View Full Version : Test Release v3.2.0
Erin Righ
August 10th, 2016, 21:01
I also connected a player account and can't reproduce the error there either, maybe i am not doing something....
damned
August 11th, 2016, 00:16
CoreRPG, fresh campaign, opening the note masterindex window causes an error:
Script Error: [string "campaign/scripts/masterindex_window.lua"]:363: attempt to index field 'category' (a nil value)
Hi Paul Pratt - good point! I didnt test Notes - my CoreRPG one is fine but CoC and MoreCore are giving the same error and line for me.... and Notes still dont have categories... so Im not sure where/why this is happening.
Yeah, really weird. I am running a few extensions, so i created a new extensionless campaign and nothing
You are testing this on 3.2.0?
YAKO SOMEDAKY
August 12th, 2016, 17:07
I would like to warn that the hotkeys are not working
ctrl (action)
ctrl + shift (emote)
alt (ooc)
And also like to know when will be released the official version of 3.2.0
Erin Righ
August 12th, 2016, 18:40
You are testing this on 3.2.0?
yeppers
Erin Righ
August 12th, 2016, 18:48
btw, can i ask what is the point of being able to add new feat groups in the feats tab if we can't edit the feats database to add new feats or even change feats to the group we created? Am i missing something, or is this a feature that has only partially been added?
LordEntrails
August 12th, 2016, 20:14
btw, can i ask what is the point of being able to add new feat groups in the feats tab if we can't edit the feats database to add new feats or even change feats to the group we created? Am i missing something, or is this a feature that has only partially been added?
You can't edit the purchased Feat sources, but you can create your own library references of feats and you can edit those.
Erin Righ
August 12th, 2016, 20:17
You can't edit the purchased Feat sources, but you can create your own library references of feats and you can edit those.
How? it won't let me add any feats to it...
LordEntrails
August 12th, 2016, 20:29
How? it won't let me add any feats to it...
What do you mean by "it"? You mean the 5E PHB?
That's what I meant by a purchased feat resources. So, (Most) anything you buy from the FG store has copyright protection on it. Therefore you can not edit it. But, if we are talking 5E, then you can use Par5E to create your own PHB reference which is something you can edit. Some of the other rulesets have tools similar, but I don't know specifics on any of them.
Or, am I misunderstanding what you are asking about?
Trenloe
August 12th, 2016, 20:38
btw, can i ask what is the point of being able to add new feat groups in the feats tab if we can't edit the feats database to add new feats or even change feats to the group we created? Am i missing something, or is this a feature that has only partially been added?
It allows you to rearrange feats in different groups if you want to. i.e. you could create a group called "My favourite feats" and drag feats from other groups into that one - so you have all your favourites together.
This would be just within that campaign, it won't change the underlying module data, which is never changed through use in a campaign.
Erin Righ
August 12th, 2016, 22:54
It allows you to rearrange feats in different groups if you want to. i.e. you could create a group called "My favourite feats" and drag feats from other groups into that one - so you have all your favourites together.
This would be just within that campaign, it won't change the underlying module data, which is never changed through use in a campaign.
Oh, i see i was missing something. Just out of curiousity, is the ability to add feats, or classes, or the like something that is going to be added, or is there any way already to do that?
Erin Righ
August 12th, 2016, 22:58
What do you mean by "it"? You mean the 5E PHB?
That's what I meant by a purchased feat resources. So, (Most) anything you buy from the FG store has copyright protection on it. Therefore you can not edit it. But, if we are talking 5E, then you can use Par5E to create your own PHB reference which is something you can edit. Some of the other rulesets have tools similar, but I don't know specifics on any of them.
Or, am I misunderstanding what you are asking about?
I think you are misunderstanding, what i want to know is; is there any ability to create a group of feats called "Feats from my Home Campaign" and add the feats fastdraw, the universe owes me, and well-connected (which were all made by me or my players) to that group, for quick reference
LordEntrails
August 13th, 2016, 00:02
I think you are misunderstanding, what i want to know is; is there any ability to create a group of feats called "Feats from my Home Campaign" and add the feats fastdraw, the universe owes me, and well-connected (which were all made by me or my players) to that group, for quick reference
So I think Trenloe got your other question.
For this one, what ruleset are you looking to do this in?
Nickademus
August 13th, 2016, 00:34
Oh, i see i was missing something. Just out of curiousity, is the ability to add feats, or classes, or the like something that is going to be added, or is there any way already to do that?
Yes, you can. Look here at the section called Modules (https://www.fantasygrounds.com/wiki/index.php/Developer_Guides).
Erin Righ
August 13th, 2016, 15:49
So I think Trenloe got your other question.
For this one, what ruleset are you looking to do this in?
3.5E do you know of any way to do that in the 3.5E ruleset?
LordEntrails
August 13th, 2016, 18:46
3.5E do you know of any way to do that in the 3.5E ruleset?
I don't, but I don't do anything with 3.5 anymore. There is this post in the 3.5/PF forum that might help; https://www.fantasygrounds.com/forums/showthread.php?19033-Modifying-the-3-5e-PFRPG-ruleset
Trenloe
August 13th, 2016, 18:56
3.5E do you know of any way to do that in the 3.5E ruleset?
You can't add feats directly through the FG interface, they have to come from a module. For 3.5e, you will need to manually create the module (edit the XML etc.) as there is no Par5e for 3.5e. See the link in post #263 above. This contains a number of community created modules that contain feats. Use these as examples to create your own modules.
Skellan
August 14th, 2016, 12:36
I ran this in test mode for the savage worlds ruleset for the war of the dead and I got this error message
Runtime Notice: Host session started
Ruleset Error: windowclass: Defined with a merge attribute, but the name attribute (npclist) does not match an existing windowclass. Skipped. File (campaign/updated_campaign_npcs.xml)
It also jumbles up the theme
15015
Is this a known issue?
Mask_of_winter
August 14th, 2016, 12:45
This is the new layout for v3.2 UI. Which reminds me I'll have to update this theme.
Skellan
August 14th, 2016, 12:54
I am a bit concerned that this update is going to jumble up all the paid for themes for savage worlds. Does the Savage Worlds ruleset need this update immediately?
Mask_of_winter
August 14th, 2016, 13:22
This is an update to Core Rpg. Since SW is built on top of Core Rpg, it will affect it. And yes, it will affect all the themes. I'm sure Doswelk has been working on his themes for a while now. Since he converted most of the SW material on FG it should be minimal.
Skellan
August 14th, 2016, 14:25
Fair enough :) I guess it is only a few buttons after all.
Ikael
August 14th, 2016, 15:08
I ran this in test mode for the savage worlds ruleset for the war of the dead and I got this error message
Runtime Notice: Host session started
Ruleset Error: windowclass: Defined with a merge attribute, but the name attribute (npclist) does not match an existing windowclass. Skipped. File (campaign/updated_campaign_npcs.xml)
It also jumbles up the theme
15015
Is this a known issue?
That is issue when using SW NPC Maker extension with v3.2. Currently released version is not compatible with it. Nor is the SW Enhanced Library.
Skellan
August 14th, 2016, 15:46
Ok, cool. Glad you are aware of it Ikael
Maspalio
August 15th, 2016, 16:32
It has been reported once in page 26, but i got the same bugs poping.
Just updated to 3.2.0. i created a fresh new campaign to play with CoreRPG and see what's new.
Clicking the Table, Story, Images, NPC icons : Script Error: [string "campaign/scripts/masterindex_window.lua"]:680: attempt to call field 'getChildCategories' (a nil value)
Clicking the Notes, Items icon : Script Error: [string "campaign/scripts/masterindex_window.lua"]:243: attempt to call field 'setChildClass' (a nil value)
Trying to create an Item Category : Script Error: [string "campaign/scripts/masterindex_window.lua"]:663: attempt to call field 'addChildCategory' (a nil value)
Returning to Launcher : Script Error: [string "campaign/scripts/masterindex_window.lua"]:81: removeHandler: Invalid parameter 2
Mortar
August 16th, 2016, 21:09
I ran this in test mode for the savage worlds ruleset for the war of the dead and I got this error message
Runtime Notice: Host session started
Ruleset Error: windowclass: Defined with a merge attribute, but the name attribute (npclist) does not match an existing windowclass. Skipped. File (campaign/updated_campaign_npcs.xml)
It also jumbles up the theme
15015
Is this a known issue?
The Items buttons have been renamed within the XML, the other ones were tabs and didn't have their own buttons before. You can turn off buttons when you open the library window as well.
Skellan
August 17th, 2016, 13:53
You can turn off buttons when you open the library window as well.
So I could just turn off Quests and parcels and they won't appear on the sidebar?
Ikael
August 17th, 2016, 14:05
So I could just turn off Quests and parcels and they won't appear on the sidebar?
Yes
Mortar
August 17th, 2016, 16:14
The four tabs across the top of the library window (GM, Play, Create PC, All) are presets that will turn on or off various buttons. You can also just hit the little circle/check mark to the right of the button name in the upper half of the library window.
dulux-oz
August 18th, 2016, 06:57
I've just noticed something (and this is happening in all "standard" CoreRPG and CoreRPG-Child Rulesets):
If you create a record that can be assigned to a category and you have a Module open even if the module is not relevant to the current Ruleset but was opened in another campaign but earlier on the same PC the new record will be assigned to the open module's category by default.
I consider this a bug - or at least an unwanted feature. Should this be happening?
Paul Pratt
August 18th, 2016, 09:29
dulux-oz, thanks for that post. I thought I was either doing something wrong, or losing my mind! As I was testing items in a rule set, I am working on - with the calendar open, and every item was assigned "Calendar". I had no idea why this was happening.
spite
August 19th, 2016, 10:09
My 4th edition ruleset spits out "out of memory" when I try to open a module that was created using the 4e parser. This module works fine in 3.1.7, this only occurs on 3.2.0.
damned
August 19th, 2016, 12:57
How many items in it? The 4e library contains almost a hundred thousand entries from memory....
spite
August 19th, 2016, 13:09
I think around 7000 items all up for the PHB pre-selection. :/
LordEntrails
August 19th, 2016, 21:10
Can't find it, but I thought Moon mentioned earlier that 3.2.0 uses more memory than 3.1.7. Not sure if that's just going to be the way it is, or if he was working on it.
spite
August 20th, 2016, 12:29
Can't find it, but I thought Moon mentioned earlier that 3.2.0 uses more memory than 3.1.7. Not sure if that's just going to be the way it is, or if he was working on it.
Yea I think that was in relation to my last report on having x number of modules loaded and getting memory full issues. Can't remember what page but they are aware of it. Just posting every different occasion it's come up (since this was just one module, albeit large)
GunnarGreybeard
August 20th, 2016, 12:37
Can't find it, but I thought Moon mentioned earlier that 3.2.0 uses more memory than 3.1.7. Not sure if that's just going to be the way it is, or if he was working on it.
I believe it was here > https://www.fantasygrounds.com/forums/showthread.php?32034-Test-Release-v3-2-0&p=280027&viewfull=1#post280027
spite
August 20th, 2016, 12:51
So, a small issue with the manual roll window, this is present on both the 5th edition and 4th edition (all I've tested so far). When using the newly added button to roll instead of input, the result does not apply if it is an attack or a saving throw.
For example, here is the attack rolled with manual rolling OFF (top roll) and then again with manual rolling ON and using the dice button to auto-roll. https://puu.sh/qHVC9/9d4980b586.jpg
Damage does seem to apply correctly, however. It only affects attacks and saving throws.
Talyn
August 20th, 2016, 14:04
I'm going to look into it, but the current FG client has always had troubles dealing with very large lists of any sort, and even with having lots of modules open at once. I just don't know if the architecture can handle all those modules open at once, at this point.
I'm guessing that you would have seen some slowness in the primary Story list and NPC list even with v3.1.7 with that many modules open.
With v3.2.0, we're talking ~2500 NPCs and ~4800 items with just the 5E modules I have on my machine, and trying to display those in a single list.
There are two things I think might be going on:
* The drawing code is having trouble handling thousands of individual list record windows (and possibly some numerical boundary considerations).
* The memory limit is getting reached, since having all those data modules open plus all the memory used by the windows.
I'm close to 1.7GB with my module set and that's about the boundary for 32-bit applications (2GB including stack) unless the OS supports the extra memory option (which bumps it to 3GB including stack). If it hits this boundary, it will cause a crash. This is what I guess is happening.
For 5E specifically, I'll add something else to that list:
Most of the non-adventure 5E products use Reference Manuals, which are awesome. However, they are split into two sections: the actual Page Content that we read, and Index Content which are the links we click on the left column but more importantly it contains search keywords. Since everyone is using PAR5E except me, what I'm noticing is that PAR5E takes the entirety of the Page Content, strips out the punctuation then puts all that into the <keywords> tags. So effectively you have two versions of every Reference Manual loaded at once, doubling the memory required for that part of a module.
Additionally, PAR5E misses a few items like the Bold Paragraph, which is strips out both sides of the parser markup but leaves the "b" attached, ie. if the first word in your bold sentence is Strength, the keyword PAR5E spits out will be bStrength which isn't a word anyone would search for so now that's just taking up a few bytes of memory. Hyphenated strings get merged into a single word so "all-clear" will become "allclear" which again, no one would search for. All these are small issues but when you consider the entire manual is being duplicated into keywords, they add up quickly.
What I've been doing is going back into the XML, copying the <keywords> section into https://tools.perceptus.ca/text-wiz.php?ops=4 then putting the results back into the keywords to save memory and filesize. I'm debating if I want to remove common words like "a" "an" "the" and so on or not, too.
But anyway, for 5E PAR5E products, the Index is definitely part of the problem with memory usage.
damned
August 23rd, 2016, 07:43
3.2.0 just went live?
Nah - Im an idiot - please ignore me.
rob2e
August 23rd, 2016, 08:06
Damn you damned. You got me!
corepatt
August 27th, 2016, 04:35
Sorry if I'm missing something but is manual dice roll available in the SW ruleset? If so, how do you activate it?
Thank you
damned
August 27th, 2016, 10:24
Sorry if I'm missing something but is manual dice roll available in the SW ruleset? If so, how do you activate it?
Thank you
3.2.0 is a beta release at this stage. It is up to ruleset devs to include or not include support for some features. Its often hard to do all your coding for the beta ruleset when its still a work in progress. You will probably have to wait until 3.2.0 goes live and the Savage devs complete their side of things.
spite
August 28th, 2016, 00:16
So Tome of Beasts tokens don't show up on the monsters sheets in 3.2.0
Works correctly on 3.1.7
spite
August 31st, 2016, 02:06
https://www.fantasygrounds.com/forums/showthread.php?33808-Constant-crash-suspected-memory-leak-4e-ruleset-only&p=287143#post287143
Memore issues cross post. Relevant to 3.2.0, so far issue only arisen with 4e dnd ruleset
Zacchaeus
September 1st, 2016, 14:47
Using the 5e ruleset and with the Wizard's 5e Theme active the little 'help' icon on the Tokens dialog is floating way above where it should be. It seems very lonely up there and I think it should be brought down a bit to join its brother 'close dialog' icon.
kylania
September 2nd, 2016, 20:15
Side Button configuration options are hot damn sexy. Well done!
Could we maybe add a toggle for the half inch story/ID thing at the top of images? Screen space is already precious enough and taking up a row of a map is sad inducing.
Trenloe
September 2nd, 2016, 21:03
Could we maybe add a toggle for the half inch story/ID thing at the top of images?
There used to be one but people didn't realise what it did and so missed a lot of the cool actions people can do with an image.
kylania
September 2nd, 2016, 21:25
What kind of cool actions? I can get it to rename the image link, is there more to it I'm missing?
Trenloe
September 2nd, 2016, 23:29
What kind of cool actions? I can get it to rename the image link, is there more to it I'm missing?
Sorry, I thought you were referring to the Image actions toolbar, which used to be hidden.
adonndel
September 5th, 2016, 17:05
Hi, I have been exploring a lot more of the functionality (5e ruleset) and have ran into script errors. The script errors usually happen when I am typing text into a filter fields and as they start to apply the auto filter, a popup box appears with the erro. (No unfortunately I don't have the exact error, I was being an idiot and didn't think to capture it, but the next time it does I will)
When I get the script errors, other than the exact error, is there any other data you would like me to include (such as log file data, etc)?
Valarian
September 14th, 2016, 06:44
The 3.2 release is breaking the combat tracker functionality for The One Ring, with with basic combat tracker being shown instead. This works for 3.1.7. I've not yet traced what the problem is as it doesn't seem to be throwing any errors.
{EDIT} Fixed - This looked like a corrupted version of the combat tracker in the PAK file. Replaced it with the one from the extension and it's working again. Not sure why the version change would have affected it.
damned
September 14th, 2016, 07:18
Hi, I have been exploring a lot more of the functionality (5e ruleset) and have ran into script errors. The script errors usually happen when I am typing text into a filter fields and as they start to apply the auto filter, a popup box appears with the erro. (No unfortunately I don't have the exact error, I was being an idiot and didn't think to capture it, but the next time it does I will)
When I get the script errors, other than the exact error, is there any other data you would like me to include (such as log file data, etc)?
A screen shot and description of what you were doing would be good.
spite
September 16th, 2016, 07:27
In addition to the Tome of Beasts, the new Ultimate Skulduggery does not link to tokens correctly at all.
Also, dont know if it should go here, but should there be any links to images in the "other" tab of the ultimate npcs?
Trenloe
September 16th, 2016, 12:45
Also, dont know if it should go here, but should there be any links to images in the "other" tab of the ultimate npcs?
Report Ultimate NPC issues here: https://www.fantasygrounds.com/forums/showthread.php?34074-Ultimate-NPCs-Skulduggery-(5E)-Report-Bugs-Here
Images not on the other tab has already been reported.
spite
September 16th, 2016, 23:52
Yea I posted here because the tokens not linking on these modules (not just skulduggery) is exclusive to 3.2.0
Also thanks for the link, I wont bother re-reporting the other tab images missing :P
Moon Wizard
September 17th, 2016, 04:31
Updates
When dragging link with empty text, a zero is no longer displayed.
When dragging link with name field, the empty value of the name field (if any) will be used instead of being blank.
[CoreRPG+] Table name references can now span modules.
[CoreRPG+] Added /importnpc command (similar to /importchar command but using npc tags for each record, instead of character tags)
[CoreRPG+] When adding NPCs or Encounters to combat tracker which use tokens not loaded, letter tokens will be applied.
[CoreRPG+] When adding NPCs to encounter which use tokens not loaded, letter tokens will be applied.
[CoreRPG+] When dragging links from campaign record lists or entries, the empty display text will be used if no value specified for the name field.
[CoreRPG+] Auto center map on active combatant at start of turn option added.
[5E/4E/PFRPG/3.5E/CnC] XP can be applied to individual characters by dragging a number onto the PC experience field in the party sheet XP tab.
[5E/4E/PFRPG/3.5E] Attack critical state tracking added for untargeted attack and damage rolls.
[5E/4E/PFRPG/3.5E] Attack critical state tracking added for PCs and NPCs not in combat tracker.
[5E] Initiative checks will now apply modifiers and advantage/disadvantage relevant to any Dexterity check.
[5E] When using average damage option, critical dice will now be rolled, per the DMG rules.
[SW] If NPC added to combat tracker without a valid token, a letter token will be used instead.
Crash condition when using token bag after unloading a token module and a link to a bag in that module was added to the token bag quick bar. Fixed.
[5E] When adding a Dwarf race to character, 1 hp is always added for Dwarven Toughness, regardless of current class level. Fixed.
[DEV][CoreRPG+] Added transparent_1x1.png and transparent_50x50.png tokens to CoreRPG ruleset for use in extensions and ruleset code.
[DEV] Interface: Added toggleWindow function
[DEV] tokencontrol: setPrototype no longer ignores value if token not currently loaded.
Known issues
[LIST]
Heavy memory usage and potential crashes when using modules with lots of records (i.e. 4E compendium scrapes). Still looking at this.
[LIST]
JPG
Moon Wizard
September 17th, 2016, 04:33
In addition to functional updates below, there are updates to many 5E and SW DLC products, including data fixes and extension updates.
Updates
When dragging link with empty text, a zero is no longer displayed.
When dragging link with name field, the empty value of the name field (if any) will be used instead of being blank.
[CoreRPG+] Table name references can now span modules.
[CoreRPG+] Added /importnpc command (similar to /importchar command but using npc tags for each record, instead of character tags)
[CoreRPG+] When adding NPCs or Encounters to combat tracker which use tokens not loaded, letter tokens will be applied.
[CoreRPG+] When adding NPCs to encounter which use tokens not loaded, letter tokens will be applied.
[CoreRPG+] When dragging links from campaign record lists or entries, the empty display text will be used if no value specified for the name field.
[CoreRPG+] Auto center map on active combatant at start of turn option added.
[5E/4E/PFRPG/3.5E/CnC] XP can be applied to individual characters by dragging a number onto the PC experience field in the party sheet XP tab.
[5E/4E/PFRPG/3.5E] Attack critical state tracking added for untargeted attack and damage rolls.
[5E/4E/PFRPG/3.5E] Attack critical state tracking added for PCs and NPCs not in combat tracker.
[5E] Initiative checks will now apply modifiers and advantage/disadvantage relevant to any Dexterity check.
[5E] When using average damage option, critical dice will now be rolled, per the DMG rules.
[SW] If NPC added to combat tracker without a valid token, a letter token will be used instead.
Crash condition when using token bag after unloading a token module and a link to a bag in that module was added to the token bag quick bar. Fixed.
[5E] When adding a Dwarf race to character, 1 hp is always added for Dwarven Toughness, regardless of current class level. Fixed.
[DEV][CoreRPG+] Added transparent_1x1.png and transparent_50x50.png tokens to CoreRPG ruleset for use in extensions and ruleset code.
[DEV] Interface: Added toggleWindow function
[DEV] tokencontrol: setPrototype no longer ignores value if token not currently loaded.
Known issues
Heavy memory usage and potential crashes when using modules with lots of records (i.e. 4E compendium scrapes). Still looking at this.
JPG
spite
September 17th, 2016, 09:14
Just as an aside, do we re-report issues that have existed through this new update, or consider that everything posted is also part of "known issues"?
Zacchaeus
September 17th, 2016, 10:47
I'd suggest re-reporting since the item(s) might have been missed
LordEntrails
September 17th, 2016, 21:06
[CoreRPG+] Auto center map on active combatant at start of turn option added.
Can someone test if this is a GM only option or if players can set this for themselves as well?
Zacchaeus
September 17th, 2016, 22:05
[/LIST]
Can someone test if this is a GM only option or if players can set this for themselves as well?
It is a GM only option. Otherwise if there were invisible tokens on the map it would be a bit of a give away if the PCs saw the map jumping to centre on .... nothing .... apparently.
Andraax
September 17th, 2016, 22:41
My players mostly keep the map centered on themselves... Center of world, and all that...
Moon Wizard
September 17th, 2016, 23:09
It seems like it may make sense to have it as a per-person option.
JPG
Moon Wizard
September 17th, 2016, 23:10
Also, please re-post any issues you have with the latest version. I covered a lot of ground, and re-factored a lot of internals.
At this point, the only known issue is the memory one, and potentially any items prior to v3.2.0.
JPG
spite
September 17th, 2016, 23:22
Ok cool, still-standing issues are:
Manual Roll Window - Pressing the auto-roll button for an attack roll when targeting a monster results in an un-targeted attack roll. It must then be dragged onto the target to apply correctly the "hit" or "miss"
Pictured: https://puu.sh/reKfS/28aba9ef16.jpg The attack roll setup. Slibberdabber targets Dallas, I elect to roll by selecting the middle button on the Manual Dice Entry window. This is the result https://puu.sh/reKjR/a165a34448.jpg
When a number is instead input into the dice roll entry https://puu.sh/reKl1/20c8b33dfe.jpg
FAKEEDIT: I was going to put the tokens not showing in new modules but its fixed! Woo you're awesome!
Realedit: fixed my links
viresanimi
September 17th, 2016, 23:35
Found a issue in non-core rulesets (Mutants and Masterminds / Edge of Empire for sure, perhaps others):
Any custom tab beyond the main one is gone. All the material is still somewhere in the campaign, as links to the material in the now hidden tabs / folders works just fine. The tab buttons for said folders are just missing.
Vires Animi
EDIT: This is post the latest patch.
LordEntrails
September 18th, 2016, 04:50
Thanks Zacc, makes sense.
Moon, to prevent any give-away, if it were to be a player option, then to me it would only be able to center on visible tokens, or maybe only have it center on friendly visible characters (i.e. just their own party tokens).
Paul Pratt
September 19th, 2016, 00:51
Using 3.5 trying the individual xp awards I get the error:
Script Error: [string "exp"]:1: attempt to call field 'awardXPtoPC' (a nil value)
spite
September 19th, 2016, 01:14
Draconic language is understandable by all players regardless of their languages in their ability sheet. All other languages seem to work correctly.
Mortar
September 19th, 2016, 21:48
That's a crazy amount of work with this update JPG! I need to make a pile more buttons for the WWR theme.
Mortar
September 20th, 2016, 03:45
[SW] Inventory tab - Items can only be dragged from the sidebar buttons to the "mundane items" tab regardless of the actual class of the item.
Moon Wizard
September 20th, 2016, 07:25
Paul Pratt,
I'm unable to recreate the script error in 3.5E. Are you running any extensions? They may be replacing the PartyManager2 script, which is being updated as part of this release.
Mortar,
Yeah, the SW migration of all the DLC was like climbing a mountain. It didn't seem like a big task at the beginning, but it just kept looming larger as I worked on it.
I'm not as familiar with the SW character sheet, but I'll see what I can do to fix that issue and pass back to phantomwhale.
Thanks,
JPG
Moon Wizard
September 20th, 2016, 08:17
Updates
[CoreRPG+] Map centering option is now a per-user option.
[5E] NPC lair actions added to CT entry.
Client running out of memory when opening modules with lots of records that opened without issue on v3.1.7. Fixed.
Category controls not displaying correct categories for a given window list. Fixed.
[CoreRPG+] Targets being forgotten when using the manual roll option and pressing the Roll Anyway button. Fixed.
[DEV] DB - Removed return value from setValue function.
[DEV] windowinstance - Added getControls function.
JPG
viresanimi
September 20th, 2016, 10:50
[5E] NPC lair actions added to CT entry.
I had no clue what that was and wanted to investigate it. And if I as far as I can see it a bunch of actions on a given npc. However, when I threw a couple of dragons from the Monster's Manual into the CT, the links for the lair actions were there and were working fine. However, the descriptions of said links on the npc sheet itself, were missing.
I don't know how else do describe, how I created this issue. Just added a couple of dragons and some text was missing.
Anyhoo... pretty cool thing to add!
Vires Animi
P.S: The latest update did indeed fix the issues I had with missing tabs, windows, what-ever-the-technical-term-is! Sweet!
Mortar
September 20th, 2016, 13:18
I think what I was seeing last night intended activity, just unexpected by me. I was expecting the usual character seection screen to be full of pregens They appear under the "Archetypes" button for the player after the GM shares them.
Zacchaeus
September 20th, 2016, 13:19
Agreed, although the Lair Actions section is now shown on the CT the actual actions themselves are not showing; only a link to said action. Therefore no possible/damage/save etc effects are showing up. I can confirm that the NPCs in the (revised) Tome of Beasts have the same problem.
Moon Wizard
September 20th, 2016, 18:13
Mortar,
The pregens were moved to their own record area, since it made the character selection a closer match to CoreRPG, and pregens are usually only selected initially.
spite,
I'm not seeing the issue with the Draconic language. (see pics) Do you get the same issue in a new campaign?
Thanks,
JPG
Moon Wizard
September 20th, 2016, 19:01
Updates
[5E] Lair actions were not being parsed when NPC added to CT. Fixed.
[SW] Armor and weapon links dragged from master items list not pointing to right record type (i.e. armor, weapon). Fixed.
JPG
Mortar
September 20th, 2016, 19:03
Totally got it, and like it. Just wasn't expecting what I saw. Once I clued into how things were set up I realized I needed to add the pregen select syntax back in if the GM wants to share directly from the module instead of from the masterlist
spite
September 20th, 2016, 20:44
spite,
I'm not seeing the issue with the Draconic language. (see pics) Do you get the same issue in a new campaign?
Thanks,
JPG
Just tried a new campaign and it's working correctly. Not sure what's caused it as the campaign it showed up in was a new campaign haha. I'll have to remake it and see what happens. Thanks JPG
Moon Wizard
September 20th, 2016, 22:56
Definitely let me know, especially if you can recreate.
JPG
dulux-oz
September 21st, 2016, 01:49
Do we have a (tentative) ETA for release yet?
Trenloe
September 21st, 2016, 01:55
Do we have a (tentative) ETA for release yet?
See this post and the next one: https://www.fantasygrounds.com/forums/showthread.php?33410-FG-Con-9-October-14th-16th-2016&p=290187&viewfull=1#post290187
Paul Pratt
September 21st, 2016, 04:05
Moon,
No extensions running fresh campaign, I still got the same error. I unpackaged the 3.5.pak and in the script PartyManger2 the function is awardXPToPC and in the ps_xp.xml the script is calling for PartyManager2.awardXPtoPC
Once I changed them to match, no error.
Mask_of_winter
September 21st, 2016, 15:05
[SW] When dropping a weapon from the sidebar menu to a character sheet, the cs doesn't recognize the weapon type (ranged, melee or throwing).
Skellan
September 21st, 2016, 16:17
I am not sure I am looking forward to this patch much. It is introducing bugs and jumbling up themes but it isn't introducing much for the savage worlds ruleset. Does the savage worlds ruleset have to be updated? Its rock solid as it is.
Blackfoot
September 21st, 2016, 16:32
I am not sure I am looking forward to this patch much. It is introducing bugs and jumbling up themes but it isn't introducing much for the savage worlds ruleset. Does the savage worlds ruleset have to be updated? Its rock solid as it is.It messes with my Champions ruleset in a big way as well. I've stopped development until this thing releases as I need to see what the ramifications are before I do any more work on it. While I can see a need to change the functionality of the 'tabs' on the sidebar windows, this solution is going to require nearly across the board small graphic changes. Seems like every ruleset and theme will require at least 'some' tweaking.
MarianDz
September 21st, 2016, 16:34
Please know somebody if new version (Release v3.2.0) will have new Fantasy Grounds User Manual too. Or stays ver. 3.17?
Because I want print this manual for self and if new one will came, then is for me better wait. :o
Thank you. Sorry I write here but can't find appropriate thread for this kind of question.
dulux-oz
September 21st, 2016, 16:39
For the record, I had to do some pretty major re-writes on all the DOE's as well - it took me a while to un-learn and then re-learn some of the basic architecture around windows and how they operate to get the DOE's working properly.
Still, they're all done now (and I kept the old v3.1.7 versions in archive just in case) :)
Moon Wizard
September 21st, 2016, 17:13
Skellan,
The changes don't change the majority of the way SW works, just the campaign lists in the sidebar. All the extension issues are mainly just new graphics that are needed, and the reports I've got so far are just interactions with the links from the new campaign lists. The benefit is that the sidebar is customizable, and PC creation mode and campaign lists have been added. Additionally, the DLC modules have been updated so that everything propagates into these new lists.
I have a request to all the SW DLC developers to hopefully address everything before the release.
Cheers,
JPG
Mortar
September 21st, 2016, 19:37
I am not sure I am looking forward to this patch much. It is introducing bugs and jumbling up themes but it isn't introducing much for the savage worlds ruleset. Does the savage worlds ruleset have to be updated? Its rock solid as it is.
Skellan, have you checked out this video (https://youtu.be/0aZXPQU7JF8) yet? Eric gives a pretty decent overview.
Mortar
September 21st, 2016, 19:55
Don't have access to my desktop pc right now, but this is what my WWR theme looks like with ALL the buttons turned on - 13.3" screen @1920x1080.
Yeah, it eats up a lot of screen space on this smaller screen, but the side bar can be customized to your tastes and needs. You can still do pretty much everything (that I have found so far) the "old" way, but you'll soon learn that this master record list that they have moved to is a step in the right direction.
Those people that spit out themes like mad are going to have the most work to do...that's a lot of graphics to update.
edit- forgot the screen cap.
Talyn
September 21st, 2016, 20:00
Yeah, on my laptop having two columns open eats up a lot of screen real estate. I could possibly adjust the text display size in Windows first but then I have a hard time reading anything on my desktop. Baker's Dozen problem there. :)
Sure wish I knew some of these people who make nice graphics though...
Skellan
September 21st, 2016, 22:36
Skellan,
The changes don't change the majority of the way SW works, just the campaign lists in the sidebar. All the extension issues are mainly just new graphics that are needed, and the reports I've got so far are just interactions with the links from the new campaign lists. The benefit is that the sidebar is customizable, and PC creation mode and campaign lists have been added. Additionally, the DLC modules have been updated so that everything propagates into these new lists.
I have a request to all the SW DLC developers to hopefully address everything before the release.
Cheers,
JPG
Thanks JPG. I didn't mean to sound overly negative, I think it will be really useful for Pathfinder etc. where you have big lists of items and npc's and lots of character creation stuff. My concern is that savage worlds is rules light in terms of item lists etc (They tend to be short lists) and I am not sure that the benefit of these extra features is worth the costs in time of having to update all the DLC (and my lovely themes hehe). If there's a choice, I'd prefer that the sw ruleset was left alone. If not, I'll just get on with it :)
Mortar
September 21st, 2016, 22:55
I think very few of the in use DLC required a huge over-haul. JPG can chime in with a bit more info on that, as I am pretty sure he has already updated most of the DLC (if not all)
You can also select, not just the category as mentioned in Eric's video, but specific products you want visible in the sidebar buttons. The equipment lists in the two Winter Eternal books is 104 items combined - and some of that is repetition of what's in the SW rule book, or a slight setting specific variation.
For the normal user, all this update does is slightly change the way they are used to doing things, and makes some information easier to find.
Skellan
September 21st, 2016, 23:07
I think very few of the in use DLC required a huge over-haul. JPG can chime in with a bit more info on that, as I am pretty sure he has already updated most of the DLC (if not all)
You can also select, not just the category as mentioned in Eric's video, but specific products you want visible in the sidebar buttons. The equipment lists in the two Winter Eternal books is 104 items combined - and some of that is repetition of what's in the SW rule book, or a slight setting specific variation.
For the normal user, all this update does is slightly change the way they are used to doing things, and makes some information easier to find.
Fair enough, I'll get on with testing it then.
Talyn
September 21st, 2016, 23:10
Besides, Savage Worlds is a CoreRPG ruleset. When CoreRPG gets updated, that part of Savage Worlds gets updated right along with it. Which is a good thing. I'm hoping I can be either a positive influence or enough of a pain in the posterior to get Savage Worlds even more CoreRPG-compliant so that afterwards the ruleset dev can just worry about SW-specific stuff and let CoreRPG handle everything else. Which is not what we have right now.
Meliath1742
September 22nd, 2016, 00:13
I've noted that when I swap between the GM and Play tabs, certain library items that I've de-selected (Parcels, Quests, Tables), get re-selected when I go back to the GM tab.
Mortar
September 22nd, 2016, 02:36
Two thing I noticed tonight, both in SW.
1. The "shortcuts" asset doesn't cover the whole sidebar, freshly checked for updates in vanilla. It does resize as I select/deselect sidebar buttons, but still doesn't cover the whole sidebar. Could be a result of my small physical screen size and resolution.
15422
2. When a player joins a game and opens his "Archetypes" button, he sees all of the pregens from HIS loaded modules, not necessarily what the GM wants him to see. If the GM shares one of his archetypes/pregens it will appear on the player's list. This was found on one computer with two instances of FG open, each had different open modules. I can grab a screenie i you need one for this.
damned
September 22nd, 2016, 02:44
#1 is due to a "shortcuts" definition
<framedef name="shortcuts">
<bitmap file="graphics/frames/desktop.png" />
<left rect="0,0,50,400" />
<middle rect="50,0,148,400" />
<right rect="198,0,2,400" />
</framedef>
Trenloe
September 22nd, 2016, 02:53
This was found on one computer with two instances of FG open, each had different open modules. I can grab a screenie i you need one for this.
Are these two player instances running at the same time while connected to the same GM? If so, don't do this as they will be trying to access (read and write) to the same campaign cache files. At best you might get some weird behaviour, at worst you'll end up with corrupt player caches and even FG crashes.
Trenloe
September 22nd, 2016, 03:06
#1 is due to a "shortcuts" definition
<framedef name="shortcuts">
<bitmap file="graphics/frames/desktop.png" />
<left rect="0,0,50,400" />
<middle rect="50,0,148,400" />
<right rect="198,0,2,400" />
</framedef>
That framedef is actually OK - the middle rectangle will be tiled to fit the total space required - between the left and right rectangle, as per: https://www.fantasygrounds.com/refdoc/framedef.xcp That's how frames work (if the correct left, right and middle is defined).
The issue here is that in the Savage Worlds ruleset there is just a left rect defined, so there is no horizontal tiling - just a maximum width of 200:
<framedef name="shortcuts">
<bitmap file="graphics/frames/desktop_sidebar.png" />
<left rect="0,0,200,512" />
</framedef>
Mortar
September 22nd, 2016, 03:11
That framedef is actually OK - the middle rectangle will be tiled to fit the total space required - between the left and right rectangle, as per: https://www.fantasygrounds.com/refdoc/framedef.xcp That's how frames work (if the correct left, right and middle is defined).
The issue here is that in the Savage Worlds ruleset there is just a left rect defined, so there is no horizontal tiling - just a maximum width of 200:
<framedef name="shortcuts">
<bitmap file="graphics/frames/desktop_sidebar.png" />
<left rect="0,0,200,512" />
</framedef>
What he said! Ninja'd by the Trenloe!
Are these two player instances running at the same time while connected to the same GM? If so, don't do this as they will be trying to access (read and write) to the same campaign cache files. At best you might get some weird behaviour, at worst you'll end up with corrupt player caches and even FG crashes.
Two instances open on a single computer, 1 as the GM and the other as player. Its why I mentioned elsewhere I need to test this with someone to make sure, but I though I would post it here just in case
Trenloe
September 22nd, 2016, 03:18
That framedef is actually OK - the middle rectangle will be tiled to fit the total space required - between the left and right rectangle, as per: https://www.fantasygrounds.com/refdoc/framedef.xcp That's how frames work (if the correct left, right and middle is defined).
The issue here is that in the Savage Worlds ruleset there is just a left rect defined, so there is no horizontal tiling - just a maximum width of 200:
<framedef name="shortcuts">
<bitmap file="graphics/frames/desktop_sidebar.png" />
<left rect="0,0,200,512" />
</framedef>
As the graphic is exactly the same throughout (i.e. there are no special borders) then just changing the left to middle will fix it, as the middle will be tiled and sized to fit, whereas left is not - it's a fixed width left edge:
<framedef name="shortcuts">
<bitmap file="graphics/frames/desktop_sidebar.png" />
<middle rect="0,0,200,512" />
</framedef>
damned
September 22nd, 2016, 03:51
Hehehe i Know mine works - I was just posting out what part was failing/needed :)
WansumBeats
September 22nd, 2016, 03:54
So on the advice of Mask_of_Winter I installed the test version on my PC. I'm in the process of working on my commoners games. I dragged an image from my downloads folder into my "Image and Maps" folder and I'm getting an error and the map isnt showing up in the list at all.
"Script Error: [string "campaign/scripts/masterindex_window.lua"]:393: createWindow: Invalid parameter 1"
Shows up everytime i change group.
Also not sure if its been mentioned before... but my characters were created with the LIVE version and in the TEST version when i click on any characters race LINK button in the character sheet.. it opens a window with the RACE as the header but NO TEXT appears in the window... happens with ALL races buttons. Races were dragged and dropped right out core rules
Mask_of_winter
September 22nd, 2016, 04:00
So on the advice of Mask_of_Winter I installed the test version on my PC. I'm in the process of working on my commoners games. I dragged an image from my downloads folder into my "Image and Maps" folder and I'm getting an error and the map isnt showing up in the list at all.
"Script Error: [string "campaign/scripts/masterindex_window.lua"]:393: createWindow: Invalid parameter 1"
Shows up everytime i change group.
Also not sure if its been mentioned before... but my characters were created with the LIVE version and in the TEST version when i click on any characters race LINK button in the character sheet.. it opens a window with the RACE as the header but NO TEXT appears in the window... happens with ALL races buttons. Races were dragged and dropped right out core rules
He is using Savage Worlds.
Trenloe
September 22nd, 2016, 04:03
So on the advice of Mask_of_Winter ...
I stopped reading at this point.
;)
Mortar
September 22nd, 2016, 04:04
I stopped reading at this point.
;)
+1000000
Skellan
September 22nd, 2016, 10:35
Ok, so I have been messing about with the test version. I was wrong, I can see the filtering being useful, especially for writing adventures etc. Being able to create groups is a lot better than having info on tabs. Thanks for your hard work on this Moon Wizard
A bug I found is that creatures from the the Hellfrost bestiary give this error message when they are dragged to the combat tracker and their attack is clicked.
Script Error: [string "scripts/manager_skill.lua"]:80: attempt to index local 'sSkill' (a nil value)
Also, the filtering isn't recognising the Hellfrost Bestiary as a group withing the NPC tab.
The Deadlands noir, Deadlands Reloaded and Hellfrost rulesets have graphical errors - I presume that this is a known issue. (The graphics bug also affects the character selection window - it seems to return to the default one rather than the dlc one.)
We now have a 'quest' sidebar button but there is not a quest tab on the party sheet.
Also the Wildcard filter might be better as yes/no rather than 0 or 1
Mortar
September 22nd, 2016, 11:25
For the group filtering I believe that is because that module is missing a <group> tag. I saw that with Rome but haven't investigated yet.
Skellan
September 22nd, 2016, 16:44
Also, some of the filtering perhaps needs tidying up. Foe example, with SW Players Guide and Fantasy Companion loaded, the option of 'medieval' weapons yields no results, but medieval melee gives results.
Mortar
September 22nd, 2016, 17:00
That could be a result of the way each module has the items grouped
Skellan
September 22nd, 2016, 17:31
Yeah, probably. It needs standardising across all the modules really. It might be easier to simplify these filters in the meantime? Not sure, I am just reporting stuff
Mortar
September 22nd, 2016, 17:33
I'm just throwing ideas at you here as I am nowhere near a computer right now.
Mortar
September 22nd, 2016, 17:41
It doesn't help much either that until 2 weeks ago there was no real standardisation across any of the FG content. Every community dev had his own little way of doing things. Enter the idea of the master record and the only way it will work is to set the standard. Which they did with the news letter they sent to the devs on the 7th. The information in the newsletter is freely available on the wiki under Developer Guides there are two recent entries by JPG.
Add to that some of the content has been around a few years and likely in need of a bit more than a bit of tweaking.
This is hitting ALL the rulesets layered on CoreRPG. We Savages just appear to be the most vocal right now
Mortar
September 22nd, 2016, 18:02
This phone is about to meet its end under the tracks of a freaking excavator...another double post
BOOT KNIFE
September 23rd, 2016, 00:40
While using the Savage Worlds ruleset I ran into an issue. Has anyone had problems with the Images & Maps tab? I created a new group and could not move anything into the group. When I restart the campaign the Image & Map group I created has now disappeared. I have some images in the Image folder under the Campaign folder and one of the images is automatically grouped into the super powers group. Any ideas would be helpful. Also I don't know if its been reported yet but the NPC button/tab does not have a label. Sorry if someone else has already brought this up but I really don't feel like reading 37 pages of this thread.
Talyn
September 23rd, 2016, 02:47
I randomly have problems with Groups with every ruleset. So far, deleting the campaign I'm working in and creating a new one clears the problem, so technically it's working just something in there isn't updating every time.
chillman0122
September 23rd, 2016, 13:29
I just jumped on the Test version, and I gotta say, I'm pumped. It took me a hot minute to figure out what was going on, but as a GM this is going to save me a ton of time and make gameplay a lot smoother and easier. Thanks guys, and keep up the good work!
I was using the Forge in 5e, though, and I couldn't get magic items to drop into the magic item side... they'd pop into the equipment side (which of course meant the Forge wouldn't do anything with them).
Oh, and I don't know if this is the right thread for it, but is there any way to sneak in an option to get HP damage counters to count DOWN instead of up in 5e? This still causes confusion with my players, even the veterans occasionally.
Trenloe
September 23rd, 2016, 13:49
Oh, and I don't know if this is the right thread for it, but is there any way to sneak in an option to get HP damage counters to count DOWN instead of up in 5e? This still causes confusion with my players, even the veterans occasionally.
This would actually be a big change as a lot of underlying code is effected. Damage would have to count down, healing would have to count up, colour coding for damage would have to be changed, etc., etc..
Keep smacking your players around the head until they get it. ;-)
EDIT: But, you may also want to add this to the FG wishlist so the devs can at least consider the option for future inclusion. https://fg2app.idea.informer.com/
chillman0122
September 23rd, 2016, 14:13
This would actually be a big change as a lot of underlying code is effected. Damage would have to count down, healing would have to count up, colour coding for damage would have to be changed, etc., etc..
Keep smacking your players around the head until they get it. ;-)
EDIT: But, you may also want to add this to the FG wishlist so the devs can at least consider the option for future inclusion. https://fg2app.idea.informer.com/
Thanks for the link. I was thinking making the option toggle between current usage and displaying some sort of "holder" value that's (HPmax - damage). You wouldn't have to change the program itself, just make the output to the boxes where current HP is displayed (character sheet, party sheet, combat tracker). The change would be superficial only and not effect how the rest of the program works, i.e. color coding, healing, etc.
Of course, I have no idea how this program is written, so I don't know how hard it would be to add a variable like that, keep track of it for each player/npc (in the combat tracker), and swap out the displayed values in all the places where damage is shown. I've done a little programming, so I know that even a superficial change can mean months of work ;)
Trenloe
September 23rd, 2016, 14:27
Thanks for the link. I was thinking making the option toggle between current usage and displaying some sort of "holder" value that's (HPmax - damage). You wouldn't have to change the program itself, just make the output to the boxes where current HP is displayed (character sheet, party sheet, combat tracker). The change would be superficial only and not effect how the rest of the program works, i.e. color coding, healing, etc.
I had thought myself that maybe there was a way to make the change would be superficial, but then the expectation from most FG users is that wounds/healing would be dragged to this new "holder", which would then require the code changes I mentioned above. So, a lot of FG users would lose functionality they're used to, and/or get confused when they couldn't do what they've done before.
And, yes, a lot of FG users do drag/drop damage/healing onto the wounds field. Discussed very recently here: https://www.fantasygrounds.com/forums/showthread.php?34166-Basilisk-s-Thread-of-Stupid-Questions&p=290882&viewfull=1#post290882
With Fantasy Grounds being around for 10 years it can sometimes be an issue when making seemingly minor, superficial changes from a user experience perspective, a coding perspective and a community development perspective (breaking people's extensions).
Anyway, as mentioned, add it to the wishlist and let the devs make the decision on how difficult this would be to implement, what the impact would be to existing use and code, and whether they wish to consider it for a future release.
chillman0122
September 23rd, 2016, 14:40
I had thought myself that maybe there was a way to make the change would be superficial, but then the expectation from most FG users is that wounds/healing would be dragged to this new "holder", which would then require the code changes I mentioned above. So, a lot of FG users would lose functionality they're used to, and/or get confused when they couldn't do what they've done before.
Anyway, as mentioned, add it to the wishlist and let the devs make the decision on how difficult this would be to implement, what the impact would be to existing use and code, and whether they wish to consider it for a future release.
That's why I was thinking you could put a toggle in the Options to switch displayed value... either way, I put it on the wishlist, we'll see if it gets any traction.
Trenloe
September 23rd, 2016, 14:45
That's why I was thinking you could put a toggle in the Options to switch displayed value...
I understand what you're saying about adding the option - but doing this would require drag/drop functionality to be maintained for both options and that is where all of the coding has to be updated for the new option. You can't just change the interface without impacting underlying code and functionality. Anyway, thanks for adding to the wishlist. :)
Zacchaeus
September 23rd, 2016, 18:14
I was using the Forge in 5e, though, and I couldn't get magic items to drop into the magic item side... they'd pop into the equipment side (which of course meant the Forge wouldn't do anything with them).
You put magic item templates into the right hand side. If you drop a magic item it will go, correctly, into the left side since the Forge is expecting you to add something to that magic item via a template.
chillman0122
September 23rd, 2016, 18:47
You put magic item templates into the right hand side. If you drop a magic item it will go, correctly, into the left side since the Forge is expecting you to add something to that magic item via a template.
Yeah, I don't know what I was thinking. Thanks!
dulux-oz
September 26th, 2016, 08:04
OK, something "broke" on the FG Client-side in the latest update re:
DB.addHandler("mynode.*","onAdd",fpDealWithNewNode); Under FGv3.1.7 a FG Client will run fpDealWithNewNode() without problem. Under FGv2.0 only the FG Host runs the function. Also, onChildAdded is also "failing" in the same way.
Is this a "feature" or a bug - because either way its gone and broken a sh!tload of code. If its a "feature" what is now the process to get an FG Client to run a function on a (public) node being added? If it is a bug, then at least we now know about it :)
Looking forward to getting this one resolved ASAP (talk about a massive speedhump :( )
Cheers
Moon Wizard
September 27th, 2016, 19:30
Okay, lots of good feedback. Here is feedback, updates and questions through Sep. 21 posts. I'll post again later with Sep. 22 onward.
SW Sidebar Underlay Issue
Identified, and addressed in next push.
Pregens
Originally, this was brought up by Mortar, in regards to SW archetypes, but it is relevant to all systems which support pregens.
This is expected behavior right now for any record type, so it would need to be customized to do anything different for pregens/archetypes. (i.e. all records in player loaded modules are always visible to them, any records in GM loaded modules which are shared are also visible to them, otherwise GM loaded module data is not visible to players)
Or, possibly, the archetypes should be moved to the GM modules only, or presented differently, or ... It's unclear to me what the desired behavior should be.
* Should players be able to peruse archetypes and pregens, and select one that way?
* Should the GM control which archetypes are added to the Characters window, and the player shouldn't even see the Archetypes?
* and so on...
Script error when adding files to Images folder
I was able to recreate, and looking into this right now.
SW Race Links
WansumBeats (or anybody else who can recreate), can you send me a character with an incorrect race link?
Perhaps your links are different somehow, such as different display class or different fields? I used the common format in the SW Deluxe and other DLC modules.
Thanks,
JPG
Talyn
September 27th, 2016, 19:58
Well, <pregens> is a CoreRPG thing so don't ALL the rulesets support it?
<archetypes> are specific to Savage Worlds but they are sorta-kinda-really-but-not-really the same thing. LOL They're more frameworks to drop onto the Character window so a player can very quickly make his own character using that framework that is close enough to a "class" concept he had in mind. Whereas a pregen is just that - a fully developed character ready to play with no tweaking.
So yes, an Archetype will be listed in the Player's Guide (under any setting which has them) under the Character Creation chapter so players should definitely be able to see them. Pregens should remain as-is where the GM imports them to his campaign. If I'm allowed to make a "wish list" it's that the pregen window also showed the basic stats that the normal character window would show. (level, class for a level and class game, which Savage Worlds is not, so I'm hoping in the future "we" can get it to show rank at a minimum on the character window).
SW does support an old method of clicking pregens into the game, which I'm told was the inspiration for the new <pregens> code which is far superior. Either way, the CoreRPG <pregens> method has been repeatedly tested by myself and Mortar, possibly a few others and it works perfectly.
viresanimi
September 28th, 2016, 02:24
Well, <pregens> is a CoreRPG thing so don't ALL the rulesets support it?
Simple answer is "no". Not every ruleset is based on Core, though I do believe the majority is, by now.
Vires Animi
WansumBeats
September 28th, 2016, 04:31
SW Race Links
WansumBeats (or anybody else who can recreate), can you send me a character with an incorrect race link?
Perhaps your links are different somehow, such as different display class or different fields? I used the common format in the SW Deluxe and other DLC modules.
Thanks,
JPG[/QUOTE]
Hey Moon, Heres a picture of what happens.15484
So the characters are pregens that i made awhile ago.
The pregens are the atlantean, the half-orc, and the humans... infact all the premade character ive checked in my "commoners" setting do the same thing ive got 8 different ones i think.. im just showing you three of them for example.
When i update to 3.2 and click on the grey button beside race on the character sheet it opens the blank windows.. with just race header.
All characters were drag an dropped outta the SW core books and you can see the core book is open.
Also the core book opens pages correctly you can see i opened the android window by clicking on the page from the core book.
Tonight i created a new blank character and dropped saurian race from SW core book onto the race slot on the PC sheet and it opened the link properly when i clicked on it.
So this appears to be a problem only with characters already created.
The Atlantean race grey circle button opens the Atlantean window with no text.. same for half orc and human... bottom sheet is new pc i made tonight and dropped saurian and its working.
spite
September 29th, 2016, 06:07
Powers set to "rest" with any number of uses causes that power to be hidden in combat mode similar to unprepared spells. However powers does no offer the option to select prepared or not.
For example, here is the settings with all uses on daily
https://puu.sh/rruB1/0f87424f3c.jpg
here is how it looks on combat instead of prep. All things showing correctly
https://puu.sh/rruBo/40323f5768.jpg
Here is the settings for rest
https://puu.sh/rruCX/0a6227af24.jpg
Here is how it looks on combat
https://puu.sh/rruDF/41647e4c0b.jpg
Zacchaeus
September 29th, 2016, 10:50
Powers set to "rest" with any number of uses causes that power to be hidden in combat mode similar to unprepared spells. However powers does no offer the option to select prepared or not.
Not just when set to rest but when set to 'Once' as well. Everything ok when set to 'Daily'
Moon Wizard
September 29th, 2016, 18:38
OK, our server spike this weekend was very distracting, as I have been rewriting portions of our update system. Apologies for the slow response and updates this last week.
Picking up where I left off last time...
SW Race Links (WansumBeats)
Thanks for the pics. I'd like to get a copy of the pregens module or campaign, or the export of those characters, so I can see what the links look like in the older version. I'm trying to figure out what display window they're trying to use, and figure out where that information came from.
SW CT attack script error (Skellan)
Identified, and will be fixed in next push.
SW missing Hellfrost Bestiary group (Skellan)
Skellan, I'm seeing this on my machine without issue. Can you verify that you don't have a "TAG30002FG2_Hellfrost_bestiary" folder in modules that might be overriding? Also, can you try reverting the module in the Module Activation window (Modules button in Library, then right click on module entry and select Revert).
SW party sheet quest/xp tab (Skellan)
This has not been implemented yet. The existence of the quest records is part of the underlying CoreRPG layer. I can hide the Quests completely, if not useful for now.
SW graphical errors in Deadlands and Hellfrost extensions (Skellan)
I assume you are talking about the sidebar buttons not matching and the character and campaign list frames. If so, these are known, and I'm working with the extension developers to address. If you are referring to something else, let me know.
SW NPC Wildcard filter options (Skellan)
I looked at this briefly, but I needed to write an alternate type of filter to support visible tags different than underlying data. (i.e. the wildcard field data for npcs is 0 or 1) I'll see what I can do.
SW Data Typing (Skellan, Mortar)
This is a known issue, and something beyond what I was trying to tackle at this point. Part of the problem is that each setting book classifies items differently, so it's not clear whether to impose a different type scheme that is globally useful but different than the setting book, or to use the type specified in the setting book.
Disappearing Empty Groups (BOOT KNIFE)
This is expected behavior at this point. It automatically cleans up data between sessions, and avoids some issues of loading/unloading modules leaving orphan groups.
Missing NPC list label (BOOT KNIFE)
I'm not seeing this in my version. I see "NPCs" at the top of the list. Are you running any extensions?
Images automatically placed in groups incorrectly (BOOT KNIFE)
Hmm, not sure on this one. I might want to take a look at your campaign folder if you want to zip it up and e-mail to me. (
[email protected]) Just reference this thread.
Reporting items (BOOT KNIFE)
Don't worry about duplicate reporting. If it's a duplicate, someone might say so just for clarity. However, it's useful to me to ensure that I don't miss anything, plus it lets me know multiple people are encountering.
Random Problems with Groups (Talyn)
Any information that you can provide me on these issues? I don't have enough information to look into this.
Forge in 5E (chillman0122)
All the items in the items list, including magic items, will only drop in the equipment side of the forge; as these are complete items. If you check the DMG in the library, there's another link for "Magic Item Templates" which are the modifiers that can be applied to items. Let me think how to proceed with this. I might add a item templates record type for 5E to handle these.
HP Count Down (chillman0122)
Yeah, it's been one of those things that would be really cool to fix. However, the issue is deeply ingrained in several sections of the code from before my time. It will eventually bug me enough to address, regardless of priorities.
FG Client side onAdd events (dulux-oz)
A lot of code had to be rewritten with regards to events to keep up with memory limitations and the massive influx of DLC. Part of the reason for the v3.2.0 version bump. I saw your e-mail, and I'll be following up as I investigate.
SW Pregens vs. Archetypes (Talyn)
Yeah, I thought about that when I was making changes to the SW ruleset, but the variety of completeness among these records across the settings is quite wide. Since they are similar concepts, it made sense to lump them together. Otherwise, you'd have 2 different places to go looking for these record types.
Perhaps the answer is that "archetypes" should be in player modules only, whereas "pregens" should be in GM modules only? Even then, I'm sure there are different views.
Some 5E Powers not visible in combat mode (spite/Zacchaeus)
Just added to my list to investigate. It might be in next push, or the one after.
Thanks,
JPG
Talyn
September 29th, 2016, 19:04
SW Pregens vs. Archetypes (Talyn)
Yeah, I thought about that when I was making changes to the SW ruleset, but the variety of completeness among these records across the settings is quite wide. Since they are similar concepts, it made sense to lump them together. Otherwise, you'd have 2 different places to go looking for these record types.
Perhaps the answer is that "archetypes" should be in player modules only, whereas "pregens" should be in GM modules only? Even then, I'm sure there are different views.
Thanks,
JPG
That seems to be how the Savage crowd likes things in Fantasy Grounds anyway. When I first started Lankhmar and I was doing the Reference Manual system rather than the old Story page style, I figured why not match the Book/PDF exactly and have both in the same product so the RefManual had all the content nice and neat and easy to get to. But I was out-voted so it's split into Player and GM Guides.
Regardless, Players should not be seeing the "pregens" list at all, only the GM.
On that note: is it the new intent that all the various content be available on the campaign sidebar? If so, should we still bother hand-coding (or PAR5E-ing) the lists, indexes, collapsible indexes, etc. on the Library page like we currently see in all the FG products?
Moon Wizard
September 29th, 2016, 19:39
The thing is that pregens and archetypes are so similar that they actually overlap in the settings books. My plan is to leave them as a single sidebar button and record type, but to possibly move "adventure pregens" for specific adventures into GM modules and move "general settings pregens" from setting books into the player modules. Is that what you were thinking too?
On the indexing, that's a good question we're still figuring out. The way that some internal developers are solving is just to point a link to the master list (Ex: class="masterindex" recordname="item") from the module library section.
Regards,
JPG
Talyn
September 29th, 2016, 19:51
I was considering doing exactly that, but I haven't bothered yet to figure out what the class names, etc. for the various campaign sidebar windows are...
Do you have any examples off the top of your head of settings that mix archetypes and pregens? I don't own all the SW settings but the ones I do have are quite explicit in separating them, and as I said above the archetypes are always in the character creation section because they are designed specifically for very fast character creation. Choose an archetype, give it a name, gear and start playing.
From a FG XML code perspective, yes they're identical (or very nearly so) to pregens.
Erin Righ
September 29th, 2016, 20:10
For the record, I had to do some pretty major re-writes on all the DOE's as well - it took me a while to un-learn and then re-learn some of the basic architecture around windows and how they operate to get the DOE's working properly.
Still, they're all done now (and I kept the old v3.1.7 versions in archive just in case) :)
Hey Dulux-Oz, I love your extensions and if you would like help testing them in the new architecture, I'd be happy to help.;)
dulux-oz
September 30th, 2016, 02:49
Hey Dulux-Oz, I love your extensions and if you would like help testing them in the new architecture, I'd be happy to help.;)
Thanks for the offer, I'll keep it in mind for the next round of changes/updates. The current FGv3.2 versions are working (unless Moon changes something radically) so at the moment its all good - thanks.
FYI my "onAdd" issue is dealing with a brand new Ruleset which is still in alpha/pre-alpha, so I don't need any help with that yet (apart from Moon fixing the underlying issue, if that's what's best to happen).
Glad you like the Extensions :)
Cheers
spite
September 30th, 2016, 03:57
Thanks for the offer, I'll keep it in mind for the next round of changes/updates. The current FGv3.2 versions are working (unless Moon changes something radically) so at the moment its all good - thanks.
FYI my "onAdd" issue is dealing with a brand new Ruleset which is still in alpha/pre-alpha, so I don't need any help with that yet (apart from Moon fixing the underlying issue, if that's what's best to happen).
Glad you like the Extensions :)
Cheers
Oooh ooh I wonder what ruleset that is? Could it be 13th age? Or perhaps CoC 7th? The possibilities are positively titillating.
dulux-oz
September 30th, 2016, 03:59
Oooh ooh I wonder what ruleset that is? Could it be 13th age? Or perhaps CoC 7th? The possibilities are positively titillating.
I'm not doing CoC7 (someone else is - damned, I think), and its not for 13A either - its for something else (ooooooh) :p
spite
September 30th, 2016, 04:01
I'm not doing CoC7 (someone else is - damned, I think), and its not for 13A either - its for something else (ooooooh) :p
Oh god you're evil!
Finally just picked up Savage Worlds, and trying it this weekend. Finally close to completing my ruleset collection and you are all trying to throw new ones at me. WON'T ANYONE THINK OF MY WALLET.
dulux-oz
September 30th, 2016, 05:06
Oh god you're evil!
And this is news because... ?
spite
October 1st, 2016, 09:05
Having issues across my campaigns that if players are in the combat tracker when people join, they are visible and work correctly, but any new players added to the tracker as friendly are invisible to people already connected. Turning them to enemies reveals them, but returning them to friendly doesn't change how they appear (they still show as enemy)
5th edition ruleset that is
Tested again, no extentions, new campaign and recreated.
Brynnan
October 2nd, 2016, 17:31
Can we get the Modules list, where we turn on/off modules to sort (maybe optionally) as their module type like the Library does? Core Books, Adventures, etc. I have an awful long list of modules available.
Brynnan
October 2nd, 2016, 17:49
I watched the video on the new version. I can't tell you how stoked I am about it. It's been too long. :)
Is there a discussion somewhere about the "foldering" system of the modules and how the updates are changing?
I have the Complete D&D Bundle, so as we have noted, updating both Wizards and Steam content is excruciating. Part of that is because all of the modules are merged into a single huge file. When you do an update, the file is regenerated (apparently) even if there are no changes. This causes you to need nearly 2GB to even do an update as well as the time to physical recopy the file into the new one. How is the new update engine different?
Will this change also help out on the FG Initial load time and/or Campaign load times? Will this or some other changes help out on the client load time when people join your game? If this has already been discussed in relation to 3.2, please point me to it.
Thanks!
Trenloe
October 2nd, 2016, 18:14
Part of that is because all of the modules are merged into a single huge file.
Not in 3.2 - each encrypted module is a separate file.
rob2e
October 2nd, 2016, 19:13
Can we get the Modules list, where we turn on/off modules to sort (maybe optionally) as their module type like the Library does? Core Books, Adventures, etc. I have an awful long list of modules available.
This is a fantastic idea.
spite
October 2nd, 2016, 23:04
Has anyone noticed the color of enemies in the combat for trackers is almost green now?
https://puu.sh/rvCXN/ce8fa39757.png
This is only for players connected, for the GM, it remains the normal red as pictured
https://puu.sh/rvDBt/10593e7669.png
spite
October 2nd, 2016, 23:19
Also, all languages seem to be understandable by everyone regardless of what's set.
Languages where it's come up that everyone can read, orc, draconic, primordial.
damned
October 3rd, 2016, 05:31
spite I think Moon Wizard responded the first time you posted this as he couldnt recreate?
Can you provide more info? Ruleset, extensions, steps to recreate...?
spite
October 3rd, 2016, 07:37
spite I think Moon Wizard responded the first time you posted this as he couldnt recreate?
Can you provide more info? Ruleset, extensions, steps to recreate...?
Ahh I must have missed that. I will run some testing tomorrow and try to recreate it with a new campaign and see if I can.
So I've been trying to recreate it with joining my own campaign locally but am unable.
I am not sure how to recreate it, but will do some testing with the players it has been happening with.
Blackfoot
October 4th, 2016, 03:38
Is there a reason why Polyglot is a universal translator in PFRPG? We're working around it by adding the language name Polyglott but... is there a reason for this?
Andraax
October 4th, 2016, 03:50
The following are all "special" languages:
* Speaks all
* Understands all
* Comprehend languages
* Polyglot
* Tongues
https://www.fantasygrounds.com/forums/showthread.php?20332-Tenians-Language-Chat-Extension-for-select-FG-3-0-rulesets&p=235410&viewfull=1#post235410
Moon Wizard
October 4th, 2016, 06:39
Updates
[CoreRPG+] Added story templates to generate story entries using tables lookups.
[CoreRPG+] Added "Equipped" state to the PC inventory items, in addition to "Carried". (Not used in Fate/SW/Numenera)
[5E/4E/PFRPG/3.5E] Armor and shields added to inventory will automatically equip if armor and shield not already equipped.
[5E/4E/PFRPG/3.5E] Equipped armor and shields will calculate armor adjustments automatically.
[5E] Multiple damage types in weapon damage field will be parsed to weapon entries when added to PC.
[5E] Racial ability score increase traits will handle racial ability reductions.
[5E] When initial monk or barbarian level added, the unarmored defense secondary ability will be added to armor class details automatically.
[5E] Added Stealth field to armor detail record.
[5E] PC powers with no group defined that used a refresh period of encounter or once would not appear in Combat mode. Fixed.
[3.5E] Modifier for ability modification effects not calculating correctly. Fixed.
[DEV] onChildDeleted event not being called for handlers registered via DB.addHandler when image files deleted. Fixed.
[5E] Added DMG item templates to master items list.
[5E] Removed subtype appended to Type values, since data was too varied to be useful.
[SW] Updated War of the Dead theme for v3.2 changes.
[CoreRPG+] Script errors when changing groups after deleting files in campaign images folder. Fixed.
[5E/4E/PFRPG/3.5E] Script error when dropping number on party sheet experience fields. Fixed.
[SW] Script error when rolling attacks from combat tracker. Fixed.
[SW] Sidebar underlay not expanding to handle 3 columns. Fixed.
[DEV][CoreRPG+] Added bHidden flag to library record types to hide records from sidebar/library, but still use other features.
[DEV] onChildAdded event not being called on client for shared nodes. Fixed.
JPG
Moon Wizard
October 4th, 2016, 06:54
spite,
Here's what I see in the GM and client CT.
There seems like there is something not working right on the client side for your machine. Can you try nuking the cache on the player client machine (even if it's the same machine)?
Also, make sure there is not a CoreRPG folder in your rulesets directory, or any extensions running.
Thanks,
JPG
dulux-oz
October 4th, 2016, 06:54
Updates
[DEV] onChildAdded event not being called on client for shared nodes. Fixed.
JPG
Yeap - that's working - thanks Moon :)
Skellan
October 4th, 2016, 06:59
Updates
[SW] Script error when rolling attacks from combat tracker. Fixed.
[SW] Sidebar underlay not expanding to handle 3 columns. Fixed.
JPG
Thank you JPG
drvolk
October 4th, 2016, 08:48
Updates
...
[CoreRPG+] Added "Equipped" state to the PC inventory items, in addition to "Carried". (Not used in Fate/SW/Numenera)
[5E/4E/PFRPG/3.5E] Armor and shields added to inventory will automatically equip if armor and shield not already equipped.
[5E/4E/PFRPG/3.5E] Equipped armor and shields will calculate armor adjustments automatically.
...
This is also something, i realy missed, thanks !
But the armor modifiers for the speed is not calculated and automaticly set for equiped armor, is it possible to do it also ?
I would also prefer the "Armor modifiers" flag to be enabled automaticly for the equiped armor, but maybe others dont want that ... :)
LordEntrails
October 4th, 2016, 16:21
Excellent work Moon, thanks!
spite
October 4th, 2016, 20:10
I nuked the cache and it appears to have fixed the issue with monster's showing incorrectly in the combat tracker. I'll make sure I inform all my players to do the same and see if the issue stays resolved. Thanks Moon.
Probably down to having not nuked it since converting back to 3.1.7 and back recently.
Talyn
October 4th, 2016, 20:27
FYI: Not sure what changed in today's push but as soon as the update finished FantasyGrounds.exe set off my avast! antivirus. It pulled it into the quarantine area while it scanned it for awhile, then came back clean so restored the file. I've never had that happen.
damned
October 4th, 2016, 22:33
Some antivirus applications will have issues with the Fantasy Grounds updater process. One EXE launches another and that connects to the internet and downloads another EXE...
If you are running TEST some of these have not (and some may not ever get) been reported to the AV vendors as safe...
Moon Wizard
October 5th, 2016, 22:29
Updates
[UPDATER] EULA updated (SmiteWorks Ltd, Finland to SmiteWorks USA)
[CoreRPG+] Removed "Polyglot" as language override, since it is used in some RPG systems.
[5E/4E/PFRPG/3.5E] When equipping armor, the armor speed adjustment will also be calculated.
[SW] Updated campaign list graphics.
JPG
drvolk
October 6th, 2016, 06:53
Thanks, great work!
---
I would put following idea onto the "wishlist", but if you like it and want implement it also allready into 3.2 , would be even greater :)
- Only equiped Weapons should be shown on the "Actions" Tab
LordEntrails
October 6th, 2016, 21:20
- Only equiped Weapons should be shown on the "Actions" Tab
Disagree, or at least concerned. Often times after weapons are added to the inventory and their actions are created, players may alter those to account for special things like sneak attack etc. If an unequipped item was removed, then it would be a bummer if those alterations were lost.
Moon Wizard
October 6th, 2016, 21:42
Yeah, I thought about that, now that the concept of equipped weapons was available. However, I probably won't do that for now to avoid any confusion, and special setups like LordEntrails mentions. But, we'll see where it goes.
In the future, I may add an equipped field to the weapon entries, which tracks the equipped status of the item in the inventory. Then, they would all appear in preparation mode, but only equipped entries would appear in combat mode. Then, the player can mark any weapon which they want to appear on the Combat tab, and it gives the option to match the play style of the group. (just equip everything, or be very specific).
Regards,
JPG
Zacchaeus
October 6th, 2016, 21:49
Updates
[UPDATER] EULA updated (SmiteWorks Ltd, Finland to SmiteWorks USA)
There must be one helluva long list of things to do if it's taken 6 years to 'fix' this one :)
Blackfoot
October 6th, 2016, 21:55
To some extent, the equipped aspect is a non-functional 'extra step', if we were playing a video game it would make more sense.. but we don't really need another flag to flip to handle what can be done with an emote or a few words. The intention of FG is to aid in remote table-top play not to make an MMO.. right? :)
If it does a little emote to the chat window when you switch weapons.. well.. that might be cool.. I guess my point is.. if equipping has some cool useful function.. then awesome... otherwise.. it's probably not worth the effort... and would likely be more bad than good.
Zacchaeus
October 6th, 2016, 22:08
No, I can see benefits to Moon Wizards idea of being able to have a bunch of weapons visible in preparation mode just like spells and only those equipped appearing in Combat mode. It caters nicely I think for both your and LordEntrails points/concerns.
drvolk
October 7th, 2016, 06:53
I agree with all pro and contras to the "weapon equip action" idea :)
But if only equiped weapons shown on the action tab, then you could also equip allways all your weapon in your inventory if you want to have them all in your actions tab.
This could also be done as default when drag&drop a weapon into the inventory tab as example.
So i dont see a real problem with it.
For me, if you have only actions for equiped weapon you could better track a switch of weapons etc. within compat.
E.g you could write an extension which sent a comment into the chat window when a player equip another weapon within combat to have it in his actions tab. Then as DM you could say "Hey you need a default action for that!" :)
I am one of that fraction who likes to have as much automation as possible (for the DM), so the DM could concentrate more to the rpg playing.
spite
October 7th, 2016, 19:45
Is it worth reporting when character sheets are wiped/broken by updating from 3.1.7 to 3.2.0?
It's not an issue since being on the tester version I always keep backups etc, but our character sheets are severely broken after the last push when I changed from 3.1.7 to 3.2.0. This issue also remains when importing from xml from saving the chars in 3.1.7 and re-importing them at 3.2.0.
Zacchaeus
October 7th, 2016, 19:55
For what ruleset and in what way are they broken?
spite
October 7th, 2016, 20:25
For 5e ruleset, and everyone's inventory has been reduced to 5 - 6 lines, with 1-2 lines of empty. Everyone's powers have been removed (not spells, only added powers etc). Everyones stats are wrong, with some zeroes or random numbers or set to 10s across the board. Two characters are also blanked entirely, just empty char sheets with their names on them.
If I return to 3.1.7 and re-import the same xmls, they load correctly. I could upload the XMLs for someone to fiddle with and see if it does the same for them.
Zacchaeus
October 7th, 2016, 20:40
Hmm, I'm not seeing anything like this. Do you have any extensions loaded? And does it happen in a new campaign or just an existing one?
spite
October 7th, 2016, 20:53
Happened in a new campaign created that night specifically because of the issue with the characters not loading. The XMLs were exported working correctly in 3.1.7 and loaded into a new 3.2.0 campaign. Only decals loaded for extensions.
spite
October 7th, 2016, 21:11
3.2.0 character sheets
Abilities tab https://puu.sh/rB4UE/f6ab940ed7.png
Inventory https://puu.sh/rB4Wa/2a6f38cd28.png
Actions tab https://puu.sh/rB4Xy/a4a239499d.png
Main tab https://puu.sh/rB4Z9/c7f0f7b7e8.png
And the same files imported in 3.1.7
Main tab https://puu.sh/rB5U5/a602c48579.png
Abilites https://puu.sh/rB5Vz/5c3ff93246.png
Inventory https://puu.sh/rB5WL/3262a190e0.png
Actions tab https://puu.sh/rB5XC/cb875182c0.png
Zacchaeus
October 7th, 2016, 21:16
Can you post a couple of the xmls and I'll import them into mine to see what happens. Cheers
spite
October 7th, 2016, 21:18
Here we go. These are freshly exported from 3.1.7.
Zacchaeus
October 7th, 2016, 21:38
OK, they are all corrupted when I import them too. Looking at the xml it seems all over the place; It would seem that somehow there's story entries from PotA mixed into the character's XML. So it would appear that the problem would be with the export rather than anything else. I think you are going to need Moon Wizard or someone who understands the XML better than I do. But I don't think the problem is with v 3.2; it's something else.
Moon Wizard
October 7th, 2016, 22:27
spite,
The export files that you posted are already corrupted. Do you have the files from the original campaign or the original character exports?
Thanks,
JPG
spite
October 7th, 2016, 22:40
Those are exported from the 3.1.7 campaign I have open, and the characters are fine when I am looking at them. Just clicked the blue downwards arrow in the PCs list and saved them as titled.
spite
October 7th, 2016, 22:45
Interestingly, I can copy over the backup db.xml that I have, and the characters show fine, and seem to export and import fine if I keep on 3.2.0.
Perhaps in an issue with 3.1.7 exporting on my computer?
Note: the db.xml is from 3.1.7, it's my major backup file.
Moon Wizard
October 8th, 2016, 00:58
So, those files you posted were exports from a campaign only opened in v3.1.7? Or was it opened in 3.2.0 at some point?
Can you send me the ZIP of the campaign folder from 3.1.7 and 3.2.0? (
[email protected])
I've seen some strange data behavior I'm trying to track down, and I'm hoping that your archived campaign may help me recreate. I can't tell if it is because of issues in an earlier build, or an ongoing issue.
Thanks,
JPG
spite
October 8th, 2016, 01:04
So, those files you posted were exports from a campaign only opened in v3.1.7? Or was it opened in 3.2.0 at some point?
Can you send me the ZIP of the campaign folder from 3.1.7 and 3.2.0? (
[email protected])
I've seen some strange data behavior I'm trying to track down, and I'm hoping that your archived campaign may help me recreate. I can't tell if it is because of issues in an earlier build, or an ongoing issue.
Thanks,
JPG
Those exports were from 3.1.7, but the campaign file I am sending you has been open in both live and test. The backup has been only 3.1.7 but I can't guarantee that it never went to the test version at some point. :/
Moon Wizard
October 8th, 2016, 01:12
Think I found the issue, and it's related to reloads within the same session. Working on patch. This may have impacted any campaign opened in 3.2.0 and using /reload or return to launcher and back while in the same FG session.
Regards,
JPG
spite
October 8th, 2016, 01:15
Think I found the issue, and it's related to reloads within the same session. Working on patch. This may have impacted any campaign opened in 3.2.0 and using /reload or return to launcher and back while in the same FG session.
Regards,
JPG
Awesome. Glad I could be of some help :)
damned
October 8th, 2016, 01:35
Think I found the issue, and it's related to reloads within the same session. Working on patch. This may have impacted any campaign opened in 3.2.0 and using /reload or return to launcher and back while in the same FG session.
Regards,
JPG
Doh! That will be a few of mine!
Moon Wizard
October 8th, 2016, 01:37
Updates
[CoreRPG+] Added (Empty) tag for records with empty values for filter fields.
[CoC] Added spell campaign list, and weapons sublist.
[CoC] Rebuilt modules included with ruleset to work better with v3.2.0.
[DEV][CoreRPG+] Added boolean and number filter options to master index lists.
[FG] Category information incorrect after /reload or return to campaign in same FG session. Fixed.
JPG
Moon Wizard
October 8th, 2016, 01:38
Trneloe,
Let me know if you need help looking through your db.xml files. Basically, there will be a bunch of category tags where you're not expecting them. (i.e. they should only be on top-level item, npc, etc.)
Regards,
JPG
damned
October 8th, 2016, 02:09
Trneloe,
Let me know if you need help looking through your db.xml files. Basically, there will be a bunch of category tags where you're not expecting them. (i.e. they should only be on top-level item, npc, etc.)
Regards,
JPG
Was that meant for me?
Ive just been rolling back to a backup. I had just thought it was because i was also switching sometimes between 3.1.7 and 3.2.0 but I definitely do a lot of reloading :)
Im ok - nothing that cant be fixed.
dulux-oz
October 8th, 2016, 02:54
Doh! That will be a few of mine!
And mine! :(
poobah_1
October 8th, 2016, 21:03
So maybe a dumb questions, but is this the forum where I might be able to request an improvement?
If so, I have two
1) Allow for higher level NPC (CR rating) to roll a critical on a roll of 18-20. And enable the REROLL 1 2 for NPC's as well. Giving them the same flexibility as PC's in the actions tab would be much appreciated and even things out.
2) Foldering of windows...Maybe this is coming out. But I have a 10 chapter homebrew campaign with over 600 story entries. I would love to not have to scroll down each time. Any way to organize that would be wonderful.
You guys do a great job...
PooBah
Zacchaeus
October 8th, 2016, 21:17
So maybe a dumb questions, but is this the forum where I might be able to request an improvement?
If so, I have two
1) Allow for higher level NPC (CR rating) to roll a critical on a roll of 18-20. And enable the REROLL 1 2 for NPC's as well. Giving them the same flexibility as PC's in the actions tab would be much appreciated and even things out.
2) Foldering of windows...Maybe this is coming out. But I have a 10 chapter homebrew campaign with over 600 story entries. I would love to not have to scroll down each time. Any way to organize that would be wonderful.
You guys do a great job...
PooBah
This is the more appropriate place (https://fg2app.idea.informer.com/) to add your wishes.
There's currently no NPC that gets a crit range nor the ability to reroll 1's or 2' which is probably why you don't see it (amongst other considerations)
Oberoten
October 8th, 2016, 21:45
So how far of are we for a live release on 3.2.0?
- Obe
Trenloe
October 8th, 2016, 21:50
2) Foldering of windows...Maybe this is coming out. But I have a 10 chapter homebrew campaign with over 600 story entries. I would love to not have to scroll down each time. Any way to organize that would be wonderful.
Use category tabs: https://www.fantasygrounds.com/wiki/index.php/Campaign_Data#Categories
Zacchaeus
October 8th, 2016, 22:01
So how far of are we for a live release on 3.2.0?
- Obe
Sometime after FG Con next weekend - a matter of weeks; unless anything goes wrong :)
JohnD
October 10th, 2016, 23:47
Apologies if this is answered elsewhere, but I cannot find it.
Does 3.2 contain what might be called "fudge die roll" functionality? As in, the GM has an attack, wants it to miss, so rather than putting -10 or something into the Modifier box (which the players then see), the GM brings up a box where you can enter a predetermined end roll then the shadow dice roll for show and the desired result is displayed.
Zacchaeus
October 11th, 2016, 00:13
Not quite, but the ability to enter a manual dice is available, so it could in theory be used like that.
Moon Wizard
October 12th, 2016, 21:32
Updates
[5E/PFRPG/3.5E/CnC] Weapons will be equipped by default, and will be hidden in the PC Actions tab combat mode or mini window if not equipped.
[FG] Crash could occur if target of an open radial menu deleted by another client and radial menu selection completed. Fixed.
[FG] When creating characters in Manage Characters mode after deleting other characters, the new window would sometimes contain existing character data. Fixed.
[5E/4E/PFRPG/3.5E] Effect not working and script warning when using IF: CUSTOM effect conditional option used. Fixed.
[DEV] Wild card token paths would not display any token after using /reload command. Fixed.
[SW] Pirates theme updated.
[CoreRPG+] Links to non-table records within rollable tables used by story templates will now be shown as link lists in generated story records.
[CoreRPG+] When using replacement tags in story templates, table names with hyphens were ignored. Fixed.
[CoreRPG+] Unable to drag tables or story templates onto their campaign lists to make a copy. Fixed.
Regards,
JPG
Moon Wizard
October 12th, 2016, 21:58
I just added a wiki entry about Story Templates.
https://www.fantasygrounds.com/wiki/index.php/Story_Templates
Cheers,
JPG
Andraax
October 12th, 2016, 22:12
As in, the GM has an attack, wants it to miss, so rather than putting -10 or something into the Modifier box (which the players then see),
The players don't see modifiers put into the box. Here are two screenshots - first is the GM side, showing two sets of attack rolls, the first without a fudge, the second with a "GM fudge" of -5. Notice there is no difference in appearance for the player view...
15616
15617
darrenan
October 12th, 2016, 22:21
I just added a wiki entry about Story Templates.
https://www.fantasygrounds.com/wiki/i...tory_Templates
Cheers,
JPG
Reading that wiki entry in isolation, it seems to me that there's context and/or additional information that are needed to really make sense of the page. It seems like that wiki page should have a couple other pieces of information at least:
Creating a Template When creating a story entry do you do something different to make a template, or is a template just like any other story entry, but it becomes a template as soon as you put replacement brackets/tags in it?
Using a Template to Create Story Entry Is this a right-click option on a template? Are you then prompted for the name of the new story entry? It's not at all clear how you use a template to create a new story entry.
An example of how and why you would use templates would probably be very useful and instructive.
Zacchaeus
October 12th, 2016, 23:02
If you click on the story menu you'll see a new icon called 'template' click on that to open a new blank template. Formatted text can now be entered as normal and if you place text in square brackets it will look for a table with that name. Once you are done click on Generate and a new story will be created based on the template. Templates are listed in the library (if they exist in a module)
Essentially their purpose is to output table entries in a more readable fashion rather than as a very hard to read bunch of stuff in Chat.
Moon Wizard
October 12th, 2016, 23:14
I added a bit more detail at the top to specify that story templates are different than story records, and managed in a different area.
Cheers,
JPG
Moon Wizard
October 13th, 2016, 22:27
Updates
[CoreRPG+] Random encounters added to generate encounters with variable numbers of monsters using dice expressions.
[SW] Updated Sundered Skies theme extension.
[5E] Updated PHB modules with new reference manual layout
[CoreRPG+] Removed dice field from encounter record.
Regards,
JPG
Talyn
October 13th, 2016, 22:35
[CoreRPG+] Random encounters added to generate encounters with variable numbers of monsters using dice expressions.
Um... it's not letting me drop an NPC on it to test that out... I've tried several methods of doing so.
Trenloe
October 14th, 2016, 00:35
Um... it's not letting me drop an NPC on it to test that out... I've tried several methods of doing so.
Works fine for me. Try unlocking the encounter maybe? If it is unlocked, what ruleset?
Talyn
October 14th, 2016, 00:37
Works fine for me. Try unlocking the encounter maybe? If it is unlocked, what ruleset?
It was unlocked. I could create a normal encounter fine but the random one would not let me drop an NPC. I forget which ruleset but a very high probability it was C&C.
Trenloe
October 14th, 2016, 00:53
I realised I hadn't updated v3.2.0 test for a couple of days, ran an update and the functionality (allowed dropping of dice on encounter entry) has gone away.
@JPG?
EDIT: don't worry, I see the new functionality now - via the encounter button, not dropping dice on the encounter creature entry.
Talyn
October 14th, 2016, 00:55
Ok just ran a test. Dropping an NPC onto the Random Encounter works perfectly in: CoreRPG, PFRPG, 4E and 5E. C&C (which is not CoC!!! lol) will not allow an NPC to be dropped onto the encounter. In Savage Worlds, the [Random] button does not even exist.
Trenloe
October 14th, 2016, 01:04
C&C (which is not CoC!!! lol) will not allow an NPC to be dropped onto the encounter.
Works OK for me in Castles and Crusades.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=15625
Talyn
October 14th, 2016, 01:05
Well WTF let me try again with a fresh campaign... not that there's much of anything in my current one...
Edit: NOPE! Fresh campaign, zero extensions, random encounter frame is UNlocked and it absolutely will not let me drop an NPC onto it.
Edit2: FOUND THE PROBLEM! It works just fine if I drop an NPC from the module I'm working on because I left all the NPC and Encounters UNLOCKED per the dev guidelines. In the examples before, however, I was trying to drag monsters from the Monsters & Treasures pack, and all those are locked and will not drop into the Random Encounters. They drop perfectly fine into a normal encounter, so not sure what's going on with that. But there ya go JPG! lol sorry mate.
Moon Wizard
October 14th, 2016, 05:47
Updates
[CnC] Some monsters could not be added to random encounter records by drag and drop. Fixed.
[SW] Random encounters button missing. Fixed.
JPG
drvolk
October 14th, 2016, 09:59
[5E/4E/PFRPG/3.5E] The ability used for all standard skills can be changed.
I just noticed that the standard abilities for the standard skills not filled with a default value (at least in the PFRPG ruleset), so you have to choose them manually for all standard skills.
Is it possible to set a default ability for the skills like in 3.1.7 version it is allready the case ?
Dr0W
October 15th, 2016, 09:00
Savage Worlds - 50 Fathoms Player Guide won't add their races to their races to the Races tab.
PS: I only own the Player Guide, in the past I have had problems that people with the bundle didn't so please take that into account if the problem can't be replicated.
Edit: I thought about stopping being an cheapass and buying the whole pack right now since I really love 50f, but I just noticed that it isn't on Steam. Right now I can only use national credit cards and steam let's me handle it, will 50f be on steam any time soon?
YAKO SOMEDAKY
October 15th, 2016, 19:06
What would be the function of the Story Template?
Trenloe
October 15th, 2016, 19:09
What would be the function of the Story Template?
https://www.fantasygrounds.com/wiki/index.php/Story_Templates
Talyn
October 15th, 2016, 22:53
I don't entirely get those either. I wouldn't mind if someone who does "get" them writes up an awesome one using all its potential and release as a community module for us to get inspiration from. ::wink wink nudge nudge:: LOL
ddavison
October 15th, 2016, 23:13
Savage Worlds - 50 Fathoms Player Guide won't add their races to their races to the Races tab.
PS: I only own the Player Guide, in the past I have had problems that people with the bundle didn't so please take that into account if the problem can't be replicated.
Edit: I thought about stopping being an cheapass and buying the whole pack right now since I really love 50f, but I just noticed that it isn't on Steam. Right now I can only use national credit cards and steam let's me handle it, will 50f be on steam any time soon?
We have a bunch of the Savage Worlds stuff queued up to release on Steam as soon as we release 3.2. It doesn't make sense to release them now and then almost immediately do a massive replacement/update for them all. It should be there by mid-November at the absolute latest.
ddavison
October 15th, 2016, 23:18
I don't entirely get those either. I wouldn't mind if someone who does "get" them writes up an awesome one using all its potential and release as a community module for us to get inspiration from. ::wink wink nudge nudge:: LOL
They will be featured pretty heavily within Volo's Guide and I just finished writing a bunch of them for use within the DMG update that will go with 3.2. I had to rework a handful of tables in the DMG, but they work pretty nicely now.
There are 17 available within the DMG Update. I plan to do a video walkthrough next week for these.
adonndel
October 17th, 2016, 14:10
This weekend I found a bug where if I(the gm) was in the middle of moving a PC token on my map and then a player moved that same token that it would end up not allowing me to approve their moves nor could I select and move that token any longer.
Steps to reproduce:
1) Lock Tokens
2) The GM click on a PC's token and start moving it (not releasing the mouse button to finalize the move
3) The client (PC player) moves their token and get the customary distance line that must be then approved by the GM
4) The GM then releases the mouse button to complete the move of the token
5) GM can no longer select and move that token on the map, but the player can continue to move it for approval though the GM never see's those lines to approve.
ddavison
October 17th, 2016, 14:44
Some expanded info on story templates.
As a simple example, try this scenario:
Create a table name NPC First Names and fill it with 4 names.
Create a story Template that has something like this
Name: Sample Story template
Introduction
[NPC First Names] walks to the head of the bar and greets you.
Then click the Generate Story button. You will see it create a new story record that says something like Bob walks to the head of the bar and greets you. You could expand it further if you had a table full of weapons and then wanted to roll on a chart to see what weapon the NPC is carrying.
Name: Sample Story template
Introduction
[NPC First Names] walks to the head of the bar and greets you.
NPC Inventory:
[NPC Weapon List]
Zacchaeus
October 17th, 2016, 15:01
This weekend I found a bug where if I(the gm) was in the middle of moving a PC token on my map and then a player moved that same token that it would end up not allowing me to approve their moves nor could I select and move that token any longer.
Steps to reproduce:
1) Lock Tokens
2) The GM click on a PC's token and start moving it (not releasing the mouse button to finalize the move
3) The client (PC player) moves their token and get the customary distance line that must be then approved by the GM
4) The GM then releases the mouse button to complete the move of the token
5) GM can no longer select and move that token on the map, but the player can continue to move it for approval though the GM never see's those lines to approve.
Did the GM approve the player's move?
What ruleset?
Are you using any extensions?
Zacchaeus
October 17th, 2016, 15:33
Here's a screenshot of the kind of thing Doug is talking about in his post above.
The template is on the right and the story entry which it generates is on the left. On the right the template is calling the tables named in the square brackets. The Tavern Name one is pulling information from the random Tavern name generator in the DMG.
Phystus
October 17th, 2016, 15:55
Found a bug with the new /importnpc feature. The NPC's imported do not show up in the list until I exit the campaign, return to the campaign selection screen, and re-select the campaign. This occurred in the 3.20 version, 3.5 ruleset, no extensions loaded.
To recreate:
Start a new 3.5 campaign
Import an NPC using the /importnpc command
Open the NPC window - no NPC's are visible
Note that if you exit the campaign and restart it, the NPC shows up.
I have attached an NPC record for your convenience in testing this.
Regards,
~P
LordEntrails
October 17th, 2016, 16:30
Thanks Doug and Zacchaeus, that clarifies Story Templates for me. Zacchaeus, is your example going to end up in the wiki? Maybe even as a module? Would be very informative for users down the road.
Talyn
October 17th, 2016, 16:55
Thanks Doug and Zacchaeus, that clarifies Story Templates for me. Zacchaeus, is your example going to end up in the wiki? Maybe even as a module? Would be very informative for users down the road.
Agreed, that's why I suggested a module for the community earlier. Personally, I learn better from looking at the actual XML, and using it rather than a wiki post which is usually a combination of being too technical in language while simultaneously being too vague with the information I'd need to use.
adonndel
October 17th, 2016, 17:07
Did the GM approve the player's move?
What ruleset?
Are you using any extensions?
The GM could approve the first move even after he moved the token (approval was from original position)
5e Ruleset
No user extensions
Dr0W
October 17th, 2016, 17:52
Savage Worlds:
All the monsters from the SW Deluxe GM Guide bestiary had their Reach and Space set to 0. They have also lost the link to their standard tokens and now have none by default.
ddavison
October 18th, 2016, 03:12
The updates to the PHB and DMG have now been loaded into the 3.2 Dev channel. In the DMG, you will find a handful of different story templates. Volo's Guide will have more as well.
Talyn
October 18th, 2016, 20:13
Random Encounters: XP does not update per NPC. Not even sure if that's part of the encounter generation, or if that's something people would like?
Also, the encounter generated is locked by default, whether the Random Encounter was locked or not.
Not sure if those count as actual issues anyone really cares about or not, just something I've noticed while playing with it.
Trenloe
October 18th, 2016, 20:21
Random Encounters: XP does not update per NPC.
Any particular ruleset? In v 3.1.7 most rulesets didn't auto update the XP - allowing the GM to enter the total XP they desired for the encounter. In the 5e ruleset the refresh buttons were added to trigger a calculation of the XP based off what was currently allocated to the encounter.
So, this is a feature request, rather than a v3.2.0 issue.
Zacchaeus
October 18th, 2016, 21:43
Random Encounters: XP does not update per NPC. Not even sure if that's part of the encounter generation, or if that's something people would like?
Also, the encounter generated is locked by default, whether the Random Encounter was locked or not.
Not sure if those count as actual issues anyone really cares about or not, just something I've noticed while playing with it.
If you are talking about 5e then the random encounter doesn't show CR or XP becasue all you are seeing is a random encounter. Once you click the 'Generate Encounter' button then an actual encounter is created along with a calculation of CR and XP.
Talyn
October 18th, 2016, 21:47
Yeah, 5E is the only one with CR/XP calculations. I'm working on a C&C conversion so... didn't apply to that.
Moon Wizard
October 18th, 2016, 22:04
For CnC, the calculations would need to be added via a button, similar to the way the refresh XP button works in 5E. If you can provide how to calculate XP for the encounter from the NPC entries, it should be fairly easy to add.
In 5E, the random encounters do automatically generate the CR/XP calculation based on the generic encounter calculation in 5E.
Regards,
JPG
Talyn
October 18th, 2016, 22:18
It's probably no big deal, CKs can just manually adjust the encounter XP before activating it on the combat tracker.
C&C has a table for XP, but it's weird because it's N+1/HP so a lot of the Monsters & Treasures entries will list that formula. Say a kobold is worth 5+1 because it's a normal 1HD monster. So 5xp plus 1xp per hit point. One of the kobolds in the module I'm working with has 4hp so he'd be worth 9xp by that formula.
Moon Wizard
October 18th, 2016, 22:55
Yeah, that would be hard to automate, especially given that you don't actually roll HP for creatures until they get added to CT.
JPG
Oberoten
October 18th, 2016, 23:49
Looking at the template options a bit, is there any way to pass a variable? IE, if I make a table to generate star-systems, can I make use of data allready rolled to influence the next table in the template?
Per example lets say one table generates how close we are getting to the star and another what biomes are prevalent on the planet, is there any way for the template to recognize what was rolled on the first table to make use of the drier and more acrid biomes?
- Obe
Moon Wizard
October 19th, 2016, 02:02
No, you would need to encode those as part of the tables themselves. There's no concept of variables in the templates. That's a whole different level of templatization.
Regards,
JPG
Oberoten
October 19th, 2016, 06:08
Hmmm... Looking at it though, would it be possible to pass a bonus/penalty to the table-roll? Like [Table1, +5] or similar? Or even [Area Bonus] [Type, <Area Bonus>] ?
- Obe
Moon Wizard
October 19th, 2016, 23:24
I've been thinking of adding a dice expression override to the table links. [Table Name|Col#|Dice]
Would that do what you need? (I can see it helping with some of the DMG/Volo tables too.)
I'm not following the area bonus stuff. I probably need an example or three.
Thanks,
JPG
Trenloe
October 20th, 2016, 15:14
Data lists in the new categories:
Is it possible to have the module data icons (book) visible in the new data lists? I see the module edited icon appears (book with quill) when a module record is edited, but not the base "hey this is module data" book icon. I foresee people moving records around (some campaign, some module based) and getting confused as to which is a module record and which a campaign record.
JPG - you mentioned in another thread that drag/dropping to create copies within a data list had been disabled - this doesn't appear to be the case with v3.2.0?
Thanks.
Dr0W
October 20th, 2016, 21:30
Savage Worlds:
Map: Defeat markers doesn't work and raises an error. ("Script Error: [string "scripts/manager_tokenmarker.lua"]:118: attempt to index local 'tokenPlaceholder' (a nil value)")
When Right-clicking the map, the usual pointers (square, cone, circle, arrow) appear. The SW ruleset had the standard Burst Templates.
Moon Wizard
October 21st, 2016, 00:09
I already found the pointers issue and the distance issue. I'll look at the defeated markers before I submit my changes.
Cheers,
JPG
Mortar
October 21st, 2016, 01:56
Should the Archetypes in SW have the drop down menu populated like other windows? Right now all that's there is (All) or (None), the modules are selectable if you click on the module name in the main listing.
Moon Wizard
October 21st, 2016, 07:36
Trenloe,
Apparently, I misspoke on the drag being blocked when dragging from the campaign lists onto itself, because it seems like it should work in v3.1.7; and I don't see any code that would block it.
Regards,
JPG
Moon Wizard
October 21st, 2016, 07:54
Dr0W,
The space and reach data appear to always have been zero in the SW Deluxe GM Guide creature data records. I compared to an older version, and it was the same.
Regards,
JPG
Moon Wizard
October 21st, 2016, 08:37
Updates
[5E] Spell slots no longer automatically added on spell drops, only on class drops.
[SW] Added auto-apply range modifier option.
[SW] Unskilled entry now added to PC sheet when opened by player.
[CoreRPG+] Script error on client when closing character selection window before it finishes loading. Fixed.
[SW] Arcane Background Type not being set on new powers for players until GM visits Powers page. Fixed.
[SW] Target and movement path distances not showing correct distances. Fixed.
[CoreRPG+] Added back module indicator for campaign list items from modules.
[CoreRPG+] Script error on player client when campaign list open on both host and client when host creates a record. Fixed.
[CoreRPG+] Category information missing from records added from module while on client. Fixed.
[CoreRPG+] Link icon missing when dragging link from image or item campaign lists. Fixed.
[SW] Added races to master index in 50 Fathoms.
[CoreRPG+] Master index categories not updated after unloading a module. Fixed.
[CoreRPG+] Master index lists not updating when records imported using /import commands. Fixed.
[CoreRPG+] White dot above window when scrolling reference manual with images. Fixed.
[PFRPG/3.5E] Skills on new characters not getting key ability assigned. Fixed.
[SW] Updated Necropolis and Weird Wars II themes
[SW] Missing tokens on NPCs in SW Deluxe and Weird Wars Rome
[SW] Removed blank power in Interface Zero
[SW] Incorrect race name for Humans in Hellfrost. Fixed.
[SW] Players unable to see effects and modifiers. Fixed.
JPG
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