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bayne7400
February 15th, 2023, 19:28
Greetings

With yesterdays big update to the ruleset, I wanted to start a bug and feedback thread. Please use this thread to report any bugs you may find. For general questions you can ping me in Fantasy Grounds Discord or in this channel.

Here are two videos I made going over some of the changes.

General Changes:


https://www.youtube.com/watch?v=mUsPz82F8ZI&t=704s

Below is a Link to Ship Combat.

https://www.youtube.com/watch?v=scjJhu2EeOY&t=1s

hawkwind
February 16th, 2023, 09:17
I'll give it a look tonight . Thanks for updating this ruleset

bayne7400
February 16th, 2023, 16:00
I pushed a hotfix with the reference manual module this morning. The old module was still in there. (was my goof)

hawkwind
February 16th, 2023, 17:30
that update may have not made it through the update process as the reference manual is currently blank and their are lots of blank entries in all the boons , careers and flaws lists

Of more of a concern is that the update has snafu'd all my existing PC character sheets, all the boons, flaws, careers, wreapons and armour have disappeared of the character sheets. Only the attributes and combat abilities are present. I can reenter all the missing details by looking at an old DB file

bayne7400
February 16th, 2023, 17:34
Weapons boons flaws and armor are now records. See the above post regarding the ref manual. Once we get that sorted everything else be in the sidebar

hawkwind
February 16th, 2023, 17:54
records are in the side bars for everything . Closer examination shows the boons and flaws are on the character sheets but the names are not showing, this picture shows the problem with existing characters

bayne7400
February 16th, 2023, 18:03
I am not able to look at this until later today. If you have records and the reference manual is showing up it looks like they pushed the update. If you want you can send me your campaign file. I had asked to put this on test but that was not possible. Don't worry we can work it out. In the long run you will be much happier with the updates.

monkeyboy_9000
February 16th, 2023, 20:09
Smashing work Bayne, thanks for putting the hard hours into this.

ProfDogg
February 17th, 2023, 04:31
Smashing work Bayne, thanks for putting the hard hours into this.

Just throwing in my "Ditto!" Thank you...

bayne7400
February 22nd, 2023, 13:58
Reference manual was updated yesterday so all should be working now.

ProfDogg
February 22nd, 2023, 15:25
Reference manual was updated yesterday so all should be working now.

:) :) :)

hawkwind
February 25th, 2023, 18:03
the combat calculation seems all wrong

Estrarond Firaeface should be getting a plus 5 on his ranged attack (ranged plus agility)

yet the chat box shows this calculation for the attack [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] giving a plus 1 on the dice roll?

bayne7400
February 25th, 2023, 18:10
Good day for BoL issues. I am actually working on all the store modules.

So here is what I see. Do your other characters show the wrong output?

56389

hawkwind
February 25th, 2023, 18:17
looking at the rest of dice rolls in the chat window all the dice modifiers are identical for all the players and the monster

it appears to be using the stat block of the Ape though I don't know where the -3 is coming from as nothing has that defense value

bayne7400
February 25th, 2023, 18:19
Better yet I forgot I had the campaign. You should not need to use your modifier box for a normal roll, I automated everything. Only use it if you want to add additional modifiers or use the buttons.

bayne7400
February 25th, 2023, 18:23
looking at the rest of dice rolls in the chat window all the dice modifiers are identical for all the players and the monster

it appears to be using the stat block of the Ape though I don't know where the -3 is coming from as nothing has that defense value

Your modifier box had a -3 stuck in it. No idea I cannot reproduce the box is resetting on my end after every roll.

hawkwind
February 25th, 2023, 18:52
i wasn't consciously using the modifier box

hawkwind
February 25th, 2023, 18:58
i wi restarted the campaign and the problem has gone.

bayne7400
February 25th, 2023, 19:25
OK if you can tell me what roll you made right before the Player Character that might be helpful. The ruleset code used a lot of ModifierStack.addSlot which is not something I use (esp on drag rolls) as it actually sets the modifier box. This can cause issues when you drag and then abort the roll. If you try it you will see that the box does not reset. However after the subsequent roll it should reset. If this is an issue I can always turn off drag and make people double click to roll. I was really trying to work with the existing code instead of wholesale starting over.

Also if you left click the mod box it should reset for you. I should have asked you to try that first.

veerminar
February 26th, 2023, 01:31
Hello,

Thanks for your work.

I think I have spotted a bug.

The armor malus does not apply to the combat rolls...

56403

And it is impossible to roll 2 or more bonus or penalty dice ...

(Bonus Die: An extra die that is rolled along with the Task Roll or Attack Roll – the lowest die result is discarded. On a regular roll adding two d6 together, (2d6) a bonus die would let you roll three dice and keep the best two. Having two bonus dice would mean you roll two extra dice (four dice in total) and discard the lowest two, etc.)

(Penalty Die: Essentially, the opposite of a bonus die, a penalty die is an extra die that is rolled where the highest die is discarded. If two penalty dice are added to a roll, the two highest dice are discarded, etc.)

bayne7400
February 26th, 2023, 01:35
This is is from the Mythic Edition. Page 59

Medium armour slows you down, so reduce
agility by 1 while wearing it.

Heavy armour slows you down, so reduce
agility by 2 whilst wearing it.

So when you roll agility it takes your agility value and subtracts the armor penalty. So yes you are correct. I will get that updated.

Sorry I clicked the wrong button and opened your post ha.

bayne7400
February 26th, 2023, 01:55
Pushed a hotfix to address this. There are are few other things that are included that I was saving for normal update .
[Fixed] Armour penalty will now apply to attack rolls that use agility
[Fixed] Arcanemax will now update when the career level changes
[Fixed] Casting time will now update for NPC spells when a spell is selected with a casting time requirement
[Updated] NPC attack line. it will no longer throw an error if you do not configure the string correctly
[Updated] You can now drag positive and negative die from chat to "wounds" damage/heal combatants on the combat tracker.

veerminar
February 26th, 2023, 02:06
[Fixed] Armour penalty will now apply to attack rolls that use agility


Perfect.

Thank.

bayne7400
February 26th, 2023, 02:09
No problem. If you see anything else just post it here.

veerminar
February 26th, 2023, 02:18
I edited my message, I don't know if you saw:

And it is impossible to roll 2 or more bonus or penalty dice :

(Bonus Die: An extra die that is rolled along with the Task Roll or Attack Roll – the lowest die result is discarded. On a regular roll adding two d6 together, (2d6) a bonus die would let you roll three dice and keep the best two. Having two bonus dice would mean you roll two extra dice (four dice in total) and discard the lowest two, etc.)

(Penalty Die: Essentially, the opposite of a bonus die, a penalty die is an extra die that is rolled where the highest die is discarded. If two penalty dice are added to a roll, the two highest dice are discarded, etc.)

Last edited by veerminar; Today at 01:47.

bayne7400
February 26th, 2023, 03:33
Hit the boon or flaw button at bottom to roll your bonus die. I could probably rename them to bonus penalty?

veerminar
February 26th, 2023, 08:52
No, that's not the problem...

If I choose several boons before the test :

56420

The ruleset always rolls 3 dice (not 4 or 5 etc) :

56421

(Sorry for my english, it's a google translation...)

hawkwind
February 26th, 2023, 09:30
OK if you can tell me what roll you made right before the Player Character that might be helpful. The ruleset code used a lot of ModifierStack.addSlot which is not something I use (esp on drag rolls) as it actually sets the modifier box. This can cause issues when you drag and then abort the roll. If you try it you will see that the box does not reset. However after the subsequent roll it should reset. If this is an issue I can always turn off drag and make people double click to roll. I was really trying to work with the existing code instead of wholesale starting over.

Also if you left click the mod box it should reset for you. I should have asked you to try that first.
i had a look at the chat log from the session and things started going wrong straight away, I tried clicking on the mod box but it just froze on me saying "adjusting" then it would return to its previous value

here is the sessions chatlog

Barbarians of Lemuria (2023-01-10) ruleset for Fantasy Grounds. Copyright 2016 Filigree Forge.
Barbarians of Lemuria, © Simon Washbourne, based on the Mythic Edition version 2.6
Core RPG ruleset (2023-02-23) for Fantasy Grounds Copyright 2023 Smiteworks USA, LLC
Dice Jail (Version: Magnanimous Ambition [1/24/2022]) Loaded Successfully!
MNM Bigger Drop Downs v3
MNM Module UI v3
CoreRPG - Single Window version 1.2\rby Celestian. Updated by GKEnialb.
Universal Module extension. This will allow you to open (with varying degrees of success) modules from other rulesets. \r\nExtension Created by DIE Hard Gaming. More great resources at (LINK)
(LINK)
Has Initiative Indicator v1.7 - CoreRPG+ version.\rBy Celestian, 2018-2021
MNM Player Journal 2 v13
Attempt to open link(s) for modules not installed.
(Barbarians of Lemuria)
Attempt to open link(s) for modules not installed.
(Barbarians of Lemuria)
Attempt to open link(s) for modules not installed.
(Barbarians of Lemuria)
GM:
GM: NO Damage Reduction
Ape: Ripping Claws x2 [Attack +2, agility +0, M +0] [2d6+2 = 12]
Ape: Ripping Claws x2 [1d6] [Attack +2, agility +0, M +0, Weapon Mod +0] [Die Result: 8 X 2] [d6+2 = 18]
Bronyx: Whip Tail [Attack +2, agility +0, M +0, Weapon Mod +0, Attack +2] [2d6+4 = 9]
Bronyx: Whip Tail [Attack +2, agility +0, M +0, Weapon Mod +0, Attack +2, agility +1] [2d6+5 = 10]
Bronyx: Wicked Claws [Attack +2, agility +0, M +0, Weapon Mod +0, Attack +2, agility +1] [2d6+5 = 7]
Ape: Ripping Claws x2 [Attack +2, agility +0, M +0, Weapon Mod +0, Attack +2, agility +1] [2d6+5 = 17]
Ape: Ripping Claws x2 [Attack +2, agility +0, M +0, Weapon Mod +0, Attack +2, agility +1, -5] [2d6 = 4]
Ape: Ripping Claws x2 [Attack +2, agility +0, M +0, Weapon Mod +0, Attack +2, agility +1, -5] [2d6 = 8]
Ape: Ripping Claws x2 [agility +0, M +0, Attack +2, agility +1, Attack +1, -5] [2d6-1 = 6]
Ape: Ripping Claws x2 [1d6] [agility +0, M +0, Attack +2, agility +1, Attack +1, Weapon Mod +0, -5] [Die Result: 0 X 2] [d6-1 = -1]
Ape: Ripping Claws x2 [1d6] [agility +0, M +0, Attack +2, agility +1, Attack +1, Weapon Mod +0, -5] [Die Result: 0 X 2] [d6-1 = -1]
Ape: Ripping Claws x2 [1d6] [agility +0, M +0, Attack +2, agility +1, Attack +1, Weapon Mod +0, -5] [Die Result: 0 X 2] [d6-1 = -1]
Ape: Ripping Claws x2 [1d6] [agility +0, M +0, Attack +2, agility +1, Attack +1, Weapon Mod +0, -5] [Die Result: 3 X 2] [d6-1 = 5]
Ape: [PRIORITY] Ape is a Tough and has priority 5
Ape 2: [PRIORITY] Ape 2 is a Tough and has priority 5
Estarond Fireface: Initiative [agility +0, M +0, Attack +2, Attack +1, Initiative +1, Career +0, -5] Task Roll Fails [2d6-1 = 4]
Klarrie Pisher: Initiative [agility +0, M +0, Attack +2, Attack +1, Initiative +1, Career +0, -5] Task Roll Fails [2d6-1 = 6]
Markus: Initiative [agility +0, M +0, Attack +2, Attack +1, Initiative +1, Career +0, -5] Task Roll Automatically Fails [2d6-1 = 1]
Ape 1: Ripping Claws x2 [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [Defence -0] Task Roll Fails [2d6+1 = 8]
Ape 2: Ripping Claws x2 [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -4] [Defence -0] Task Roll Fails [2d6 = 8]
Ape 2: Ripping Claws x2 [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [Defence -0] Task Roll Succeeds [Success] [2d6+1 = 10]
Ape 2: Ripping Claws x2 [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 10]
Ape 2: Ripping Claws x2 [1d6] [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [Die Result: 2 X 2] [d6+1 = 5]
GM: Ripping Claws x2 [1d6] [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [Die Result: 2 X 2] [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [ = 6]
GM: Protection Roll [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [d6-2 = 4]
GM: Damage Reduction [ = -4]
Total Damage Applied: 2
Estarond Fireface: Bow [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 9]
Estarond Fireface: Bow damage [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [d6+1 = 5]
GM: Bow damage [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [ = 6]
GM: Protection Roll [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [d6-3 = 1]
GM: Damage Reduction [ = -1]
Total Damage Applied: 5
[TURN] Klarrie Pisher
Klarrie Pisher: Crossbow [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 7]
GM: Crossbow [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [Defence -0] Task Roll Fails [ = 8]
[TURN] Markus
Estarond Fireface: Dagger [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 6]
[ROUND 8]
[TURN] Ape 1
Ape 1: Ripping Claws x2 [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 11]
Ape 1: Ripping Claws x2 [1d6] [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [Die Result: 3 X 2] [d6+1 = 7]
GM: Ripping Claws x2 [1d6] [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [Die Result: 3 X 2] [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [ = 8]
GM: Protection Roll [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [d6-2 = 3]
GM: Damage Reduction [ = -3]
Total Damage Applied: 5
[TURN] Ape 2
Ape 2: Ripping Claws x2 [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 7]
[TURN] Estarond Fireface
Estarond Fireface: Bow [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 6]
[TURN] Klarrie Pisher
Klarrie Pisher: Crossbow [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 8]
[TURN] Markus
Markus: Short Sword [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 6]
Markus: Short Sword [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 6]
[ROUND 9]
[TURN] Ape 1
Ape 1: Ripping Claws x2 [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 4]
[TURN] Ape 2
Ape 2: Ripping Claws x2 [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 7]
[TURN] Estarond Fireface
Estarond Fireface: Bow [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 7]
Estarond Fireface: Bow damage [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 10]
GM: Protection Roll [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [d6-3 = -1]
GM: NO Damage Reduction
Total Damage Applied: 10
[TURN] Klarrie Pisher
Klarrie Pisher: Crossbow [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [Defence -0] Task Roll Automatically Succeeds [MIGHTY Success] [2d6+1 = 13]
Klarrie Pisher: Crossbow damage [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 7]
GM: Protection Roll [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [d6-3 = 3]
GM: Damage Reduction [ = -3]
Total Damage Applied: 4
GM: agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3 [d6+1 = 2]
Markus is using a Hero Point
[TURN] Markus
Markus: Short Sword [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [Defence -0] Task Roll Fails [2d6+1 = 7]
Markus: Short Sword [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 6]
Markus: Short Sword [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [Defence -0] Task Roll Automatically Fails [2d6+1 = 3]
Markus: Short Sword [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [Defence -0] Task Roll Succeeds [Success] [2d6+1 = 12]
Estarond Fireface: Dagger [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 4]
Estarond Fireface: Bow [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 7]
Estarond Fireface: Bow [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 6]
Markus: Short Sword [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 8]
Klarrie Pisher: Crossbow [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [2d6+1 = 10]
Klarrie Pisher: Crossbow [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [Defence -0] Task Roll Fails [2d6+1 = 7]
Ape 1: Ripping Claws x2 [agility +0, M +0, Attack +2, Initiative +1, Career +0, Attack +1, -3] [Defence -0] Task Roll Fails [2d6+1 = 7]

hawkwind
February 26th, 2023, 13:20
No, that's not the problem...

If I choose several boons before the test :

56420

The ruleset always rolls 3 dice (not 4 or 5 etc) :

56421

(Sorry for my english, it's a google translation...)

i think you only get one extra boon dice max

hawkwind
February 26th, 2023, 13:24
Just run a game and encountered a few issues


the most serious is that the damage rolls are rolling correctly for player attacks if they rull them ( they all roll 2d6 plus mods with out dropping dice) when i roll on the players behalf they roll fine


Not sure players initiative rolls are working properly when a player rolls them


Also when i drop an encounter on to the combat tracker the players can see what is loading in the chat which is a issue if they are on the other side of a closed door and have no idea

Jiminimonka
February 26th, 2023, 13:40
Just run a game and encountered a few issues


the most serious is that the damage rolls are rolling correctly for player attacks if they rull them ( they all roll 2d6 plus mods with out dropping dice) when i roll on the players behalf they roll fine


Not sure players initiative rolls are working properly when a player rolls them


Also when i drop an encounter on to the combat tracker the players can see what is loading in the chat which is a issue if they are on the other side of a closed door and have no idea

I hate to think what state it was in before Bayne started fixing it then.

veerminar
February 26th, 2023, 14:33
Barbarians of Lemuria - Mythic Edition P.10 :

Bonus Die: An extra die that is rolled along with the Task Roll or Attack Roll – the lowest die result is discarded. On a regular roll adding two d6 together, (2d6) a bonus die would let you roll three dice and keep the best two. Having two bonus dice would mean you roll two extra dice (four dice in total) and discard the lowest two, etc.

Barbarians of Lemuria - Mythic Edition P.11 :

Penalty Die: Essentially, the opposite of a bonus die, a penalty die is an extra die that is rolled where the highest die is discarded. If two penalty dice are added to a roll, the two highest dice are discarded, etc.

but I understand that it is not the most urgent :)

bayne7400
February 26th, 2023, 14:36
Let me wake up and crack open my pdf :)

Edit: Alright I see on page 23 it gives a specific use case of two boons or two flaws for a task roll.

bayne7400
February 26th, 2023, 14:40
I'll take a look at those today. I am actually running a game in the ruleset this morning.

bayne7400
February 26th, 2023, 14:56
Just run a game and encountered a few issues


the most serious is that the damage rolls are rolling correctly for player attacks if they roll them ( they all roll 2d6 plus mods with out dropping dice) when i roll on the players behalf they roll fine


I am trying to understand this. Here is what I see when a player rolls a damage. They look fine in my game

56426

Ok I see the priority message is showing as far as initiative goes. I'll put that on the list to revamp.

I see an issue with init on client side.

Here is me rolling as a client in your campaign. I will need a lot more details on what exactly was wrong with your players rolls.

56427

bayne7400
February 26th, 2023, 15:49
I hate to think what state it was in before Bayne started fixing it then.

I am just happy people are playing it.

veerminar
February 26th, 2023, 16:17
I think there is a problem with the drag and drop of the damage.

56428

bayne7400
February 26th, 2023, 16:27
Ok that image is very helpful. I can reproduce and get it updated.

hawkwind
February 26th, 2023, 17:12
thats my issue, the client suddenly deciding to roll two dice

this from my chat log

the correct rolls were done by me as the GM the payer could only roll 2d6 for damage

TURN] Estarond Fireface
Estarond Fireface: Bow [Career +0, Agility +2, Ranged +3] [Defence -2] Task Roll Automatically Succeeds [MIGHTY Success] [2d6+3 = 15]
Estarond Fireface: Protection Roll
Estarond Fireface: NO Damage Reduction
Total Damage Applied: 12
Estarond Fireface: Bow damage [Damage Bonus +1] [2d6+1 = 12]
GM: Protection Roll
GM: NO Damage Reduction
Total Damage Applied: 5
Estarond Fireface: Dagger damage [LIGHT] [Damage Bonus +1] [DROPPED 6] [d6+1 = 5]
GM: Protection Roll
GM: NO Damage Reduction
Total Damage Applied: 6
Estarond Fireface: Bow damage [Damage Bonus +1] [d6+1 = 6]
Estarond Fireface: Protection Roll
Estarond Fireface: NO Damage Reduction
Total Damage Applied: 13
Estarond Fireface: Bow damage [Damage Bonus +1] [2d6+1 = 13]
Estarond Fireface: Protection Roll
Estarond Fireface: NO Damage Reduction
Total Damage Applied: 7
Estarond Fireface: Bow damage [Damage Bonus +1] [2d6+1 = 7]
GM: Protection Roll
GM: NO Damage Reduction
Total Damage Applied: 3
Estarond Fireface: Bow damage [Damage Bonus +1] [d6+1 = 3]
GM: Protection Roll
GM: NO Damage Reduction
Total Damage Applied: 5
Estarond Fireface: Bow damage [Damage Bonus +1] [d6+1 = 5]
Estarond Fireface: Protection Roll
Estarond Fireface: NO Damage Reduction
Total Damage Applied: 6
Estarond Fireface: Dagger damage [LIGHT] [Damage Bonus +1] [DROPPED 6] [d6+1 = 6]

bayne7400
February 26th, 2023, 18:34
I found an issue with dragging . Double click seems to be working. I'll be working on it.

Jiminimonka
February 26th, 2023, 18:42
I found an issue with dragging . Double click seems to be working. I'll be working on it.

Thanks for all your work Bayne!

bayne7400
February 27th, 2023, 02:16
Ok pushed update for today. I think worst case it will hit Tuesday. The short of it was some legacy code was messing with the damage roll. I archived it (my bad).

You can now also roll multiple bonus or penalty die by using boons/flaws and the buttons at bottom. I'm going to add something were you can click boon and then set the number of bonus die for those edge cases were maybe you get to roll more than 2 and take 2 highest.

I fixed a few other mostly cosmetic things and still have some more updates planned once we can settle in and stop chasing bugs.

hawkwind
February 27th, 2023, 08:47
Found something else wrong with creatures module. All the creatures are listed twice plus a some are missing their armour dice rolls.

Thanks for all the work you have put in. It's a great little rpg which is fun to play or run and it's great that I can add more content to it . I see you are working on a Cepheus rule set...i look forward to being able to buy it.

veerminar
February 27th, 2023, 11:27
Thanks for your work, I will finally be able to use FGU to play BoL...

For the cosmetic, would it be possible to have like on FG Classic (color dice and persistent in the chat)? :

56445

Thank you again

bayne7400
February 27th, 2023, 13:44
Found something else wrong with creatures module. All the creatures are listed twice plus a some are missing their armour dice rolls.

Thanks for all the work you have put in. It's a great little rpg which is fun to play or run and it's great that I can add more content to it . I see you are working on a Cepheus rule set...i look forward to being able to buy it.

So you actually only need to load the reference manual. I am actually updating store modules (it is mostly done) so we can scrap the old creatures of Lemuria. We did not have the campaign files and the reason they split the reference module was because they used par5e to build the reference manual. With a bit of help I recreated the ref manual and once again we have the master campaign file.

I've fixed all the encoding issues with special characters and fixed anything agregious I saw. I also had a few records such as origins that I added to the ruleset.

So it is coming. If we can get things settled and once Honor and Intrigue is submitted I'm going to add effects and a few other features. My priority is update the modules and add a dice pool for more than two bonus or penalty die (rare edge case) .

bayne7400
February 27th, 2023, 13:51
Thanks for your work, I will finally be able to use FGU to play BoL...

For the cosmetic, would it be possible to have like on FG Classic (color dice and persistent in the chat)? :

56445

Thank you again

The dropped die is added to the message but I agree would match other rulesets. I'll add that to nice to have list like effects. I ran a game yesterday and I admit that did not bother me. What did bother me was the grid defaults, lighting and not being able to drag light effects onto a token from sidebar. Also not having basic effects like offensive stance and having to click boon for every attack while using a trademark weapon. So in Bayne's world those things get added first ha.

bayne7400
February 27th, 2023, 17:58
So on the next update(tomorrow hopefully) you can do this to roll and add as many penalty or bonus die as you desire. It will only keep the best or worst 2. I'll need to go in and update the drop message for all the drops.

The logic exists to cancel out boons versus flaws. Like if you select a boon and press both boon and flaw button it knows to roll one bonus die. If you want to roll more than 2 you simply select boon or flaw on desktop then grab the die and right mouse click to add die. See the attached image. I might not add a pool and let this be the default method. It is easy to do and it works.

56456

veerminar
February 27th, 2023, 19:15
I hope the update will be tomorrow, I'll test and give you a feedback :)

bayne7400
February 27th, 2023, 19:24
Thanks. What do you think about damage rolls? Is there any use case where you may roll a bonus or penalty die other than heavy or light? I do not see one and with the exception of creatures having the die result X # it is always just a D6.

veerminar
February 27th, 2023, 19:59
Yes, it's always D6, D6H or D6L for damage... I don't think there is an exception.

An idea: for basic effects, boons and flaws (like Thick Skin) could be really good (for the moment, I created a helm to apply the effect of Thick Skin...but if the character already wears a helm, it's a problem^^)

bayne7400
February 27th, 2023, 20:12
What I would like to do is add little submenus, where you can add bonuses. The problem with doing that is breaking everyone's campaign. To prevent that I have to add even more script to account for the changes. It is 10x harder reworking an existing code then starting from scratch. It also comes down to time and I have some paying projects on standby right now.

veerminar
February 27th, 2023, 20:34
I think you should just give a list of working scripts for the effects, or put some basic effects already scripted here:

56463

bayne7400
February 27th, 2023, 20:46
Right but here is no automation

veerminar
February 27th, 2023, 20:54
I tried the basic effects of D&D or Savage World, nothing actually works...

bayne7400
February 27th, 2023, 21:04
No it was never coded and in fact you cant even drag light effects. That is being updated.

veerminar
February 28th, 2023, 00:34
The ruleset has been updated.

The only problem I found is that the players see in the chat what the GM puts in the combat tracker.

Everything else is fine :)

bayne7400
February 28th, 2023, 01:53
Great. Updated the priority output in chat today. It is marked as secret. Next weeks update will be: Lighting effects, toggle for trademark weapon, multiple bonus/penalty die (>2) and a fix wrt arcane value started resetting after last update.

veerminar
February 28th, 2023, 09:28
Great. Updated the priority output in chat today. It is marked as secret. Next weeks update will be: Lighting effects, toggle for trademark weapon, multiple bonus/penalty die (>2) and a fix wrt arcane value started resetting after last update.

Great! Thanks a lot.

veerminar
February 28th, 2023, 12:29
Hello, I noticed 2 things:

The crossbow is missing in the reference manual.

All weapons round up the damage instead of rounding down. (Edit: Ranged, Brawling, Improvised)

bayne7400
February 28th, 2023, 13:39
You are talking with regard to strength bonus? Can you provide the page by chance in the book? I saw crossbow missing. I'll add it in for next update.

veerminar
February 28th, 2023, 14:04
Yes, it' s P.66-67 ("Resolving the effect of a hit").

Edit :

Light weapons – Daggers, cudgels, foils, darts,
javelins, slings
These are small and – in some cases – easily
concealable weapons. Damage tends to be
lighter, but in skilled hands these weapons can
still be very deadly. If using one of the above
(or a similar weapon), roll a d6 and a penalty
die, with the lowest die as your damage result.
This is written as d6L. Add strength if a melee
weapon, or half strength (rounded down) if a
ranged weapon.

Medium weapons – Swords, quarterstaffs,
maces, clubs, axes, spears, bows, crossbows
These are the commonest weapons – carried
by fighting men, they are definitely intended
to display the fact that you are armed and
dangerous. If using one of the above (or a
similar weapon), roll a d6 for damage. Add
strength if a melee weapon, or half strength
(rounded down) if a ranged weapon.

Large (two-handed) weapons – Great swords,
flails, morning stars, pole arms, arbalests
These are serious weapons, much more likely
to cause significant harm. Characters with
strength below 0 are unable to wield these
weapons at all. If using one of the above (or a
similar weapon), roll a d6 and a bonus d6 and
use the highest die for damage. This is written
as d6H. Add strength if a melee weapon, or
half strength (rounded down) if a ranged
weapon.

bayne7400
February 28th, 2023, 14:17
Yeah so improvised gets full strength bonus but ranged and brawling are indeed rounded using the normal rounding rules in the code. So in the code a 1.5 becomes a 2 etc. I'll add this to next weeks update. Thank you for the report.

veerminar
February 28th, 2023, 14:40
In fact, by default, all damage from thrown or ranged weapons and improvised weapons or brawling are rounded down.

So 1.5 should become 1 (not 2)

2,5 should become 2 (not 3) etc

veerminar
February 28th, 2023, 15:01
More simply: all damages that are not whole are rounded down.

bayne7400
February 28th, 2023, 15:58
Thanks I understand the term rounding down. But improvised uses full strength bonus so no rounding required.

veerminar
February 28th, 2023, 17:11
But improvised uses full strength bonus so no rounding required.

The improvised weapons thrown I think so...

This is a game with simple rules where there are no exceptions...

I think it's a mistake in the English pdf.

(It is not specified in the English pdf, but it is specified in the French pdf).

But it doesn't really matter...

bayne7400
February 28th, 2023, 19:20
If you throw an item it becomes a ranged attack. In Mythic edition there are 2 only types of attacks (unlike previous editions). The reason I ask for a page in the book is so I can read the same thing you are reading. Several posts ago I stated understood and will update. Please have confidence that I understand and it will be correctly updated. If you are inferring that an improvised weapon can only be thrown then that would not be correct. I believe the book gives an example of a table leg or chair etc. If in your game you want to only allow players to throw improvised weapons that is up to you and the ruleset allows that sort of customization. I spent literally 45 seconds making the script adjustment and 10 minutes discussing it :)

scottgeg
March 24th, 2023, 18:46
Not sure if this is a bug or not, when rolling normal or combat attributes directly from NPC sheets the value doubles (attached a pic for reference).

56832

bayne7400
March 24th, 2023, 19:47
Yup. I'll submit a hotfix

bayne7400
March 24th, 2023, 20:07
I submitted the hotfix. Thank you for the post.

scottgeg
March 24th, 2023, 20:40
Thank you for taking the time to overhaul the BoL rule set and making it usable again.

bayne7400
March 24th, 2023, 22:15
I appreciate that thank you. I am getting close to submitting Honor and Intrigue for the store. It took a bit of coding but should be fun to play.

hawkwind
March 25th, 2023, 17:09
I appreciate that thank you. I am getting close to submitting Honor and Intrigue for the store. It took a bit of coding but should be fun to play.

Looking forward to it!

ProfDogg
October 16th, 2023, 02:18
The Flaws tab on the character sheet cannot be manipulated. You can't add anything to it.

bayne7400
October 16th, 2023, 02:45
Are you saying you can't drag flaw records to it or right click to add a record?

ProfDogg
October 16th, 2023, 03:01
Are you saying you can't drag flaw records to it or right click to add a record?

Correct...

bayne7400
October 16th, 2023, 03:07
K I'll look at it in morning. Not sure how it got broken possibly something in core changed.

bayne7400
October 16th, 2023, 15:00
Proffdog I am unable to reproduce this issue. Please disable any extensions and themes and try again. if it if a theme causing the issue please let me know. See the image below.

veerminar
October 16th, 2023, 16:38
Hi, when i create a NPC, it's impossible to delete boons and flaws on NPCs character sheet.

bayne7400
October 16th, 2023, 17:21
Hey there

Yup I see when you click the edit button the delete is not showing. Ill get this updated thanks.

bayne7400
October 16th, 2023, 17:38
I pushed a fix for this. Hopefully they can get it updated soon.

Thanks again

ProfDogg
October 17th, 2023, 03:45
I pushed a fix for this. Hopefully they can get it updated soon.

Thanks again

Thank you!

bayne7400
October 17th, 2023, 16:02
I couldn't identify your bug with the character sheet. So hopefully you can followup with that Proffdog.

ProfDogg
October 17th, 2023, 19:44
Running bare-bones with no extension and the character sheet looks like the attached photo. I can't right-click to add Flaws (or rather I can but to the option to add isn't there unlike the Boons field above).

ProfDogg
October 17th, 2023, 19:45
Running bare-bones with no extension and the character sheet looks like the attached photo. I can't right-click to add Flaws (or rather I can but to the option to add isn't there unlike the Boons field above).

Never mind! I didn't realize I could scroll lower after having expanded the sheet dimensions... Many apologies...

bayne7400
October 17th, 2023, 19:54
Clearly I need to set some minimum dimensions. Lots of stuff has been changing so not quite sure if that got removed. This original sheet obviously was not mine and I was trying my best to keep it looking like the old one.

Devil Dog
January 26th, 2024, 06:01
Hello,
I am having trouble with adding fate points to the character sheet. I am able to left click on the circle and add fate points, but as soon as a left click anywhere on the character sheet, the fate points go back to zero. I had a similar problem with Lifeblood in that characters who chose the boon "hard to kill" (which adds +2 to one's lifeblood total). When I first tried typing in the +2 it kept defaulting back to 10 + strength. However, once I checked the box for "hard to kill" it fixed the problem. Is there something similar that is needed for adding fate points? I've tried checking the box next to priest under careers, but that had no effect.

bayne7400
January 26th, 2024, 13:25
Fate points are tied to a priest career so let me test it some today and get back to you. Clicking the circle next to the career adds the bonus to the subsequent roll.

bayne7400
January 26th, 2024, 14:01
"Priests and druids receive 1 Fate Point per hour spent at their devotions. They can receive a maximum number of Fate Points equal to their priest or druid rank. However, the expectations of their worship are higher, the longer they spend at the temple:"

So you need to career rank to adjust fate points. I tested this and it works.

stormlordrising1
April 28th, 2024, 23:06
Hello,

I was recommended to come here by Fantasy Grounds when I submitted a ticket. I was GMing a session this past weekend and my magician noticed that when he cast a spell all of his arcane points (AP) were used instead of the 2 or 4 AP that the spell was actually supposed to cost. The second issue I have is I cant add any spells to my character sheet and I cant see any spells my players add to their character sheets. Any have any thoughts or fixes for this issue? Thank you in advance.60698 I only have some maps, Calendar and Defualt fumble and critical hit tables activated. Thank you for all the work we really enjoyed playing this weekend.

bayne7400
April 28th, 2024, 23:07
I'll take a look and see if I can reproduce. Spell AP can just based upon selections though.

stormlordrising1
April 28th, 2024, 23:11
That was great this weekend. We are still learning the system and being able to drag to tracker we all thought was great

bayne7400
April 28th, 2024, 23:15
Can you show me a screen shot of your spell data? As you know the ref only has example spells I included.

I can't reproduce either issue. Does the player understand they could have an armor penalty increasing the AP cost? The sync issue is wierd and i totally believe you but I cannot reproduce. I have seen Moonwizard discussing character sheet sync issues recently.

If it would be easier send me your campaign file on discord or via drop box and tell me which character. it might make it faster for me as well.

stormlordrising1
April 29th, 2024, 00:54
I am not sure how to add the Spells data. I have asked the player that showed me how to get it. I did make a shot video with his character and a character I made side by side.
https://youtu.be/nJWEaNETZa0

bayne7400
April 29th, 2024, 00:56
Your video is marked as private and not accessible. There are example spells in the ref manual start there. I'll ask again to please provide your campaign file.

bayne7400
April 29th, 2024, 01:50
Ok I saw your video. EXPAND your character sheet's width :) (grab the edge and make it wider) Also the spell you made was not setup properly for BoL, your casting requirements need to be set to none or else the requirements need to be placed separated by a comma. Look at the examples in the reference manual

stormlordrising1
April 29th, 2024, 05:28
We figured it and thank you we expanded it and everything is working properly know. I appreciate your patience and all of your hard work it is greatly appreciated

bayne7400
April 29th, 2024, 13:47
No problem. I would have been totally
confused too. I'm not entirely sure why we had to resize the sheet to draw the control in some cases. It happened to me one time too. I will look at the anchoring when I get some time

bayne7400
April 29th, 2024, 16:12
I pushed an update to address the anchoring on the spell tab. I also found/fixed an issue if you were to make a manual protection roll with an NPC.

Poe the Homunculus
April 29th, 2024, 21:45
Hello! I'm playing the magic-use in the game and I noticed that the First Magnitude Spells default as 6 AP instead of 5 AP. The Second and Third both default as 10 and 15, respectfully.
Is there a way to change or update this?
Thank you!

bayne7400
April 29th, 2024, 22:38
Yup let me look at this.

bayne7400
April 29th, 2024, 22:51
3rd magnitude is also incorrect and I found a bug in the chat output. I'll get this pushed tonight to along with the one this morning. It is a low magic system so stop playing a caster :)

Poe the Homunculus
April 30th, 2024, 03:43
But it's so fun to use magic!
The story is that the PC is cursed with power and near death. He's got to rid himself of the magic curse.
Thank you for all the work overall :D

Poe the Homunculus
May 27th, 2024, 00:29
So,,, I'm goina sounds like a real d- about this. First Mag spells are still not working right. Selecting the spell brings up AP cost of 5, but after the second selection, the AP cost remains 5. You must select at least three requirements to lower the cost by one point beyond the first requirement.

When casting a spell against a creature/NPC, is there a way to roll it and have their Mind attribute automatically deduct from the roll, as Defense does? The GM has to make the call because they know the Mind att.

Third, is there a way to apply damage directly from a spell, both with Cantrips making one point, 1st 1d6, etc. - and applying the wounds from the spell to the caster? (I know, low magic. But I'm playing a PC like Elric, Sypha Belnades (sorceress from Catlevania - which is deeply S&S), Kane, and Geralt; deconstruction of the genue .

bayne7400
May 27th, 2024, 01:44
Last question first. No. I am not adding that to the ruleset. I already put in a ton of work just to have something playable. I am not the original dev.

I see that with First mag spells. Second mag seems to work fine. I will go back in and address.

WRT to NPCs it looks like it is counting the modifier twice. So again I will take a look at it. You are saying it is not taking it into account at all? I do not see that

bayne7400
May 27th, 2024, 16:13
OK man I submitted an update for the last two. I appreciate you giving this play through. Nobody plays magic casters :)

Poe the Homunculus
May 27th, 2024, 21:13
Awesome - Our next game (Stromlord and I) is in two weeks. I really like the Eric and Kane characters, so it's cool to recreate them in an RPG with this ruleset.
I did not know you were not the org dev, so thank you! for all the tons of work you put into this. Great to play on FGU, it is fun!

Tabarkus
May 29th, 2024, 13:37
Hey Bayne, likewise I appreciate the work you've done here to update and upgrade the BoL ruleset. Any plans to add large scale land battle mechanics to the ruleset? I really like the simplicity of battle mechanics in BoL and it's doable as is but it would be nice to have a battle round result tracking system that works off the combat tracker.

bayne7400
May 29th, 2024, 13:46
I do not plan on adding that

Tabarkus
July 9th, 2024, 01:03
@bayne7400 hey could you add a chat message for when an NPC is killed in combat? The current chat output doesn't have such a statement. Minor detail but it sure would be helpful.

bayne7400
July 9th, 2024, 13:18
Next time I go back in and work on the ruleset I will see about adding it

Poe the Homunculus
July 21st, 2024, 00:17
Yeah, we're the group that's playing all the BoL games :) Lots of feedback from us, lol.
So... two things:

1. We are trying to figure out how to add effects to a character, example: Enchanted Weapon, DMG: +2. Any suggestions?

2. Power of the Void Boon does not add +2 Arcane Points to a character. How can we fix that?

Thanks, again, for the help

bayne7400
July 21st, 2024, 00:25
There are no effects in the system. You can use the modifier box at add to attack and damage rolls.


Other than these.
https://www.fantasygrounds.com/forums/showthread.php?77075-BoL-Effects-(Feedback-requested)

bayne7400
July 21st, 2024, 01:04
I'll have to look at Power of the void once the next core rpg build goes live. Everything is locked down on test server

Poe the Homunculus
August 17th, 2024, 22:56
Any updates for Power of the Void? Thank you for the help

bayne7400
August 18th, 2024, 14:07
It will show up in the patch notes if I decide to tackle this.