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September 11th, 2021, 06:11 #681Dominic Morta
Ruleset Developer
Smiteworks
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September 12th, 2021, 17:21 #682
- Join Date
- Apr 2020
- Location
- USA
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- 6
Found some more starship-related bugs. Bugs were found on a Tier 19 dreadnought with a space station framework installed.
1) Space station frameworks do not increase the number of available expansion bays. Expansion bay allowances should triple when the item is added.
2) Hangar bay expansion bays should take up 4 bays; they only take up 1.
3) Shuttle bay expansion bays should take up 2 expansion bays; they only take up 1.
4) Virtual intelligence holographic projectors are not present. Also, virtual intelligences have a 0 Build Point cost. (Should be based on the tier of the VI)
5) Installed power cores do not display on the starship sheet, even though their PCU capacity and usage is counted correctly.
6) I see no way to link two weapons. (This may be just a lack of UI to do so.)Last edited by sirrogue2; September 12th, 2021 at 17:32.
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September 12th, 2021, 19:41 #683
The frameworks are an odd duck when introduced with the SOM book and are on my list of hard coding them to work correctly till a better solution is found. Colony was the first one to get the treatment, and the others will follow.
Any item that needs BP adjusted can be copied and have their BP change till a solution is implemented. As an example, VI, does not have a listed BP cost as it's determined by the level of the device. This also changes the underlying bonuses. A consideration in splitting the VI ship item into each leveled part was considered, but till automation is implemented, it would have to be handled manually at each stage of it's installation. I did not see the Holographic Projectors for VI and will relay this to the developer of the module.
Can expand on the Power Core issue? I was able to receive this when I was testing a fresh ship and added a Power Core:
capture.png
As for linking weapons, it was another system I am looking in finding a better way of automating and thus not implemented.Dominic 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
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Have a suggestion?-Feature Request
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September 12th, 2021, 20:55 #684
- Join Date
- Mar 2020
- Posts
- 60
Not sure if this is a bug, but I cannot add starships to an encounter.
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September 12th, 2021, 23:21 #685
Unfortunately starships can't be added to encounters as they are not NPC records. It's been on my list for some time to implement something for starships. Just not something I am able to do at the moment with the Mech book updates and other R&D projects for Smiteworks.
Dominic 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
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Have a suggestion?-Feature Request
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September 13th, 2021, 00:51 #686
- Join Date
- Sep 2019
- Location
- NJ
- Posts
- 149
FG v4.1.6 Ultimate (2021-09-08)
When an NPC rolled a natural 20 and critted me using its ranged weapon (piercing ("P" dmg) vs KAC), my DR 5 was applied 2x. The total critical damage was 20, but instead of taking 15 (DR 5), I only took 10 of it (DR 5 x2).
To recreate:
1. Give a PC DR 5.
2. Have the NPC critically hit the PC (nat. 20, making sure it is in fact a crit) with either B, P, or S damage.
3. The DR will be applied twice instead of once.
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September 19th, 2021, 04:09 #687
- Join Date
- Jul 2015
- Posts
- 11
I found this same error on the spell 'Disintegrate.'
Additionally, it appears that the damage type 'spell' is broken. On spells that don't have an energy, physical, or force damage associated with them, like 'Mind Thrust,' the damage is listed as spell and every creature outright full resists the damage. If you remove the damage type, it shows up in the tracker as [TYPE: magic, spell] (the same as if the damage type were 'spell'), but still gets full resisted.
If you change the damage type to literally anything else though, it works as intended.
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September 20th, 2021, 19:47 #688Dominic 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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September 20th, 2021, 21:00 #689
- Join Date
- Jul 2015
- Posts
- 11
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September 20th, 2021, 21:45 #690
No worries, and I thank you for the report. Helped me find an issue. Just wanted to clarify and explain the issue. Don't want to have to change spell wording if it's a ruleset issue
Dominic 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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