While the module is properly calculating Stamina for my players, the number cannot be modified in any way that I've found. So if my player takes the Toughness feat, which adds stamina points, we can't modify that. =( Am I missing something?
Printable View
While the module is properly calculating Stamina for my players, the number cannot be modified in any way that I've found. So if my player takes the Toughness feat, which adds stamina points, we can't modify that. =( Am I missing something?
We may need to change this to make it handle differently... however, there is a workaround you can use for now.
For a modifier of 3, for example on a character of level 3 with Toughness feat, type in the number 3 into the Modifier box on the lower-left, below the chat box. Drag that to the Max SP and it should update it. You can do the same for current as well. Using positive or negative modifiers, you can adjust as needed.
Items popups for Armor, Weapons and Templates should now work. There was a problem with the Dead Suns AP modules that was causing a conflict. These have been fixed.
1. Close FG
2. Re-open FG and run an Update
3. Go to Data > Modules and UNLOAD and then LOAD the Dead Suns AP modules. Right-click on each thumbnail and choose Revert () to bring them back to factory default
The Dice Tower will show up if you do the following settings in your Campaign Options
1. Load your campaign
2. Click the Gear icon on the upper right to choose the Campaign Options.
3. Turn on Show GM Rolls
4. Turn on Table: Dice Tower
For the missing CR 1/2 and 1/4 NPCs, we will research this and get back to you ASAP. We will be posting periodic fixes throughout the days and weeks ahead for anything like this that we missed.
Ok, Did you adjust youe Ability Scores AFTER dropping in your Class?
The System is set up to Adjust your Ability Scores with your 10 points before you drop in your Class.
If you do this then all the Bonuses are set up correct when you drop it in.
So when creating a new Character
1-Drop Race then Theme.
2-A popup will appear for you to adjust your Ability Scores. (Add your 10 points and close window)
3-Drop in Class- and all your stuff should be correct.
Thanks MR. Davison. So i took a Preliminary look through with my physical copy of the alien archive and it appears the 1/3 and 1/2 cr's with the exception of the space goblin zaperator are listed as cr 1's. neither space goblin zaperator nor space goblin honchohead are at present in the archive.
1. Not a big deal, but that does makes them unavailable in 'manage character'.
2. Thanks, someone else pointed that out too, so I have that straightened out, although it should probably at least default to spontaneous casting.
3. That wasn't working for me initially and I made a lot of characters trying to figure out why I kept getting different amount of resolve points when making different characters. I don't like having a bunch of windows open, so after I'm done with a window I tend to close it. So what I was doing was adding a race, adding a theme, adjusting stats in the ability modifier window that comes up, closing the modifier window, and then finally adding a class. If you do it in that order it is bases the Resolve Points off of your Dexterity mod regardless of what class you chose. However, if you leave the ability modifier window open when you drag your class to your sheet it calculates the Resolve Points correctly.
Already posted this in another comment, but this results in the incorrect resolve points. The key is to NOT close the window for adjusting Ability scores. If you close it it is basing resolve points on Dex for every character I've made, going on about 20 characters now.
Ammunition (Darts, Batteries) load onto the action tab as if they were weapons with no damage.
None of the Alien Archive races except for the Baratha and Contemplative have their speed populate into the character sheet when the race is added.
Based solely on magic missile, spells don't seem to be parsed and do not parse correctly when you tell it to reparse the spell action.
Creatures do not have spell actions parse either; just listed spells with links to descriptions.
Checking a number of spells now....seems to parse mentioned conditions, but not damage..... most spells have nothing parsed and no short description on any spells.....fly 1 has unconscious effect :)
Also on spells, when dragged onto a character sheet it doesn't add the savings throw information. Once dragged to the sheet it is missing in the spell description when you bring it up, and in the mechanics section of the spell where the attack roll is located.
Does this mean that after clicking Update, this should work right now? Or do I have to do something special to update it other than click update? Or do you mean it is already fixed for the next push of the ruleset?
Just want to check, because it is still behaving the same for me right now.
Not sure if I'm looking at it wrong but grenades and AoE type weapons don't seem to do anything AoE related.... and their damage values are missing.
All grenades just have a 1 in their damage tab... also tried using them via combat tracker etc... and no AoE effect etc.....
Attachment 22207
Looking at it it's filled of hashtagsbuild(theme name/skillname/proficiency name) I'm not sure how
Archamus,
We will announce patches as they are released. We will be having the developers working on Starfinder perform a set of fixes, and then push the update with a notification (probably here). It may be a day or two, depending on the developer's schedules this weekend.
Regards,
JPG
Don't know if this is a bug.. Can't find anywhere to ID an item if the setting for Item:Identification is turned on (or did I miss something?)
The calculator for the CR doesn't appear
Isn't it part of it ?
oh, gosh... that's obvious in hindsight... now I can't unsee them. Thank you so much!
Default theme has some issues with the windows:
Attachment 22209
Red Header Bar - Does not expand to accommodate longer titles
Smaller windows - the frame, header, and background do not play well together.
OK so after trying multiple scenarios, there's still something wrong on the Skill/Stamina/Resolve population:
* If you drag your class over before you edit your Attributes, you get the correct Stamina populated, but your Skill and Resolve points are not correct.
* If you edit your Attributes before you drag over your class, you Skill and Resolve points are correct, but your stamina isn't populated.
Also, a couple of typos I have noticed in Feats:
Blind-Fight is just listed as "Fight"
In Harm's Way is truncated to "s Way"
Lots of the issues we had are listed in this thread already, so I know you folks are already hard at work on them, good on you. We had parsing issues with spells, but they were a bit different than what was listed here in the thread. My mystic player and Technomancer palyer had the spells dragged into their sheets, and the spells could target and cast on targets. Those with saving throws worked, and automatically rolled for the targets when the spells were cast. However, the damage would not parse, and there was no space to edit damage into the spell in the actions tab. We're still in early days though gang, I know you'll get it soon! Thanks for your hard works, and thanks for taking my money!
The NPC Abilities are not populating the modifier fields when you type in an ability above or below 10 .. it just stays at zero.
Is anyone else having issues with CTRL-CLick targetting for players?
trystam,
If you are talking about CTRL-click within the player combat tracker, his was just recently identified as a general issue for any CoreRPG-derived ruleset, and is worked around by shrinking the player combat tracker to smaller than the list of combatants. A patch will be included in v3.3.5, when it is available.
Regards,
JPG
Magic Items are missing (Drag and Drop)
Operative skills deduction : when you select your specialization, you get 2 free skill rank depending on the specialty, but it deduct the free skill from the sklii point list
Attachment 22225
Templates for the magic items.. ok well ill look there thanks Archamus.
Yes, You see that the 2 skill points are already placed in the respective skills based on specialization. I have added 2 extra skill points to the Operative.
So a Operative actually gets 8 + Int + 2 Free.
The 2 Free are automatically added to the respective skills based on your Specialization.
The little square next to the skill are your free skills (mouse over).
It is also configured for Multi Classing you can Still add skill points to those skills if you multi-class.
So in your Attachment your 10 points remaining should be a total of 8 + your Int Bonus.
Hope that clears things up
Samarex