DICE PACKS BUNDLE
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  1. #1461
    It would require an extension if you would like it handled automatically, as there are no current plans on expanding it at this time.
    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

  2. #1462
    Not sure if this is a bug or not, but when a player is holding a torch and walks into an area and then leaves, that area stays "explored". If another player without darkvision or dim-light vision then enters that room, which should be totally dark, he can still see the walls and stuff that the player with the torch explored earlier, and he can even see monsters in that room now.

    I'm not sure if this is a glitch or I'm doing something wrong. Is the torch somehow turning the dungeon into dim light permanently when they pass through an area? Is there a way to unexplore the area so it because pitch black again when the torch leaves the room?

    Next to Torch.PNG

    Area already explored by torch.PNG The smaller character has no darkvision but can see creatures in what should be pitch black.

    BTW I joined as a player, so you're seeing from their perspective.

  3. #1463
    Quote Originally Posted by Markimedes View Post
    Not sure if this is a bug or not, but when a player is holding a torch and walks into an area and then leaves, that area stays "explored". If another player without darkvision or dim-light vision then enters that room, which should be totally dark, he can still see the walls and stuff that the player with the torch explored earlier, and he can even see monsters in that room now.

    I'm not sure if this is a glitch or I'm doing something wrong. Is the torch somehow turning the dungeon into dim light permanently when they pass through an area? Is there a way to unexplore the area so it because pitch black again when the torch leaves the room?

    Next to Torch.PNG

    Area already explored by torch.PNG The smaller character has no darkvision but can see creatures in what should be pitch black.

    BTW I joined as a player, so you're seeing from their perspective.
    So I was able to figure out part of it. For some reason ambient lighting was turned on, which removed his ability to see the Akata, but the room is still show up as "explored". Is this how it's meant to work?
    Attachment 60980
    Last edited by Markimedes; June 2nd, 2024 at 07:50.

  4. #1464
    This would be a core feature question and report. The Starfinder ruleset doesn't make any changes to this system. As far as I am aware yes, the fog of war doesn't reset once the actor loses light. Explored areas remain explored or another light is still on the actor.
    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

  5. #1465
    MAJOR problem with Redshit Rally. We're about to start the big battle at the end, against the Peerless - The ship's crew have no action!
    the only thing clickable is open actions and skill check. No weapon attacks (or gunnery skill) no damages. this is going to make very hard to run ship combat with having paper beside to remember what is happening.
    I also run Starship Enhanced ext. that can help automate and delegate damage to a ship's character sheet.
    Lastly, it would be nice if the minefield was setup (or at least mines as a NPC)

    thanks for all your hard work.

  6. #1466
    It looks like the combat tracker does not like the named crew. Rename the crew to the defaults and they should work.
    I will get it fixed in a future update, thanks for reporting it.
    Madman..
    Attached Images Attached Images
    "Over thinking, over analyzing separates the body from the mind."...MJK... Tool frontman




  7. #1467
    Already done, thanks

  8. #1468
    Adding an NPC as an ally removes effects:

    Following the only way that seems to work for giving a specific player access to a specific ally token, I dragged an NPC into a player's "Allies" tab. I've used an Akata as an example. If I drag the Akata to the combat tracker, you can see it brings in all the immunities. If I drag it into Allies, and then into the combat tracker to give the player access to the token, most of the effects get removed.

    Capture.PNG

  9. #1469
    I'll add it to my list.
    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

  10. #1470
    I have a character with +5 Dex and Second Skin. This gives a total of 17 KAC. When the player is encumbered, the max dex bonus to armor should be +2 instead of +5. This would mean effectively -3 KAC (14 KAC instead of 17 KAC), however, the game is applying [DEF EFFECTS -5], so even a 12 and 13 hit.

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