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June 23rd, 2026, 23:57 #171Dominic 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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Yesterday, 06:30 #172Zealot
- Join Date
- Jul 2015
- Location
- California, USA
- Posts
- 64
A few bugs we saw in a game tonight:
1) Critical damage should add the max value of the dice, but it is also doubling the modifiers. Example, if a weapon does 2d8+5, a critical should be 16 (max of 2d8) + 2d8 rolled + 5, but it's adding +10 instead of +5 at the end.
2) There is a script error rolling critical damage for PCs if the weapon damage has two separate modifiers (if the damage is 2d8+3+2) but no error if the mods are consolidated (2d8+5). The error is [string "Daggerheart:..pts/manager_action_damage.lua"]:55: bad argument #1 to 'ipairs' (table expected, got nil).
3) When PCs attack adversaries with Advantage (either clicking ADV button or adversary has the Vulnerable effect), 1d6 is not being added to the attack rolls. The vulnerable effect or clicking ADV when an adversary attacks a PC does work however (2d20).
4) When adversaries take damage, the damage is applied correctly to the spotlight tracker, but the chat text output indicates "[Wound] Marks 1" regardless of how many HP the adversary actually marks (such as 2 or 3). Chat output for damage to PCs is correct though (note: Didn't damage used to also indicate "Minor" "Major" or "Severe" as well? Was this removed on purpose?)
5) During level up using the wizard, adding cards from the level up check-box screen gives an error: [string "Daggerheart:scripts/manager_char_card.lua"]:29: attempt to index local 'rAdd' (a nil value).
Suggestion: Can the level up wizard (including the level 1 character creation wizard) have a button such as "Confirm" or "Commit" which closes the window? Players weren't sure if they just needed to close the window or do something else to "finish" the level up process.
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Yesterday, 08:26 #173Warrior-Priest
- Join Date
- Oct 2018
- Posts
- 58
Reporting what seems to be a bug. When creating a character using the character creation wizard, domain cards are not able to be added. Here are my steps:
1. New campaign, no extensions
2. Activated Daggerheart SRD books (Player & GM)
3. Reverted changes on both books
4. Added a new character from the Characters window
5. Walked through the steps of creation
6. When I got to the step of adding domain cards, I chose the Book of Tyfar
7. The program throws an error, and doesn't add a card
I tried a second time as well, with the same effect.
Screenshot 2026-06-26 at 9.19.20 AM.png
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Yesterday, 09:06 #174
Pushed a hotfix to address 1, 3, 4, and 5. For 2 can you give me an example steps to replicate? As for the suggestion, the window is more of an editor than a commit or confirm style window. The player can go into it anytime and adjust it if they wish. The changes in that window adjust the sheet in real time and is committed when the option is changed. It follows the design of all other editor windows. I will put it in my notes to look over based on your suggestion.
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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Yesterday, 17:06 #175Zealot
- Join Date
- Jul 2015
- Location
- California, USA
- Posts
- 64
For item 2, edit a weapon's damage and add a mod as an extra line as in the first attachment. Attempting to roll crit damage fails. Using the same weapon, removing the additional mod line and just adding the total modifier in the top section, it works.
Crit damage has error.jpg
Crit damage works.jpg
The reason I'm currently using these fields is to add in default damage bonuses such as from the Small Dagger's "paired" feature so the player doesn't have to click the mod button from small dagger every time they roll damage, but the field could certainly be used for many different modifiers where you would not necessarily want to just consolidate them all in the weapon's mod field and then forget what makes up that total.
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Yesterday, 21:06 #176Dominic 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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