test.

    4) I don't know if all the Bane rolls are wonky or just Vine Blights, but my Vine Blights were not consistent between the displayed roll calculation and the 'to hit'. If you look in the image FG_MessupServer, you can see the two highlighted sections where the vine blights were 'hitting' for much more then they should have rolled. Reproducible on a vanilla Client/server. Steps: Add PC and Vine Blights to combat tracker, map; Vine blights attack normally, all is good. Cast spell "Bane" from PC to vine blights, apply effect. Vine blights now show attack rolls as "D20 - d4 + 4" (correct). However, they calculate the hit as "D20 + d4 + 4" (incorrect).

    5) Die results seem to be missing from the chatlog.html file. I see the formulas, but not the dies as rolled. For instance, for the two vine blight attacks shown on the images:
    [TURN] Vine Blight 1
    Vine Blight 1: [ATTACK (M)] Constrict [EFFECTS -1d4] [d20-p4+4 = 12]
    Attack [20] -> [at Sapphire Calisto] [HIT]
    [TURN] Vine Blight 3
    Vine Blight 3: [ATTACK (M)] Constrict [EFFECTS -1d4] [d20-p4+4 = 15]
    Attack [19] -> [at Aelex] [HIT]
    Thanks,
    Caitlyn
    Attached Images Attached Images
    Attached Files Attached Files

  2. #2
    Quote Originally Posted by srinity View Post
    4) I don't know if all the Bane rolls are wonky or just Vine Blights, but my Vine Blights were not consistent between the displayed roll calculation and the 'to hit'. If you look in the image FG_MessupServer, you can see the two highlighted sections where the vine blights were 'hitting' for much more then they should have rolled. Reproducible on a vanilla Client/server. Steps: Add PC and Vine Blights to combat tracker, map; Vine blights attack normally, all is good. Cast spell "Bane" from PC to vine blights, apply effect. Vine blights now show attack rolls as "D20 - d4 + 4" (correct). However, they calculate the hit as "D20 + d4 + 4" (incorrect).
    Thanks,
    Caitlyn
    I can’t speak to the other issues much, but I’ve seen this one come up a few times, unfortunately. I’ve read that it’s supposed to be fixed but I’ve definitely seen a couple complaints about it since then so it must not be. In order to apply the negative die roll from Bane you have to put it in the form of (+1d4-5) It looks wonky but it maths correctly. Other negative die rolls can be formatted the same way: [+1dn - (n+1)] to make them work out. Sorry I don’t have any more info on the other four things. =\

  3. #3
    Thanks tcrossbar! While I am not happy its not working as intended, I appreciate the 'fix'.

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