Cosmere RPG Beta Launch
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  1. #1051
    Quote Originally Posted by The Judge View Post
    The latest Fantasy Grounds update on 8/17/24 broke the Feature: Extended automation and alternative overlays as well as a complimentary Feature: Advanced Effects for Pathfinder by BMOS
    Can you give more details on what is broke? It seems to be working fine for me ... but i haven't checked every feature.

  2. #1052
    It seems as though Extended automation is effecting the new NPC Dice feature in the new update.
    it causes the dice to your default dice and not the dice associated with the npc
    skill checks use the proper dice but the attack rolls and saving throws do not.

  3. #1053
    I am currently updating the extension(s) Then such incompatibilities are hopefully resolved

  4. #1054
    Just a heads up: At latest this weekend I am hopefully done with updating Just got a bit busy with work this week

  5. #1055
    Extensions are now updated and hopefully compatible with everything again (except maybe with the extra stat to saves extension? I still have to check that explicitly )

    Also: The AoO chat message for NPCs about exceeding and reaching the number of AoOs is now hidden if the GM's rolls are hidden
    Last edited by Kelrugem; August 28th, 2024 at 07:21.

  6. #1056
    Just pushed a new version of the extended automation extensions, incorporating the recent hotfix of SW

  7. #1057
    Flat-footed button is not doing anything for me. Manually applying the condition or working off of it being autoapplied in combat still works (though it doesn't apply the condition to non-PCs). Is anyone else having the former issue?

  8. #1058
    Quote Originally Posted by Falco1029 View Post
    Flat-footed button is not doing anything for me. Manually applying the condition or working off of it being autoapplied in combat still works (though it doesn't apply the condition to non-PCs). Is anyone else having the former issue?
    I can test later, but just as clarification: Clicking that button treats the defender as flat-footed So, if you attack someone and have that button clicked, then the target gets treated as flat-footed. It does not apply any effects etc

  9. #1059
    Quote Originally Posted by Kelrugem View Post
    I can test later, but just as clarification: Clicking that button treats the defender as flat-footed So, if you attack someone and have that button clicked, then the target gets treated as flat-footed. It does not apply any effects etc
    Right, but it isn't. And nodex should still fire in existing effects, right?

  10. #1060
    Quote Originally Posted by Falco1029 View Post
    Right, but it isn't. And nodex should still fire in existing effects, right?
    Oh, I see I will try to test

    (But currently a bit busy, I marry on Thursday, afterwards holidays and then moving to Germany; I hope I can squeeze it in once I settled in Germany I certainly have much more time for coding again)

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