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January 15th, 2025, 20:43 #101
This is fixed, at least according to the newest version of the module I have downloaded.
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January 15th, 2025, 20:48 #102
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January 21st, 2025, 22:02 #103
Here's the scoop on the Conditions/Resiliences issue that has a lot of people frustrated. KP is working with SW to fix this issue. Once it is fixed the Monster Vault will be updated properly so the parser recognizes all of the text. Until then, please be patient.
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January 21st, 2025, 23:05 #104
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 21,894
@Minxdobby69,
We’re not aware of any changes scheduled on our end. From our understanding of next steps, the creatures need to be updated with individual resistances like they are in 5E.
Regards,
JPG
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January 27th, 2025, 10:06 #105
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February 18th, 2025, 03:23 #106
- Join Date
- Nov 2017
- Posts
- 14
The Cleric's first-level proficiencies are that of the bard. Please fixCleric other tab.png
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March 13th, 2025, 23:37 #107
For those of you that have found errors in Campaign Builder: Dungeons and Ruins stat blocks. This has now been fixed. There will not be a player version of the book made as KP has never used that method. You can easily make your own Player version by copying the needed records into a new campaign. Some of the TOV books were converted to FGU being updated so the immunities and resiliences could be entered correctly so give us developers a chance to fix things when you report them.
As for Caverns of the Spore Lord, I have notified KP of the problem as I did not do that conversion.
MinxLast edited by Minxdobby69; March 13th, 2025 at 23:45.
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Yesterday, 05:32 #108
- Join Date
- Jan 2020
- Posts
- 81
They may never have used that method before, but it's in the developer guidelines for fantasy grounds that player options get a separate module from GM options. If they haven't in the past, then that's an error. (and I'm not sure that's true; it may be that this is the first conversion that has GM and player options in the same book. But I'm not gonna go hunting through the entire library looking for examples, it's an error regardless).
Asking us to create and maintain a separate module every time this one gets an update is not a great solution (you have to make deep copies, reset the links, etc), nor would having the GM have to share the records individually, which is also error prone. Given how fantasy grounds modules are supposed to be created, that's kind of asking your customers to do the work for you and putting an unnecessary burden on them (I've done a couple of conversions for Smite Works; according to Smite Works' own docs, this is literally the wrong way to go, for a whole host of reasons).
At least make it player loadable by default so your customers don't have to use Mad Nomads module extension to change it's loadability. That's still not an ideal solution as there really is stuff in there some GM's would rather the players didn't have access to do at the table, but it's better than putting player options in something a player can never see. Like what is the point of that exactly?Last edited by drempel; Yesterday at 06:03.
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