| Kyle Olson |
| Mughoj |
Sorry if this has been discussed before, I tried to search the thread before posting, but I wasn't too keen on reading the whole thread :)
The bug with ability scores showing up as Str -, Dex -, Con -, Int -, Wis -, Cha -, when importing from Herolab is still present in version 1.5.2 for me. It seems to occur when the imported monster/npc is missing an ability score, like undeads not having a CON score.
I've used quite a bit of custom undead in my campaign, so the bug is getting annoying :)
Otherwise great software, that I wouldn't want to host a game without.
Mogens
EDIT: Maybe it can happen at other times, I've seen the bug a lot, without making any connection as to why. But it seems to happen everytime there's a missing ability score for me, so I wanted to share.
| Snapshot |
| Snapshot |
Sorry if this has been discussed before, I tried to search the thread before posting, but I wasn't too keen on reading the whole thread :)
The bug with ability scores showing up as Str -, Dex -, Con -, Int -, Wis -, Cha -, when importing from Herolab is still present in version 1.5.2 for me. It seems to occur when the imported monster/npc is missing an ability score, like undeads not having a CON score.
I've used quite a bit of custom undead in my campaign, so the bug is getting annoying :)
Otherwise great software, that I wouldn't want to host a game without.
Mogens
EDIT: Maybe it can happen at other times, I've seen the bug a lot, without making any connection as to why. But it seems to happen everytime there's a missing ability score for me, so I wanted to share.
I just sent Kyle a patch to fix the problem. Should be fixed when he puts out 1.5.3.
Post any other bugs here. I am assisting Kyle while he works on the Android version.My time is limited but I will jump on them as quickly as possible.
| Arlandor |
Post any other bugs here. I am assisting Kyle while he works on the Android version.
My time is limited but I will jump on them as quickly as possible.
I noticed that when applying any of the templates (fiendish, celestial and whatnot), it is giving the creature acid cold and electric resistance instead of the proper resistances in the monster creator. just thought I would pass this on to you.
| Snapshot |
Mughoj wrote:I noticed that when applying any of the templates (fiendish, celestial and whatnot), it is giving the creature acid cold and electric resistance instead of the proper resistances in the monster creator. just thought I would pass this on to you.Post any other bugs here. I am assisting Kyle while he works on the Android version.
My time is limited but I will jump on them as quickly as possible.
I will begin looking into it.
I am currently working on parsing class features from Herolab files, They are poorly done by Herolab .por files.| Snapshot |
I noticed that when applying any of the templates (fiendish, celestial and whatnot), it is giving the creature acid cold and electric resistance instead of the proper resistances in the monster creator. just thought I would pass this on to you.
Just to be clear
Half-Celestial :acid, cold, and electricity resist 10Half-Fiend :acid, cold, electricity and fire resist 10
whatnot :?
Fire was missing from the half-fiend
Added this. Was there something else missing?
| Arlandor |
it was the fiendish, celestial, entropic, and resolute simple templates.
fiendish is giving acid, cold, and electric resistance instead of cold and fire.
entropic is giving acid, cold, and electric resistance instead of acid and fire.
resolute is giving acid, cold, and electric resistances instead of acid, cold, and fire.
and celestial is giving the correct resistances of acid, cold, and electric.
I apologize for not spelling this out better in my original post. it was lazy of me. thank you for your help with this.
| Snapshot |
it was the fiendish, celestial, entropic, and resolute simple templates.
fiendish is giving acid, cold, and electric resistance instead of cold and fire.
entropic is giving acid, cold, and electric resistance instead of acid and fire.
resolute is giving acid, cold, and electric resistances instead of acid, cold, and fire.
and celestial is giving the correct resistances of acid, cold, and electric.
I apologize for not spelling this out better in my original post. it was lazy of me. thank you for your help with this.
Ok I see now he has all the choices going to the same method.
private bool MakeSummoned(HalfOutsiderType outsiderType)There is no coding for the choice, all are the same. I will break it down and fix it.
Thanks for the clarification.
| Snapshot |
it was the fiendish, celestial, entropic, and resolute simple templates.
fiendish is giving acid, cold, and electric resistance instead of cold and fire.
entropic is giving acid, cold, and electric resistance instead of acid and fire.
resolute is giving acid, cold, and electric resistances instead of acid, cold, and fire.
and celestial is giving the correct resistances of acid, cold, and electric.
I apologize for not spelling this out better in my original post. it was lazy of me. thank you for your help with this.
Finished the fix and sent the patch to Kyle
I also changed the creature type to outsider and gave the appropriate subtypes ([align], extraplanar)| Dreaming Psion |
Arlandor wrote:it was the fiendish, celestial, entropic, and resolute simple templates.
fiendish is giving acid, cold, and electric resistance instead of cold and fire.
entropic is giving acid, cold, and electric resistance instead of acid and fire.
resolute is giving acid, cold, and electric resistances instead of acid, cold, and fire.
and celestial is giving the correct resistances of acid, cold, and electric.
I apologize for not spelling this out better in my original post. it was lazy of me. thank you for your help with this.
Finished the fix and sent the patch to Kyle
I also changed the creature type to outsider and gave the appropriate subtypes ([align], extraplanar)
The fiendish, entropic, resolute, and celestial creature templates do not alter creature type or introduce alignment based subtypes. You may be confusing them with the Half-Fiend and Half-Celestial templates, which turn creature types to Outsider with the native subtype.
| Snapshot |
The fiendish, entropic, resolute, and celestial creature templates do not alter creature type or introduce alignment based subtypes. You may be confusing them with the Half-Fiend and Half-Celestial templates, which turn creature types to Outsider with the native subtype.
A celestial creature's quick and rebuild rules are the same.
Rebuild Rules
Senses The creature gains darkvision 60 ft.
Defensive Abilities The creature gains damage reduction and energy resistance as noted on Table: Celestial Creature Defense.
SR The creature gains spell resistance equal to its new CR +5
Special Attacks The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).
An entropic creature’s CR increases by +1 only if the base creature has 5 or more HD.
An entropic creature’s quick and rebuild rules are the same:
Rebuild Rules: Senses gains darkvision 60 ft.; Defensive Abilities gains DR and energy resistance as noted on the table; SR gains spell resistance equal to new CR +5; Special Attacks smite law 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against lawful foes; smite persists until the target is dead or the entropic creature rests).
A fiendish creature's CR increases by +1 only if the base creature has 5 or more HD.
A fiendish creature's quick and rebuild rules are the same.
Senses gains darkvision 60 ft.
Defensive Abilities gains damage reduction and energy resistance as noted on the table.
SR gains spell resistance equal to new CR +5.
Special Attacks
Smite Good (Su)
Once per day, the fiendish creature may smite a good-aligned creature. As a swift action, the creature chooses one target within sight to smite. If this target is good, the creature adds its Charisma bonus (if any) to attack rolls and gains a damage bonus equal to its HD against that foe. This effect persists until the target is dead or the creature rests.
A resolute Creature’s CR increases by +1 only if the base Creature has 5 or more HD.
A resolute Creature’s quick and rebuild rules are the same:
Rebuild Rules: Senses gains darkvision 60 ft.; Defensive Abilities gains DR and energy resistance as noted on the table; SR gains spell resistance equal to new CR +5; Special Attacks smite chaos 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against chaotic foes; smite persists until the target is dead or the resolute creature rests).
The template does not change the type the creature is already of the type, see template descriptions. To be summoned they must be an outsider, elemental, or magical beast. As the creature is from another plane it is extraplanar, due to the ability to smite and DR/[apposing alignment] I "assume" the subtype of their alignment. Outsider is implied but magical beast could be possible as this is mostly applied to animals. I could be persuaded to such with little discussion.
I am open to debate on this but it seems quite obvious.
| Snapshot |
I looked back at the 3.5 version of fiendish
“Fiendish” is an inherited template that can be added to any corporeal
aberration, animal, dragon, fey, giant, humanoid, magical
beast, monstrous humanoid, ooze, plant, or
vermin of nongood alignment (referred to
hereafter as the base creature).
A fiendish creature uses all the base creature’s
statistics and abilities except as noted
here. Do not recalculate the creature’s Hit
Dice, base attack bonus, saves, or skill points if its
type changes.
Size and Type: Animals or vermin with this
template become magical beasts, but otherwise
the creature type is unchanged. Size is
unchanged. [/b]Fiendish creatures encountered
on the Material Plane have the extraplanar
subtype.[/b]
Special Attacks: A fiendish creature
retains all the special attacks of
the base creature and also gains the
following special attack.
Smite Good (Su): Once per day
the creature can make a normal
melee attack to deal extra
damage equal to its HD total
(maximum of +20) against a
good foe.
Special Qualities: A
fiendish creature retains
all the special qualities
of the base creature and
also gains the following.
—Darkvision out to 60 feet.
—Damage reduction (see the table below).
—Resistance to cold and fire (see the
table below).
—Spell resistance equal to the creature’s HD
+ 5 (maximum 25).
If the base creature already has one or more of these special
qualities, use the better value.
If a fiendish creature gains damage reduction, its natural weapons
are treated as magic weapons for the purpose of overcoming
damage reduction.
Abilities: Same as the base creature, but Intelligence is at
least 3.
Environment: Any evil-aligned plane.
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as
base creature +1; HD 8 or more, as base creature +2.
Alignment: Always evil (any).
Level Adjustment: Same as the base creature +2.
The information is far more complete, although not fully pathfinder. I will use this as a template.
I still think the alignment subtype should stand as the DR is now DR/evil instead of DR/magic.
I will remove the outsider and check for animal and vermin to change to Magical Beast, leaving all others unchanged.
| ianbleaker |
This program is redonkulous. I just discovered it the other day, and it is crazy awesome.
I typically use an iPad for my GMing, but am worried: is the iPad version the same feature-for-feature as the Windows client? I'm specifically worried about the treasure generation, links in monsters to feats and spells, and things like hover-for-information for those same spells/feats/etc.
Basically: is there differing functionality? If it acts the same as the Windows program in all respects, I will purchase it immediately.
If not, I may be less inclined to do so :(
Thanks!
| Dreaming Psion |
I looked back at the 3.5 version of fiendish
** spoiler omitted **The information is far more complete, although not...
The line from summmon monster is a legacy cut and paste error from 3.5. You can tell because it lists elementals separately when in PF elementals are simply a subtype of outsider (thus making the need for listing elementals redundant in the sentence).
If those templates changed the type at all or gave it an alignment subtype it would explicitly say so, like it does for other templates. There is no (explicit at least) rule linking the smite alignment or DR rules of the granted templates to a required alignment subtype. In fact,although the alignment of one of these given templates has an alignment requirement of the base template, the template doesn't actually change the alignment of said base creature. The template just means it resides on another plane, which doesn't necessarily require an alignment subtype.
| Kyle Olson |
| 1 person marked this as a favorite. |
This program is redonkulous. I just discovered it the other day, and it is crazy awesome.
I typically use an iPad for my GMing, but am worried: is the iPad version the same feature-for-feature as the Windows client? I'm specifically worried about the treasure generation, links in monsters to feats and spells, and things like hover-for-information for those same spells/feats/etc.Basically: is there differing functionality? If it acts the same as the Windows program in all respects, I will purchase it immediately.
If not, I may be less inclined to do so :(
Thanks!
It's not feature-for-feature but it's close. The generator is there. The feat/spell hover links are not (there's something I need to fix one of these days, somehow). The Custom Monster/Spell DB features aren't there also. The cmpt files are compatible between the iPad and PC (and eventually Android) versions of the app. iPad startup is slower than the PC, which is another feature to fix someday.
| ianbleaker |
It's not feature-for-feature but it's close. The generator is there. The feat/spell hover links are not (there's something I need to fix one of these days, somehow). The Custom Monster/Spell DB features aren't there also. The cmpt files are compatible between the iPad and PC (and eventually Android) versions of the app. iPad startup is slower than the PC, which is another feature to fix someday.
Sweet. What I'm doing right now is using LogMeIn to remote connect to my desktop, and using the app from there. It works pretty well, and allows me to have the features I need. Thanks for the quick update, Kyle - definitely the premier combat app for Pathfinder.
| BloatGoat |
I am overwhelmed by the amount of work you and other put into programs like these.
Combat Manager could become 'That Program' I've been looking for all this time!
Bug report:
1. run Combat Manager
2. Select Monster tap > Dire Bear
3. Show Monster Advancer
4. Check the following:, Advanced (x1), Giant (x1) and Half-Dragon (whatever)
Monster now has the following attacks: 2x Claw, Bite, 2x bite, Claw
....
5. Go to Customize > Offense > Attacks Editor. Edit attacks as fitting.
6. Press OK
All templates are reapplied, resulting in a Giant Half-dragon Giant Half-dragon Dire Bear (Adv +1) (Adv +1)
...
7. Uncheck all templates and you are good.
I just want Dragonbears!
Keep up the good work.
| Snapshot |
I am overwhelmed by the amount of work you and other put into programs like these.
Combat Manager could become 'That Program' I've been looking for all this time!Bug report:
1. run Combat Manager
2. Select Monster tap > Dire Bear
3. Show Monster Advancer
4. Check the following:, Advanced (x1), Giant (x1) and Half-Dragon (whatever)
Monster now has the following attacks: 2x Claw, Bite, 2x bite, Claw
....
5. Go to Customize > Offense > Attacks Editor. Edit attacks as fitting.
6. Press OK
All templates are reapplied, resulting in a Giant Half-dragon Giant Half-dragon Dire Bear (Adv +1) (Adv +1)
...
7. Uncheck all templates and you are good.I just want Dragonbears!
Keep up the good work.
The half-dragon template adds 2 bites and a claw [oops].
Some bad logic in the add natural attack method it compares the attack name against the creatures name. strangely Dire Bear does not equal Claw or Bite I will have a fix sent up soon.| ianbleaker |
Bug report: creating new monsters, then editing their Perception, doesn't change the value under the Senses part in the stat block.
1. Create new monster
2. Edit stats, add Perception skill
3. Edit Perception skill from value given
4. Save monster
5. The monster stat block will have the original given value, instead of the new value you added
6. Edit monster, add any sense (just any letter works)
7. The new perception value refreshes and is shown in the stat block
| DreamGoddessLindsey |
DreamGoddessLindsey wrote:How high do your numbers go?I have a feature request, again along the lines of epic level play.
Is it possible to make it so you can enter ability scores above 99?
Well, right now an upcoming boss (an Elder God special fight with a lot of craziness happening) is likely to have somewhere in the vicinity of 180 to 220 Strength and around 100 to 120 Constitution (other stats are much lower; he's basically a fighting machine type). Haven't actually done his stats yet, he's about five stages/adventures away still.
The campaign is pretty wild. I use Upper Krust's Immortal's Handbook for all my epic needs, with help from the old Epic Level Handbook.
| Kyle Olson |
Kyle Olson wrote:DreamGoddessLindsey wrote:How high do your numbers go?I have a feature request, again along the lines of epic level play.
Is it possible to make it so you can enter ability scores above 99?
Well, right now an upcoming boss (an Elder God special fight with a lot of craziness happening) is likely to have somewhere in the vicinity of 180 to 220 Strength and around 100 to 120 Constitution (other stats are much lower; he's basically a fighting machine type). Haven't actually done his stats yet, he's about five stages/adventures away still.
The campaign is pretty wild. I use Upper Krust's Immortal's Handbook for all my epic needs, with help from the old Epic Level Handbook.
I've increased the maximums and that will be out in the next build, whenever that is released.
| Kyle Olson |
I have a request for a feature. The ability to add custom treasure and/or edit existing treasure entries.
Awesome program, BTW. I use it for every game I DM now, saves me so much time. It's great!
I've stacked it onto the PC feature TODO list I'll get to someday, after Android is done (which is soon) and I can start cleaning up PC and iPad.
Before I do custom treasure I need to get to:
Treasure List update
Treasure Generator list update
| error 404 |
Good to hear the Android version is close to being done (might be the tipping point for me to buy an Android tablet). Thank you for adding it to the to do list, I will sit back and patiently wait. It's already the most useful gaming tool I've used so far.
If I edit the XML file with the additions I want, will that cause any issues (as long as I format it properly)?
| SkullScrew |
I've tried searching, but the terms are to generic to come up with anything. I build on my desktop, but use my laptop to play. Hasn't been an issue yet, as I've been running Runelords. About to start a custom campaign, though.
Anyway, is there a way to move my custom made NPC's from my desktop to my laptop? Where are they saved?
| Sixteenbiticon |
First off I just wanted to say that this program is amazing. That being said I have one question: What is the point of the (most recently clicked) flashing button and is there any way to disable it? I find it very distracting, and unless there is a use for it that I haven't figured out yet, don't really see a point to having it as a feature.
Thank you!
| Kyle Olson |
Good to hear the Android version is close to being done (might be the tipping point for me to buy an Android tablet). Thank you for adding it to the to do list, I will sit back and patiently wait. It's already the most useful gaming tool I've used so far.
If I edit the XML file with the additions I want, will that cause any issues (as long as I format it properly)?
A good portion of the XML data is moving into details.db in the next update (for performance reasons), so at some point in the near future your changes will be lost.
| Kyle Olson |
First off I just wanted to say that this program is amazing. That being said I have one question: What is the point of the (most recently clicked) flashing button and is there any way to disable it? I find it very distracting, and unless there is a use for it that I haven't figured out yet, don't really see a point to having it as a feature.
Thank you!
This is a default animation from the UI framework I used to make the app. I could turn it off with some work, but, while I agree the flashing is not the ideal behavior, if I'm completely honest it's not the top on my list of priorities.
| Blightana |
Windows 8 is giving permission problems, and causing the installer of 1.5.2 to crash. Because of this people are bad listing it as "WS.reputaion.1" in norton. to fix and install anyways in windows 8, unquarantine, then take ownership, and then run installer as administrator. for instructions on how look it up. I then did a full scan with no viruses found, other than the poor reputation on the orginal installer because of people bad mouthing it on norton. This will bypass the permissions error til kyle fixes his installer.
| Emil Refn |
Windows 8 is giving permission problems, and causing the installer of 1.5.2 to crash. Because of this people are bad listing it as "WS.reputaion.1" in norton. to fix and install anyways in windows 8, unquarantine, then take ownership, and then run installer as administrator. for instructions on how look it up. I then did a full scan with no viruses found, other than the poor reputation on the orginal installer because of people bad mouthing it on norton. This will bypass the permissions error til kyle fixes his installer.
This is more likely to be Norton that is to sensitive, I have developed software myself before that would not run on computers with Norton. Norton fixed the problem, but a couple of months later it was back.
| Kyle Olson |
Blightana wrote:Windows 8 is giving permission problems, and causing the installer of 1.5.2 to crash. Because of this people are bad listing it as "WS.reputaion.1" in norton. to fix and install anyways in windows 8, unquarantine, then take ownership, and then run installer as administrator. for instructions on how look it up. I then did a full scan with no viruses found, other than the poor reputation on the orginal installer because of people bad mouthing it on norton. This will bypass the permissions error til kyle fixes his installer.This is more likely to be Norton that is to sensitive, I have developed software myself before that would not run on computers with Norton. Norton fixed the problem, but a couple of months later it was back.
I make no promises to ever put in the work to stop Norton/Symantec from stopping my software from being installed. Perhaps I hold some sort of anger towards AV software since I spent 4.5 years of my life working on AV for a Major Software company. Either way, try a workaround such as *this* and you should be OK.
| Kyle Olson |
I seem to always crash when I am trying to remove a hotkey, not sure if that's just me or not.
Also is there an easier way for me to have a monster roll its attack? Couldn't seem to get a hotkey to work for it.
Always crashes when you remove? Can you send all of the files in C:\Users\<user>\AppData\Roaming\Combat Manager to combatman@kyleolson.com? I'd like to see if I can reproduce the bug.
You can also use the d20 menu to roll monster attacks, but that takes more clicks.
| JLendon |
Hi, Here's a bug that is annoying, but not TOO serious. If I right click on a character, calling up the menu, but then change my mind and left click on the character again to get rid of the menu, it causes that character to move to a higher position in that party's order. Then, I can't click and hold that character and move him back down the ranks to his old position. I can only move characters up, so, I have to play a game of moving them all till they are in the order I want. Kind of annoying... Is there a way to lock them in their position, unless intentionally changed? I'd even be happy if they changed order according to their initiative order (possible option request).
Is there a way to make the Dervish Dance feat work with characters so that their weapon stats use their Dexterity modifier instead of their Strength modifier on damage rolls with their scimitars? Weapon Finesse is working for the attack rolls with DEX.
Also, will there be an update that includes all the cool Ultimate Equipment items in the Treasury tab?
| DreamGoddessLindsey |
I have a lot of trouble with characters rearranging themselves as well. If I move anything from the monster section to the player section, it all gets scrambled. When I try to manually move characters, sometimes it does what I want but usually it just moves them to a random position. I don't know how it works, just that it's aggravating.
| Kyle Olson |
I often like to set my monsters HP at the maximum. I would greatly appreciate a setting that did that for me in Combat Manager.
Interesting. I'll have to think of how I want to do this. I can probably change the UI to replace the Roll Monster HP checkbox, which is probably just a thing I like anyway, to a dropdown with (Default HP|Roll HP|Max HP).
| Kyle Olson |
Hi, Here's a bug that is annoying, but not TOO serious. If I right click on a character, calling up the menu, but then change my mind and left click on the character again to get rid of the menu, it causes that character to move to a higher position in that party's order. Then, I can't click and hold that character and move him back down the ranks to his old position. I can only move characters up, so, I have to play a game of moving them all till they are in the order I want. Kind of annoying... Is there a way to lock them in their position, unless intentionally changed? I'd even be happy if they changed order according to their initiative order (possible option request).
I'll take a look at that menu/reordering bug. There's a really old request also to make dragging and dropping more obvious, but I don't know I'll get around to it with the number of little issues I need to fix.
Is there a way to make the Dervish Dance feat work with characters so that their weapon stats use their Dexterity modifier instead of their Strength modifier on damage rolls with their scimitars? Weapon Finesse is working for the attack rolls with DEX.
Rules are a tricky thing for me, I only promise to occasionally be smart about them as the size of the rule set expands. Anyway, I did the research, it's a little different from Weapon Finesse but it's doable. I'm sticking it on a new TODO list for Spells and Feats that could use special rules.
Also, will there be an update that includes all the cool Ultimate Equipment items in the Treasury tab?
I want to update Treasure and Equipment soon and I really want an equipment tab.
| DreamGoddessLindsey |
I dunno if this has been brought up (by me or others), but...
When you edit skills for monsters, it'll only accept the results of the first edit. If you open the monster again, it'll look like your edits stick, but the next time you open Combat Manager, it'll change back.
In addition, if you change a monster's INT score, it jumbles up all the skills in a completely random and nonsensical way, and it's unfixable until you close and restart Combat Manager, delete all skills, and close and restart Combat Manager again to start over from scratch. This is the absolute most annoying of bugs in the monster editor.
Lastly, sometimes the skills appear in the wrong order, no idea why.