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Moon Wizard
August 12th, 2014, 23:14
Fantasy Grounds v3.0.7 is now available via the FG updater or via the FG installer on the Downloads page.

This release is primarily focused on supporting the release of 5E, though there are some other fixes and minor enhancements mixed in.

It you want the details, a comprehensive list of patch notes is available here. (https://www.fantasygrounds.com/filelibrary/patchnotes.html)

Cheers,
JPG

Blackfoot
August 13th, 2014, 00:41
This looks like a lot of really good stuff!

Nylanfs
August 13th, 2014, 14:09
Hey you guys should be packing for GenCon!

GMTroll
August 14th, 2014, 09:17
Wow, removing the blood splatters from the Story items may seem like a small change but what a big improvement, so much easier to read now. Thanks guys :)

Gwaihir Scout
August 15th, 2014, 01:16
blood splatters

Forensic scientist nitpick alert!

It's blood spatter.

We now return you to your regularly scheduled thread.

*bzzrt*

Immunity to crits and nonlethal getting added is fantastic, thanks.

GMTroll
August 15th, 2014, 12:45
Forensic scientist nitpick alert!

It's blood spatter.


I initially though whats the difference so I looked at the semantics of spatter and splatter and I have been enlightened, so thanks Gwaihir :)

Zeus
August 15th, 2014, 14:52
Blood spatter is the correct term. Blood spatter analysis is actually a specialist field in forensic science. Anyone else here watch Dexter?

krag
August 16th, 2014, 16:01
Did you guys also fix Maximum Resolution for Macs? I used to have to manually make FG fill my screen on my MacBook Air, as the story, notes, library tabs were cut in half, the right side would be off screen. But now it scales perfectly.

Zeus
August 16th, 2014, 21:23
Did you guys also fix Maximum Resolution for Macs? I used to have to manually make FG fill my screen on my MacBook Air, as the story, notes, library tabs were cut in half, the right side would be off screen. But now it scales perfectly.

?

John may have tweaked the client code but I wasn't even aware there was an issue or even a max resolution limit? Surely this would be down to the hardware your running. I've been running FG on Mac since 2010 at resolutions of 1920x1080 and 2560x1440 with no screen cut-off at all.

darrenan
August 17th, 2014, 08:12
As of 3.0.7, in the PFRPG ruleset, I am not seeing targets getting updated correctly in the tracker. First of all, running as host/gm, no extensions loaded. When one of my NPCs is running I'm seeing the following behavior:

If I try to CTRL-left click on one of the PC's tokens, I don't see the NPCs target get updated in the CT, however, I do see a targetting arrow appear from the NPC to the PC. However, if I CTRL-left click on the NPC's token, it does correctly self-target in the tracker.

If on the other hand, I drag the targetting button in the NPCs entry in the tracker to the same PC, then the PC shows up as a target in the NPCs window in the tracker, but a targetting arrow does NOT appear (yes I tried mousing over the NPC).

Also, I noticed tonight that if shortcuts on the map are turned off then pressing the CTRL key shows them while the CTRL key is depressed. Is that new behavior? If so, could it be related? If it's not new behavior, ignore my thought here.

All of this is with an existing campaign, gonna try it with a new/clean campaign and I'll post an update with the results of that experiment. Anything else I should try?

EDIT: This behavior does not repro in a brand new campaign.

EDIT 2: I went back to where I originally saw the repro, removed everything from the combat tracker and then set it up again, and the behavior has gone away. I guess the tokens and the CT entries got out of sync somehow?

Trenloe
August 18th, 2014, 04:14
The 3.5e script manager_combat2.lua doesn't work for applying the correct effect based off the creature type. The code on line 215 is: local aTypes = StringManager.split(sCreatureType, ",", true); but this won't split the type up as the type separator is a space not a comma - for example, a skeleton is "NE medium undead". The code should be: local aTypes = StringManager.split(sCreatureType, " ", true);

Currently this means that immune traits aren't applied, nor the new immune to critical and nonlethal based off the creature type.