#SF2e Alpha Build debugging
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Solarian is the only class that will load onto an actor sheet. Do I have something not set? (Foundry v13.351)
Do you see the others as an option? What happens when you try to add them? Hit F12, any errors?
@mint temple have a moment to look into that one? I'll be home in an hour or so to look myself
I see them all. Just errors out when I try to apply them. Envoy even has the skill pop-up.
And this is a local Win11 install in case that matters any.
Any other modules enabled?
also experiencing this on a brand new world with no other modules
I can manually add all of the L1 Mystic class features BUT connection.
I had a few modules originally, but uninstalled all as soon as I experienced an issue
Here is the error when I just try to select Soldier on a different actor
noticed that none of the variant rules (gradual attribute boosts, free archetype, etc) can be saved as toggled on, not seeing anything on the console about it
Dragged one item from Equipment to an Ordinary Container. All 4 items in Equipment becamed stowed. Couldn't drag back, but had to manually and individually set the other items back to 'worn'. No error msgs
We had a similar issue with another check box not saving (effects being displayed). Good to know.
I'll check variant rules soon, folders is a weird one
And now I pulled an item to a container with only 2 items in equipment and it worked as it was supposed to....
Something doesn't like subfeats in the Class Features area. Solarian is the only class that doesn't have an indented feat, which is the only one working. It works fine for Ancestry Feats (e.g. Pahtra Lore) and Class Feats (e.g. Solar Shield)....
repro'd, gonna try investigating but this is a weird one
I think I figured it out, the error foundry gave was unhelpful tho
the issue was the workaround introduced to fix ysoki's folder mapping
so grant items were exploding on a compendium item
@proud arrow feel free to rebuild, should be fine though. Though I'm waiting to see what kromko's goal is with the vehicle related actions stuff since we may want to get that in before next build.
Yeah, I did a small merge spree. I'll drop a new build here soon and then can do another later if needed
done
Here's a new build for folks to test
I just merged the sf2e drive action source fixes, so those will be wrong there but that's fine
Even newer build!
Takes longer to upload than build. Hooray new computer and boo bad internet
Update seems to have fixed the class issue.
Not seeing Akitonian or Ysoki on the popup Language list.
Missed quite a few languages. I'll add those all in tonight
How are you planning on handling Compendium NPCs that are in PF2 sources (e.g., Fire Wisp from Bestiary 3 that is in scenario 1-07)?
Was surprised to see that the import from a PF2 world of that actor did actually work.... Although I haven't exhaustively tested it that it doesn't have some insidious corruption.
The scene imports have been messy....(Thumbnails broken even after the image is reloaded, and obviously any tokens are broken)
They will be duplicated
variant rules now working as intended
will be recreating some actors from scratch and simulating some combats in the next couple days
few quick notes:
- iconics have silver pieces instead of credits
- mystic iconic Chk Chk incorrectly assigns their key spellcasting attribute as Charisma instead of Wisdom at all levels except 1
- soldier's Primary Target has an Action Hero blurb that doesn't render correctly
- would be nice to have a reminder on Strikes about Primary Target's on-hit (success -> failure on save) on area/auto fire like Suppressing Fire does on dmg roll (mainly because I keep forgetting that part exists)
Feature Request: Can we replicate and reflavor the PF2 'Effect: Runic Weapon' for 'Effect: Enhance Weapon' and add to the spell description?
Feature Request: Add the attached Effect to the Elemental Weapon spell, so the recipient can drag it onto the created weapon? (That was created on a PF2 world. Let me know if you need me to rebuild on an SF2 world)
Witchwarper Iconic Zemir appears to have the same issue as ChkChk for L3/5/7 in the Key attribute for casting is set to CHA instead of INT for his spell atk and DCs
No
We need to make a different effect that properly sets the grade
Runic weapon would, necessarily, make the weapon magical since runes do that
Don't remember if we have alterations for grade yet, but when we do it should be an easy effect to whip up
You have the gist of what I’m looking for. I was just too ignorant to know my solution was bad
Not sure why I'm just getting a reference instead of the text here. This is from a L2 ActionHero soldier and I just make an attack with the weapon with the automatic trait on it. - Didn't have a token targeted in case that is what triggered it....
(The AutoFire card still doesn't recognize that an ActionHero gets twice the range on the cone)
The attack doesn't include the text on a targeted miss, but does on a targeted hit or crit (for an ActionHero)
That doesn't come up for Obozaya (Bombard), so I'm guessing that is supposed to be text to enable the Suppressed condition to be applied?
Doesn't seem to be picking up on Whirling Swipe being on the actor. No added AreaFire button on the melee weapon. (Or did I manually add the Area Burst 10' trait to the weapon in Anachronism? I now can't remember. (I apparently did) Adding the trait does make the button appear which allows it to differentiate tracking or not on the weapon in question)
(OK, it looks like I manually added it. Is there any way for having Whirling swipe add an area trait to melee weapons? Or does that violate something rulewise?)
You can't use the playtest module with this?
Not currently
As of right now no content modules support sf2e. The playtest module will get updated Soon™ after release of the system. The alien core token module will get updated to support it quickly, and battlzoo year of mysteries will support it when it releases (which I think is tomorrow?)
Totally trivial comment: There is a typo under the Enhanced Exploit for Sniper for operative at the end of the first sentence. 'penatly' should be 'penalty'.
Either the Aim cover reduction checkbox isn't working, or this is another case of operator error in not knowing how to engage it properly. Aim Effect is up on the shooter. Checked the cover reduction box on the actor. Shooting at Target with +2Cover. Shots are still calculating with +2AC for the target, instead of +1. Well within the first range increment.
can confirm I'm not noticing a cover reduction. I even tried using the Effect: Aim (Reduce Cover) but that's not working against Effect: Cover (any option)
there's an error msg for the effect at least, not seeing anything for the checkbox on the actor tho
other notes:
- Adopted Ancestry general feat only allows a common ancestry selection even if the actor might otherwise have access to an uncommon/rare one (i.e. via dragonkin's Adopted Talents ancestry feat)
- flanking and ammo tracking (except area fire as expected) appears to apply correctly
- Keep On Keeping On! (envoy directive) effect should expire after its first use like guidance does, though I suppose it could be spammed in exploration mode so nbd
- operative's Striker spec allows any skill feat to be chosen instead of just Athletics feats
That effect should be an ephemeral, so it gets applied automatically during data prep.