#FORGE STEEL

5375 messages · Page 6 of 6 (latest)

exotic arch
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To be clear, clearing cookies will clear all your data

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Oh, sorry, misunderstood, already kinda there, huh?

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Yowch. Sorry to hear it

timid bluff
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ffs... I don't want to do this. The last time I manually backed them up there was like 55 or so I think.

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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.

timid bluff
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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?

mortal mulch
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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.

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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...

timid bluff
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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.

urban hollow
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This is something that @digital timber might have time to look into

urban hollow
urban hollow
timid bluff
timid bluff
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Nothing especially big or high quality.

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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.

south rose
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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

timid bluff
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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.

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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?

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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:

exotic arch
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At worst, they can export their character, then update, then reimport and it should know the difference

urban hollow
timid bluff
urban hollow
timid bluff
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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?

urban hollow
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The latter

timid bluff
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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

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There's hundreds of those in the log.

stable valve
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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 😅

timid bluff
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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.

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When I go check to make sure I'm still connected to the patreon cloud I have little blue spinnies. They just keep going...

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Still getting errors apparently.

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And the character I've been working on for a hour is gone.

stable valve
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I wish you luck

digital timber
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@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

timid bluff
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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.

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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.

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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.

delicate saffron
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So, everything worked yesterday but today I'm getting this error message:

timid bluff
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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.

timid bluff
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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.

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I'm simultaneously relieved and sad that I'm not the only one having problems.

urban hollow
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It's ready to go, just waiting on a hosting issue.

crystal tulip
worthy vigil
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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.

exotic arch
worthy vigil
crystal tulip
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Quick sense check; a forge steel hero data file shouldn't be exporting at 32mb, should it..?

urban hollow
urban hollow
crystal tulip
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My other ones are no more than 120 kb

urban hollow
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Just the ds-hero file? No.

crystal tulip
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Gotcha, that's a fun problem to unpick for me later then. Thanks!

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Fixed - conflict issue with an ancestry that had since been deleted causing it to access every single ancestry option every time.

urban hollow
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Beastheart is now available on Forge Steel.

urban hollow
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(Disclaimer - I haven’t tested it to the degree it deserves, so there may be weirdness here and there)

crisp hawk
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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.

pearl laurel
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Your stability and the bears would be different, no?

delicate saffron
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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).

crisp hawk
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the bear power says "You gain +1 stability", not "your companion" so i assumed you was the beastheart? am i wrong on that?

exotic arch
delicate saffron
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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.

languid grotto
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I'm seeing something weird in the project tool: most projects are now "unnamed project"

exotic arch
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Something fishy 🔍

languid grotto
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Oups, sorry for the repeat question

exotic arch
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Sometimes stuff gets lost

wooden geyser
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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!

crystal tulip
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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?

timid bluff
stone goblet
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Sorry if this has been answered, but I was just curious, why is the beastheart available in Forge Steel but not the Summoner?

south rose
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but hopefully the Summoner will be added to the license soon

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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

stone goblet
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oh interesting, is that because the beastheart was funded by the CtS backerkit?

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makes sense

timid bluff
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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

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Every time I have a problem, Line 1 column 153 of the JSON data is involved. Is that double quote hard to fix?

urban hollow
urban hollow
timid bluff
digital timber
timid bluff
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I'll DM you.

digital timber
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I think I found it

digital timber
crystal tulip
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Sent, thank you!

wild kestrel
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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

pearl laurel
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Loading for me on chrome

wild kestrel
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weird it gets to here then goes unresponsive, restarted my computer and it didnt fix itself

stable valve
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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

timid bluff
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Okay. I'm home from work. Want me to try to connect to the Warehouse?

timid bluff
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Okay. I reloaded to see what would happen and it switched to local while loading. It loaded just fine but local only.

azure bane
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can someone help me import my languages into forge steel? idk how to do it

exotic arch
azure bane
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thanks!

sacred isle
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Just for information purposes. Beastheart's Thunderclap ability parses really weirdly as currently written

midnight dust
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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)

copper oak
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Fyi we realized the Effect prior to the damage roll (You shift up to your speed) is missing on the Forged Steel version

exotic owl
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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)

copper oak
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Thanks for the quick fix, you rock dude! Also I remembered couple other small problems my group has for some time.

  1. 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).

  2. 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.

grim pasture
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@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

timid bluff
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For some reason this Magewright feature is repeated 8 times in the Features tab of the finished character sheet. Idk...

exotic arch
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Think someone posted that with a Talent thing a while ago too

timid bluff
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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:

urban hollow
urban hollow
urban hollow
# timid bluff

What version of Magewright are you using? The community preview one?

timid bluff
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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.

urban hollow
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Might be a problem with that class file then.

soft cosmos
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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!

digital timber
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was your issue just that you'd connect to Patreon, then suddenly not be connected anymore after a little bit?

soft cosmos
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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

soft cosmos
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yep, just confirmed the behavior appears resolved! ❤️ thank you so much!

timid bluff
tepid totem
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🐛 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.

timid bluff
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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.

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And there's now multiple versions of the sourcebooks I have loaded. I'll try to get rid of them.

timid bluff
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I got rid of them by disconnecting from the warehouse and patreon.

digital timber
midnight dust
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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.

urban hollow
midnight dust
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I didn't notice any strange behaviour with the other filters, just those two.

azure bane
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for the forge steel map maker, is there any way i can mark where the pressure plates for 2 dart traps are?

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obviously in such a way that my players won't be able to see when i share the map with them

soft cosmos
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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

urban hollow
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It’s usually when a creator asks me to add it.

soft cosmos
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cool, was just curious!

glass trench
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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.

urban hollow
urban hollow
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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.

glass trench
# urban hollow Should be fixed now.

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

glass trench
cursive plover
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Is anyone else seeing “Claw Dirt” on all characters’ maneuvers tab? It happens after choosing to display all of the basic actions/maneuvers

exotic arch
cursive plover
rose wasp
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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?

exotic arch
rose wasp
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Oh, ok. Do we have any idea why the Summoner is not on there yet?

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The license, that is

sonic merlin
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It hasn't sold enough copies to pay for itself yet.

rose wasp
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Awww, man, that's a shame

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Alright, well, thank you for your answers.

glass trench
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So it's not gonna be any delay

ripe heath
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@compact vector here you go

compact vector
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My players lost their characters due to the web page change, nothing big happemed due to it, but was there an easy fix?

urban hollow
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As long as they backed up their heroes, they can import them again.

compact vector
urban hollow
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Love yours!

exotic arch
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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?

urban hollow
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Let me look into that.

coral cobalt
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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?

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my forge steel is kind of breaking down so i was going to clear the cache

midnight dust
exotic arch
midnight dust
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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

midnight dust
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however, if this is already a problem at lv 1, then this is not the solution

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it's just one I remember working for the vampire

exotic arch
midnight dust
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just in the selection

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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

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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

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whoops, wrong ping, sorry (my cursor was above that one, thanks discord's interface >.<)

urban swan
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Typo under the Steeltongue Weapon's Level 9 Feature

digital timber
analog pelican
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I can't seem to find the show standard abilities toggle? I checked the settings, but I didn't see it

sonic merlin
analog pelican
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Oh the toggle is new, that's why I missed it

urban hollow
exotic arch
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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?

exotic arch
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I have two use cases:

  1. 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.
  2. 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?
urban hollow
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This sounds like a package feature that’s modified by package content features maybe?

exotic arch
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Hoo okay, guess I'll have to figure out packages then 😂

timid bluff
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@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 🐙 +🧑‍🔧 =blob_wizard

midnight dust
exotic arch
midnight dust
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it might not be 100% consistent, I think sometimes non-choices do show up on the right

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couldn't put my finger on which ones rn though, and maybe I'm just conflating the character builder with the homebrew editor

urban hollow
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No, only choices on the right. Sometimes choices which are pre-chosen, but always changeable.

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Otherwise, it's a bug.

midnight dust
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Yeah, thinking about it more, I'm just remembering the homebrew editor. The interface is similar, so it blends together :S

idle hearth
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I presume there's nothing wrong with the sourcebook though, all things considered. Or does it need a tweak @urban hollow

urban hollow
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No, should be fine (I think)

wicked tusk
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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?

urban hollow
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I’m afraid I have nothing to do with the importer, I’m not sure who owns that!

wicked tusk
soft cosmos
wicked tusk
stone goblet
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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

spark kettle
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Any recs for if performance is much slower than usual?

south rose
tidal valley
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Why is everything on the character sheet behind an extra click/tap? It feels so much less usable than before. 😕

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Never mind, it was feeding me a mobile layout on my 13” iPad even though it’s set to always request a desktop site.

fringe rivet
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getting this error

urban hollow
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I’ll need to see your dev console logs

fringe rivet
urban hollow
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OK, let me see what I can do

exotic arch
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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?

urban hollow
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No, you’d have to copy the class. The exception is if you’re adding a new subclass.

exotic arch
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Hmm okay, works for the one subclass at least, guess Boggits will need some finaging

half scaffold
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Can encounters built in Forge Steel be exported?

urban hollow
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Yep

urban hollow
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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.

stone goblet
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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

digital timber
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It's a known issue, we're working on something that should help significantly

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In the meantime, if you have a lot of heroes with pictures, removing the portraits can help significantly

exotic arch
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Can I make a package replace an earlier package item somehow? 🤔

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Or would I need a switch

midnight dust
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I think switch would be the way to go.

urban hollow
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Packages don't override earlier packages, but that might be a useful enhancement

exotic arch
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Would be goated, switches are an excellent feature but I feel like I'm defusing a bomb over here with all the cross-referencing ablob_dizzy

torpid rampart
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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

wicked tusk
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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.

south rose
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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

restive cradle
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Tier 3 result for Arixx spitfire also give prone condition

urban hollow
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Fixed, thank you!

azure bane
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how do i add notes in a running encounter in forge steel?

glacial helm
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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.

exotic arch
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Oh signature, I'm sorry, I understand. You'd have to add it via homebrew

glacial helm
exotic arch
glacial helm
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Ok so I basically gotta do it in the menu where the sourcebook options are? Cool cool.

urban hollow
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You can now edit your encounter notes when you're running an encounter, and add any new notes that you might need.

sonic merlin
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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.

sonic merlin
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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?

south rose
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Time to rewrite the engine, Andy /j

urban hollow
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That's simple enough - there's an Ability Keyword feature, which will let you add or remove keywords from features.

sonic merlin
urban hollow
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Make sure you've refreshed your app

sonic merlin
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Ah, hm, looks okay when I'm setting up the item, but then in the modified abilities...

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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:

urban hollow
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Should be fixed now, sorry

hallow summit
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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.

mortal mulch
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Is there a place that explains how switches, packages and tagged features work?

exotic arch
# mortal mulch 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.
mortal mulch
exotic arch
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Yep!

mortal mulch
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But you can just add extra text

exotic arch
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Not if you want to split upgrades to a feature or something across levels!

mortal mulch
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Oh, I meant the only thing you can add with packages is extra text

exotic arch
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Oh. Yes I believe so?

mortal mulch
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Which, now that I think about it, is probably all you need

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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?

exotic arch
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No, it's an internal switch. Idk what that is

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Switches are kind of a similar use case to packages but they let you replace the entire thing

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Tagged features, Idk 😅

mortal mulch
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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

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But if you're just adding an extra couple lines of text to that ability, you use a package

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Okay, thanks a ton for helping me figure that out. Next step is those transformation options...

urban hollow
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I think what you're after there is a Choice feature with 'select at' set to 'during play'

mortal mulch
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Ah, I see!

exotic arch
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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

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Yeah, can't nest those, damn

exotic arch
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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?

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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.

mortal mulch
timid bluff
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Is this bad?

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Weird... Reload got rid of it. No idea what caused it.

urban hollow
exotic arch
urban hollow
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Ah, I see. Fixed now I think.

exotic arch
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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?

exotic arch
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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.

exotic arch
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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.

urban hollow
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I've never been able to reproduce it I'm afraid.

exotic arch
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Tragic!

urban hollow
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A few encounter builder improvements for you today.

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First, you can move your encounter groups up and down the list.

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You can also set your groups to be conditional on the number of heroes by pressing the Edit button.

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And you can change the number of minions.

exotic arch
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🙌

pearl laurel
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Amazing! Much appreciated! I'm thinking that hero count option could also be used to reflect increases in victories

cursive plover
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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?

urban hollow
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If I'm understanding your question correctly, it should be automatic.

digital timber
cursive plover
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Yep that was my question. Thanks guys!

glass trench
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Notable Beastheart issue - there's no indication the Drake companion has damage immunity like it gives the beastheart themselves!

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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.

digital timber
digital timber
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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

exotic arch
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Presumably it should say like "Immunities Attuned damage type 3"

glass trench
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not the character sheet

digital timber
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Oh, I see - the wording on 'Shared Immunity' implies it's only the hero that has the immunity

exotic arch
urban hollow
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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

exotic arch
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I mean, the Elemental Spark has their lightning immunity listed, I don't see why the Drake's should be different? tone_genuine

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The trait could say "You and the drake have immunity", I suppose

urban hollow
exotic arch
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Right, but it's listed in the actual statblock, so it should be there, no?

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Just like that right?

green rain
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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).

timid bluff
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Just got this...

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reload fixed it.

digital timber
green rain
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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.

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I found like 30-something abilities in the book that have effects before the power roll.

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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.

digital timber
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Thanks - just need a couple I can reference

digital timber
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Would you do me a favor and create a bug in GitHub so I don't lose track of it?

upper cypress
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The text is getting clipped here.

green rain
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Done!

glass trench
wicked tusk
glass trench
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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.

wicked tusk
glass trench
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Oh sorry I misinterpreted that

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Lemmie go see if it's automated

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it IS automated, just select a kit and (at least HP and stability) transfers over

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Doesn't seem to be any way to do the "swap your bonus for melee 0/0/4 on the companion" tho

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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

stone goblet
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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

icy abyss
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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

slow jetty
# stone goblet It would be really nice if the beastheart companions' unique manuevers showed up...

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!

urban hollow
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Retainers and companions are super complicated, but I've made a few fixes and improvements today.

stone goblet
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companions M and I don't seem to increase with the beasthearts

urban hollow
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It seems to be working for me.

stone goblet
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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

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the free strike updated, so it's definitely using the right number, it just isn't displaying it

urban hollow
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And you've refreshed, so it's definitely the latest version of the app?

stone goblet
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haha ok i just deleted the companion and resummoned it, now it shows up fine

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sorry, I should have tried the simple solution first

stone goblet
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Surges say they only add two damage even for a level 4 hero. It should match the hero's highest characteristic

urban hollow
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Probably fixed now

rough halo
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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?

urban hollow
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It looks like I need to change that complication to a toggle

analog pelican
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Is there a way to denote skills that benefit from the Hone Career Skills project?

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Me and a player of mine tried to search for a way, but nothing seemed very good

prime mountain
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The print-layout sheet straight-up tells you I think

slow jetty
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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!

exotic arch
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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?

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I'll keep an eye on the size of the data stored and see if I can spot a pattern.

digital timber
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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

exotic arch
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No, it's just lag with loading the app and taking actions

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Like even normal button presses

digital timber
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Well, when you're editing something and there's not a specific 'save changes' button, it's auto-saving after every change

urban hollow
exotic arch
# digital timber Well, when you're editing something and there's not a specific 'save changes' bu...

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

digital timber