FG Spreadshirt Swag
Page 1 of 6 123 ... Last
  1. #1
    Ikael's Avatar
    Join Date
    Jan 2008
    Location
    Finland/Joensuu
    Posts
    2,384

    Savage Worlds v4.5 released

    Savage Worlds ruleset v4.5 is now available with following updates

    SavageWorlds ruleset
    • [Feature] Manual roll support added
    • [Feature] Dramatic Tasks tracker feature added to CT
    • [Feature] Attack results in CT entries
    • [Feature] Attack results in minitracker entries
    • [Feature] New option: Auto-apply Ganging Up modifiers
    • [Feature] When "Auto-apply Range modifiers" option is enabled, ranged attacks against adjacent foe use Parry instead of 4
    • [Feature] Improvements to vehicle support in combat tracker
    • [Feature] Combatants can be targeted without need to assign their tokens on map
    • [Feature] New option added: "Dice: Desktop dice can Ace". Enable to allow desktop dices to Ace automatically
    • [Feature] Reach field added to weapon sheet
    • [Feature] Encounters can populate chase tracker
    • [Feature] Improvements to Skills, Edges, Powers and Archetypes masterindex
    • [Feature] Options made consistent with CoreRPG
    • [Feature] Double-click to use Benny
    • [Feature] Host can exchange Bennies between PCs, CT entries and GM Bennies
    • [Feature] Host can browse remaining cards from decks. Access by right clicking on Card deck tool
    • [Feature] New option to define how many Joker cards are in the deck (options: 0, 1, 2, 4)
    • [Feature] Number of attacks can be set with right click menu
    • [Improvement] Action card dealing and notifications updated
    • [Improvement] Combat tracker layout updated
    • [Improvement] Minitracker layout updated
    • [Improvement] Combat tracker menu updated
    • [Improvement] Bennies, cards and numbers can be dropped anywhere on combat tracker to apply them
    • [Improvement] Expand/Collapse buttons added to categorisedlist window
    • [Improvement] NPC lock change will affect its subwindows (weapons, powers, abilities etc.)
    • [Improvement] If encounter combatant doesn't have token, letter token will be used
    • [Improvement] Effect expiration messages updated
    • [Improvement] Dropping power to sheet from deluxe player's guide will populate more information
    • [Improvement] Notification is delivered if party sheet feature is used but the sheet is empty
    • [Improvement] Reach information shown in NPC and vehicle attacks
    • [Module] Fixes to SW Deluxe GM Guide module
    • [Module] Fixes to SW Deluxe Player Guide module
    • [Module] Missing weapon/power information added
    • [Module] Shaken rules updated
    • [Module] NPC space values updated to match their size
    • [Bug] Records could be dropped to locked NPC and vehicle. Fixed
    • [Bug] Locked encounters could be edited. Fixed
    • [Bug] CT append/random numbering does not work. Fixed
    • [Bug] Duplicating combatant in CT did not copy all values. Fixed
    • [Bug] Damage could not be updated if NPC was from module. Fixed
    • [Bug] Option "CT: Dealt card announcements" could reveal hidden information to players. Fixed
    • [Bug] Modifierstack did not affect pending attack entries. Fixed
    • [Bug] Skill was not detected if it had hyphen in its name. Fixed
    • [Bug] Force against Parry feature did not work. Fixed
    • [Bug] PC Portrait Wounds indicator did not work. Fixed
    • [Bug] Adding weapons to module NPCs did not work. Fixed
    • [Bug] Weapon and Power record was locked when dropped to charsheet. Fixed
    • [Bug] Charsheet clear token menu option caused script error. Fixed
    • [Bug] Setup GM Bennies option did not reset bennies. Fixed
    • [Bug] Dropping dice on CT entry should only roll against the given target. Fixed
    • [Bug] Chase tracker's cards could be duplicated with drag-and-drop. Fixed
    • [Bug] Script error when opening client chase minitracker. Fixed
    • [Bug] Double clicking on hold action card on client minitracker didn't show interrupt message. Fixed
    • [Bug] Minitracker script errors after combatant was removed. Fixed
    • [Bug] Encounters does not populate combatant names correctly. Fixed
    • [Bug] Vehicles should be able to sustain three wounds. Fixed
    • [Bug] Tokens are not considered adjacent if they have size greater than one. Fixed
    • [Bug] Traits and Attacks were not rendered in CT if NPC didn't have wildcard information. Fixed
    • [Bug] Old Module NPC weapons were not linked to skills in CT. Fixed
    • [Dev] Improved Card hand support
    • [Dev] Maximum trait die acing count can be defined
    • [Dev] CombatManager and TargetingManager overrides refactored

    Deadlands: Reloaded
    • [Feature] Card table: Improved card handling
    • [Feature] Double-click to use Fate chip
    • [Feature] Added new right click Fate chip menu option to remove Shaken
    • [Module] Attack type and range added to Marshel's Handbook NPCs
    • [Module] Missing weapon/power information added
    • [Bug] Marshal Fate Chips showed unusable menu options
    • [Bug] Toggle defense button was not accessable in combat tracker entry. Fixed
    • [Dev] Static texts updated to string resources
    • [Dev] Unused graphics removed

    Horror Companion
    • [Module] Missing weapon/power information added
    • [Module] Broken links fixed
    • [Dev] Slow initiative handler updated

    Science Fiction Companion
    • [Module] Missing weapon/power information added
    • [Module] Minor content formating updates

    Eris Beta-V
    • [Module] Plot-point NPC and Vehicle records are unlockable
    • [Module] Missing weapon/power information added

    Interface Zero
    • [Module] Minor content formating updates
    • [Module] Missing weapon/power information added

    Rippers Resurrected
    • [Improvement] Lodge modifier was editable even if record was locked
    • [Module] Missing weapon/power information added
    • [Module] Broken NPC data. Fixed

    Rippers
    • [Module] Broken NPC data. Fixed
    • [Module] Missing weapon/power information added

    Hellfrost
    • [Module] Minor content formating updates

    Lankhmar
    • [Improvement] Launch message updated

    War of the Dead
    • [Dev] Slow, shambler initiative handler updated

    Nemezis
    • [Bug] Script warning in implant inventory list. Fixed

    Blood Drive 1
    • [Module] Broken links fixed

    Blood Drive 2
    • [Module] Broken links fixed

    Blood Drive 3
    • [Module] Broken links fixed

    50 Fathoms
    • [Module] Broken links fixed

    East Texas University
    • [Module] Broken links fixed

    Knights With No Armor
    • [Bug] Extension was not DLR compatible. Fixed

    The Sixth Gun

    • [Bug] Auto-apply fatigue was broken. Fixed
    • [Bug] Arcane skill registration was missing linked attribute. Fixed
    • [Bug] Arcane background registration override the whole arcane script. Fixed

    Millenium Knights
    • [Dev] Announcement text added

    Shaintar: Legends Unleashed
    • [Dev] Factions button registration updated

    Deadlands: Reloaded
    • [Module] Edge records cleaned up

    Adventure Deck
    • [Module] Edge records cleaned up

    Hellfrost
    • [Module] Confusion, Pummel and Storm powers fixed
    • [Module] Edge records cleaned up

    Hellfrost: Land of Fire
    • [Module] Edge records cleaned up

    Smith & Robards 1880 Catalog
    • [Module] Missing weapon/power information added
    • [Module] Broken links fixed

    Fantasy Companion
    • [Module] Missing weapon/power information added
    • [Module] Edge records cleaned up

    Necropolis 2350

    • [Bug] Adding Squad to CT did not work as expected. Fixed
    • [Module] Missing weapon/power information added
    Last edited by Ikael; December 20th, 2017 at 09:43.
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  2. #2
    Ikael's Avatar
    Join Date
    Jan 2008
    Location
    Finland/Joensuu
    Posts
    2,384
    A few highlights:

    [Feature] Manual roll support added

    Enable "Dice: Manual entry" option to use.

    09_manual_rolls.jpg

    [Feature] Dramatic Tasks tracker feature added to CT
    Right click on CT entry and select "Dramatic Task" option to start a task! Thereafter each card you draw will be added to Dramatic Task tracker and you can record trait roll scores for each card.

    01_dramatictasks.jpg

    [Feature] Attack results in CT entries
    [Feature] Attack results in minitracker entries

    Attack and damage roll results are displayed in combat tracker.

    02_attackresults_ct.jpg
    02_attackresults_ct_client.jpg

    [Feature] New option: Auto-apply Ganging Up modifiers
    Enable "Auto-apply Ganging Up modifiers" to automatically detect Ganging Up bonuses for Fighting rolls.
    If you prefer to use house rule where Ganging Up bonus is reduced by friendly combatant count, use the "Variant" option in "House Rules (GM)" section.

    03_gangingup.jpg
    Last edited by Ikael; September 19th, 2017 at 20:13.
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  3. #3
    Ikael's Avatar
    Join Date
    Jan 2008
    Location
    Finland/Joensuu
    Posts
    2,384
    Few highlights, part 2:

    [Feature] When "Auto-apply Range modifiers" option is enabled, ranged attacks against adjacent foe use Parry instead of 4
    Ranged and Thrown attacks will be made against Parry if attacker is adjacent to target

    04_closecombat_ranged.jpg

    [Feature] Improvements to vehicle support in combat tracker
    Vehicles can take three wounds, their toughness and armor is calculated when you add them to combat tracker.

    05_vehicle_ct_support.jpg

    [Feature] Combatants can be targeted without need to assign their tokens on map
    Tokens doesn't need to be on map to target CT entries

    [Feature] Host can browse remaining cards from decks. Access by right clicking on Card deck tool
    As host, you can right click on deck tool and select "Browse Deck" to see what cards are still in the deck. You can also drag & drop any card from the deck to use it.

    06_browse_deck.jpg

    [Feature] New option to define how many Joker cards are in the deck (options: 0, 1, 2, 4)
    Use "Cards: Jokers in deck" option to define how many Joker cards there are in the deck

    [Feature] Number of attacks can be set with right click menu
    Right click on Attack's trait field and select "#Attacks" to define how many trait dices should be rolled when making the attack roll with either dragging or double-clicking.

    08_number_of_attacks_2.jpg

    08_number_of_attacks.jpg
    Last edited by Ikael; September 19th, 2017 at 20:15.
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  4. #4
    Ikael's Avatar
    Join Date
    Jan 2008
    Location
    Finland/Joensuu
    Posts
    2,384
    If you use my community extensions, you can find updated version from following links:

    SW Enhanced Library
    SW NPC Maker
    SW Roll Statistics
    SW Global Effects
    Miscellanous extensions, part 1
    Miscellanous extensions, part 2
    Last edited by Ikael; September 19th, 2017 at 20:55.
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  5. #5

    Join Date
    May 2016
    Location
    Jacksonville, FL
    Posts
    2,211
    Blog Entries
    7
    Just joined @GunBunnyFuFu's game (Shaintar) and every time I click the Chase Tracker button the console pops up and I get:
    Code:
    Script Error: [string "ct/scripts/minitracker.lua"]:20: attempt to index a nil value
    I'll get him to pipe in what all extensions he might be running.

    Additionally, on the Player view, the +Damage icon does not light up when I get a raise on an attack. The GM view did show the icon light up and it did roll the bonus damage.
    Last edited by Talyn; September 21st, 2017 at 03:21.

  6. #6
    Ikael's Avatar
    Join Date
    Jan 2008
    Location
    Finland/Joensuu
    Posts
    2,384
    Quote Originally Posted by Talyn View Post
    Additionally, on the Player view, the +Damage icon does not light up when I get a raise on an attack. The GM view did show the icon light up and it did roll the bonus damage.
    This is expected, you don't need to highlight that button anymore (and it doesn't get highlighted after successful attack) because raise is detected from pending attack entries on CT (see screenshot) and bonus damage dice is rolled based onthat. You can still manually highlight the button and it will enable damage bonus as well, but unless you skip whole targeting feature alltogether, consider that button "deprecated"

    damagebonus.jpg
    Last edited by Ikael; September 21st, 2017 at 17:30.
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  7. #7
    Ikael's Avatar
    Join Date
    Jan 2008
    Location
    Finland/Joensuu
    Posts
    2,384
    Quote Originally Posted by Talyn View Post
    Just joined @GunBunnyFuFu's game (Shaintar) and every time I click the Chase Tracker button the console pops up and I get:
    Code:
    Script Error: [string "ct/scripts/minitracker.lua"]:20: attempt to index a nil value
    This issue has been addressed in latest hotfix patch (expect to see it soonish in live). It contains following changes:


    • [Bug] Script error when opening client chase minitracker. Fixed
    • [Bug] Double clicking on hold action card on client minitracker didn't show interrupt message. Fixed
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  8. #8

    Join Date
    May 2016
    Location
    Jacksonville, FL
    Posts
    2,211
    Blog Entries
    7
    Quote Originally Posted by Ikael View Post
    This is expected...
    I was not expecting it. If I roll some dice which trigger a bonus, then I expect to see that stuff lit up on my screen since it was my dice, and the bonus will be affecting my next die roll. Players are people, too, or something like that!

  9. #9
    Ikael's Avatar
    Join Date
    Jan 2008
    Location
    Finland/Joensuu
    Posts
    2,384
    Quote Originally Posted by Talyn View Post
    I was not expecting it. If I roll some dice which trigger a bonus, then I expect to see that stuff lit up on my screen since it was my dice, and the bonus will be affecting my next die roll. Players are people, too, or something like that!
    The design here is, if you are rolling multiples trait dices at once (like ROF > 1, Frenzy etc.), say you would roll 4 trait dices and 1 wilds die! You would get following result: Miss, Hit, Raise, Hit. What would you expect to to see/roll next? Previous system did highlight Raise/damage bonus if any of your rolls resulted raise, but in that case it would be misleading. Another example is if you would roll 4 trait dices and 1 wild die and you would get, Hit, Raise, Raise, Hit. The previous system would have highlighted damage bonus, but after you rolled it, it would be gone and no it doesn't highlight the second raise.

    This new approach skips the "highlight desktop elements" because, as mentioned in above examples, can be misleading. Instead, if you're using targeting the attack result would indicate the same effect. Like said in previous posts, Damage bonus indicator on desktop can be considered deprecated, but I didn't want to remove it if people want to play without targeting features.
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  10. #10
    Quote Originally Posted by Ikael View Post
    *snip*
    This new approach skips the "highlight desktop elements" because, as mentioned in above examples, can be misleading. Instead, if you're using targeting the attack result would indicate the same effect. Like said in previous posts, Damage bonus indicator on desktop can be considered deprecated, but I didn't want to remove it if people want to play without targeting features.
    Indeed, please don't remove it. I personally use FG for character maintenance and as an electronic dice roller at the tabletop even without using any features from the combat tracker (since I don't have a GM running FG for me to connect to.) So even disconnected I find FG quite useful even in a situation where those targeting features could not be used.
    Lenny Zimmermann
    Metairie, LA

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
DICE PACKS BUNDLE

Log in

Log in