TALES of the VALIANT
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  1. #101
    Quote Originally Posted by Ivor MacKay View Post
    Missing a basic Shortbow in Items. I am editing it at present.
    This is fixed, at least according to the newest version of the module I have downloaded.
    Shortbow.png

  2. #102
    Quote Originally Posted by Ivor MacKay View Post
    The background Spy is missing a space between Covert and Polyglot. This causes Polyglot not to appear as a choice in the Character Wizard.
    Attachment 63139
    I'm not seeing the Spy Backgroud in the Player's Guide. Are you certain it's from this book?
    Minx

  3. #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.

  4. #104
    @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

  5. #105
    Quote Originally Posted by Minxdobby69 View Post
    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.
    FG TOV extension has been fixed and I've completed the updates to the MV. It should go live on Tues without issues.
    Minx

  6. #106
    The Cleric's first-level proficiencies are that of the bard. Please fixCleric other tab.png

  7. #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.

    Minx
    Last edited by Minxdobby69; March 13th, 2025 at 23:45.

  8. #108
    Quote Originally Posted by Minxdobby69 View Post
    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.

    Minx
    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; March 14th, 2025 at 06:03.

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