Dont run an update before the game.
Advise your players not to run an update just before game time.
Can you post some screen shots of what is or is not happening?
Printable View
Which Dead Sun AP , The Map and The Encounter?
I opened up AP 1 and a few maps they all worked fine. (for you Mask menu at the top of the Map the Map needs to be unlocked to see it.)
I tried a couple encounters Opening from the Story and the opened and loaded fine.
Samarex
Emoting, OOC and speech all share the same font and color in their texts.
This makes correctly reading the chat when many people are writing at the same time difficult.
Using the simple brown theme extension.
Original thread
I do not run any extension, I use the brown theme
here is a picture when I unlock the map
Attachment 23085
Also I took the theme off, reload the modules and here is what happen when I open the map from the reference book on the AP 1
Attachment 23086
Ok it seems I found out what it was : I ran the update 3 times and it change the Ultimate version 3.3.3 to 3.3.5 and now the bugs doesn't appear anymore
Hello,
This time, I tried entering the lvl4 iconic characters using the latest LIVE version of Starfinder Core.
General problems :
- When a PC is deleted, and a new character is created, some elements from a deleted sheet can transfer to the new sheet (such as portraits)
- RP points aren't updated when the value of the key ability changes
- During character creation, current RP points aren't automatically set at maximum, but 1 point below
- Computer parts are listed as regular items rather than item templates. This means that you can't simply drag-and-drop the parts to the forge to create a computer.
Spells:
- In some spells, the word "lesser" is spelt "lessser" with three "s".
- When dragged to the character sheet, some spell info isn't transfered (target, saving throw, the formatting of the description). Since some info is missing, the spell can't properly parse: for instance, because the saving throw is lost during the drag-and-drop, the DC of the cast cannot be automatically parsed.
Soldier class
- class features are in capital letters
Operative (Ghost, but probably other versions as well)
- Total skill ranks doesn't include the "free" skill ranks from specialisation. This means the available ranks are always negative once skill ranks have been properly spent.
Mechanic (Drone) class
- class features are in capital letters
- The "Mechanic Trick" class feature doesn't link to a list of drag-and-dropable links. The Mechanic (Exocortex) version of this class feature works fine.
Drones (hover) and possibly other models of drones
- BAB and saves don't seem to level as they should. For instance, at level 4 I have BAB +4 (should be +3) and Ref +4 (should be +3)
- Stats relying on constitution (such as fortitude) should consider a score of 10 in constitution and not 0.
- Armor should increase wth level, but doesn't
- Drones don't have a theme, but there is a link on the haracter sheet nevertheless, which provokes a "Script Error: [string "scripts/manager_window.lua"]:8: attempt to index local 'nodeRecord' (a nil value)" when clicked
Best regards,
General problems :
- When a PC is deleted, and a new character is created, some elements from a deleted sheet can transfer to the new sheet (such as portraits)
- RP points aren't updated when the value of the key ability changes
- During character creation, current RP points aren't automatically set at maximum, but 1 point below
- Computer parts are listed as regular items rather than item templates. This means that you can't simply drag-and-drop the parts to the forge to create a computer.
*** RP points update with a full rest.
Spells:
- In some spells, the word "lesser" is spelt "lessser" with three "s". *** Fixed
- When dragged to the character sheet, some spell info isn't transfered (target, saving throw, the formatting of the description). Since some info is missing, the spell can't properly parse: for instance, because the saving throw is lost during the drag-and-drop, the DC of the cast cannot be automatically parsed.
*** This is in work to fix Spells parsing needs reworked due to he difference in spell description.
***
Soldier class
- class features are in capital letters *** Fixed
Operative (Ghost, but probably other versions as well)
- Total skill ranks doesn't include the "free" skill ranks from specialisation. This means the available ranks are always negative once skill ranks have been properly spent.
*** Cant repeat this- Free ranks are automatic. After you drop your Operative class and select your specialization. if you go to your Skills tab you should see the two skills for that Specialization have a little Square and both should already have 1 rank in the skill.
Mechanic (Drone) class
- class features are in capital letters
- The "Mechanic Trick" class feature doesn't link to a list of drag-and-dropable links. The Mechanic (Exocortex) version of this class feature works fine.
*** Fixed
Drones (hover) and possibly other models of drones
- BAB and saves don't seem to level as they should. For instance, at level 4 I have BAB +4 (should be +3) and Ref +4 (should be +3) ***Fixed
- Stats relying on constitution (such as fortitude) should consider a score of 10 in constitution and not 0. ***Fixed
- Armor should increase wth level, but doesn't ***Fixed
- Drones don't have a theme, but there is a link on the character sheet nevertheless, which provokes a "Script Error: [string "scripts/manager_window.lua"]:8: attempt to index local 'nodeRecord' (a nil value)" when clicked
*** Not positive why it is showing. I will track it down. (For now its nothing you don't have a Theme)
*** Verified Will look into this
The fix will be updated with the weekly update. Our other developer has pushed some big updates for Starship and they need some testing before it gets pushed live.
So for now I know its a litte confusing but the roll numbers are not affected.
Sorry for the inconvenience
Jut got the Pact Worlds book and found a few issues quickly in the players book.
SFRPG ruleset v1.0.8
CoreRPG ruleset v3.3.5
Pact Worlds Players
On main tab Bantrid has Astrazoan short description
Khizar Other tab has Carbonic Respiration trait at the top of the description
Devine Blessing Feat starts with a [] on Main tab where type normaly goes
I notice in the Starfinder Core Book reference Manual, the starships descriptions from the Pact Worlds on give the Idarian Millennia description
Also, along the left hand column of links, it referrs to the Pact Worlds Styles as "Pack Worlds Styles".
Electrovore gloves have charges but are a melee weapon so they don't have a place to record usage. It would be nice to be able to add a use count to melee weapons that have them.
Is there a thrown weapon option from PF that was disabled? That would work too without adding ammo to all melee weapons.
Cannot add in a custom class when making a character. You can click on the Magnefying glass and look where the xp will go and where you would drag your class, but you cannot manually type in a class name. YOU CAN make the class as with the class setting and drag it over, but you cannot adlib on the fly. Not a major issue, just wanted to bring it up. FYI, tested functionality in 5e. In 5e you can create a character by typing everything in if you want.
FYI,
1.0.9 Update is on the test server if anyone want to check it out. If you do and find a problem let me know and I can see about correcting it before Tuesdays update.
Another 1.0.9 possible issue with ship building.
Drift engines are weird on the PCU cost, most calculators don't include them since you have to sit for a minute with not moving, instead of a cost they have a minimum PCU with the idea being that you redirect power to them as they charge up from thrusters (they have to be off to enter the drift) and other systems. Using the Sunrise Maiden from the Adventure Path it uses 147 out of 150 PCU the thrusters use 70 PCU and of that non-essentials use 15 PCU. The problem I had when I built it was it put a cost of 75 PCU for the Drift putting me over by 72 PCU. I was able to go edit it down after I added it to 0 so I balance out.
I don't know what the best way is to do the drift engine PCU cost if it should be 0 and check that the power core can support it by checking the min PCU rating.
Another issue I found is when you upgrade and update your ship, if you remove something it looks like you need to then remove it not just in the page it is under but also the pcu and build points total, currently it looks like you have to remove it in three places.
Last issue is extra weapon mounts are not in the ship part list.
This may not be implemented yet or maybe it's an enhancement, It would be nice if the assigned pilots ranks go into the AC and TL numbers.
1.0.8 Core Rule Book
The following spells are in the spell list twice. The ones listed first (ie Command, Greater) are not completely filled out, while the spell listed in the parentheses are completely fleshed out (ie Greater Command). Not that large of an issue, but figured it should be pointed out.
Command, Greater (in spell list twice and complete as Greater Command)
Confusion, Lesser (in spell list twice and complete as Lesser Confusion)
Discharge, Greater (in spell list twice and complete as Greater Discharge)
Dispel Magic, Greater (in spell list twice and complete as Greater Dispel Magic)
Invisibility, Greater (in spell list twice and complete as Greater Invisibility)
Invisibility, Mass (in spell list twice and complete as Mass Invisibility)
Mystic Cure, Mass V (in spell list twice and complete as Mass Mystic Cure V)
Mystic Cure, Mass VI (in spell list twice and complete as Mass Mystic Cure VI)
Remove Condition, Lesser (in spell list twice and complete as Lesser Remove Condition)
Remove Condition, Greater (in spell list twice and complete as Greater Remove Condition)
Resistant Armor, Lesser (in spell list twice and complete as Lesser Resistant Armor)
Resistant Armor, Greater (in spell list twice and complete as Greater Resistant Armor)
Restoration, Lesser (in spell list twice and complete as Lesser Restoration)
Rewire Flesh, Mass (in spell list twice and complete as Mass Rewire Flesh)
Suggestion, Mass (in spell list twice and complete as Mass Suggestion)
Synaptic Pulse, Greater (in spell list twice and complete as Greater Synaptic Pulse)
Hurl Forcedisk, and other spells target KAC and can not be changed to EAC as needed.
Thanks,
Not sure what added the extra Spells. There not actually in the Core Rule book that way. But it seems there is a issue with our Archive Database that we pull spells in from when we create the books. So I will have a look and see about getting them corrected.
Just use the Spell that has everything in it . Those are the ones actually in our Core book.
Test built 1.09 (building starship).. it wants to add weapon to the "systems" fields when you add a weapon to a mount in the weapons tab.. what has been done so far with the starship building seems to work pretty good.
I would think it counts as a system despite being put on a mount for PCU tracking reasons
Test Build 1.09 is still missing the following from core rulebook
Computer Table - Missing Self-Charging on table under upgrades section.
Alien Archive - Doesn't have the 3 starships presented in the book.
-Endbringer Devil pg 35
-Oma pg 89
-Tetrad Caravel pg 123
Test 1.09
Was playing around with the Starship building and wanted to say I'm super psyched for the full release - it looks awesome!
I made a few mistakes adding ship systems and noticed that once the extra systems were removed, the PCU and BP lists still had them listed and counted in the calculated value, and they had to be removed manually.
Attachment 23224; Attachment 23225; Attachment 23226
Still, great work guys!
I will talk again with the developer, I brought that issue up to him before. We have to see if there is a way to do it.
But for now if you remove a Item from the ship make sure you also remove it fro the PCU an BP summary areas. This will correct the calulations for those areas.
v1.08 - Base Class Creation Error
I am attempting to create a custom class for a player in my campaign. This would be a brand new class and not one that is already in any book. Unfortunately, I am hitting a wall and I don't know the way to get around it. The console is throwing the following error: Script Error: [string "campaign/scripts/manager_char.lua"]:2082: attempt to index field '?' (a nil value). Since the rule set is in the vault, I cannot figure out why this is being tossed or what field I am missing.
After some testing, unless the class is in actually already in the rule set, FG will toss that error thus preventing the creation of new classes. During my test, I created my custom class and when attempting to add the class to the character sheet, it tosses the error listed above. Remove the name of the custom class and then add in an existing class (my second test was operative) and it loaded everything properly.
I am assuming this is what is intended per a previous post when you stated you cannot re-name classes. It just seems to limit what I can and cannot enter.
I'm not sure if this has been requested before.
Could the reference manual be updated with links instead of "see page 123" text. For example, the Startship Combat -> Roles page has a bunch of "see page 322", "see page 317" etc. references. Could these have links added to allow immediate access to the relevant reference manual entry? Otherwise, it can be quite difficult navigating to the correct page, without referring to the actual PDF or physical product.
Here's an example from the Pathfinder Bestiary 3 module - a reference to another page number is replaced with a "link below" reference and then a link is provided at the next break in the text.
https://www.fantasygrounds.com/forum...chmentid=23242