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November 19th, 2020, 16:41 #101
It has to do with how the SFRPG ruleset was coded. It is just a bug that needs to be fixed...
aka Laendra
Socially Distanced since 2020 A.D.
Discord: Laendra#9660
Ultimate license (FGC/FGU)
Current Timezone : Central (CDT) (GMT -5)
Playtime: Prefer 8pm Central, or later
Playing: 5e Monday evenings and Starfinder bi-weekly on Thursday evenings
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part-time Ruleset and Extension Developer
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November 23rd, 2020, 00:00 #102
- Join Date
- Mar 2018
- Location
- USA Utah
- Posts
- 8
creating a soldier when i select the primary fighting style the one from Character Operations Manual are not present I reloded the mod several times still not there2020-11-22.png
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November 23rd, 2020, 23:27 #103
Look on the Class Window, you will see Alt Features. Open that and filter Primary Fighting Style.
Features that come in modules other than the Core Rulebook are no longer populated in the feature from the class record, it did before but caused major issues with the ruleset so we had to change how it works.Russell Campbell
FG Product Development Projects Link
Discord User : Samarex#0318
Ultimate License
Starfinder Society ID#:274538
Lets Play a RPG
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November 30th, 2020, 04:13 #104
- Join Date
- Mar 2011
- Posts
- 33
Found a bug. Vanguard class, leveled up to level 9. At level 9, vanguards get a second use of the Reactive (Ex) class ability per day. When I leveled up to 9, the chat window shows "Feature 'Reactive (Ex)' added." However, on the character sheet itself, the character log shows that the Class Ability was actually removed. Screen shot attached.
Taeon lvl 9.jpg
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November 30th, 2020, 16:14 #105
I'm having issues with Damage Resistance DR...
I'm trying to code specific DR type, but it doesn't seem to be taking it into consideration. (DR: 2 piercing) It always applied 2 DR to any type instead of just Piercing damage.
Is this supposed to work? I found an old thread where this was supposed to be corrected (the old thread said DR: 5 piercing didn't apply DR at all and that that was fixed). Could it be that while fixing it, it did not take into account the type of damage coming through?
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November 30th, 2020, 16:32 #106
Found an additional bug for a Technomancer concerning bonus spell slots.
The bonus spell slots work as intended if you change the INT score of a PC.
This does not work if you use the Mod column though.
ex:
A lvl 8 character with an INT of 22 has 6, 6, 3 slots (lvl1, 2, 3 spells)
The same character with an INT of 18, but MOD of 4 has 5, 5, 2 slots (lvl 1, 2, 3 spells)
Seems like the mod value isn't taken into account for extra spell slots.
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November 30th, 2020, 19:53 #107How 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?-Idea Informer
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December 2nd, 2020, 14:10 #108
My group and I had a session last night and found that the full attack mod in a weapon doesn't get applied. It shows up on the PC sheet correctly, but it does not get applied when you roll the dice.
In the screenshot you can see that I added a -2 modifier to the full attack of a player's mechanic. The sheet correctly shows the +7 for the full attack bonus, but the roll is still with the unmodified +9.
Everyone was updated with yesterday's update.
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December 2nd, 2020, 14:54 #109How 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?-Idea Informer
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December 3rd, 2020, 04:33 #110
- Join Date
- Nov 2018
- Posts
- 129
MINOR ISSUE! The hover over tool tip for the starship combat tracker needs edited. All the other hover over tooltips are short and to the point but the starship combat tracker seems like a default that was never edited.
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