#FORGE STEEL
5375 messages · Page 6 of 6 (latest)
ffs... I don't want to do this. The last time I manually backed them up there was like 55 or so I think.
I'm going to sleep on it. I'm not going to do it yet. I just can't. Maybe Andy will have some "Hail Mary" for me that saves the day.
You know what I would love... I'd love it if, when you make a character, you click Save, and it saves the character on your computer. When screw up they're all right there to be backed up. Can we have that?
I just started having long loading time issues as well, so I cleared my cache and now it runs smoothly again. I was able to save my homebrew classes and such tho, which is most of what was taking space in my cache.
I will say, I do feel like I had more homebrew stuff in the past and forge steel still ran smoothly. Not sure what might have changed...
Okay. I did it. Merged what was backed up to local and got back a few more than I expected. Still lost a bunch though. Sucks.
This is something that @digital timber might have time to look into
I’ve tried a number of things; I can only assume it’s some combination of local memory issues / very high res hero portraits / browser add-ins causing issues I can’t replicate
I would also love that. Browsers are unfortunately designed not to interact with the user’s filesystem (for sensible security reasons)
Would that type of functionality require a stand-alone app?
Just for your info going forward, the pics are just small jpegs off pinterest. whatever format they're in, I convert them to jpeg and delete the original.
Nothing especially big or high quality.
And the only browser thing I use is a Dark-mode extension. I can't picture how that could mess with loading, but corrupted is corrupted. Once I cleared it it was fine.
I wonder if the site could leverage a github account to commit/push characters to some project you set up. Would not be particularly user friendly, but it could be nice for power users. Plus builtin version control, etc
I was going to ask about versioning. As is rn, if I make a sourcebook and sell it to a thousand people, then need to update it, when they install the updated version of my sourcebook, do they all lose all the selections they made and have to rebuild their characters? It wouldn't really be too much of a hassle for a level one character, but if a player's been using a character for a year and is all the way up to high level and then they lose all that or have to rebuild it... I'd be mad.
Because you can't leave to old one, then you'd have two at the same time, right? FS don't like that. So you have to take out the old one, but everything built on that old one goes away. Am I understanding that right?
On a totally different note, after the cache and cookie wipe I did this morning I reconnected to the patreon cloud and redownloaded my stored characters. Since then I've been trying to save progress. It seems to work right away, but if I wait too long it seems to be timing-out the connection to patreon and I have to reconnect the accounts. Here's the log:
I just tried this by editing a sourcebook I have a homebrew class in, exporting the edited version, reverting the edit in-browser (so the active character I have with it would still be the same), then deleting the class, reimporting, and checking the character. Needed to refresh the page but it worked fine. FS should auto update anything with the same name
At worst, they can export their character, then update, then reimport and it should know the difference
No - everything stays as it is, even if you delete the sourcebook it came from. If you update the sourcebook it came from, then it’ll silently update your hero when it’s loaded.
Thanks for checking. I def don't understand all this stuff like most around here.
Anything to do with the warehouse, that’s @digital timber ‘s wheelhouse
That's really good news. Is there an 'Update Sourcebook' function I don't know about or do you just mean if you import a newer version?
The latter
Whatever this is, Firefox hates it. A LOT. lol
SyntaxError: JSON.parse: expected double-quoted property name at line 1 column 153 of the JSON data
There's hundreds of those in the log.
Mine for some reason just refused to log any errors or anything. Just wouldn't load for seemingly no reason, so I gave up and cleared it 😅
Sorry that's happening to you. I'm finding it can be quite jarring to lose a bunch of characters. Feels like losing friends or something. Idk... I put a lot of time into them.
When I go check to make sure I'm still connected to the patreon cloud I have little blue spinnies. They just keep going...
Still getting errors apparently.
And the character I've been working on for a hour is gone.
I wish you luck
Yeah, I've noticed that happens too. It's on my radar, hopefully it can be fixed by just increasing the expiration or something. I may have started with things too far away from user experience vs security
@urban hollow did you add recapcha or anything like that? All those errors seem to be originating from that as opposed to any of our code
If I'm reading things correctly, I'm losing my connection to patreon. Then when it would be verifying, it just errors out and switches to local. And since the characters were started during connected and ended in local mode, it just fails.
Or if I save them in local and don't notice I've lost connected mode, if I go back to reconnect, it errors out and erases anything made since last successful upload.
I get an error up top that says "Error connecting to warehouse" or something like that. It goes away in a few seconds so I can't get a screen shot of it. I think that's when it switches to local, because I made a change and saved after that and it just saved.
So, everything worked yesterday but today I'm getting this error message:
Hahahaha... I'm sorry Andy. I feel like you're going to feel like I'm beating on you. I promise I'm not. I found a bug(?) in the Beastfolk. When you pick options in the ancestry that add skills, those skills don't get added to the list of skills, are still available to be chosen, and don't show up on the sheet.
Okay. I have backed up locally. It took a long while. But it's done. I'm not going to try to reconnect to the warehouse until I hear something about a fix.
I'm simultaneously relieved and sad that I'm not the only one having problems.
No, nothing like that.
It's ready to go, just waiting on a hosting issue.
Amazing thank you for confirming!
Hi all, sorry if this has been asked before but couldn't find it - I've been using Forge Steel for a while in a campaign I'm a player for, and when I was looking for Projects today, most of them just said "Unnamed Project"? The ones I'd already started were thankfully normal and fine, and there were a few that still had proper names, but most of them were just called "Unnamed Project". Looking at the Library, it seems all projects from Items and Imbuements are Unnamed for some reason. Is anyone else having this issue or am I missing something? I tried checking it on a different browser as well, and had the same problem. Seems this is a new-ish issue, I already have a project to craft snapdragon, and healing potions, and I'm pretty sure I just added them from the list as normal.
I noticed it too after that Reddit post (yours?), and I could have sworn that just a few days ago they were correct, when I was making copies of items for a homebrew sourcebook
Haha yeah that was me! Okay glad its not just me in that case 😅
Quick sense check; a forge steel hero data file shouldn't be exporting at 32mb, should it..?
Might have already been fixed
Depends in what format you're exporting it.
Just a text file
My other ones are no more than 120 kb
Just the ds-hero file? No.
Gotcha, that's a fun problem to unpick for me later then. Thanks!
Fixed - conflict issue with an ancestry that had since been deleted causing it to access every single ancestry option every time.
Beastheart is now available on Forge Steel.
(Disclaimer - I haven’t tested it to the degree it deserves, so there may be weirdness here and there)
Hi, I don't know if this is a bug or if I am doing something wrong, I was creating a beastheart and chose the mountain kit (2 stability) and the bear companion (+1 stability), expecting my stability to be calculated at 3, but it only shows 2.
Your stability and the bears would be different, no?
I think so. The Bear would be Stability 4 (2 base + 2 from Mountain), the Beastheart's would be 3 (1 from Bear + 2 from Mountain).
the bear power says "You gain +1 stability", not "your companion" so i assumed you was the beastheart? am i wrong on that?
You are correct, "You" in companion statblocks means the beastheart unless it's "You both" or something
The other Beastheart thing I've seen is that there isn't a way to use the "armed to the teeth" part of Kits for the companion. So, if you have a +1/+1/+1 melee kit on the beastheart or 0/0/0 melee, the companion could choose to have +0/+0/+4 instead. That isn't included right now and I'll just end up modifying the PDF output (since we play in person) for my player. There might be a way to include that for different abilities based on the "Companion" and "Beastheart" tags and changeable as a respite activity. I am just not sure how to do that.
I'm seeing something weird in the project tool: most projects are now "unnamed project"
Yeah, see above
Something fishy 🔍
Oups, sorry for the repeat question
All good, just was adding some clarification
Sometimes stuff gets lost
Also the Bear's base free strike damage (before the M bonus) is currently 2 when it should be 1, and I don't think the free strike damage bonus is being added for any of the companions
It's amazing that the class got added so quickly though - thanks Andy!
I imagine this is more of Veritas' wheelhouse than Andy's - whenever I connect to Patreon and thus the Warehouse I get stuck loading heroes for hours without result, and thus can't effectively use the Warehouse storage. Is there a way to clear it without connecting and getting stuck?
Sorry if this has been answered, but I was just curious, why is the beastheart available in Forge Steel but not the Summoner?
because the Summoner is not in the license and the Beastheart is
but hopefully the Summoner will be added to the license soon
inside baseball: the Beastheart already has earned enough money to pay for its production, the Summoner (last I heard) had not. Once a product has paid for itself, MCDM seriously considers adding it to the license
oh interesting, is that because the beastheart was funded by the CtS backerkit?
makes sense
Reporting Header: invalid JSON value received. collect
20:09:46.656 SyntaxError: JSON.parse: expected double-quoted property name at line 1 column 153 of the JSON data
20:09:51.695 Reporting Header: invalid JSON value received. collect
20:09:51.695 SyntaxError: JSON.parse: expected double-quoted property name at line 1 column 153 of the JSON data
Every time I have a problem, Line 1 column 153 of the JSON data is involved. Is that double quote hard to fix?
Not unless I can tell what the JSON is.
Unless it's the name of a hero, or an ancestry or class etc, which has double-quotes in it?
I'll see if I can find something. I don't know how JSON's work. So somewhere in one of the things I can see, there will be a double quote that is missing it's counterpart? I'll try to find it.
what's the email you use for patreon? I'll see if I can find the issue directly in the database and massage it manually
I'll DM you.
I think I found it
dm me your patreon email and I can try to go in and clean up the database for you
Sent, thank you!
the site is not loading on chrome for whatever reason for me or loading super slow, worls fine on firefox and safari on my phone not sure wat the issue is
Loading for me on chrome
weird it gets to here then goes unresponsive, restarted my computer and it didnt fix itself
Try opening dev tools, it got it a little further before going unresponsive for me, and then you can see what it's stuck on
Okay. I'm home from work. Want me to try to connect to the Warehouse?
Okay. I reloaded to see what would happen and it switched to local while loading. It loaded just fine but local only.
can someone help me import my languages into forge steel? idk how to do it
You should be able to add them by editing a homebrew sourcebook in the Library menu. Open sourcebooks > homebrew > click yours and edit it.
thanks!
Just for information purposes. Beastheart's Thunderclap ability parses really weirdly as currently written
Fixed now
The new filter layout for monsters doesn't quite fit, and toggling Name doesn't actually do anything.
Love the design though, feels a lot cleaner. Unless I'm hallucinating and it was always like this (except for the name toggle)
Fyi we realized the Effect prior to the damage roll (You shift up to your speed) is missing on the Forged Steel version
Don't know if this is the correct place to post it: War Dogs 1-st echelon malice ability Fire for Effect costs 3 malice in Forge Steel but 5 Malice in the Monsters book.
(I had previously used it in an encounter with 3 malice, and the Heroes had a hard time - later I checked the ability in the Monsters book and thought that I had simply made a mistake when running the encounter; was currently planning another encounter with war dogs, and noticed this ability costing 3 malice on the encounter sheet - leading to discovering this discrepancy)
Fixed
Fixed
Fixed
Thanks for the quick fix, you rock dude! Also I remembered couple other small problems my group has for some time.
-
Blessed Domain should give 1 additional piety to the instances gained by a Domain effect, but on Forged Steel they remain a +2 (Unless we're missing something or we run the ability wrong).
-
On Troubadour's 4th lvl "Melodrama" you can add the new option with no problem, but the last option that states: "Alternatively, you can forgo choosing a new event to choose one
event you already have (including an event gained with this feature).
Whenever the chosen event grants you drama, you gain 1 additional
drama."
doesn't actually let you choose what you want neither adds +1 to anything.
@urban hollow I spotted a copypaste error. In the tier 4 Title Enlightened the ability Rearrange the Game Pieces appears to have text from the Worshippers ability from Demigod
For some reason this Magewright feature is repeated 8 times in the Features tab of the finished character sheet. Idk...
Think someone posted that with a Talent thing a while ago too
I tried reloading to get rid of it in case it was a load error. Now we're doing the eternal load thing and this is the log:
Just the title I think. Fixed now.
I've modified the Blessed Domain feature. The text from the Melodrama is provided in the Features tab as it would be difficult to codify otherwise.
What version of Magewright are you using? The community preview one?
No, the full one. But I did some work with Veritas last night, I'll tell you about here. I cleared the cache, cookies, and log and opened the site in a new tab. I got the same error about the line 1 column 153 with no characters or sourcebooks, three times. But then I did it again in a private window and didn't get that. That's way beyond my knowledge to solve. But I can say conclusively that it's not because of my characters or pictures, because there weren't any.
Might be a problem with that class file then.
I started getting random issues and disconnects with the Patreon Syncing during my session yesterday, it wasn't a huge deal since I had all of the stuff locally too, but figured I'd at least point it out here. I'm using Firefox, maybe there's an issue in that browser for the syncing stuff @digital timber ?
absolutely 0 rush and can also submit a better or more formal bug report if you need!
I found that I had a bug in the auth token refreshes for the Patreon warehouse, but that fix just went in. Keeping connection with the patreon storage should be much more consistent now. I'm hoping to get back into working on my backlog here
was your issue just that you'd connect to Patreon, then suddenly not be connected anymore after a little bit?
yep that's the issue! awesome, thank you!!
I've got some free time now too so I am happy to help contribute to things as well
yep, just confirmed the behavior appears resolved! ❤️ thank you so much!
You already know, but same here. And also using Firefox.
🐛 I'm editing an encounter (just a note) that I saved long time ago and it's failing to save my changes. After saving I still see old content. What is more, after reopening to edit mode I see that the note is empty. No matter what I do to it (even leave empty, or type/paste new content) it shows unchanged after saving.
Okay. I think there's a new problem. The "upload to the warehouse" button downloads all the heroes in the warehouse locally. After yesterdays' shenanigans, I only had two heroes when I opened my laptop tonight. After hearing that there was an improvement made today, I tried to reconnect to the warehouse. After trying to upload my two new characters and waiting long enough that I got bored, I went to do other things. When I came back all of my characters were there. Also, none of them have pictures.
And there's now multiple versions of the sourcebooks I have loaded. I'll try to get rid of them.
I got rid of them by disconnecting from the warehouse and patreon.
After seeing how much space the pictures were taking up, I deleted them all from the couple of folks who were having issues. Until we get a reworked method of handling hero (and probably sourcebook) data, things are unfortunately probably just going to not work when you have dozens and dozens of them
When clicking the Role and Organisation filters in the monsters search to disable them, they instead default to Platoon and Ambusher. The only way to actually disable them is to enable them and deselect everything.
Oh, those filters should set a default when selected and clear themselves when deselected. I’ll check that.
I didn't notice any strange behaviour with the other filters, just those two.
for the forge steel map maker, is there any way i can mark where the pressure plates for 2 dart traps are?
obviously in such a way that my players won't be able to see when i share the map with them
what's the precident on how you select which 3rd party content to add to forgesteel Andy?
#news_draw-steel message
stuff like this for example, are you planning on adding them? Just from like a workflow perspective I'm wondering, not a feature request or anything
It’s usually when a creator asks me to add it.
Not currently I'm afraid
cool, was just curious!
Fixed
Forge Steel seems to have no display of the advancement features of the BH companions, even on a levelled up character sheet. It doesn't even MENTION advancement features.
Hmm. Let me take a look at that.
Should be fixed now.
Let's make things super easy for new players - now, when you visit the Forge Steel homepage it's super simple to start with one of the built-in pregen heroes.
Yep it is! "at higher levels" dropdown is nice to keep things clean, and integrating them into the statblock at the appropriate level is very clean
also "the earth cries the skies divide" is an AWESOME name, what's that, an earthquake / volcanoe and the sky suddenly clearing? sicko
Is anyone else seeing “Claw Dirt” on all characters’ maneuvers tab? It happens after choosing to display all of the basic actions/maneuvers
Yes, it is a basic maneuver used to escape if pulled underground. See page 268 of Heroes.
Ah ok, I thought my fury was able to burrow for some reason lol. Thanks!
To whom it may concern, I just saw that the BeastHeart is already on DrawSteel, which is awesome.
But I also noticed that the Summoner isn't on there. Are there plans to put the Summoner on Draw Steel?
It's not in the license yet. When it is, it'll be there
Oh, ok. Do we have any idea why the Summoner is not on there yet?
The license, that is
It hasn't sold enough copies to pay for itself yet.
As soon as it's put on the license tho, Andy's said the Summoner is locked n loaded to be pushed to public
So it's not gonna be any delay
@compact vector here you go
Ty
My players lost their characters due to the web page change, nothing big happemed due to it, but was there an easy fix?
As long as they backed up their heroes, they can import them again.
Okay, ty
Love your work!
Love yours!
I have a homebrew class level set up like this, with core abilities in the class and extra abilities to choose from in the subclass (like Vampire), but when I make a character with it, I can't select abilities from the subclasses. Am I misunderstanding how this works?
Let me look into that.
is there a way to download a full backup of forge steel data, or do i just need to have all of the character data and homebrew sourcebooks separately?
my forge steel is kind of breaking down so i was going to clear the cache
in my experience you only need the top two toggles, but the ability choice needs to have its minimum level set for some reason
How do I set a minimum level? Didn't see that
I think it's in one of the tabs on ability choice. I'll see if I can find it when I get to a PC
it's right below the screenshot you posted, there's a count section and a minimum level section
however, if this is already a problem at lv 1, then this is not the solution
it's just one I remember working for the vampire
Yeahhh I have these selectable abilities just in the open subclass ability list so Idk how to handle the levesm...I'll take another look at Vampire, thought I was copying it but must have messed something up
the levels in the abilities don't matter
just in the selection
idk what's happening behind the scenes, because it doesn't make sense that it works that way, but that's what fixed it for me with the vampire
actually, I was wrong; I thought I checked just now, but actually I just checked the class abilities, not the subclass abilities >.<
I think I adjusted the subclass abilities' minlevels in the data :S
@regal ledge
whoops, wrong ping, sorry (my cursor was above that one, thanks discord's interface >.<)
I don't think there's a single, bulk download option, but there is a page to make downloading everything individually easier
I can't seem to find the show standard abilities toggle? I checked the settings, but I didn't see it
It's under the "Heroes" section of the settings.
Oh the toggle is new, that's why I missed it
About 6-8 months new yes
This might be a question of nesting features, but is there a way to get a switch feature to show up in the character builder? Or in general a way to get some text to show in the builder but not duplicate on the sheet?
I have two use cases:
- I have a feature with a subclass-based modification, but the feature is part of the core class. Rather than duplicating it in every subclass, I had hoped to make a switch that shows the core feature on the class page but can then show either the core feature or the switch version in the builder, but neither appears.
- I'd like to have a feature update when upgraded at higher level, but it wouldn't show up in the builder and thus the update wouldn't be noticeable except on the sheet.
Those of you who've made homebrew classes, think there's a way I can work these? I'm thinking by nesting the feature in a "multiple features" box?
This sounds like a package feature that’s modified by package content features maybe?
Hoo okay, guess I'll have to figure out packages then 😂
@urban hollow & @idle hearth I have a 3rd level Magewright Magitect with the Force Projection ability selected. Every time I reload it deselects the ability. Hope that's helpful for bug-squashin' and updates 🐙 +🧑🔧 =
That's just kind of how FS works, if you want to see everything you get in a level you need to look on the left, on the right there are only the choices.
I...you know I did know that at some point but I thought I had seen it done differently in some homebrew class...I must be misremembering because you're totally right
it might not be 100% consistent, I think sometimes non-choices do show up on the right
couldn't put my finger on which ones rn though, and maybe I'm just conflating the character builder with the homebrew editor
No, only choices on the right. Sometimes choices which are pre-chosen, but always changeable.
Otherwise, it's a bug.
Yeah, thinking about it more, I'm just remembering the homebrew editor. The interface is similar, so it blends together :S
I presume there's nothing wrong with the sourcebook though, all things considered. Or does it need a tweak @urban hollow
No, should be fine (I think)
Hi. I have a class in Codex that I'd like to put in a FS sourcebook and hopefully be able to play nice with the importer in Codex. Is it correct that the match point/mapping for the importer is the Feature Name field in Codex (not the name fields within a given feature) or is it more complicated than that?
I’m afraid I have nothing to do with the importer, I’m not sure who owns that!
no worries. Thank you, though. FS is fantastic, I just have to figure out how to cross platforms. Such is life
you might have better luck asking in the DMHub discord
Thanks. Yeah, I found an answer but it wasn't as specific as I may need. I'll ask over there
I'm having an issue right now where my heroic resources keep reseting whenever I close out of the HR tab
Seems to have been related to syncing through patreon. I disconnected the patreon and it worked fine
Any recs for if performance is much slower than usual?
do you have a lot of characters? Do they each have a character portrait?
Why is everything on the character sheet behind an extra click/tap? It feels so much less usable than before. 😕
Never mind, it was feeding me a mobile layout on my 13” iPad even though it’s set to always request a desktop site.
getting this error
I’ll need to see your dev console logs
OK, let me see what I can do
This might end up being a feature request, but asking first in case it's a nested button I've missed or something (common case for me) — is it possible to add new homebrew abilities to a base class without making a copy of it? Like if I make some new Elementalist signatures or w/e?
No, you’d have to copy the class. The exception is if you’re adding a new subclass.
Hmm okay, works for the one subclass at least, guess Boggits will need some finaging
Can encounters built in Forge Steel be exported?
Yep
Two useful enhancements now to the feature suite for Forge Steel homebrewers:
- Choice features can now specify whether the selection can be made at build time (the default), during a respite, or in play - respite features will show up in the Respite sidebar, and in-play features will show up in the new Conditional Features tab in the Customize sidebar. An example of this type of feature is the Dwarf's Runic Carving feature.
- Toggle features have been added, as a way to specify a feature that only affects a hero from time to time - such as the artifact from the Artifact Bonded complication. These, similarly, can be switched on and off from the Conditional Features tab in the Customize sidebar.
Any questions, bugs, etc, let me know as always.
There seems to be quite a bit of latency whenever I sync to the cloud. Is there a way for me to get rid of that that without disconnecting? Anytime I change a value (heroic resource, stamina, surges, etc.) it takes a few seconds to actually make the change after closing the sidebar
It's a known issue, we're working on something that should help significantly
In the meantime, if you have a lot of heroes with pictures, removing the portraits can help significantly
Can I make a package replace an earlier package item somehow? 🤔
Or would I need a switch
I think switch would be the way to go.
Packages don't override earlier packages, but that might be a useful enhancement
Would be goated, switches are an excellent feature but I feel like I'm defusing a bomb over here with all the cross-referencing 
How easy is it to change a class to use different primary abilities? i.e. let a Censor have Agility/Presence 2 instead of Might/Presence 2
To confirm, before I dive in very deep, class advancement for Beastheart companions such as improved characteristics, kit bonuses, and such are not automatically added as part of level advancement, correct? I noticed stamina increased but other elements did not. I assume because there are so many variables involved. I could be doing something wrong. I did see their ability progression is included.
if you make a copy of the class into a homebrew class, it's like two button clicks
though changing each of the abilities that scale with might to instead scale with agility would take a bit of time using the in-app ui
Tier 3 result for Arixx spitfire also give prone condition
Fixed, thank you!
how do i add notes in a running encounter in forge steel?
Is there a way to break character creation rules in Forge Steel's builder. I let my Revenant Elves party take Elf signature traits in addition to their Revenant ones and it seems like the trait customization only allows for extra point buying traits.
You can hit the little dots in the upper right to go to Customize and add an ancestry feature
Oh signature, I'm sorry, I understand. You'd have to add it via homebrew
Where dost one do that? I'm having trouble finding it in the build menu.
You'll have to go to Library > Ancestry and create a new homebrew ancestry, or maybe homebrew perks or titles, that grant the features you want, then enable those in the character builder and add them
Ok so I basically gotta do it in the menu where the sourcebook options are? Cool cool.
You can now edit your encounter notes when you're running an encounter, and add any new notes that you might need.
Is there a way to convert a (homebrew) (copy of a) complication into a title? Trying to work out how to do multiple complications without having to manually copy everything.
Unrelated, I've got a treasure that gives some of the wielder's abilities (specifically, those matching a specific set of keywords) an extra new keyword. Is there a good way to implement this in Forge Steel?
Time to rewrite the engine, Andy /j
That's simple enough - there's an Ability Keyword feature, which will let you add or remove keywords from features.
Possibly I just can't read, but I'm not seeing a way to do this—when I go to add a feature, I see "Ability", "Ability Cost", "Ability Damage", and "Ability Distance" among my options, but no "Ability Keyword".
Make sure you've refreshed your app
Ah, hm, looks okay when I'm setting up the item, but then in the modified abilities...
That's on a pregen with no changes other than adding the treasure, which should just add a custom keyword to ranged weapon abilities. Console is telling me this:
Should be fixed now, sorry
I found a small bug in Kinetic Grip for Talent, when gaining the Forceful Implement II.
All implements add +1 to rolled damage 1st level and +2 to rolled damage at 5th level.
It adds the +1 to the slide distance, even if it should not. Instead the push distance should increase by 2 at 1st level and 3 on 5th level.
I can see why it happens, because it is one of the rare cases where there is no rolled damage in the ability at all, just forced movement.
As a separate case: It also does not look that the +2 rolled damage is added to any abilities that actually deal rolled damage, even if you use a 5th level imbuement, just the +1.
Is there a place that explains how switches, packages and tagged features work?
Idk about tagged features but I know the other two!
- For a switch, you create a Switch Options feature and put in the name of the switch. Under Features, for each one, you set the value that they will read. Then you can make different Switch Values, at different levels or in subclasses or whatever, or as a subset of choices.
- For example, for a class, I made a Switch Options with the switch name "Subclass" and then set different features underneath that check for the (abbreviated) subclass name. Then within each subclass, I made a Switch Value that sets the value of the "Subclass" switch to the abbreviated name. Then the features show up as normal!
- For a package, you set a Package element within a feature or even in the Content section, and give it a tag. Then later you make a new feature/element with a "Package Content" element using the same tag, and it automatically concatenates them when you reach the latter element. I attached some images of how that works and looks.
Okay, so with packages, you make a thing and then later you make another thing and it adds it into the same original thing?
Yep!
But you can just add extra text
Not if you want to split upgrades to a feature or something across levels!
Oh, I meant the only thing you can add with packages is extra text
Oh. Yes I believe so?
Which, now that I think about it, is probably all you need
I'm still a little confused on switches though. Is this not the thing that lets you open up a sidebar and turn like, transformations on and off?
No, it's an internal switch. Idk what that is
Switches are kind of a similar use case to packages but they let you replace the entire thing
Tagged features, Idk 😅
Okay, so if you get a melee ability at level 1 and need to change it at lvl 3 to be ranged and melee, you use a switch
But if you're just adding an extra couple lines of text to that ability, you use a package
Okay, thanks a ton for helping me figure that out. Next step is those transformation options...
I think what you're after there is a Choice feature with 'select at' set to 'during play'
Ah, I see!
That wouldn't work for heroic resource gains, would it? I was wondering if there was a way to make those toggleable so you could track what's happened in a combat already, for the 1/encounter gains
Yeah, can't nest those, damn
Well, tried taking my own advice and making a switch feature to alter a class ability, but this is what shows up on the page (Orbital-Force is the switch value where it changes, at 2nd level). Am I doing something wrong, or is it a bug?
FWIW the default ability and then replaced ability both show up as normal in the character sheet when leveled, it's just on the class page that it does this.
It looks the same on my end. I made one for a magic item. Works right on the characters sheet tho.
OK, have a look at the Deva ancestry, the Elemental Gift feature specifically, and see if there's anything super different in the way it's set up
Had a look, as far as I can tell it's just that if the switch feature is an Ability, it doesn't show up right on the sheet. Text features and others seem to look good
Ah, I see. Fixed now I think.
I've set a feature to add the Weapon keyword to Strikes, which is working correctly, but when I then add a damage modifier to Weapon abilities, it doesn't calculate. Is this orderable on my part, or is it solely behind-the-scenes?
Also seeing this issue where a feature is getting repeated over and over in the sheet: #1284267513084903485 message #1284267513084903485 message Did anyone ever identify the issue there? Mine's a feature that grants a package and then a choice of features that add to that package, but those other two aren't, so I don't know what could be going on.
Hm, found a way to clear it, at least. (Click the X on one of them, seemingly clears all of them without showing it. Then reselect and save.) Weird visual glitch.
I've never been able to reproduce it I'm afraid.
Tragic!
A few encounter builder improvements for you today.
First, you can move your encounter groups up and down the list.
You can also set your groups to be conditional on the number of heroes by pressing the Edit button.
And you can change the number of minions.
🙌
Amazing! Much appreciated! I'm thinking that hero count option could also be used to reflect increases in victories
This part is SUPER cool! Very useful for running for multiple groups, a player is missing, etc
Also quick question regarding storage: If I'm connected to the warehouse via patreon, do I need to transfer data to the warehouse after doing prep like encounter building, or is it automatic?
If I'm understanding your question correctly, it should be automatic.
if you were connected to the warehouse when you did the Encounter creation - it's already there, you don't need to do anything. You only need to transfer data manually when you want to store things from before you connected to the patreon
Yep that was my question. Thanks guys!
Notable Beastheart issue - there's no indication the Drake companion has damage immunity like it gives the beastheart themselves!
Not sure how many other places this pops up for other companions.
Also, notably, the Rampage table not being visible in the library sheet makes it rather hard to tell what's up there unless you hold a character sheet with it side by side. Also nixes the description of Rampaging too along with it.
Is that second image from the Forge Steel classic sheet? Or from the beastheart PDF?
The latter
Okay, so it's just the FS classic sheet that doesn't show the Immunity, then? Because it looks like it is shown in your first image for the digital view
No, the drake itself is lacking an immunity
Presumably it should say like "Immunities Attuned damage type 3"
This is in the Library actually
not the character sheet
Oh, I see - the wording on 'Shared Immunity' implies it's only the hero that has the immunity
Yes, "You" in the companion statblocks always applies to the Beastheart, but as the second screenshot above shows, the Drake just also has that immunity already
I’ll look into this - I think we have a few different things going on here, some of them might be bugs but I think most of this is a difference of expectations
I mean, the Elemental Spark has their lightning immunity listed, I don't see why the Drake's should be different? 
The trait could say "You and the drake have immunity", I suppose
Because it’s not a standard immunity I expect
Right, but it's listed in the actual statblock, so it should be there, no?
Just like that right?
Hey! I don't know if this has been addressed before but I noticed today that, no matter what order the fields for an ability are in, whenever you convert a hero sheet to classic mode, the power roll is always at the top. Also, if you have multiple power rolls, it only shows one. I feel like most of the time the order isn't a big deal, but there are a handful of abilities in the book where it kinda does matter (and a whole bunch in the class I'm brewing, lol), especially for clarity (understanding the ability, not the Talent HR).
Are there any examples of abilities in the book that have multiple power rolls? And could you give an example I can reference that has a different order of presentation?
Both of the abilities in the images I posted above have the effects first before and after the power roll in the book. Here's what they look like in the book. Divine Dragon might be the only ability with two power rolls though.
I found like 30-something abilities in the book that have effects before the power roll.
I think that's all of them. For most of them the order doesn't matter. But for some of them, especially the Talents where the power roll only comes into play if you're strained, the order does matter.
Thanks - just need a couple I can reference
Would you do me a favor and create a bug in GitHub so I don't lose track of it?
The text is getting clipped here.
Will do!
Done!
#ds_rules-questions message Found another Beastheart bug / miscopy, their unique kit handling isn't anywhere to be seen
My class's mounts have this feature. If this is automated after I typed 635 kit+ statblock combinations, I would really like to know how to use the automation.
That's nice I guess, but on the class library you don't see it, how are you meant to know it's automated if there's no indication of the feature BEING automated?
Similar issue to the Drake - while browsing in the library / option selection of character sheet creation, you don't see it, so you've lost information and are now making a decision based on false info.
I don't know if it is automated, that's why I said I would like to know how to use it if it is.
Oh sorry I misinterpreted that
Lemmie go see if it's automated
it IS automated, just select a kit and (at least HP and stability) transfers over
Doesn't seem to be any way to do the "swap your bonus for melee 0/0/4 on the companion" tho
At any rate still very non transparent that it is how it is which is the big concern if Forge Steel is meant to be standalone complete
It would be really nice if the beastheart companions' unique manuevers showed up in the manuevers tab instead of needing to open up the retinue stats
Added a retainer in Customize, but I don't seem to see an option to increase their characteristic score, which this retainer should have an option to do since they're level 3
Yes, also that section of Retainers doesn't (yet) include kit bonuses in either the unique ability or Companions' Free Strike. However, you can add both into your options once your character is created by making a custom ability in Forge Steel.
Then you can quickly add the missing abilities and stats specific to your companion (including the custom kit damage).
It's fantastic that Beastheart is already implemented though as it's such a complex class. @urban hollow has done brilliantly! Thank you sir!
Retainers and companions are super complicated, but I've made a few fixes and improvements today.
companions M and I don't seem to increase with the beasthearts
It seems to be working for me.
i think all the math is working, but the stat block still shows 2 even though the hero is 4th level and should have a 3 M/I
the free strike updated, so it's definitely using the right number, it just isn't displaying it
And you've refreshed, so it's definitely the latest version of the app?
haha ok i just deleted the companion and resummoned it, now it shows up fine
sorry, I should have tried the simple solution first
Surges say they only add two damage even for a level 4 hero. It should match the hero's highest characteristic
Probably fixed now
choosing shattered legacy (and the rewarded leveled item) for my hero automatically activates it, i.e: the effect is applied to the hero sheet. I believe it is intended for the leveled item to be added later after it has been crafted. Beside just unselecting the option in character creation, is there any way i can "disable" a leveled item's effect on a sheet for me to later to activate it?
It looks like I need to change that complication to a toggle
Is there a way to denote skills that benefit from the Hone Career Skills project?
Me and a player of mine tried to search for a way, but nothing seemed very good
The print-layout sheet straight-up tells you I think
Just found another Beastheart tweak. When choosing a Kits (such as Cloak & Dagger) it needs to add the speed boosts to the companion also not just the stamina boost.
That dinosaur can get super speedy!
I've noticed that FS starts to lag after I make a certain number of edits to a given homebrew element. Clearing the data brings it back to normal, but I've had this loop a few times now. I have no knowledge or expertise to explain why but is it possible something funky is going on with data storage after repeated edits/saves?
I'll keep an eye on the size of the data stored and see if I can spot a pattern.
Is this on the cloud warehouse? If so, a useful thing for me to know is if the slowdown is happening with the network requests. If you look at the networking tab of dev tools it will show that
No, it's just lag with loading the app and taking actions
Like even normal button presses
Well, when you're editing something and there's not a specific 'save changes' button, it's auto-saving after every change
That should be debounced though, unless we've accidentally removed that
I'm mostly talking about stuff that does have a Save Changes button, does that change things?
Like, for an example, starting from fresh data, the first time I edit and save a class, everything loads and clicks normally. By the Nth time (20? 30?) every button press lags and the site starts taking longer and longer to load when visited. If I export, clear browser data, and reimport the class, everything is fine until I get to N edits again
Debounced, sure - but editing multiple fields would still send multiple requests, right? But it sounds like that's not the issue