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Debinani
August 13th, 2013, 02:19
Hey all-

I've been trying to sort out Ally support in SW/Deadlands - all the literature/forum posts seem somewhat contradictory.
Can I drag and drop an NPC onto a PC sheet to create an ally? As far as I can tell the PC sheet only allows a text field for entry. Any other nifty Ally support I'm missing?

phantomwhale
August 15th, 2013, 02:02
Hi,

Wracking my brains here, but I thought the Ally panel was added into the latest update for Deadlands (only released a week or two ago), so that finally PCs in Deadlands can also have friends.

Assuming that panel IS there, then the GM should be able to drag and drop NPCs onto it - I think players can too with any shared NPCs they can see ?

If not, then let me know here, it might be a bug. Certainly the panel should work like the one in regular Savage Worlds (e.g. WITHOUT the Deadlands extension).

Oh, I presume we are talking Deadlands: Reloaded too ? (although Deadlands: Noir should work the same as basic Savage Worlds too)

Ben (-PW-)

Debinani
August 15th, 2013, 03:20
Yes, in the base SW ruleset I can drag from Personalities to the Ally panel. Doesn't look like it works (from Humans to Allies panel) in Deadlands: Reloaded.

Savage Worlds Deluxe version 3.4.1 (Build 2)
Deadlands: Reloaded version 1.3.0 (Build 5)

Also, tangential to that: is there a way to get an Ally to show up as a group member on a PC in the combat tracker? Tried every combination of dragging and dropping I could think of and couldn't get it to take.

phantomwhale
August 15th, 2013, 03:33
Have you tried dragging the ally onto the "add to group" icon ? (the one just to the right of the PC name) ?

Re: Deadlands, I'll take a look tonight. I'd wager good money that you can drag and drop "Critters" into there right now, just not "Humans", which is obviously a bug.

Ben

phantomwhale
August 15th, 2013, 23:32
Have sent a patch over to Smiteworks for this issue, hopefully you should see an update appear in the next day or so.

Moon Wizard
August 16th, 2013, 07:11
We're at Gencon this weekend, so we might be a little slow until after the show.

JPG

Crooknose
September 30th, 2013, 05:59
So...was this fixed? Still does not allow me to add allies in the same way that you can in non-Deadlands SW extension. I've been using the "Update" feature from the launch screen, not sure if there is a different way I have to do it. Thanks!

phantomwhale
September 30th, 2013, 06:04
Make sure you bring up the "update settings..." menu from the main app window, and check your login details are there and that all the packages to update are highlighted.

That said, I didn't confirm with Smiteworks that they had pushed the patch, so I'll also leave moon_wizard to confirm (or deny!) that point.

Gallows
October 16th, 2013, 15:58
Still doesn't work. I've dragged the allies onto the sheet in different ways with no luck.

Ikael
October 16th, 2013, 20:58
Still doesn't work. I've dragged the allies onto the sheet in different ways with no luck.

I can verify that fix is not in the official package yet. The allylist still accepts only npc, not humans nor critters.

If you need quickfix for this issue, you can always download and use latest SW Enhanced Character Sheets extension with Deadlands: Reloaded adapter. It contains fix for the issue (and plenty new additional features as well!). See more about these extension here (https://www.fantasygrounds.com/forums/showthread.php?19202-Savage-Worlds-Enhancement-Extensions&p=152728&viewfull=1#post152728). Direct download links are: SW Enhanced Character Sheets (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=5257&d=1381699278), ECS Deadlands: Reloaded adapter (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=5258&d=1381699291). They are free to use. Download them, put them into your extensions folder within Fantasy Grounds II Application Data and in FGII launcher they can be enabled from extensions list.

Gallows
October 17th, 2013, 12:38
Cheers, tried the extensions - great stuff. All that should be included in the game. Great work!

phantomwhale
October 17th, 2013, 13:59
Cheers, tried the extensions - great stuff. All that should be included in the game. Great work!

Have chased up why the official patch never got released. Suspect it got lost post gen con, which is a shame.

For both the last and the next release, I have been actively merging in Ikael's extension work into the game - so it is indeed being included ! Any issue you find with the code, do report back to him so we can catch and fix them earlier on. One of the slowest parts about ruleset updates is having enough test time to find all the bugs - and then even things like this Allies list bug can slip through. So being able to integrate pre-tested code, such as Ikael's, makes this step a little faster.

Gallows
October 17th, 2013, 17:49
Have chased up why the official patch never got released. Suspect it got lost post gen con, which is a shame.

For both the last and the next release, I have been actively merging in Ikael's extension work into the game - so it is indeed being included ! Any issue you find with the code, do report back to him so we can catch and fix them earlier on. One of the slowest parts about ruleset updates is having enough test time to find all the bugs - and then even things like this Allies list bug can slip through. So being able to integrate pre-tested code, such as Ikael's, makes this step a little faster.

But when the new version is released, all the rulesets need to be updated to be compatible right?

phantomwhale
October 21st, 2013, 01:15
When the SavageWorlds ruleset is updated, all SavageWorlds extensions may need to be updated.

I try with each release to create more easy extension points in the ruleset, such that extensions can use these and be fairly sure they will remain compatible between releases. But at the end of the day, the extension model is quite powerful and lets extensions override any part of the ruleset, so you can never be 100% sure that extensions will continue to work afterwards.

I work very closely with Ikael and Doswelk, who produce most of the SavageWorlds extensions (commerical and fan-made) to ensure such breakages are few and minor. I am also very happy to work with other extension authors, if they make themselves known.