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View Full Version : Savage Worlds v4.1 live version available



Ikael
June 9th, 2015, 09:07
Since FG 3.1 updater Savage Worlds v4.1 ruleset has been available.

Ruleset changelog:


[Feature] Attack type (fighting, shooting, throwing etc.) can be defined for NPC weapons
[Feature] If attack type is defined for NPC weapon the attack roll can be made from weapon line
[Feature] NPC sheet has new Powers tab-page
[Feature] When link is dropped to NPC sheet's list it will replace any empty lines
[Feature] CT effects can contain trait and damage modifiers which are applied to rolls automatically
[Feature] NPC's CT attack line contains weapons and powers
[Feature] NPC attack rolls can be made from CT attack line (in addition to making damage rolls)
[Feature] NPCs have unskilled skill entry automatically
[Feature] Option: Auto-apply Wound/Fatigue penalties value Physical is taken account when making NPC rolls
[Feature] New option: Auto-center map to active token
[Feature] New option: Targeting method. If set to "Active only/click" the targeting can only be done to currently active combatant but simple click on tokens (without CTRL key modifier) is enough to do targeting
[Feature] Attacks and powers can have own Wild Die
[Feature] Bonus Damage can be customized for attack and power damages
[Feature] Weapon fumble can be set in weapon details
[Feature] Default option values updated to match what majority uses. Some options were removed and their feature is always in use
[Feature] New option: Targeting indicator state after roll. Value can be either reset (default) or remain
[Feature] New option: Map defeated markers. When enabled defeated tokens are replaced with icons like blood splatter. NPCs and vehicles can be defined to use defeated markers
[Feature] New option: Benny Type. This can be used to change benny icon in the game. Five different benniy icons are provided by default and you can register more
[Feature] New option: Desktop Decal image. Use this option to switch desktop decal image or turn it off
[Feature] Filtering options for reference windows (edges, skills, etc.)
[Feature] Token indicators (shaken, inc, defend etc.) scale according to token size
[Dev] Register custom trait and damage modifier handlers which are applied automatically to rolls
[Dev] Register skills and their linked attribute to allow NPCs to benefit from effect modifiers
[Dev] Register own set of defeated markers and setup different type of NPCs and vehicles to use them
[Module] The most common effects are provided in Player Guide. When module is opened they are populated into effect list
[Module] The most common modifiers are provided in Player Guide. When module is opened they are populated into modifier list
When making roll from hotkey, encumbrance penalties are not applied correctly
[Bug] Wound and Fatigue penalties were not applied to NPC rolls correctly
[Bug] Script warnings were given if character got more than 3 wounds
[Bug] Armor Piercing value did not transfer correctly to sub-attacks


Quick effect modifiers tutorial:
In combat track host can define modifiers that will be auto-applied to rolls. This can be done by appending []'s to effect's label containing modifier keywords. The pattern should be following: NAME [MOD1 +X, MOD2 -Y]. For instance "Prone [Fighting -2, Parry -2, Cover +2]". See more examples by opening Deluxe Player Guide module in the ruleset and checking out Effects list. The following is quick tutorial about modifier keywords that you can use. Note that these modifiers DOES NOT increase your stats as-is, but they are taken account when making trait tolls or targeted attack & damage rolls.



Apply modifier to any Trait by setting up that trait's name into effect with modifier ie. [B][Stealth +2] applies +2 to your Stealth trait rolls
Alter Parry and Toughness derived stats in targeted roll ie. [Parry -2] would reduce target's parry by 2 when melee attack roll is made against him/her
Alter Armor value (and grant boost to Toughness as well) with Armor keyword ie. [Armor +4] would increase combatant's toughness and armor value by 4
Keyword Defense can be used to alter target number against any targeted attack roll ie. [Defense +2] would make it more harder to hit you no matter what weapon type is used (ranged or melee)
Keyword Cover can be used to alter target number to hit you with ranged attack ie. [Cover +2] forces opponents to roll 6 or more to hit you with ranged weapons (2 plus normal target number 4)
Keyword Attack modifies all of your weapon rolls ie. [Attack +2] grants +2 bonus to any of your attack rolls. Note that if you want to specify modifier to specific attack type you could use that trait's name instead ie. [Fighting +2] would apply bonus to only fighting rolls
Keyword Trait can be used to alter any and all trait rolls ie. [Trait -2] would apply -2 penalty to all of your trait rolls
If any attribute's name is used as keyword then in addition of applying modifier to that attribute rolls it will also affect any skill trait roll that is linked to that attribute ie. [Agility -2] would cause -2 penalty to agility, fighting, stealth, swimming etc rolls and [Smarts -2] would cause penalties to smarts traits rolls and all skills linked to what attributes
Keyword Damage will modify any melee damage roll ie. [Damage +2] grant +2 bonus to any and all melee damage rolls
You can combine different keywords freely within one effect as you will. Keywords must be within []'s or ()'s in effect's label. Keyword are case and whitespace insensitive. For example valid effect with several modifiers and multiple formatting styles: God-like hangover [Trait -2, parry-4 DAMAGE +3]
There is preference option to alter this feature: "Auto-apply effect modifiers" with following options: Off, On, NPC only, PC only


Summary of effect modifier keywords:

Attack (applies to all attack rolls)
Defense (applies to all defensive stats: against both ranged and melee attacks)
Armor
Cover (applies against ranged attacks)
Damage (applies to melee damage rolls)
Trait (applies to all trait rolls)
Any derived stat name: Parry, Toughness, Charisma etc.
Any other skill name: Fighting, Shooting, Stealth, Notice tec.


Nice to know:

Combat tracker is the source where effects can be detected and auto-apply effect modifiers only work if CT window is open
For NPCs: If there are more than one instance of the same NPC entry in CT, it's adviced to make rolls from CT entry instead from NPC sheet. The catch is that when you make roll from NPC sheet CT is search through and effects are read from active combatant if it's the same NPC. PCs never have this issue since they are always unique

Ikael
June 9th, 2015, 09:09
Version 4.1 also introduced update for Adveture Deck product

Changelog:

[Feature] Auto-Adventure Card actions. Developers can register actions to cards which are performed when card is played. New preference option was introduced to disable these actions
[Feature] Shortcut link to card is displayed in chat when the card is played
[Feature] When holding ALT down and dropping Adventure Card shortcut link on PC portrait the card is given to player instead of sharing the link
[Feature] PCs has playable card counter which indicates how many cards they can play. Host can freely adjust this with right click menu
[Feature] Players can share their Adventure Card images to GM with right click menu
[Feature] Adventure Card images are rendered in own windowclass which does not have borders or image editing tools. This prevents resizing issues


Pre-defined Auto-Adventure Card actions:


Arcane Inspiration: Character's power points are recovered
Extra Effort: d6 is rolled and it can Ace
Perfect Timing: Consome one Benny
Power Surge: 2d6 is rolled
Seize the Day: Show Joker bonus
This Card Just Rules: Give two new cards to player and increase card counter by one
Dressed to Kill, Inspiration, Payback, Riled Up, Surprising Riposte, Team Work, Unexpected Insight, You Shall Not Pass, Complete Command, Cold and Calculating, Noble Savage: When these cards are played, chat will show draggable modifier.

Ikael
June 9th, 2015, 09:18
Version 4.1 incorporated lots of features from Enhanced Extensions. For 4.1 onwards you should not be using following extensions (and there might be bad effects if you do):



SW Enhanced Adventure Deck (Core Adventure Deck extension contains all the features already)
SW Enhanced Character Sheets
SW Enhanced Effects
SW Enhanced Combat Tracker


Please disable these extensions when you start using 4.1+ version of the Savage Worlds ruleset. All features from these extension are already in core Savage Worlds ruleset.

You're still welcome to use following Enhanced Extensions:



SW Enhanced Desktop
SW Enhanced Library