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November 19th, 2020, 20:41 #111
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Correct.
skitter shot is 2nd
skitter crash is 3rd
skitter home is 4thLast edited by Stadlerc; November 19th, 2020 at 20:46.
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November 19th, 2020, 20:46 #112
Correct, that is my understanding as well. However the pregens included in the FG module of Skitter Crash seem to be 2nd level.
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November 19th, 2020, 22:42 #113
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November 19th, 2020, 23:31 #114
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November 20th, 2020, 04:13 #115Dominic 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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November 20th, 2020, 16:38 #116
Saint
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November 21st, 2020, 04:12 #117
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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.
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November 21st, 2020, 04:51 #118
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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).
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.
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November 21st, 2020, 05:25 #119Dominic 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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November 21st, 2020, 18:59 #120
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I ran into a problem where I lost my "Starships" and "S.Ship Items" menu buttons on the right menu.
MenuButtons.png
they don't Show up in the Library window as check boxes to add them back to the menu.
LibraryWindow.png
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.
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