#FORGE STEEL
1 messages · Page 5 of 1
Settings>encounter/montage difficulty
huh, that's tucked away
That it is
I think i may have found a bug. After designing an encounter, I was looking at the summary and on the right hand corner there is a clickable i inside a circle. Clicking on it, it shows a mini checklist for showing the minis you need.
I have two groups of minions, the same type, x4 per group, it says the mini count is 5:
Oh good catch. Fixed.
I'm getting a glitch with immunities and weaknesses. It looks ok in Forge Steel, but the exported PDF gives this:
I'll take a look
Hi all. I'm looking at building a character and I selected the "Passionate Artisan" Trait for the orc. Is there somewhere to indicate my skill selection?
the very last tab of your hero "Details" lets you see all your skill choices and lets you reselect them
I don't think these are selected as skills in that way:
When you gain your initial skills from your career, culture, class, or other source, choose two skills from the crafting skill group, whether you have those skills or not. Whenever you make a project roll for a crafting project that uses these skills, you gain a +2 bonus to the roll.
should be fixed now
Random question for anyone who's familiar with forge steel. I know that it saves your characters based on your IP I think, and/or your browser - but how do I transfer stuff. As in - I have a few characters, and I made a new browser. When I got to Forge Steel, I don't see my old stuff. Anyone able to help?
It's all stored in your local cache. You need to export the data and reimport it individually (for now)
Veritas is currently testing a storage solution that you could potentially get in on the beta of (if he needs more testers) https://discord.com/channels/332362513368875008/1443181197931970582
Ah, ok. That's sort of what I was wondering was where to find the local cache in question. I take it I can't copy it from the browser, I have to export from Forge Steel.
correct - Also, if you go to https://andyaiken.github.io/forgesteel/#/backup on the original browser there will be an easier way to export lots of stuff without clicking around too much
Does it also import in bulk?
Hmm, I don't know. that's an @urban hollow question
Awesome thanks everyone.
I'm getting my preview package ready, hoping I can have it added to the Community Section for Forge Steel. I sent a DM to Andy
Yeah it's all good, I just was curious if there's another button I'm missing somewhere 😅
Did you?
Ah found it.
Quick side question for anyone - is it possible in forge steel to apply the benefits of a kit to a monster? or would that have to be done manually afterward?
I 'm curious about writing software that is compatible with Forge Steel by using the same JSON formatting. But I'm wondering if that's allowed within the GNU GPL that Forge Steel is licensed under. I understand that the Draw Steel Codex can read Forge Steel files, and I assume the Codex isn't released under anything like the GPL, so is that possible because you, @urban hollow , gave them express permission to create proprietary software that works with Forge Steel, or is that something the license lets them just do?
I am not a lawyer, but I'm like 99.999% sure you don't need legal anything to write software that reads JSON, regardless of what software also reads that data and what license that software has
I was concerned about matching the structure of the JSON file exactly, like where it says
"staminaDamage": 0,
"staminaTemp": 0,
"recoveriesUsed": 0,```
So, you think it wouldn't matter legally if I wrote software that used that exact same format for reading and writing JSON files?
I don't think so, but I'm just some guy on the internet
🤷♂️ According to Wikipedia, Linux is licensed under GPL v2, which is a similar copyleft thing, and companies release proprietary software that works with Linux all the time, sooooo I think you're probably right
Hi all. Not sure if this is the exact right spot, but I've got the updated sourcebook for Magewright for Levels 1-3 ready to go:
@urban hollow @digital timber Are either of you able to upload it to the community creations section?
Yeah I'll sort that out.
The rules logic code for the Codex is available under the MIT license, which is GPL compatible. However you generally don't need permission to process a file format
@\Denivarius Thank you for that clarification, I didn't realize the Codex logic was licensed that way. And that's good to hear about file formats. I'm pretty new in this area.
@digital timber I don't suppose [this](#ds_homebrew message) is on your radar for the PDF / Classic view colors? It would be cool to have the colors all matching.
Ideal even!
Looks like there is a data error in the Radenwight Bruxer. The monster listing from the sourcebook shows a size 1S vs the Monsters book which shows 1L.
I'll sort that.
So, there was a similar effort previously in a community creation post here - and I was intrigued by the idea, but I ultimately was unconvinced about the 'consensus' on the color mapping. There's just too many cultural/preference differences. I might add in the ability to manually change the colors, but it's not super high on the list
Thank you. I'd love a way to customize them if you do get the chance. Not high priority for me though.
That's the same effort being discussed there. I'll make my pitch again: the point of a standard is to supersede personal preference. The color palette isn't to fit anyone's taste, it's to help people with visual impairments and make it slightly easier to determine things at a glance across multiple products
I don't like all the colors that were chosen myself, but I still use them because I care about helping the greater community come together 🙂

To me it seems like the kind of thing that really needs a single decision maker to just define the standard. (And I'm reveling in my power to be that person for this! Muahahahaha)
That poll was taken in order to define that standard, and many people in the homebrew community, including some of the biggest names like Triglav, are now using it. Trying to go against that tide just makes the UX less accessible for everyone
Fair - but what instances have you encountered in actual play where you're using multiple products like that? Otherwise to me the actual use case for the colors is to be internally consistent and provide visual distinction within the sheet itself. And I also use different header graphics in addition to color to aid in that distinction
But I'm also not inherently opposed to a communal standard
The colors are effectively meaningless for accessibility purposes if they're only used on a product-to-product basis. They might as well be random then.
I'm happy to discuss this further in DMs if you want so we don't clog this channel, but I strongly advise rethinking your stance on this.
@delicate saffron @exotic arch
https://github.com/andyaiken/forgesteel/pull/789
Much appreciated!
oh hey, did you know Andy now has a Patreon for Forge Steel? no? well now you do! you all should check it out: https://patreon.com/andyaiken
So, I'm trying to modify a War Spider since I have a couple players who are very averse to spiders. I have changed Bite and want to change the spend to be A<3 instead of M<3. Where do I change that part of the ability? I can see the Spend section, but I don't see a description for it at all. And don't see how to change anything in the spend other than the cost.
Nevermind. I created a new ability and can get it to work properly. Not sure why modifying the existing ability text there can't be done though. Maybe something in how it was converted? The existing text doesn't even show in the editor. I've got it figured out for new abilities though.
Yeah that's a weird bug. I'll sort that.
Last question for today. I'm modifying an encounter with a test and when I put that into the notes screen of the encounter, I get this (see attached). How do I get the <=11 result to automatically change to the glyph version in the classic view? When I use the <= symbol, I get what you see (without brackets, those are just to approximate it). When I use just <11 or <=11, I get a slash in front of the < sign but no glyph. Thank you!
Is this patreon y'all?https://www.patreon.com/cw/andyaiken
Yes, it is indeed m'all. It’s linked from the About page.
I’ve set it at the lowest level that Patreon allows - I don’t want people to feel like I’m taking advantage.
No, totally, just wanted to validate ID because the reddit wasn't sure about it!
Thank you 😊
I probably just missed something in how I try to look for that syntax to replace with the glyph - what is the actual text you've entered in for that line?
I've attached a PDF that shows some of the different variations and the results. I tried variations of these though, both with and without bullets: <=11, <11, ≤11
With bullets gives what I had shown earlier. Without bullets makes the 12-16 and 17+ glyphs enormous. This is all done in the Encounter builder, Notes tab.
Asking for a voluntary donation from people who like your amazing FREE tool is the furthest possible thing from taking advantage 😆
Random question, but is there a way Forge Steel keeps track of back end data, such as how many characters have been created and/or what options have been selected?
Currently all your data is stored in the browser.
Ah, so there's no data stored on your end of what any users have selected?
I have some (anonymous) data about what's popular, yeah, but it's limited.
Ok. I'd be curious what the stats would be after 6 months to a year on things like - Most/Least common ancestry, class, subclass, perks, etc.
I've only recently started collecting data, so we'll see what the trends are.
New to forge steel here, bought the summoner pdf and was trying to import it over. Ik they arent allowed to officially display it yet due to licensing, but i was wondering if some one has already homebrewed it to try and save me a couple of hours?
If they had, they would be unable to share it with you I’m afraid.
understood not too familiar with the whole legal Jargon, ill just trudge for now just though it smart to check first before
This is actually a question I’ve been mulling over. To be clear, I am not a lawyer, I don’t expect an answer, and I am not advocating violating the creator license in any way. This is simply me “thinking out loud”.
MCDM staff have stated that sharing things with your game group, even playtest stuff shared in the Patreon. Additionally, it has been a staple of homebrew communities everywhere to make supplemental content and share it within their groups.
Clearly, the creator license does not forbid the creation of things like a forge steel class playbook for the summoner for personal and group use.
Where I’m not sure is whether it is a problem to share such a playbook with another verified purchaser. For instance, if I showed the receipt to someone who already had done the legwork, and then they privately sent me their supplemental materials would that actually be a problem?
I suspect it comes down to the legal definition of product and a bunch of other legal stuff that I am not qualified to make a determination on.
That said, even if the situation I presented above was legally okay, I do suspect that sharing it publicly, even anonymously and without charge, would still be problematic.
I would guess that without express permission from MCDM it is not ok. Just like it’s usually not okay to make a copy of a book you own, nor is it ok to share that copy with someone else who owns that same book. IANAL
privately
if it's private, then no one knows about it
it's only a problem between you and your personal morals
should be fixed now!
stuff like <= 11, 11 or lower, and ≤11 should all get converted into the glyphs. I think that if the power roll tiers are setup as a list it looks best, but it should also recognize them even when not in a list
OK, a nice quality of life update - when your hero has enough XP to go up a level, you can level up directly in the hero sheet (you don't have to switch back into the hero builder).
heh... in Forge Steel, when you select your ancestry as Revenant, you can choose Revenant as your former life LOL
I died before and I'll do it again
I mean, I suppose its the difference between loaning materials and GIVING materials.
If I loan a friend one of my rulebooks with the expectation I'll get it back, thats fair.
If I am giving them a copy of my pdf, thats less so.
I think in my personal groups I'd be willing to share PDFs for playing the game with me, with the caveat that I tell them if they plan to play the game at all outside of my group, they should buy the book... and maybe even if they are just in mine. Giving people their due and all that.
This is the last I’ll say on the issue, but neither response actually answered the question. Again, this comes with a disclaimer that I am not a lawyer, and anything that resembles lawyer-y information is secondhand at best.
From one legal consultation about a decade ago, it is my understanding that it is actually legal to make a copy of a book you own for personal use. For instance, if I wanted to annotate/mark up Draw Steel but not ruin my pretty copy (or because I only have a PDF), I am legally permitted to print a copy on my home printer and then mark it up. I could also allow my friends to reference the copy if both copy and friend are in my presence.
If I paid a print shop to make the copy that gets more murky because there is financial gain involved. Similarly, giving a copy to a friend or selling or otherwise not having possession of the original while keeping the copy are both problematic due to distribution without compensation to the creator/publisher. Of course this is information from about a decade ago, and I am not a lawyer, so take it with a healthy helping of salt.
Similarly, the argument of “privately means it’s up to your own moral compass” is always true but doesn’t have anything to do with the actual question of legal use, just with how much any two people care about the law.
The bigger question comes around what is explicitly permitted, with physical copies, PDF copies, and the derivative works based upon them. Sharing within an RPG group has always been tacitly accepted. That’s likely due to the assumption (once very true, now true. Much less often) that you’d be in the same room sharing materials and therefore the use could be considered personal or home use.
The legal question is: where is the line? Is it legal to share a PDF with my online game group via a read-only Dropbox link that I revoke when the group breaks up? What about sharing the PDF via other means? What about the summoner character sheets? Can I give those to my players to keep or am I expected to keep them at the home of the original purchaser? What about my translation of the Summoner into Forge Steel? Can I share that with in-person players? What about online? How do I enforce that it’s only a temporary loan of material instead of a permanent transfer?
I ask all of this to myself because I am a rule follower. I want to obey both the spirit and letter of the law, but sometimes it’s really murky.
I wonder if there’s perhaps a better forum in which to discuss this.
My apologies.
I'm saying this to capstone this conversation, not intending to continue it since as Andy mentioned, this isn't the best place for it.
MCDM made their creator license as plain and straightforward as they could, so that it would be readable by a non-lawyer audience.
If you read that and you still have questions, my best recommendation is to retain a lawyer and ask them. If you have other questions feel free to message [email protected], I'll be shocked if they can give you different answers than this but its the most I can offer.
Hello, I'm having an issue when viewing the pdf of a character sheet. When scrolling towards the bottom in the section for climbing / swimming, the power rolls are gigantic. Is there a way to fix this? I have attached a screenshot of how it looks now vs. how it looked originally.
whoops, let me take a look at that
Personally I like it
well, if the man himself says to keep it, not much I can do about that! 
oh - if anyone else runs into an issue where suddenly all of the pdfs are blank, and you recently updated your graphics drivers...a reboot fixed it for me
Hey @urban hollow just wondering if you saw this? If you consider it a non-issue that's fine. Just wanted to make sure this wasnt missed.
hi! is there a way to customize the amount of ancestry points we can spend? i want to give players of mine 1 more ancestry point each, but i can't find this
I've wanted to do the same. The answer I got last time was to use a custom title. I'd much rather have a drop-down to assign an extra point somehow.
My preference would be to have RAW available with extra steps to get to modifications or homebrew
That way new players (and directors) won't get confused
Oh I think that’s fine.
Let me look into this.
exactly, that'd be ideal
neat!
One way you can now do this would be to create a new hero, then switch out of the builder and customize your hero, adding a bonus to ancestry points, and then going back into the editor.
great, I'll give it a try, thanks a lot
I've moved a player out of the heroes group, but my encounters still see five players instead of 4 (the new number of players). I've closed the tab and re-opened it and it loads data. How can I force it to see the new number of players? Or dictate which group it bases the difficulty on? (I don't see either of those settings). Thanks, loving it!
@digital timber Sorry, me again. I'm getting export issues in the classic PDFs again. Screenshot is a Goblin Assassin in an encounter, trying to export as a PDF but happened on most abilities.
ha, and of course I didn't add the debug panel to the encounters, did I...
let me take a look though
On the same device that you're seeing the encounter issue on, could you turn on classic sheet debug under Settings > Classic View > Debug classic sheet, and then send me an image of what it shows on a Hero sheet? I'm not able to reproduce on my phone so far
also, to be clear you're seeing that issue for most abilities, not just the ones in a Goblin Assassin?
There are terrains that have extra features that can be added during an encounter design; an exaple of this is the Angry Beehive, which can get Concealed for +1 EV, and Killer Bees for +2 EV. Is there a way to actually add these while adding them to an encounter, and have these points added to the EV of the encounter thereby?
I won't be back to that computer till tonight I send that, but it was all abilities with a power roll in the three encounters I was working on. All goblins/worgs, but not just assassins.
ever since the text entry got changed to the box with more features, it's become a lot harder afaik to format text. Specifically tables and putting your words in boxes like this
anyone know a toggle somewhere to change the text entry back to the simple raw text block?
I've moved a player out of the heroes group, but my encounters still see five players instead of 4 (the new number of players). I've closed the tab and re-opened it and it loads data. How can I force it to see the new number of players? Or dictate which group it bases the difficulty on? (I don't see either of those settings).
small suggestion: currently in "standard abilities" there is "Make or assist a test" entry. It might be helpful to either include roll for assisting a test (p. 258) or even split this entry into "Make a test" and "Assist a test" separately. We just spend good 5 minutes during last session looking for this roll in the handbook 😉
Settings. There is a spot for the number of players and victories
You can have 50 heroes, but the encounters will display based on the value in the Settings
Thanks zgrose. It says under encounter difficulty "Difficulty for the players in <player group name>". I figured it was linking back to that group. Thanks
Yep, under settings I had it set to my hero group. It just doesn't recognize I removed one, so it's still using the wrong number. However, I can manually set it. Thanks
Oh, all I ever see is "A custom party" How do you make a group name...? I should try that out.
but I think you're telling it what the hero count is, I'm not sure it's supposed to read those fields dynamically
In forge steel, go to heroes in the bottom left where it shows your heroes you've made or imported. Then when you edit the hero, go to details and put the group name under "Folder". This creates a "party" and then you can tell the encounter builder to base the difficulty off that party. That alludes to my original issue though of course.
Ya. I see that now. When you pick a group the options go away. Neato. So you're probably right, it probably should be updating those values at evaluation time.
What number do you think is incorrect? It looks to be working fine for me.
"I've moved a player out of the heroes group, but my encounters still see five players instead of 4 (the new number of players)."
In the encounter difficulty?
In the session page?
When you're editing an encounter, or running it?
To be clear, it looks fine on-screen. It's the PDF export that has the issue. Here is what I'm seeing for a Goblin Stinker, left is from Tuesday, right is today with the debug turned on, third is the on-screen view.
sorry, I should have been more clear - when you turn on debug mode for the classic sheet, a hero pdf will have an extra card with some debug info - could you send me an image of that?
Here you go.
hmm interesting - and this is on a Chromebook, correct?
No, this is a Windows 11 PC running Chrome. I tried without extensions and while it changed a little, it looks like that might be something else, because now it looks different with or without extensions. The power rolls are ok, but getting overflows for ability names:
huh, and you're seeing version 12.87.0?
because I can't get it to reproduce. But I might just have to always apply what I thought would just need to be a mobile fix
Yes, 12.87.0 for Forge Steel. My Chrome just updated when I checked the version there too. But that doesn't seem to change anything after a refresh. Still the ability, including malice ability, names that are overflowing like the previous post. I did export the sourcebook I'm working in and imported it in Firefox and it seems to be fine there.
So, I saw the pixel ratio difference there and I checked Chrome, I am running at 90% page zoom in Chrome. If I go back to 100% zoom, it fixes it. 80% zoom also fixes it. It's just at the 90% zoom that it causes the overflow issue for ability names. And now I can't get the previous issue, where the tiers overflowed, to occur either.
aha! the page zoom! thank you so much for the detailed info, I was able to reproduce it myself - and I think my submitted change should fix it once it goes in.
Is there a more recent update on the status of Google Drive support? I looked around but haven't seen anything. Thank you for all the effort!
Idk about Drive but Veritas is currently testing a sync feature https://discord.com/channels/332362513368875008/1443181197931970582
Oh nifty! I might be able to get this to work.
For those interested, looks like there are updates to the google drive sync in this section of the Github page: https://github.com/andyaiken/forgesteel/pull/764
not sure if there is a toggle, but I would also be interested in seeing something like that added for those who would prefer writing the raw markdown
Regarding Terrain, I wanted to reiterate: When adding terrain, if there is a way to modify the terrain that changes its EV, should be able to select those changes to create the modified terrain in the encounter creation system. However, I found something else: neither the # nor the stats of the terrain are added into the encounter pdf. So, when I added 6 squares of archers stakes for instance, neither could I add the poison effect if I wanted (Which would also change its EV), but it doesnt even show how many of the 6 stakes I had added once I export the pdf, nor the stats, thus I had to copy and paste the archers stakes text in and add it into notes to see them (plus the # of stakes I added)
Hey, sorry everyone for sorta going dark the past few months. My day job took a sudden turn for being super stressful and I just haven't has the bandwidth to fight with Google's authentication mechanisms.
At a high level, Google assumes that any apps connecting to drive will have a dedicated server for the app that can broker a security handshake. Since Forge Steel is a purely client-side app there's no server in the mix. The first challenge this presents is a lack of documentation which slows down the process of learning how things should work. The second challenge is that the reason for Google's assumption in the matter is that the lack of a dedicated server fundamentally makes it trickier to ensure healthy security, so it is an already more difficult scenario.
And I suppose since security is always a sensitive topic I can elaborate a little more there. The Google Drive interactions that I've been looking to add to Forge Steel would not have a risk of anyone's credentials being stolen, I think that is very important to make crystal clear. The biggest risk that I am working to address is that the client-to-Google authentication without a dedicated server makes it more difficult to prevent "fake" websites from piggy-backing on Forge Steel's permissions.
Heya, figured I'd make an account to drop in here. I wrote the currently-in-review Google Drive PR, and I think it's worth discussing the security concerns. It's important and feedback is great.
Currently the PR uses a google app that only has access to the user's draw steel appData folder. What that means is if there's a security attack that happens in your browser, the only thing they can access is your hero/etc data for draw steel. That's it. There is no access or permission to anything else in one's google drive or other google services.
In a server-side model, if there is a security attack that happens in your browser, the only thing that they would be able to access is whatever data the server is sharing with the browser. Namely, your hero data, or whatever data is being transmitted to the server APIs.
I went with a client-only model for a few reasons:
- A server-side model is more work and maintenance for the Forge Steel team
- I didn't want to tread on the work that Veritas is doing with the warehouse.
- I didn't want to be too ambitious in the PR.
- I felt the client-only model might be preferable for people who don't want their data on someone else's server -- they want it in their own drive and that's it.
I do agree that a server-based model is ultimately better, especially in terms of refresh tokens, but other areas also. But if the concern is that a client-side Google Drive model is a big security risk, I don't really know if that's true how it's written.
Lastly, open to a discussion, and I don't really have a dog in this fight. I saw people asking about google drive to share data between browsers so I figured I'd take a crack at it. If Andy/the community doesn't want to go that approach I'm fine closing the PR.
I'm also open to suggestions on ways to improve the PR in terms of security or UX or whatever.
Lastly I wasn't in the discord until recently so I didn't know someone else was already working on the google drive piece. Like I said, I don't care if my PR stays or goes or whatever, so whatever works for the community and Andy is cool with me.
Oh, awesome, I'm glad someone had bandwidth to get all the way to the PR stage ahead of me!
Hello! I don't know if you want to fix that but I managed to select two subclasses just by double clicking while selecting it:
Forbidden Draw Steel speedrun tech, you can select two subclasses and clip through Blackbottom straight to Ajax
"Alchemical Device" (Human Malice feature) is missing section:
Special: This ability can’t be used by a minion.
Hobgoblin Death Captain
Not sure if it's suppose to be like this. But "12 corruption or damage, damage" seems weird to me.
Ah good catch. Fixed now
My players and I are having difficulty getting it to run, is it down?
when I host it locally it works
Yes, temporarily
Can you export and send me the ancestry?
Hi, I managed to add the title 'Elemental Dabbler' and I chose Elemental Immunity. Where do I pick the type of damage immunity? I can't pick it in the title part I think
You should be able to add a custom immunity from the same menu (Customize)
I see, thanks!
fellow AGDQ enjoyer? 
Well, speedruns in general, but also yes lol
yeah on it, I fixed this and then it broke ANOTHER ability (or I just noticed)
so since I've had to fix my things a bunch, is there a way to manage new versions of the same source book where my players can just pop it in and not have to remake a character?
As long as classes and stuff have the same name, you can generally just have them replace the sourcebook and it'll automatically update everything it thinks it can match
If you want to test, have them send you their hero exported. Load it in FS using the old sourcebook in a private tab (fresh cache), then load in the new sourcebook yourself
Should work even if you've changed a thing's name - whenever you load a hero it'll update everything it can to the latest version.
Is it possible to edit the classes in Forge Steel?
yes, but you gotta fork it into a homebrew version first
What screen is that? I did an edit in the Library, but I don't see the option in the Heroes builder.
You can create a homebrew version of the class and edit that, in the Library screen, and then select that edited class in the hero builder. You’ll have to make sure your hero is using the sourcebook to which you added your homebrew class; that’s on the first page of the hero builder.
I think Melodrama should allow taking the upgrade twice, right?
Hi! I have a question! Where to find project events? thx
Is there a way of making a new subclass for an existing class without duplicating that class?
usually, this kind of error also has some additional log info in the dev console, could you try and send that as well?
That said improving the error handling of the data loader is high on my todo list
thanks
That should be fixed now, I think
Thenkusomuch
Just make sure you're on the Subclasses tab of the library and then add a new one
but how do I make that available for a specific class?
Ah like only one class? Sorry, misunderstood. That part Idk 😅
Homebrew individual subclasses aren't linked to any particular class (yet).
I now realise that you don't need it; I asked that question when I hadn't figured out how to enable sourcebooks in the hero editor yet, and when I did I didn't remember to try finding just the subclass again.
Uuuum
Looks OK to me
Forge Steel: brought to you by Serial Experiments Lain
Oh now it works!
That looks like a different issue.
Ah you might be right
Open the developer console and let me know what's there
Oh new web address is working
In a session right now but I was at the old web address
The only information that will help me fix it is in the dev console I'm afraid.
I'm trying to create a homebrew monster to fill the spot of the new Delian Tomb monsters, but I can't figure out how to make a Malice ability. I've created a new monster under a new monster group, added the Signature Ability and a maneuver, but there's another maneuver that costs 3 Malice and I don't see how to mark that in any of the options. Can someone point me in the right direction?
To add an extra bit to an ability that costs, add a field section, and change the name to Spend and set its value
Or to set the cost for the entire ability, set the cost in the Ability panel 'Usage' tab
To add a malice ability for the entire monster group, switch to the group in the editor and head to the Malice tab
Is there a simple way short of copypasta of sharing Features among monsters in the same monster group?
Not currently, but I'm thinking about it
Ok I was able to make some time and was able to look into it more; this was occurring on the old site (andyaiken.github.io/forgesteel) and was on an android tablet / firefox
I was able to remote debug via my PC; I've never done this before. Is this the info you were looking for?
The number doesn't get updated in real time when selecting -1 or +1
Happening on the new website.
I believe someone already submitted this bug as a ticket in github.
Hey Andy, just an FYI incase you didn't know that the website link on your git hub is linked to the old website not the new .net site 🙂
Yep it’s an ongoing process.
No worries, I haven't used the app in a while so I don't know how long the .net has been up
Oh scrolling up it appears I just started using it for the first time in months the day the .net was dropped lol
What's this new url I've seen people talk about? Which one should we use?
Sorry if this question has been asked before, but is the Beastheart playtest class available on Forge Steel?
It is not yet under the community license, so no
The new URL is https://forgesteel.net
The old url will continue to live for a while as folks migrate
Ok, thanks 🙂
Thanks!
is there a way to mass import to new url (just like there is backup page that allows easy export)?
The backup page is the way to do that
Suuuper quick question!
when I first started using Forge Steel, I made a folder because I was going to make some characters for our one shot to test out draw steel, and I made it in a folder like so:
But I can't seem to make a new folder for our actual new PC's? I could just be really daft!
Set the folder for a hero in the last page of the hero builder
awesome, thank you!
I've got a maybe bug with the Raised by Beasts complication? You can still select a culture when you choose it, is that intended? or at least, if you do Culture first then pick the raised by beasts complication, it doesn't notifiy you with an error to remove that Culture Selection or anything?
One more bug in the classic sheet for the skills, the cuting off happening in the bottom
Attaching the .dshero file for debugging as well
Seeing Ratcatcher and Blacksmith's stuff in Forge Steel made me think a version of the montage builder/tracker that allowed us to use the Threats and Opportunites montage structure would be awesome. It's the best third-party ruleset I've seen and seems like a lot of folks who try it keep using it. It's also the only thing I can't track in my sessions in FS haha. I'm sure you've got a million things to implement Andy, but have also seen how keen you are to hear suggestions. https://discord.com/channels/332362513368875008/1401450137825448057
Is there a way to add a new encounter/negotiation/montage to a plot point inside an adventure in the adventure builder without building it outside the builder first? Just wanna make sure I'm not missing something in the UI It seems like I can only add text, rolls, and "Library Elements"(i.e. encounters I've already built. It would be cool if I could build the encounter in the adventure without having to exit the main Plot editing screen. But maybe I'm missing something.
I've never used the dev console before, but I was able to do USB debugging.
Is this the info you need to fix this?
I can't access my files on the old site to back them up for upload to the new site.
If you need the "debugger" tab I can get a screenshot of that
I can see from scrolling through this chat that we've moved to a new address and need to grab our exports, but I don't see the popup that I've seen in other people's screenshots to do that, is there an easy way to force that to happen?
Have you refreshed the app to make sure you’re on the latest version? It appears on the landing page.
I'm at forgesteel.net and ctrl-F5 doesn't seem to make it appear
No, if you’re at the new URL it’s not going to prompt you to move again
I tried coming here from andyaiken etc and it just forwarded me and I didn't see anything
Evening. Quick question about Forge Steel. Do I have to do something special to get my ancestry features and inventory items to automatically apply to my abilities?
In this particular case, I have a Hakaan Conduit with Holy Lash, the Forceful I imbuement, and the Forceful ancestry trait. So I should be seeing +3 pull on my Holy Lash for a total of 5/6/7, but it still shows the default 2/3/4.
Think forced movement bonuses aren't automated yet?
Hey friends! I had an idea. I just ported my stuff over to the new site. 51 characters took a while. I wonder if the site, maybe even temporarily to do transfers, would benefit from a multi-file selection instead of single files one at a time.
Two recent updates (available on forgesteel.net only):
- Titles: Titles are now much easier to add - you don't have to customize your hero any more, they're just added through the new Titles tab.
- Forced Movement: Features can now modify the distance you can push / pull / slide - which means the
Forcefulhakaan trait and theForcefulimbuement have been updated to automatically update your hero's abilities (there will be other things that need updating, but I'll get to them later).
Just hanging out waiting for MCDM to announce an official partnership with Forge Steel so we can get things like Summoner in there. LoL
I don't think they even need anything official, just release the sourcebook to people who have the summoner
same as the scion did
The Summoner isn't covered in the gaming license, so technically it can't be added to Forge Steel legally unless they form an official partnership.
it can't be distributed on forge steel, but mcdm could make the sourcebook and distribute it themselves
Hi there, new user here. Are there Forge Steel tutorials out there anywhere? I am messing around with the Director tools (which I love!) but I feel like a guided tour is what I need right now.
I would guess that they'd treat it like the have with their 5e products on vtts. Ie: they'd need/want Forge Steel to licence it, create it, maintain it, and sell it themselves.
Or have some sort of code system similar to college textbooks, but not evil
I utterly reject the implication that I would ever be a part of something not evil
Perhaps it's a known issue, but Forge Steel isn't calculating the +1 weapon damage bonus for characters with the Enchantment of Battle, Prayer of Soldier's Skill, and Battle Augmentation features. The associated stamina gain works as intended, which will likely lead players to believe that the damage bonuses are correct as well, when they aren't reflected in the calculation for Free Strikes or weapon abilities acquired by other means. I've solved this for my own table by making a simple custom kit that applies a +1/+1/+1 result to melee/ranged weapon abilities, but hopefully it can be updated in-system.
Is there a way to make a party of a group of specific characters?
When editing a character, on the Details tab you can put it into a Folder. Those folders are what is used for a party. So, set all the characters to the same folder and it should work.
Perfect
Is there an option to create a new folder from within FS?
I think you have to type it in the Edit Details tab of a character in FS. Once a folder is created, it is selectable for other characters. It will automatically create the folder once it has been added to one character. I don't think you can create an empty folder though or create one when not in the character edit screen.
Hey all I am trying to switch over to forgesteel.net. I exported all my sources and such from the github site, but when I try to import them, the filepicker is not letting me select them. This is MacOS Ok I figured this out. I was trying to import on the wrong screen.
Think that should be fixed now.
Has anyone reported the buggy Culture Skills behavior yet? Having already selected my culture and the skills on that tab, if I go back to that tab the skills are unselected. Someone else in my group reported the same issue.
OK, let me look at that.
Probably fixed now, I think
New Feature: Connect with Patreon
Some eagle-eyed users may have already found this new setting, but there is a new 'Connections' panel under Settings in Forge Steel. There, you can choose to link your Patreon account:
and, if you're a patron of Forge Steel....you now can use the cloud storage for storing your homebrew sourcebooks and Heroes!
Just a note though - there is a known bug with the Patreon API that we use where it won't properly authenticate Patreon accounts if you use the 'Login with <Google/Apple/Facebook>' for your Patreon account. I am not sure why that is, and I'm keeping an eye on the thread on their dev forum about it, but that's all I know about it at this point
Dang, that's the way I set my Patreon account up
yeah, no idea why their API is broken for those kinds of accounts, but hopefully it gets fixed. In my testing I could get a google-linked account to work, but not Facebook. And Andy tested with Apple and that didn't work. You could try and see if you can get the connection to work though
I don't think I used that method and it doesn't work for me either. In Patreon, it says it is connected in the Connected Apps section (or rather, that I'm logged in with my Patreon account), but in Forge Steel, it doesn't work and I get a red X when trying.
okay, is it working for anyone other than me?? I'm so confused because I've tested with several different accounts
the phase of the moon changed, so
Not working for me sadly
Same here
Just tried it. Big red X for me.
Not sure if you changed something, if they changed something, or if the stars just aligned, but the Patreon connect is working for me today. 
So, question: When I have transferred my data to the warehouse then edit something. Does that edit both the local copy and the warehouse? Just the local? Just the warehouse? Just trying to see what I will need to do to keep things synchronized.
With the warehouse, once you are connected (and transfer your local data into the cloud the first time), you don't need to do anything more to keep stuff saved to the cloud - it always uses the cloud data.
The 'local copy' just becomes a backup - which currently doesn't get updated/synced automatically. So if you're ever going to drop the patreon, just be sure to transfer the warehouse data to local first!
I've thought about adding an automatic, periodic sync of cloud to local, but there's not anything like that right now
Excellent! Thank you!
Google oauth worked for me for the patreon linkage 🙂
Hooray! Yeah I think I figured out what was going on and fixed it 🤞
Yep, I can confirm it is fully working. Also it is checking if you are also a patron od MCDM! 😱 Do you wanna tell us something? Is something cooking? 😉
Suggestion: Make the toggle to show classic sheet modifiers apply to the calculations for damage and forced movement similarly to how it shows in the interactive view.
My players are having trouble understanding which elements are being included in the damage calculations (and if some of those bonuses have different damage types), and which are not. This would allow users to print sheets that allow players to ensure that all appropriate bonuses are being included.
In the Party Overview tab, is there a way to change which languages show up? I am using all custom languages for my homebrew setting
nevermind i got it
I can neither confirm nor deny the claim that I am taking over MCDM.
Hahahahahaha chill 🧊
I'm guessing this may have been asked for before, and apologies if it has (I haven't been active on this discord a while), but I often find the heads of my characters cut off when I put their picture in the portrait section: would it perhaps be possible to implement an adjusting area where you can select which circle gets cut, similar to discord's profile picture setting?
I can look into it. Or maybe just use square images for now.
thanks! 
One player usability thing that I find my biggest issue on forge steel lately is that leveled treasure damage (e.g. +1 psychic on ranged weapon from third eye seeker) isn't anywhere on the character sheet, let alone calculated in the ability rolled damage as far as I can tell
Even if it cant calculate yet, just having it on the char sheet somewhere would be helpful
If you click on an ability and go over to the "customize" tab, then you can manually adjust the damage and also leave a note pertaining to the modifiers source.
You can even re-name all your abilities if you want to reflavor things!
That should also reflect onto the PDF form during export.
I'll do that in the meantime, thanks!
It is indeed included in the damage calculations for abilities.
oh interesting, it reads like untyped for third eye seeker
I mean it adds psychic damage, but the calc only shows untyped
Is Forge Steel supposed to add the +1 distance from Forceful on the Ability Cards, or is that not implemented?
I'm not sure if this is a bug or not, but on my party's Null's character sheet I'm not seeing it.
That should be working, if you're using forgesteel.net
I think we all were, but I'll double check. Thanks!
Using ForgeSteel.net I just recreated my friend's sheet to see if it adds the Forceful to abilities, and it isn't.
We can work with that, I just wasn't sure if it was supposed to be. I don't know if it's specific to the choices used (Forceful, Phase Inversion Strike, Kinetic Strike) or if it's all forced movement; but that's what I've observed.
Is this on the digital sheet or the PDF sheet?
Might be fixed now
It didn't seem to be, but then I cleared my cache, rebuilt the character, and now it is. Thanks!
I'm having an issue when merging with the warehouse. There's one character where the version in the warehouse has incorrect languages and ancestry traits, but when I Merge Local Data into Warehouse, and then click return, the incorrect version is now shown
Actually now I'm confused... I made a copy of that character, but it only placed that copy in the warehouse, not locally
Seems like at least part of this is because I am selecting the option to use ancestry traits from other ancestries, and that is getting undone whenever I reopen it
when you are transferring data from local to the warehouse, what option do you have chosen for 'duplicate id'? The default is 'Skip'
also, once you're connected to the warehouse, the local storage stuff is not used anymore, just remains as something like a backup
I was replacing it. I was able to figure out the languages, but the non-standard ancestry traits keep getting removed
hmm, is the sourcebook that contains those traits also in the warehouse? I would assume so
They're still from the heroes book, just from a different ancestry
and it works when using local storage instead of the warehouse? weird
I am not sure how it worked when it was just on local storage, this is a new character
Let me put it this way: if I refresh the page, the non-standard ancestry traits go away
hm, might not be related to the storage then. How are you adding the ancestry traits?
Clicking the switch for "Choose a feature from a different ancestry"
interesting, it seems like that option doesn't get persisted, and if you select other features it doesn't think you've finished choosing the ancestry features
Yeah i noticed that as well
If I were to add a summonable DTO to a class how can I do that? Is that even possible?
Creation domain problem I’ve just been custom adding familiar Perk and running Hp that way
Its a summoner lvl 2 feature
No I wanted to add the feature for the players to be able to add the fixture to their sheet when they level up and see the statblock from their sheet.
Bug: When editing the DTOs the preview is not updating in real time.
Would it be possible to make some sort of choice feature for classes that lets you adjust the options on a character sheet itself rather than having to go into the edit section? For instance, four stances that provide a couple of stat bonuses each that can be swapped with a maneuver.
Or wards/augmentations/enchantments for those classes
A prompt after taking a respite perhaps
Yeah, stuff like that. The specifics of when to swap things don't matter so much as the ability to have different things (abilities, a collection of stat bonuses, skills, etc) that can be swapped directly on the character sheet.
You can use the Fixture feature type.
That should also be fixed now. If there are any other library sections that aren't updating properly in the editor, let me know.
also, it sounds like there are some classic sheet issues with DTOs especially - I have those on my radar but things are busy for me right now so I have limited time for Forge Steel work unless it's a significant bug
Is the different ancestry feature slider something that can be fixed easily?
Hello, can I clone the repo and try to make an implementation-idea I had?
I won't PR it or anything.
It will be a cloud based app for me and my friends.
But I need Forge steel to get their character data(and not make my own bootleg forge steel)
Check the licence - but I think that's permitted.
Which slider?
Thanks for the info.
I will say my idea, basically I named it "shared steel" where my DM friend can see the Resources/Recoveries/Stamina and whatever else he wants from another dashboard or UI.
I discussed it with @digital timber a few days ago, it's the option that allows you to use ancestry features from other ancestries
When the page reloads, that option is no longer selected and the ancestry traits get removed
Where do I see fixtures on the sheet? They aren't showing up after I select them from character creation.
Oh that's annoying - let me fix that. Probably the best place for fixtures would be in the retinue tab.
Quick new feature - when you take a respite, the app will show you features you might want to change, so that you don't have to go all the way back into the editor.
It looks like there might be an issue between the wealth shown on the "manage your character" screen and the displayed value on the Classic view / PDF character sheet. At least, the wealth shown on my character with the Politician career which should have 2 starting wealth and 1 starting renown, shows 1 and 1. It shows correctly in the interactive view.
Hey folks, I'm new to making new items here in Forge Steel, and I had a question on how to build specifically the Delian Knight Commander's Ring (+2 distance on ranged abilities that only target yourself or an ally). I've figured out how to add a feature to the ring that automatically applies a bonus to all ranged abilites, but I can't figure out how to restrict it to only the abilities that have self or ally as the target. Can anyone point me in the right direction? Or is it just not possible to apply the bonus based on the target right now?
I guess you could try to see the keywords and use it like that for now
Tbh the isn't a keyword specific for that. Now that I think about it.
The 2nd thing you could do, is modify the ability itself.
If you click an ability, you can customize it, at the very top. But then you will have to add range on every ability and when he removes the ring, you have to remember to remove it. So it's not dynamic, you have to do it manually.
(this is to my knowledge, maybe somebody else knows a more correct answer)
is there a new format to make a table?
I've been exporting the default classes, then copying the tables from that in the JSON raw exported file. It's a huge pain.
Dude...
yeah 😭
I might be being silly, but I'm getting stuck trying to use my campaign homebrew sourcebook in DS.net. Its uploaded (and actually multiple times... and undeletable?) and yet it doesn't appear in the list of homebrew sourcebooks to use for a character. Any ideas?
The undeletable one, is it because it's a json-copy of the official sourcebook? I have the same problem back when forge steel mistakenly added a way to export the official sourcebook to json.
I think the problem (cmiiw andy) stems from the official SB having a unique id to each of the data points there. Like abilities, etc. You also need to change one of the data to "homebrew" if I'm not mistaken. Try making a sourcebook from scratch, and compare the two. It should be obvious which part of the things (like id and other key-value pairs) are misaligned.
It's my directors file so I'm not sure how he created it, but it's basically slightly tweaked ancestries and languages mainly so that sounds possible...
I have a question. I have just opened up Forge Steel to put the finishing touches to my game, and all of my monster encounters have entirely vanished. This is a huge general issue, but in the immediate I needed to modify the combat for tonight and its gone too. I'm on the same computer, same browser, everything. Has this happened to anyone else.
Is there any data at all? Or is it totally blank? I assume you're not in incognito, or have some adblocker/etc running?
Nothing about my browser has changed, no adblockers. And no data at all.
Was your data on the old URL? eg https://andyaiken.github.io/forgesteel/ ?
There's nothing there under that URL. I don't know what the old one was, I would just toss Forge Steel into the search bar.
The URL changed at some point in the last month (?) or so, so I wonder if the data was under that old URL instead of the current one.
maybe? How screwed am I?
When did you last view or work with your data?
two weeks ago.
Yeah I think people had to migrate data from the old URL to the new URL, and that was around Jan 18ish?
I see. So I'm screwed then? Everything is gone?
Hmmm maybe not? If you go here, and click the X, is your data there? https://andyaiken.github.io/forgesteel/
as in, don't click "forgesteel.net" and just stay on that URL
No, there's nothing.
What about here? https://forgesteel.net/ -- still no data?
Nada.
I guess while you're at it, also check https://andyaiken.github.io/forgesteel/#/backup and https://forgesteel.net/forgesteel/#/backup
nothing
Okay. Do you have goats and an altar?
Jk. Other than maybe a browser change...or you're logged into a diff user account...not sure. Maybe someone else here might have ideas.
I tried both browsers I use, no different user accounts.
Well thank you for your help. I have to go cry now.
Sorry I couldn't help more :/
I appreciate what you were able to do. I just lost hours and hours of prep work for my campaign. This is definitely a major blow.
Yeah some browsers are more aggressive with data clearing. Part of why I know they're working on a real database system for patrons
okay it's not that bad if I copy a table from a "homebrew version" of a core class I can make it work w/out going into the JSON
for some reason that's the only way it works
(outside of editing a JSON)
Yes - I really recommend using the data warehouse that Veritas has developed, now that it's available. You have to (a) use forgsteel.net and (b) subscribe to the Forge Steel patreon, but I've made that as cheap as patreon allows (£2 / $3 I think).]
Or just back up your data regularly - you don't have to give me money 🙂
<Both? Both is good.gif>
The tool you made for quickly downloading things is great too, super simple and very fast. The warehouse is very early and has had a couple flaky moments for me, so unitl that seems to be rock solid, I will keep using that.
Hey I apologize 'cause I feel like I asked this every couple of months but
did the ability to change the number of minions per group get removed or am I just completely blind and unable to find it
It’s still in settings
I just can't to find it.
I feel crazy everytime need to look for this
what am I missing?
Has anyone implemented the Summoner for themselves yet? I'm trying to do that and having a hard time with the Summoner's Strike / Summoner's Kit features. (Probably others too, but I only need through level 3 right now.) Any tips on how to setup Summoner's Strike so that Summoner's Kit will modify it properly?
Facing the same problem
Ah, mea culpa! I think I remember I removed that feature, due to people not understanding it.
Oh, that is the shame cause I really like it. But thank god i'm not crazy.
when creating a combat encounter, is there a tab I'm missing to change the amount of heroes and their victories?
i'll look it up, thanks!
"Encounter / Montage Difficulty"
There's also the option to use a fully built party. If you have your character's sheets imported.
Which I gotta be honest I don't want to use.Is there benefit to doing so as opposed to just the generic number?
If means if you're running the encounter it'll show your heroes in the initiative list
Anyway to manually add more languages?
Yes, you can add new languages and skills to a homebrew sourcebook - open the sourcebooks sidebar
Should clarify - Not hombrew languages, but add more languages past creation that already exist to the character sheet after completing the learn language project
Yep, look at the Customize sidebar
Found it under tools! Thanks
Is there a way to export the "party overview"? I'd like to print it for easy reference mid game.
Haven't tried yet, but Ctrl+P might work for ya edit: Kinda works. Even a bit better if you select the party overview text and then Ctrl+P selection only. Not the prettiest, but could be functional.
So, the first Boggits of Kingsmire packet just came out and I'm trying to implement the kits for a player. Why does the signature action for Angler ignore the second half of the effect and combine them?
First image = results when selected on a character. Second image = preview in the Library. Third image = in the library editor.
might be something to do with the "or" after the pull. Try reversing the effects. Like "shift up to blah blah OR pull X"
yeah it seems to be adding the pull # and the shift # together
should not be pull 8 on tier 3 lol
Good thought, but not doing anything. Here is the ability when I try a couple different variations. Both screenshots are in a character with it selected, the first has the auto-calc off to check that it is reading the right thing. If I change one of the levels to just "shift 4", that one does work (not shown).
Ok, I got it. Use a semi-colon before the or and it will parse it as two separate things.
Just make sure the player doesnt think the damage is part of the option
There seems to be some issue with export or import. My player just created 2-lvl version of their character, choosing Encore as 2nd level ability (Trubadour) but when I import the file it looks like it's not selected.
Another player who sent me their character (Conduit) seems to have many things not selected in 1st class section (e.g. Prayer)
They also sent me their PDFs so I see that all is selected there, but when I'm importing ds-hero files, it's not there.
Also one player reports that they had to re-select language and some abilities that they already had previously on 1st level
Did you found an solutions for this?
Not yet. I ended up just appending it to summoners strike for now. It became lower priority for me since that player might be changing to a tactician instead.
@digital timber this is still happening btw, not sure if you were ever able to find a fix for this?
also wanted to +1 this happening to me a few times
Try refreshing now
if this is to me for the Classic Sheet thing, it's still happenng 🙁
No, the loss of features thing.
Yeah it's working now!!
@urban hollow I want to contribute, do you prefer just reviewing PR's in the github UI and having all comms there? I assume so but just wanted to double check
Yes that's probably good
Yeah, I've been super busy with other things the past couple weeks so haven't had time to dig in to fixing this particular issue
All good!! Sorry I didn't mean to make it sound more urgent or anything, I wasn't sure if it was randomly buried. All good, no rush at all!
Is it even possible to get a partial success with the montage tracker?
It should be, yes
as possible as it is to get a partial success in draw steel (very seldom)
Getting a bug where all the ancestory traits are doubling up.
Also it seems like all of the character have unselected their prayer/augumentation/wards.
Oh dear. Are they selectable at least?
When your players reselect whatever’s missing, does it stick around or does it clear again?
It does stick.
You have to unselect the ancestry and select it again
But on a reload it doubles up again
OK, that’s not too terrible then, if it’s a one-off
This on the other hand does sound like it needs a fix
Yeah
I'm totally new with using forge steel, so I am wondering if there is a way to make Forgesteel export encounter sheets with terrain? I made an encounter with a Black Obelisk and a couple of war dogs in it. When I export the encounter as a pdf, it gives me the Obelisk in the encounter (i.e., it is listed and there is a place to mark damage), but it doesn't include the stats of the obelisk. All the stats for war dogs as well as all malice etc are there, which is super convenient - so I am wondering if there is a way to also get the Obelisk stats there.
For now, you can always export terrain objects separately, but I'll add this to the list of things for @digital timber to think about.
yeah, terrain needs to be part of the exported encounter sheet. Unfortunately life is a little rough right now so I don't know when I'll have much opportunity to be adding that stuff
Hoping 'rough' means busy and not anything else.
Hope things better soon 🙏
Seems fixed now.
Just before game time! You are a wizard!
Those allegations were never proven.
I've noticed that some abilities are applying damage modifiers from any and all applicable Leveled/Imbued Implements/Weapons in one's inventory, instead of adding only the highest applicable bonus. So far I've seen it in the calculation of Free Strikes, Kit abilities, and will affect players who might elect to wield multiple leveled weapons, such as Dual Wielder Kit users, Tacticians with two different Kit weapon types, or casters carrying two or more implements; it also affects anyone who takes the Arcane Archer or Spellsword Kit and has both a leveled implement and leveled weapon, as it's currently calculating damage bonuses for both implements and weapons, instead of the highest applicable bonus.
Idk if this has been mentioned already, but I'm having a problem when using a homebrew ancestry. After creating a hero with this homebrew ancestry, when I close FS and come back (or just refresh), I always have the Reactive Tumble ability as if it were a trait of the homebrew ancestry, and it's very much not, I've checked.
Am I doing something wrong or is this a bug?
Oh that definitely seems odd - send me the ancestry file
Any word on retainer management? No pressure, would just be awesome to have.
You can add retainers through Customize, and then manage their stamina in the hero page sidebar
I can work on making that clearer
As promised, some useful tweaks for your retinue.
- When you have enough Renown for a new follower / retainer, it'll prompt you to add one
- When you click on a retainer in the hero retinue tab, you can now change your retainer's name
- Similarly for artisan / sage followers, you can edit their details here too, including their skills and languages
Hi, I am running into an ?issue?(probably just missing knowledge) with the encounter builder:
I can't find a way to change the amount and level of heroes for the encounter. It always assumes 4 level 1 heroes, can you give me a pointer in the right direction please?
Settings, bottom right of the screen, for all the apps settings
Oooooh, thanks a lot 👍🏼
So, there are places (entering monster keywords) where keywords can be separated by a comma and it will enter all the values. Then there are places (entering an ability's keywords) where if you use commas, it will happily make one big keyword like "Melee, Strike, Weapon" as a single keyword. Is there a reason for this difference? Or is that just a low priority cleanup thing that might get addressed in the future?
Most likely the latter!
sorry for the delay, here goes!
I'll write it down again jic. Reactive Tumble is showing up unprompted as a Deepwalker trait after finishing character creation and refreshing the page. This happens even if we never selected that Polder trait in the character creation. Trying to edit the character to remove Reactive Tumble instead removes one of the other actual Deepwalker traits.
It's not showing up for me I'm afraid, all is working correctly.
what, that is so weird
guess we'll just have to ignore it then lmao
thanks anyway!
here's a test character, maybe this could show the problem better?
the weirdest part is editing the character afterwards does nothing to remove it
So how to create an enouncter exactly? I can see monster blocks but how to add them together to an enounter?
on the Library tab, you can scroll down to Encounters, the create button there will lead to the Encounter creation
How do I import a character sheet from ForgeSteel to an actor in Foundry?
I download the data file and it is in .ds-hero, when I am in foundry and I try to import the file, nothing imports.
I tried to change the properties to .json but still nothing happenened. I am not sure if I changed the properties correctly. Is there an import module that I need to use or a different way to conver the data file to a .json?
I think that would be a question for the Foundry tool developer
Ok, thanks
Noticed an error with Virtuoso Troubadour's Tough Crowd: Without the auto-calculator, it displays the right amount of pull, but with it, it seems to factor in my character's Stability (which is 1) to the pull. It also makes the Potency go poof, unlike other potency abilities on the same sheet.
Try replacing the comma after the potency with a semi-colon. I've noticed it is a bit aggressive when trying to format things with pushes and pulls. Won't be quite right, but you shouldn't lose information that way. You can see some of my tests here (this is the final version): #1284267513084903485 message
That'd be with a Homebrew version I assume?
Huh, that fixed BOTH issues at once, how odd
Thanks!
Couldn't figure this out on my own, but it's probably super easy.
I got Boots of Speed from my director, and the add +2 speed.
How do I make a magic item that automatically edits my sheet?
When editing the item you can add mechanical bits in the Levels section.
this is a really basic question. If I create a class is it automatically available to everyone or do I need to do something to make that happen?
If they have the sourcebook, and on the first page of the hero builder they enable that sourcebook, yes
You need to share the homebrew source book
gotcha. Cool, thanks! I wanted to finish putting it in before it goes out. No one wants to watch me edit. Amazing app. Thank you so much for this tool.
Is there a way to share subsequent versions of a (library) Sourcebook such that when players import a newer version, the old Sourcebook is overwritten, that is, as opposed to a new/second Sourcebook being imported?
Basically, version control an exported & shared Sourcebook.
As a Director adds new custom Forge Steel content [call it: v2], the players can access that new content without have to remove the old Sourcebook's content [v1] and then re-add the new Sourcebook's content[v2] from/to their heroes.
I've tried editing an exported Sourcebook's "id" property--keeping it that same between v1 and v2--but Forge Steel still imported v2 as a second/different Sourcebook.
Hey I found probably a very corner case issue. We have a player with "artifact bonded" complication, which provides 1 artifact, but only when they are reduced to 0 Stamina. However when they generated the character sheet, the artifact bonus got added to abilities as if it was regular item. Took us a couple sessions to realize that our Fury is way overpowered. In this case it was "Blade of a Thousand Years" which added +5 damage to all Melee Weapon abilities on all tiers.
Is there a way an artifact from this complication to not modify any abilities? It would be great to have it printed in inventory, but all abilities should be calculated without it.
My initial thought is to add an extra feature to some other ability that's just the text box of the artifact. You won't get it automatically applied, but you will still have it on the sheet without it messing with the baseline power
How can one create a homebrew leveled weapon with bonus typed damage? e.g., 1 holy damage? The "ability damage" feature type just lets me add extra damage, and I don't see a way to specify the type—but it must be possible, since Lance of the Sundered Star has +1 Holy damage. 🤔
Is it possible to apply a hero's kit bonus to a companion mount and/or apply a kit to a monster? I found the question but I couldn't track down an answer when I looked around.
recognizing I've never done this, in the json there is "damageType": "Holy" in the entry for the lance. I'm guessing you could pull the data for the weapon you're making and add that line in a text editor and re-import. I'll try it tomorrow when I'm awake. I'm not sure how to do it in the interface though.
Apparently I couldn't wait. If you change the json from "damageType": "Damage" to "damageType": "Holy" and import the file you'll get a new version with holy damage (and the same name). It didn't replace the existing one when I did it.
Huh, now it keeps de-selecting my subclass and accompanying choices after reloading the page. Yes I'm clicking Save.
Also some weirdness with Devil traits double-selecting and showing up twice on the sheet post-reload.
How are you selecting a trait twice?
Create a homebrew item in the library, then give your hero access to the homebrew sourcebook, then add the item to your hero.
OR
Customize your hero and add a +2 bonus to speed.
I'm not - I select it once, then when I reload, both show up twice both on my sheet and in the ancestry selection. Also makes it super duper buggy to try and remove the ancestry traits without deselecting the ancestry
Wings and Glowing Eyes, so nothing happens mechanically but it does show up on the features
Actually no I do get two of the same trigger from eyes in the Triggered Action section
Thanks!! Wish there was a way to do it in the interface, but this works well enough 🙂
Have you tried creating a homebrew version of the lance and seeing how that’s done?
I couldn't find a toggle for damage type when I tried it that way but I could have missed it. I assumed I missed it but I knew how to change json (a little) so I tried that way
Yep! Damage type doesn't appear in the interface, unless I'm missing something. Compare the lance (+1 holy) to the Bloody Hand Wraps (+1 generic): these damage modifiers appear exactly the same in the editing interface as far as I can tell.
Let me fix that
Text disappeared!
Already fixed I think
Fixed!
Fixed!
Still not visible tho 🤔
Has anyone else had an issue with the formatting of the abilities on the Magewright when exported as pdf? Infusion has shifted the bottom half of the page funny
That also fixed the subclass dissapearing on reload / relaunch, nice (might've been an issue with the homebrew subclass then?)
Buuut still got double features from the ancestry post-reload wack
Getting into homebrewing on forge steel at the moment and have some feedback on how bonuses are displayed, specifically bonuses to save ends
Right now, if a hero has a treasure that gives a bonus to the save ends throw it is displayed like in the attached image(character is an elf, that's why the base save is 5)
The bonus is hidden away in the small print and very easy to miss. I think it would be a lot less error prone if the bonus was combined with with the necessary roll. So a +1 bonus lowers the displayed necessary roll by 1.
So for this character it would be
- Save Ends = 4 or higher on 1d10 at the end of your turn removes the effect.
I tried implementing it with changing the save threshold, which work, however that means I would have to make multiple versions of the item for different ancestries
Would you consider adding the ability to apply negative values to the flat/per level/per echelon customization options?
Bug report: Wealth is not showing correctly on the classic view. See screenshots.
Done
Fixed
Bumping the above - this is what it looks like in Classic view (Firefox), and exports to PDF (Adobe) in the same format. Seems to be due to the formatting of the text beyond "Spend 1+:" as fixed size lines (?)
And the full segment in the PDF
That’s a job for @digital timber I think
I'm not familiar with the Infusion maneuver, I suspect it's a text formatting issue?
It's from the Magewright, which is homebrew I believe
There is a slight weirdness with the data, let me see if that fixes it
I've unselected and reselected and it appears to be the same - the text is still showing in the unusual grey boxes vs as standard text. Sorry for the spanner in the works!
Looks OK to me
I'll export the data then clear my cache
Just refresh the app.
Perfect - that works now, thanks Andy!
Hey all. I have a bug to report. "Combustion Deferred" is using Might instead of Reason.
Fixed
Matt Colville pinned this on his latest video… it seems like Summoner things may be afoot!
I think one of the DS team clarified it was just putting Summoner to license earlier than we expected
Andy also commented on this here: #ds_general message You can see GBC's response a few posts later with more official details.
As soon as it’s in the license, whenever that happens, you’ll get it in Forge Steel. Probably within minutes.
Does Forge Steel support Clothing as Armor Treasures? (Heroes p. 297)
I might just be having a stupid moment, but I can't for the life of me figure out how to put abilities that have a subclass prerequisite into the subclass. I swear I've done it before but I'm stumped why I can't find it now.
or rather subclass specific options
I'm not totally sure what you're asking - you want to add an ability to a subclass? That would just be an Ability feature.
How do I make a Hero folder? I see that it's a tab when adding heroes to an encounter, but I'm having trouble how to make one.
Yeah, that's a bit hidden - edit a hero, and on the Details page you can set the folder there.
I have a situation where this would be how the two features would look. So there is a list of 5 cost abilities some of which are available to all some of which are locked behind a subclass. In one feature I would like to allow the ability to choose from the entire list, the other just from the subclass specific list. But I can't figure out how to make a list of abilities that sit under the subclass label.
I’ll have a think about this. Look at the tagged feature type, that’s not really used currently but might be handy.
hi Andy sorry for tag, where do I find project events? or is it not licensed ? thxx
Project events would be entered in the project text probably?
sorry can't find it 😅
Crafting and Research Events d100 and Build or Repair Roads Events d10 for example
Hey everyone, quick question: If I wanted to make a subclass feature that augments a class ability (think Censor’s Judgment Order Benefit) how would I go about doing that in F.S. ?
Add a package section to the ability, and add package content features to the subclass
thanks!
Did the option to "show standard abilities" get moved? I can't find it.
It should be in Settings, with all the other settings
Ugh. I'm an idiot. Thanks!
We don't judge.
is there a way to create custom keywords? for treasures or abilities?
It seems that I can't get to the respite section on mobile:
Try now.
Much better, thanks a lot!
The weird Devil double-ability issue is still amok, even starting from a fresh character. It notably also doesn't give me a lil "(Fly)" next to my speed in the speed entry, despite double registering that I have wings.
... huh ok, I accepted cookies and removed some homebrew duplicate shenanigans, and now it's fine besides the lack of fly speed.
Ooohhh the Devil variant of Wings doesn't have the movement mode feature lmfao
Very different nature of bug right there, just a content entry issue
Yes, sounds like a homebrew issue
Well, the thing is I wasn't selecting the homebrew classes or anything
So the baseline Devil Wings feature is content-bugged I'm fairly certain
First two are base Devil wings, all the rest are picking from another ancestry and getting the proper flight speed feature
No homebrew besides a Complication which doesn't even relate to movement modes at all
That's an easy fix, try refreshing now (and please be mindful of tone!)
Fixed, thanks. What was the error in my tone?
I thought I was fairly respectfully clarifying
Ah, it certainly did, I meant to convey a "DOH, well there's the problem, it doesn't even say it Does The Thing, of course it doesn't!"
Like a fairly obvious problem when I was assuming it was more esoteric
a "why didn't I think of that" so to speak
is the Github still the best place to recommend features?
Or here! Although things are easily missed here.
probably missing something obvious... I made a custom leveled weapon (Heelcutter from DT), I'm trying to add it to a Hero's inventory, but it isn't appearing as an option regardless of filter options. do i need to allow Homebrew somewhere else?
ive had to refresh the page before items become available on a few occasions
thought of that. closed the page and went back in. maybe i'll try something more aggressive too....
And you’ve added the sourcebook that item is in to the hero?
might be the step i'm missing... where do i set the sourcebook for a hero?
Very first page of the hero builder
ah, gottta go out to the builder. that works now.
i knew it was something simple 🙂
unrelated. it seems like if you have a effect text on a leveled item, and then you add the leveled features, you can't remove the generic effect text. The box appears empty but the text remains in the end result. I can send a JSON if you need an example
and, of course, now i that call it out, it's showing in the box this time...
Hi, for some reason I can see all the purchasable traits for my ancestry outside of the ones I chose when I made the character, and it's been confusing for me and other players
Pretty sure that tab is meant to show you all the features of the ancestry, doesnt the right side of the screen (where you pick the features) show you what you picked?
Only if you pick things with a text description
For example a Dwarf that picks Grounded and Spark Off Your Skin, won't show anything in the features section
Is there a way to select a kit on a character with the third-echelon title Armed and Dangerous?
Unrelatedly, I'm having a weird bug where my heroes are disappearing. I make a hero, I save the hero, the hero is there with all their features, I refresh the page, the hero is replaced by Unnamed Hero with no features or characteristics or anything. Is this just me? 😬
I've had heros poof before, but I'm 98% certain that was user error and I would switch to the builder without giving things a chance to 'save'. Other than that I can only ask if you have something that might be stopping cookies from saving?
No, I specifically turned off all my adblockers and anti-tracking stuff for Forge Steel, just in case. Still happening.
I've had that same problem and for me it is related to the cloud backup and which way it saves and loads.
Is this with cloud backup, or just local storage?
If something weird happens, especially if it’s something destructive like heroes disappearing, check the Settings button at the bottom right - if it has a red dot on it, it has collected some error information that you can send to me.
So... I can't seem to create a hero at all. The app doesn't do anything for 15 seconds then shows this screen.
If you can open your browser console there may be information there that I can use to fix this.
@digital timber - I see quota exceeded there
hmm, I'll try and see what quota it is that's being exceeded - might be bandwidth? I was looking at the DB yesterday and it's still got plenty of space
@urban hollow are you able to reproduce? I can create/save heroes fine, and I'm not seeing anything in the logs that would indicate an error
oh, hmm. looks like QuotaExceededError might be a client-side error?
might actually be a local storage issue? @thorny pasture are you connected via Patreon? or just using the base app?
Base app I was redirected to via the old domain
okay - do you have a lot of Heroes or homebrew or anything?
I have nothing in the new domain - https://forgesteel.net/.
that's so strange
there are several errors in that console screenshot you sent, which almost seem to be unrelated.
are you running aggressive js and/or ad blockers that may be messing with the javascript on the new domain?
Have you tried clearing your cache?
Oh, I did try to import a homebrew class, but that didn't work. Maybe that messed things up?
I tried clearing cache, cookies, local storage, just now - no dice. And fyi, the app is working on incognito mode.
I'll see what I can do further on my end.
Can you send me the homebrew class that you tried to import?
Yup, I'll DM you.
No cloud backup, just local storage. I left Unnamed Hero there as sort of a sacrificial charm and now I can create heroes normally, so...seems to have fixed itself??
Power roll not auto calculating.
I think I might know what’s going on there.
I've been working on trying to get the first level of summoner as homebrew in forge steel, while waiting for the license to be available, and I have the minions successfully as Retinue now, but when exporting to pdf (or switching to classic view), they cut off the "other features and reference" sections. Not a big problem, just wondering if there is a better way for me to do this?
Hello!
Loving using Forge Steel - I have a question! I would like to Run some minions as two groups of Six, and I'm not sure how I can do that with forge Steel. Any advice?
Ah, it seems it's gone. Darn!
For some reason when I try to update the Description for a Montage Test, it doesn't update to the new information I typed and keeps the old version
What I typed vs it not changing from what used to be in the box (it's small edits but still)
thanks for implementing my recommendation! hopes people can get some use out of organising their features ;-)
I'm making a homebrew subclass in forge steel but im having a problem with the heroic resource, when I try to type in the details for added effects, it doesn't save when I hit save changes. Is there something I can do to fix this?
i am having trouble levelling up my retainer in forge steel? Is there a particular button i need to click that I'm missing? [pls ping with response for visibility! ty!]
@urban hollow - small error: Rival conduit, the earth devours says Cube 3 - but misses the "within 10"
Should be fixed now
Does it save correctly when you press Save Changes?
Go into Customize to find the retainer level up stuff.
Fixed I think.
Found a bug with bracers of strife: the damage bonus does not apply to most abilities
the bracers should give:
a +2 damage bonus for any weapon ability that deals rolled damage
It correctly applies to double strike, into the shadows and black ash eruption but not the other skills
It also applies correctly to both free strikes
I suspect a logic issue with weapon abilities that are both ranged and melee
Left image is with no bracers, right image with bracers
Yes, I was using the normal save changes button (i.e. the one in the top right on desktop) and it wasn't saving.
@urban hollow Are there any plans to reintroduce ways of having different numbers of minions in a group later on?
It turns out I want to use it in a lot of my fights >.>
Finally - For the creatures you can modify, Rivals & Creatures) is there a way of doing that?
Found it - It's in the Edit button on the monster 🙂
Though it's worth noting @urban hollow Selected Rival Ancestries look unreadable in dark mode!
I ended up changing the Censor to have a Judgement: Trigger action similar to how the Tactician/Mark is implemented. I wanted something a little easier for me to parse. If anyone wants a copy, let me know.
<Edit: Removed the original screenshot due to a rules interpretation, see below for updated.>
This is a slight nerf if the judged creature uses a Main Action to do an ability with a potency or to shift, since I'm fairly certain you're supposed to get the "damage and the potency reduction" or "damage and prevent shifting" in that instance.
You could re-word it to say e.g. Spend Wrath on only one option at a time or something, since the damage doesn't cost wrath.
Oh it affects any power roll also, so damage + bane on power roll could come up very often
I tried to not change anything except remove the redundant "use a free triggered action" wording. It is not clear to me that you can use two different things if one doesn't cost any wrath. Upon looking into it, I'll accept Jonas' interpretation in the FAQ for this since that seems like the consensus and change it to be more clear.
Not clear to me either tbh! That's just the consensus yeah
Updated language, is this clear enough? I want to make sure it's clear.
So I just wanted to tap on this again because I forgot to explain, but apparently some Hakkan features like Forceful and Great Fortitude don't show up anywhere to just like see that you selected it. Maybe it's because they're passive abilities or something, I am unsure. I just know that clicking on the ancestries bit doesn't tell me what you've chosen which is pretty annoying
It is because they are just stat boosts. If you really want to see them, then you need to make a duplicate and change things to be multiple features in order to add a text feature so that something shows up. Or at least that's what I've had to do.
In which they will show up in features
Yes, if a feature is something that grants an ability or can be auto-calculated then it doesn’t show up in the features list - but I can add a switch to change that if you like
Does the bonus show up in the classic sheet if you have the 'show all features' bit selected?
Shameless plug: https://www.patreon.com/posts/siabhra-almost-152136090
@urban hollow
I did some investigating by creating homebrew versions of the item and fiddling around with the tags.
- Only Weapon Tag(current implementation) applies to Ranged Weapon Abilities, as well as Melee Weapon Abilties, but not abilities that have the Keywords Melee AND Ranged at the same time, even though it should
- Weapon + Melee + Ranged Tags: Applies ONLY to abilities that have all 3 tags at the same time, but not Melee Weapon, or Ranged Weapon
- Weapon + Melee and an additional effect on the item for Weapon + Ranged: This applies, as expected, to all 3 Variants of Abilities, so Ranged Weapon, Melee Weapon and Melee Ranged Weapon
Case 1 should behave identically to Case 3 but doesn't, or alternatively the item would need to be implemented differently
i was out the loop for a bit .. forge steel now has its own website?
awesome
It does, though I dunno if my players are super into it, I'd have to ask
okay, just curious
It would be nice, likewise, my one player said this after I explained the auto calculation:
that is nice, but i would also like to see where the bonuses are coming from
for example
knockback currently has +1 distance
this is coming from forceful
but i don't really have a great way to know that this IS coming from forceful, not from primordial strength
that's accounted for but not the other
Click the thunderbolt icon and it’ll show you the elements
Is there a way to see how my character's Stamina is calculated? I'm having trouble why Reventant Talent has 6 more stamina than what I'm manually calculating
Possible retainer-related bug.
When I level up my hero, my hero's existing retainer does not level up. Instead, I have to delete the retainer from my hero altogether and then re-add the same retainer (after which the retainer is correctly leveled up).
Additionally, when I level up my hero to level 4, I do not have the option to choose my retainer's 4th-level advancement ability, either the retainer-specific ability or the role-based ability; instead, the retainer was automatically assigned the retainer-specific advancement ability.
What happens when you go into the Customize screen and look at the retainer there?
After leveling up the hero to level 2, this is what I see on the Customize screen (the retainer, Goblin Guide, is still level 1).
In case it matters, double speed XP advancement is being used by the heroes, à la:
has someone made a summoner sourcebook for forge steel?
The Summoner isn't currently in the creator license so distributing it like that would break MCDM's rules for such things. It may be available sooner than later but until then no luck
Feature Request: Add additional complications in the Customize section.
Yes please!!
I noticed something interesting yesterday. I bought the Ardent Skull and Space Battles in the last few days. So now College of the Ardent Skull, College of the Hired Gun, and Slayer show up in the library list of subclasses. But the weird part is that I went to make a censor and all three of those showed up as selectable options for a sensor. Is there a coding issue with them where they're not categorized properly? Why is a shadow showing up when building other classes? The kiln/Scion/Vamp/Magewright don't do that. Thanks in advance!
I think any subclasses made individually show up for all classes for some reason
Typo: Dragon Soul I imbuement currently shows 2 damage on a tier 1 for the ability; should be 8.
hi yall, Is there a way to reduce XP back to zero and my character back to level 1?
When you reduce your level it should automatically be dropping XP
Ill give it a go. I didn't see that screen when looking around
That's in the Class section of character editing
Open the dropdowns
two Qs on editing/creating monsters:
- How does one clear the Movement modes? I see in the export that the speed.modes array should be an empty array to skip the display, but I have [ "" ] in there at the moment.
- How does one clear the With Captain field? I'm guessing I have to empty it while the monster is set to a Minion?
updates: toggling on Minion to clear the With Captain field works
clearing the With Captain text also hid the Movement section from displaying, but it still has the [ "" ] value internally
Just reminding you that AI is a banned topic in the community guidelines
That's fair
I have deleted your post :)
Rude
lol
Fixed!
Fixed!
A big change for the monster editor - when you're creating a monster it'll search for other similar monsters and show you lots of information about their typical stats values and the sorts of abilities that monster is expected to have.
Goated
noticing a small annoyance while editing a homebrew class - when I choose a subclass to edit, especially the levels, it shows that, great. But if I try to swap to look at the levels of another subclass, it doesn't work. The dropdown selection changes, but the level features don't change correspondingly. I have to save changes, exit, re-edit the class and choose the new subclass to get the level features to load
I remember this being an issue on the github a long time ago, was fixed, but now resurfaced as an issue on the forgesteel.net
Is there a way to add a custom monster on the fly while running an encounter? I want to be able to just make a bag of Stamina, name it, and track its turns without building a whole custom monster beforehand.
Still having issues losing characters on .net. Just made one yesterday, reloaded just now to be up do date with revision and now it's gone leaving only an Unnamed Character with no data.
If it's helpful, all of the community and homebrew sourcebooks I used to make it are deselected in this blank character file.
As before, I’d need the console logs
I'm actually missing five characters. All that I've made with the SPACE BATTLES, and Ardent Skull.
How do I find the logs?
I'm using FF.
F12 typically
Okay. Thanks. I think I found it. Is there a way to export a file or should I just do a snip?
I may seem like a moron, but I promise I've never even looked at a browser console before. How do I export it for you to look at?
Screenshot, or copy and paste.
I ended up having to reboot and then I ended up going to the old site because I needed a char quick. I thought there would be an export feature for a log. I didn't even think of c&p. Dangit. Let me try again....
The .net seems to be working fine now. I'll DM you the c&p.
I'm working on making a forge steel file for the vampire, and it turns out: There's no UI to add ability options to subclasses.
All the functionality is there, I can add the abilities in the code and everything works. Essentially the subclass view just needs the same "Abilities" tab that the class view gets.
Try now.
Had an idea. Would it be a good idea to have a select-all toggle for sources like third party/community/homebrew in the New Character tab? For me I'm toggling like 12 sources lol.
Perfect!
There is a niche bug that occurs when a class feature lets you select a subclass ability (like the vampire does): If you unselect the subclass while an ability from it is selected, you get the error can't access property "name", n is undefined, and the whole ability feature is broken. You have to reselect the subclass and reload (save and re-enter edit mode) to fix it.
But that's very niche and fixable, thus not urgent.
I’ll see what I can do.
That's not supposed to look like that, right? It's the same with some of my own homebrews. Some abilities are not shown in the preview anymore. I think it's the abilities that are part of the "multiple features" feature type.
It shows that if there’s a description entered
Hey Andy! Love the Ironbound. Is the adaptive chassis feature supposed to be switchable as a respite activity. It mentions being changeable but doesn't have details about how to do it.
It should show up in the respite screen, does it not?
You know, I hadn't gotten there yet. Sorry to waste your time. I didn't even think of looking there. lol
No but I’ve made a change to it.
Is there a way to see how a hero's health is calculated?
I have a Level 5 Talent with the Density Augmentation and a Shrouded Memory Armory.
Tallying up his Stamina, the total should be 66 right?
18 at 1st Level
+6 at every level after (24 Stamina for 5th level)
+12 with Density Augmentation
+12 with Shrouded Memory
They also have the Bloodbound Band, but I know its Stamina Bonus doesn't stack with Shrouded Memory.
But it comes out as 72 in Forge Steel. I have an extra level of Stamina.
I can provide the file if needed
How do you apply temporary bonuses to abilities, like from stuff like the War Conduit's Sanctified Weapon?
Click on the abilities to bring up the ability card then choose customize
Don't know if there is a better way, but that's been the quickest I've found
The issue may be the stacking? If you remove one item, does the stamina change?
I'm unsure if I understand the Tagged Feature and Tagged Feature Choice correctly.
It seems to be almost exactly what I need for the vampire's Vampiric Evolution feat, letting the player select from a custom list of features at multiple levels, without doubling up.
However, the features don't seem to actually show up on the sheet after I select them (neither text features nor any bonuses).
Is that a bug, or am I misunderstanding how the tagged features work? Or should I be using packages for this? Because I don't understand those at all 😅
A package feature, or a package section in an ability, just means ‘the content for this is somewhere else’
Which is something tagged features can also do, can't they?
Yes but that’s specifically ‘choose one of these things, each of which might be somewhere else’
Okay, did some more testing, and I really can't get chosen tagged features to show up in the sheet.
It's also strange how you always end up with two features and descriptions (in the class overview), one of which is the Tagged Feature wrapper, and one which is the actual feature.
I’ll look into it
I'm sorry for pushing Forge Steel to its limits ^^'
When you import a homebrew sourcebook with any type other than "Homebrew" you can no longer edit or delete it in the UI.
Yep. Don’t mess around with types.
Yeah, that wasn't a problem until I requested the export function for non-homebrew sourcebooks :S
Though it'll be weird when you want to ship a sourcebook with a third party product and have to either put the homebrew tag on it, or make it something the user can never again delete.
But I'm just nitpicking at this point. It doesn't break anything as is.
Small update:
Now when you're editing a kit's weapons / armour, or the keywords of an ability or an item, you're no longer limited to the standard list of terms - you can add any text you like.
Which in LinkedIn language is:
🚀 Big update for the community! 🚀
We’re thrilled to announce a game-changing enhancement to our customization engine. 🛠️
Whether you’re fine-tuning a kit’s weapons and armor or optimizing the keywords for an ability or item, the days of being restricted by a standard list are over. We’ve officially unlocked total creative freedom—you can now input any text you like. 🔓✨
It’s all about empowering you to build without limits. Let’s keep pushing the boundaries of what’s possible! 📈
#ProductUpdate #Innovation #UserExperience #GamingCommunity #Customization #TechNews
8/10 needs more "here's what updating kit language in Forge Steel taught me about b2b sales!" or an implausible anecdote about a job interview
Thanks for the update! Cursed way of letting us know! Love it!
End to end zero-shot innovation
we are only 6-12 months away from a complete revolution in the way we think about forge steel
Synergy, efficiency, collaboration.
Quick question, how do I acconut for retainers in encounter math if I have my players' csheets?
Hello all, I have a Monster Group file for a homebrew elemental. Can I add that to the existing Elemental Group? if so, how? Do I need to add it to a homebrew version of the elemental group?
You can't add it to the existing group, but you can import the group with the individual monster.
Ok. I'm trying to import the group, but when I try to import it, it doesn't work. I should say I exported this group on the old Forge Steel
doesn't work as in, I'm able to choose the file, but when I do, I don't see it show up anywhere
and I don't see it in the sourcebook I'm importing it to
ok, nvm. the 3 I was trying to import weren't working, but imported a fourth and it worked. Thanks for your help!
Some imports failed? If the Settings icon at the bottom right goes red, there’s been an error - you can click on it to send me error logs
Errors
{}
Typeunhandledrejection
{}
Typeunhandledrejection
This might not be related to the other problems I've been having but I tried to add a sourcebook file for a homebrew that's in testing from DSB and it didn't show up. It was a .ds-class file and it couldn't find it to import so I tried changing the suffix to .ds-sourcebook and it could recognise it and allowed me to select it but then nothing showed up in the classes or in the homebrew sourcebooks. For all I know none of that is related to the error. Hopefully the C&P will help.
The reason it won’t import as a sourcebook is because it’s a class - switch to the classes and import it there
Hey, I don't know if this is the place for it, but I was just using Forge Steel to write 2 negotiations, did both, and now that I came back to check on them, I find that they're not there anymore.
I think I saved changes before I closed the tab, but in case I didn't it might be because of that that they didn't stick in my Library. But just in case it's a bug, heads up.
If there's ever a red icon in the bottom left, there's been an error (and you can send me the logs it's collected); otherwise it's probably working as intended. But you never know!
How to do I give retainers to party?
When you have enough renown you're prompted to add a follower, or you can add one through the Customize screen.
Is getting cloud storage for Forge Steel something that's on the horizon?
it's already up and running, you just need patreon
Or you can self host it: https://github.com/Veritas1000/forgesteel-warehouse
I had no idea.
Oh neat! I am curious on how does this work? Settings>Connexion>Patreon and you get automatic sync?
I am a patron! But I have not bothered to set up the cloud storage lol I have no idea
Ah ha OK, thanks anyway 😃
It's good to know there is something there, I'll read that github page later when I get the time maybe it holds more info!
Sounds like ForgeSteel needs a banner for a week or two telling people about cloud storage. LoL
speaking of patreon, I'm excited to see the next post!
Why, what do you think it’s going to be?
I'm making some monsters and would someone explain to me what a "champion action" is?
It's part of the Summoner, Andy has the backend working for it so as soon as it gets added to the license it can be live on FS. Don't worry about it for normal monsters
ohhhhh
thank you
No, as it turns out, I'm just sharing more homebrew this time: https://www.patreon.com/posts/ironbound-153914567
Can anyone help me out? I want to edit a monster in Forge Steel to adjust for the level of the party. I just can't figure out how, but someone told me you could adjust levels and the like for monsters in the library. How do I do that?
You basically have to make a copy of them and edit them
So there's no option to auto-level them up?
None as far as I know
Hi again from the vampire implementation effort.
This might be a crazy request, so feel free to ignore me, but it might actually help futureproof for the acolyte:
For some features (specifically the dhampir complication), I'd need a feature that removes existing features from the hero's sheet.
I'm thinking the best way to approach it would be via the feature's id, though I realise that since those aren't visible in the UI, that might not be the most accessible implementation.
But yeah, that's a long shot, I'd also be happy to just put it in text ^^'
Yeah, I think we don't want to make the ID visible.
Maybe if there was a "developer mode" for that sort of thing (which I presume the feature flags are already for?) it could fit there, but I completely understand if what I'm asking is beyond the bounds of what Forge Steel is supposed to do.
In the encounter builder? Yes, click here.
Considering the Acolyte is supposed to swap out ancestry features, that might be something worth putting on the roadmap
Thank you so much for working on that. I'm seeing that it's challenging. I think I'm not alone in saying a lot of people are going to appreciate your effort.
Yes, but targeting specifically ancestry features (and probably letting the player select them) is still a different problem set from letting homebrewers and 3rd party creators target any feature that might be on the character sheet. One step in the same direction though.
If it's helpful, I've been looking for a way to add ancestry features as characters progress. I'm not directing yet, but when I do, I plan to give players the option of adding wings/tail/etc. (for whatever their ancestry is) as they become more heroic(ie. level up).
Maybe a toggle in the ancestry section of the character editor that says "follow point-buy system/don't follow point-buy system". Or a little thing in a level-up dialog that allows you to add ancestry features with a note that this is not standard and needs approval by a director.
@jenny_redacted I was looking through your aquatic ancestry on FS last night and I noticed that the first few purchased traits are from the Bajon or have a typo. I don't remember exactly what it said, but I wanted to mention it to you incase you wanted to do a little update.
Is there a way to add skills to a hero after you've created them? Like if your director gives you a skill in the game?
In the Interactive View, go to Customize (the wrench icon) and you can add a skill through that menu.
Where is the customize menu on the screen?
Upper right corner, just under the close button.
If you're in dark mode it might not show up right. But the button is there
(discovered this during my last session lol)
Ah okay it's in the Encounter Builder. Thank you!
Is there a way to export the data of the adjusted monster from the encounter builder? I want to copy it onto Roll 20's Draw Steel Monster sheet.
Yes, click the info icon to bring up the monster stat block, you can export from there
Thank you so much!
I'm having some trouble getting the subclass abilities to show up correctly in the class ability selection.
It used to be that none of the 7+ cost abilities showed up, I could fix that by setting the minLevel to the appropriate number both in the ability's code and in the class ability feature.
However, I now noticed that for 2 out of 5 subclasses, only the signature ability shows up in the selection and none of the higher level ones do. And I can't for the life of me tell what the difference is between the ones that do show up and the ones that don't. minLevel and cost are the same for all 5 subclasses' abilities, but for 3 of them they show up in class ability selection and for the other 2 they don't (apart from the signature).
Edit/tl;dr: I guess my question is: what can stop an ability from showing up in the selection? So I know where to look
Okay, I found it, there was indeed a mistake in the code, from when I was typing these by hand before the subclass abilities were accessible in the UI
very sneaky additional quotation marks in the cost, I guess it's too late in the day for me to see those even when looking for minutes >.<
For me, when making a character, when I pick which array of characteristics I want in the class tab, the selection I made disappears and I have to click on "choose another" then I get the choices. This has been happening for a few weeks but I keep forgetting to mention it because it's reletively minor. Sorry. Hope that's helpful.
I've seen that happen too, yeah.
That might be fixed now.
Found another dark mode issue (montage test editor, difficulty drop down text isn't visibile--a difficult has been selected in the screenshot)
Also, montage test-related but this time regarding the PDF (print) version... Might it be possible to show the suggested skills as well as the description for each hazard? Currently, only a hazard's name and suggested characteristics are displayed (e.g., "Avoid Becoming Lunch (Agility, Might, Presence)").
Thanks! I'll check out the changes when I get home.
Ok. I think I know the answer to this. But I have to ask. I just did a couple hours' work on an adventure in Forge Steel, I was saving as I go, but... foolishly... not backing up. I thought I was deleting a plot point, and i deleted the adventure from the sourcebook. Is there any way to get it back? Please be gentle, don't need advice on backing up, just an answer. Feeling tender, this kind of hurt.
Probably lost I'm afraid.
I've added that.
Very cool!
Could the 'suggested skills' (and 'suggested abilities' which you have an entry for) also be added? Maybe with a "/" separating them after the characteristics.
Maybe something like this:
Avoid Becoming Lunch Numerous small beasts and pests seem to plague you at every step! (Agility, Might, Presence / Alchemy, Handle Animals, Intimidate, Monsters)
raising/lowering level is very useful but could you also let us edit the org type
For a monster in the encounter builder? That might be possible but there are no rules for that, so changing a horde monster into a platoon or elite might lead to some very odd results
You can change some monsters into solos though
there actually explicitly are rules for it
Hmm, that was not my reading of those rules, but let me read them again.
Not sure how many other folks would use this, but I would LOVE a way to use Montage Challenges (Threats and Opportunities) in Forge Steel. Might be a niche request, but I've pretty much replaced RAW montages with this.
Same here. Waaaaay more fun and engaging.
Looks like that makes at least 3! 
Shiiiit I need to try that!
This alternate ruleset is banging.
Would it be allowed to make a directory of official adventure encounters? I have only ever run draw steel using forge steel encounters page. Its such a useful tool imo.
Would it be allowed by MCDM to load those encounters and share on Forge Steel? Would that be something that could be added to the site in a future patch?
Just a thought. Love the site! Its invaluable for me in my limited directing experience
You would have to check with Geoff about that I think
Yeah none of us are lawyers
I could just be blind, though I couldn't find any license in the Delian Tomb that would allow sharing the encounters, for example.
Sure but the list of enemies used in an encounter may likely be covered under Fair Use
Riiight so you could maybe get away with making a set of generic Goblin Tomb encounters that mirror DT? Maybe? I'm also not a lawyer.
I don't think you'd have to call it "generic goblin tomb". Summarizing the adventure and stuff is totally fair use.
The Summoner is not yet on Forge Steel, right?
Any chance it was in the patron cloud? Or was it local only?
@urban hollow Very cool!
Could the 'suggested skills' (as well as 'suggested abilities' which Forge Steel has an entry for) also be added? Maybe with a "/" separating them after the characteristics, like this:
Avoid Becoming Lunch Numerous small beasts and pests seem to plague you at every step! (Agility, Might, Presence / Alchemy, Handle Animals, Intimidate, Monsters)
THERE'S A PATRON CLOUD?!
@urban hollow maybe that should be the next patreon post 😂
I think so.
Any questions about this, Veritas is the one to ask.
(because, hilariously, I can't use the feature, as I'm not subscribed to my own patreon, obviously)
Is there a simply way to add a custom career in the character builder? I was hoping to add an option simply labeled "custom" that lets the player choose any perk, and then spend 5 points where each point can be used to buy a skill, a language, +1 renown, +1 wealth, or 120 points towards a project. (I noticed there is a "bespoke culture" option, but no equivalent for career.)
Hi Andy 👋! Just a little feedback. In the Ironbound and the Beast kin. When purchasing ancestry traits I noticed two things. Some of the 2 point cost selections have 0 of 2 in red as if they cost heroic resources instead of ancestry points.
Also, some of the choices have a description behind a drop down. But when you click the drop down to see what it does, it just selects the item. Then you have to still select the ! to see what it does. And then hit the x because you don't really want the thing.
Just buttons not doing what they seem to be for.
I'm having a bit of trouble with FS loading forever in DuckDuckGo
as soon as I change to another browser it all works fine, does anyone have any ideas of what might be the problem?
I haven't had the chance to clear cache bc I want to export my sourcebooks before doing so to not lose them
might be some kind of ambitious cookie/ad blocker
do you have some kind of toggle for "shields" or whatever you can stop on forge steel? whitelist the site?
I also am having trouble with it loading
The site is up, so I don’t think there’s much I can do about this
Thanks - it doesn’t look like anything there is from Forge Steel (but I could be wrong)
Here's something from the page's console
Still nothing weird there
Clearing my cookies helped but did wipe everything, thankfully I didn't have too much different from my last backup
yeah i ended up just clearing cookies too, site loaded enough for me to back up what i was missing
it was definitely something wrong on our end but i can't tell what exactly
but hey, now we know if this happens, clearing cache works just fine😂
I was thinking, are there plans to be able to save homebrew heroic abilities without creating a copy of a whole class?
like how we can create subclasses outside of classes?
I also found a slight error in the Telepathy Talent's Synaptic Conditioning ability, it has the Ranged tag instead of the Strike tag
Anyone else having a problem with a perpetual Loading screen and reticulating splines?
I'm stuck there. I closed the browser last night and restarted it and got in, but reloaded the page and it did it again. I just opened up my computer and it's still stuck there.
I'm not having issues with anything else that I'm aware of. I checked to see if I was missing any updates and I'm not.
Just restarted the browser again and rebooted the whole computer and nothing helped. Still loading...
Maybe this will help?
I don't think that's anything to do with Forge Steel, unless Veritas knows something I don't.
Good heavens
I think Matt was talking about me when he said, "...people who can't find a game to play in make characters."
I'm Def in that second group 🤣
I have such good ideas though...
Hey gang. I remember there's a toggle in settings to turn on/off generic actions (like the grab maneuver, or the charge main action). Couldn't find it last night. Is it removed or is it somewhere else?
Is there a way to grant Ancestry points to a class feature? I can see the Ancestry choice and choosing a feature from it, but I can't seem to limit it to actual point cost usage, just a number of features from ancestry thing
Hey all, is there a way to move saved content from the old domain to the new one?
Yes, but I think you need to do it manually. Go here: Backup and download all your content. Then at the new URL, you can import the backups to the appropriate places.
Now that the Codex has released into Beta, is there any chance of an importing tool being created for Ancestries, Cultures, Languages, etc from Forge Steel, beyond just Characters (maybe for importing a sourcebook)? Asking for myself 😅
I don't think I have time to write one, but I'm sure someone will!
Gotcha, thanks Andy - if anyone is working on this and has a kofi or similar please let me know as I'd love to support the development!
Bug report: Time Raider Psionic Gift is showing an extreme number of Minor Accelerations
Are you sure you don't want to choose Minor Acceleration?
That seems odd.
I tested it on both my computers, and it appears on both even after I reload the site and unselect and reselect ancestry.
I’ll attempt more troubleshooting if you cannot recreate the problem
I am getting a 404 error on the old domain: https://andyaiken.github.io/forgesteel/
Also the new domain, which i only just discovered existed, is buried in the chat and not in the top section, which only has the old domain.
Ah, thanks, I've updated that.
Is the data on the old domain gone then? I know it is stored locally but I don't know how to access it to transfer it to the new domain. I used the old domain a couple weeks ago and nothing indicated that it was changing.
There’s been a banner redirecting you to the new domain for 3 months - I’ll put the old domain up again briefly
My bad then, I guess I didn't notice it. No need to put it back up.
I think the banner only appeared on the root page? I think my players had shortcuts to their characters so they never saw, but we got it all sorted weeks ago,
Yes, that’s likely it
Hey Andy, question: If I'm bringing in a ton of sourcebooks from buying stuff from the community, I still have the sample entries like the vampire and the scion. Now that I have the full sourcebook, there's two of everything during character gen. That's a ton of doubles to navigate. Can we make a distinction between the sample of something and the actual sourcebook of something? Right now, and correct me if I'm wrong, the only option is to shut off things is categorically, and not individually. How can we make it so I can shut off just the Triglav vamp 1-3 and leave the full thing? The Scion? Etc...
Turn off the built-in Triglav sourcebook
Okay. I'll try it. Thanks.
you can turn off the built-in triglav sourcebook, but you'll miss out on the boggit stuff that comes with it. But that'll be coming soon enough in other forms 🐸
Yeah, I never went to the root page. My shortcut was straight to the hero section.
Darles had this idea and he might have been cooking: Instead of removing features, those issues I had implementing the Dhampir complication could be solved with a simple if-statement.
What that would need is 2 new feature types, one that sets a flag, and another "condition-wrapper" that goes "if [flag] then feature A, otherwise feature B".
I also had the thought that maybe one could achieve something similar with package features, but as far as I can tell those only support text (is that right?)
Yeah packages just add text to the bottom of other features / abilities
Yes I could add those feature types
Remind me what the dhampir complication issue was
I need to remove a feature (specifically "vampiric undeath") from either the class or the ancestry; in the case of the class it also replaces the start of turn HR gains.
Rn my approach for the ancestry was to make a new dhampir ancestry, but copying the entire class felt overkill (it'd be more confusing to people than it's worth, I think), so I didn't end up implementing it properly for the class :\
I've added switch features - a Switch Value feature, in which you give the name and value of a variable, and a Switch Options feature, which lets you specify a variable name and a different feature for different values of that variable.
I'm always amazed at how fast you work ^^
however I am getting the error can't access property "switch", t is null (specifically when trying to access the feature's details). Is there anything I need to do to properly load the new features?
I'd missed something out - try again now.
We're approaching the point at which the Forge Steel feature system could be considered turing-complete
Soon you'lll be able to play Doom on it
It works! The multi-case switch makes it even more widely useful.
It does however lack a default option; a feature that you gain if the switch was never set. That's needed for what I was intending with it, sorry for not being clearer initially.
You can surely add a default switch value
but at what point would it be set? How do I control which value overwrites the other?
Added a default switch option.
Hell yeah!
I found another small bug with the switch feature: Text features from switch options (including the default option) do not show up on the sheet unless you turn on the All Features toggle.
Not a huge issue, but not the behaviour I'd expect.
Otherwise the feature works great, thanks for the implementation!
I'm not seeing that - look at the plane-kin ancestry for an example of how I'm using it
It might be then, because I have a Multiple Features feature in the default feature
If I put just a text feature in the switch options it also doesn't show up unless All Features is toggled.
But the Plane-kin one is working
I can't see any differences between how you did it and how I did it (yet >.<)
Has anyone else experienced an increase in loading time on Forge Steel? Mine gets stuck on the reticulating splines stage for a long time (multiple minutes) as of Thursday
Scratch that, I figured out what I did wrong there.
But yeah, a text feature inside a multiple features feature inside a switch option does not show up (without toggling All Features) :\
Yep. Mine consistently takes about 20 minutes to load now. Initially I thought it was just hanging but if I walk away and come back it eventually finishes.
(Full disclosure: I do have about 70 characters. )
Yeah, I've got 42 (mostly player characters for campaigns, didn't realise how quickly that totted up).
y'all gotta do some spring cleaning
I've added some logging to the data loader - if you open your browser's dev console, and then refresh, you should see what it's taking so long to load.
Thanks. I'll check when I get home from work way later tonight.
Hi! Similar to others on here, forge steel hasn't been loading for me since about 7pm last night. It keeps going unresponsive for some reason, any clues?
Open the browser dev console and then refresh the page
That’ll tell us what it’s stuck on
Dev console unfortunately will not open due to the unresponsiveness
Nevermind I got it (dev console) working
This sounds more and more like it’s not a Forge Steel issue
Yeah I'm a bit confused myself, Forge Steel works fine on my alternate account (but I have no characters or anything on there), but not on my one I actually use for it.
OK, let me know what it says in the console once the app loads
Will do. It's on the Heroes and Session steps of the loading process right now
Is there a way to see how stamina is being calculated? Because Forge Steel is giving me 6 more than I think I should have and I'd like to see where its coming from 😄
It just finished loading, sending screenshots next message if that works
Here we go
This also just came up
Seems to be getting stuck after loading the "Hooyu Hooem'i" character, so before Shulture
Ran it again and it got stuck in the same spot
Send me that hero file please
I think it’s most likely the previous hero
I've been wondering if it's a ram thing. I do have a lot of browser tabs. And each character has an image I attached to it. Maybe it's just a caching thing.
Is there a homebrew feature I'm missing to add keywords to certain abilities, or nah? Like to add the Weapon keyword to all Strikes?
Alternatively a way to add a bonus to abilities with one of two keywords, but not stack if both?
Yeah, worse tonight than recently. I'm about 45 min in and still don't have all of them loaded.
Can you tell from this if I am accessing and backing up from the patreon/cloud? The load screen says local, but I keep trying to set it to backup to the cloud.
Ive been loading mine for about 2 hours and am in a similar situation. Though I think one of my files corrupted
I closed my browser, then opened it again and restored previous session. This is the log:
Browser Console Mode
Parent process only(Fast)
Multiprocess(Slower)
00:00:43.121 1776052843121 addons.xpi WARN Checking C:\Program Files\Mozilla Firefox\distribution\extensions for addons
00:00:43.398 Window.fullScreen attribute is deprecated and will be removed in the future. browser-customtitlebar.js:68:7
00:00:43.969 NewTabGleanUtils: Failed to complete registration of metrics and pings found in runtime metrics JSON: TypeError: NetworkError when attempting to fetch resource. NewTabGleanUtils.sys.mjs:116:23
00:00:44.119 Layout was forced before the page was fully loaded. If stylesheets are not yet loaded this may cause a flash of unstyled content. vendor.bundle.js:1:380623
00:00:44.703 Experiment visual-card-updates has unknown featureId: newtabRefinedCardsLayout RemoteSettingsExperimentLoader.sys.mjs:1166:21
00:01:40.824 Cookie warnings 2
00:01:41.297 * Loading main-B0FFBjWU.js:3402:12350
00:01:41.625 Reporting Header: invalid JSON value received. collect
00:01:41.625 SyntaxError: JSON.parse: expected double-quoted property name at line 1 column 153 of the JSON data
This is dumb. I'm going to bed.
My personal best guess is that mine, at least, is a combination of factors
I'm not 100% if negative modifiers work, but if they do you could make the bonus once for each keyword, and then a negative one for both together.
Might be it - are the images really large? That might cause a problem, I suppose.
I don't think so... about this size?
Still locked out.
Same
The network tab in Dev Tools says it's a couple of the text files that are still pending.
I'm starting withdrawals in 3... 2... 1.... . . .
Once mine loads I’m gonna back up all my data, delete what I think are the problem files, and hope for the best
It's been two days. Still won't load. The log says JSON and Parsing errors.
Is there any possibility of allowing the tiered damage bonuses in a kit apply to more tags than just ranged and melee, including custom ones? 0/+2/+5 to gun abilities, for instance?
I anticipate that this may already be in the pipeline, but as the Beastheart is in the license, is it intended to be brought over to Forge Steel any time soon? No worries if it is in the works/on an undisclosed timeline, just wanting to check for my players 🙂
I'll try that when I get home. Thanks for there tip.
Okay, I opened it in a private window. It didn't load any characters, but it did load the site itself. If I clear the cache in the main window will I lose all my characters?
I think so. Unless you have the patron link set up.
I left the cookies and cleared the cache and still the same issue. Is there a way to go into the files an delete the newest characters locally?
Well, I did, but it kept erasing my characters or defaulting to the not-connected state on it's own. So it usually said 'Local' while it was loading. IDK... I'm so mad. 70 characters gone. FML.
Well, turns out clearing the cookies for the website works, as long as you have nothing to lose
I would've downloaded the data first if I could but it showed up blank
I'll try it... Can't imagine this'll go well. Change brings opportunity, right? 