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December 9th, 2020, 17:10 #131
Ship cargo has been an issue for some time and it's being looked into as a feature expansion. Ship stuff as general needs a complete polish.
1) Graphical and will be part of the cleanup
2) Same, part of cleanup
3) Location is a tag to organize the list, the cycler is trying to mirror the character inventory and one of the options is 'not on board'
4) Part of cleanupDominic Morta
Ruleset Developer
Smiteworks
How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it
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December 12th, 2020, 10:07 #132
- Join Date
- Mar 2018
- Location
- USA Utah
- Posts
- 16
The dragonkin from AA2 is missing from the race list
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December 12th, 2020, 14:11 #133
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December 24th, 2020, 01:41 #134
NPC starships unable to roll DMG when multiple weapons on same Arc
When an NPC starship has multiple weapons on the same Arc the GM can not roll the DMG dice for the first weapon. Example Fang Fighter from Dead Suns AP 5 has these for the Front Arc "high explosive missile launcher (4d8) and twin laser (5d8)". To fix this this a ";" must be inserted after the first weapons DMG dice. EXAMPLE "high explosive missile launcher (4d8); and twin laser (5d8)" This can be done on the CT or on the NPC sstarship sheet. This problem occurred with multiple starships.
I have the latest updates and no EXT installed.FGU Ultimate License
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December 29th, 2020, 23:49 #135
- Join Date
- Dec 2020
- Posts
- 5
Starship Tracker/Encounter Issues
I'm not sure if these are necessarily "bugs" or just unimplemented features but here I am regardless:
1. On the Starship Combat Tracker, the faction buttons for moving groups on tokens from the tracker to a map do not work.
They still function normally on the regular combat tracker, they just have no effect on starships.
2. On a related note I was hoping to be able to create encounters (for tracing CR and XP and auto-map placement and such) with starships, but it won't allow starships to be dropped into them.
Starship combat does take quite a long time and I'd rather not have to spend longer setting up with my players waiting so having either of those functions would be really helpful.
Thank you very much for all you do
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December 30th, 2020, 00:48 #136
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January 3rd, 2021, 08:00 #137
- Join Date
- Dec 2020
- Posts
- 5
Custom Abilities check success fail icons
hi I got another one. sorry if I'm being a pain, documentation is fairly vague - a dev tracker would be nice
I set up a custom ability under the action tabs to handle trick attacks for an operative.
hitting the "Use" button will roll the specified skill check against a DC 20+CR
It *technically* works, that is to say, the chat TEXT shows whether it fails or not correctly.
However for those rolls, regardless of the outcome, the ICON always shows as a success, and never the fail/miss.
Is this something that is fixable?
See attached, where a natural 1 roll (vs a DC 25) says it failed but shows success.
FGU_sfrpg_trickattack_icons_wrong.PNG
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January 3rd, 2021, 23:59 #138
- Join Date
- Sep 2019
- Location
- NJ
- Posts
- 149
SFRPG:
There's an issue with the Entangled condition when attacking with DEX based weapons (e.g. ranged weapons such as the Azimuth Laser Riffle). It's giving a -4 to attack rolls instead of the correct value: -2.
Entangled states: You move at half speed; you cannot run or charge; and you take a -2 penalty to AC, attack rolls, Reflex saves, initiative checks, and Dex-based skill and ability checks.
Please help to correct this issue.
Thank you.
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January 4th, 2021, 03:05 #139
- Join Date
- Sep 2017
- Location
- Orlando
- Posts
- 90
Theme skill given early to PC's when going from 10 to 11.
When leveling the PC's to level 11, I noticed that they are getting their 12th level theme early. For example, our Mercenary shows they are getting "Squad Leader" at 11th level rather then 12th. Chart appears to show correctly in the theme when looking it up. (NOTE: This appears to happen not only from 10 - 11 as noted above in further testing)
Steps to Reproduce..
1) create a character with the Icon theme
2) Level him to level 5
NOTE: Feature 'Celebrity' added to 'Nix Nightshade' was triggered when he hit level 5 rather then level 6..
Core RPG ruleset v3.3.12A for Fantasy Grounds
Copyright 2019 Smiteworks USA, LLC
SFRPG ruleset v2.1.17 for Fantasy Grounds
Copyright 2004-2020 Smiteworks USA, LLC
Window Saver v0.5.1 for FG V.3.x Copyright 2017 Smiteworks USA, LLC.
Author: James (Lokiare) Holloway.
Starfinder Bars Theme v1.6 by Steve Buza
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January 4th, 2021, 05:55 #140
Thank you for the reports. We will be looking these over and see what is going on.
Dominic Morta
Ruleset Developer
Smiteworks
How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it
How to provide an Unity Connection issue?-Connection Issues and What to Provide
Unity Updater issue?-Updater Issues
Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained
Comcast or Cox ISP User?-Comcast XFinity and Cox Users
Have a suggestion?-Feature Request
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