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View Full Version : Savage Worlds v4.5 released



Ikael
September 19th, 2017, 20:09
Savage Worlds ruleset v4.5 is now available with following updates

SavageWorlds ruleset

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

Deadlands: Reloaded

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

Horror Companion

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

Science Fiction Companion

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

Eris Beta-V

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

Interface Zero

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

Rippers Resurrected

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

Rippers

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

Hellfrost

[Module] Minor content formating updates

Lankhmar

[Improvement] Launch message updated

War of the Dead

[Dev] Slow, shambler initiative handler updated

Nemezis

[Bug] Script warning in implant inventory list. Fixed

Blood Drive 1

[Module] Broken links fixed

Blood Drive 2

[Module] Broken links fixed

Blood Drive 3

[Module] Broken links fixed

50 Fathoms

[Module] Broken links fixed

East Texas University

[Module] Broken links fixed

Knights With No Armor

[Bug] Extension was not DLR compatible. Fixed

The Sixth Gun


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

Millenium Knights

[Dev] Announcement text added

Shaintar: Legends Unleashed

[Dev] Factions button registration updated

Deadlands: Reloaded

[Module] Edge records cleaned up

Adventure Deck

[Module] Edge records cleaned up

Hellfrost

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

Hellfrost: Land of Fire

[Module] Edge records cleaned up

Smith & Robards 1880 Catalog

[Module] Missing weapon/power information added
[Module] Broken links fixed

Fantasy Companion

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

Necropolis 2350


[Bug] Adding Squad to CT did not work as expected. Fixed
[Module] Missing weapon/power information added

Ikael
September 19th, 2017, 20:09
A few highlights:

[Feature] Manual roll support added
Enable "Dice: Manual entry" option to use.

20548

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

20549

[Feature] Attack results in CT entries
[Feature] Attack results in minitracker entries
Attack and damage roll results are displayed in combat tracker.

20550
20551

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

20552

Ikael
September 19th, 2017, 20:10
Few highlights, part 2:

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

20553

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

20554

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

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

20555

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

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

20557

20556

Ikael
September 19th, 2017, 20:53
If you use my community extensions, you can find updated version from following links:

SW Enhanced Library (https://www.fantasygrounds.com/forums/showthread.php?19202-Savage-Worlds-Enhancement-Extensions&p=152731&viewfull=1#post152731)
SW NPC Maker (https://www.fantasygrounds.com/forums/showthread.php?20807-SW-NPC-Maker-extension&p=172074&viewfull=1#post172074)
SW Roll Statistics (https://www.fantasygrounds.com/forums/showthread.php?27206-SW-Roll-Statistics-extension&p=243069&viewfull=1#post243069)
SW Global Effects (https://www.fantasygrounds.com/forums/showthread.php?34202-SW-Global-Effects-extension&p=291162&viewfull=1#post291162)
Miscellanous extensions, part 1 (https://www.fantasygrounds.com/forums/showthread.php?38569-Ikael-s-miscellaneous-extensions&p=340308&viewfull=1#post340308)
Miscellanous extensions, part 2 (https://www.fantasygrounds.com/forums/showthread.php?38569-Ikael-s-miscellaneous-extensions&p=340809&viewfull=1#post340809)

Talyn
September 21st, 2017, 00:52
Just joined @GunBunnyFuFu's game (Shaintar) and every time I click the Chase Tracker button the console pops up and I get:

Script Error: [string "ct/scripts/minitracker.lua"]:20: attempt to index a nil value

I'll get him to pipe in what all extensions he might be running.

Additionally, on the Player view, the +Damage icon does not light up when I get a raise on an attack. The GM view did show the icon light up and it did roll the bonus damage.

Ikael
September 21st, 2017, 06:08
Additionally, on the Player view, the +Damage icon does not light up when I get a raise on an attack. The GM view did show the icon light up and it did roll the bonus damage.

This is expected, you don't need to highlight that button anymore (and it doesn't get highlighted after successful attack) because raise is detected from pending attack entries on CT (see screenshot) and bonus damage dice is rolled based onthat. You can still manually highlight the button and it will enable damage bonus as well, but unless you skip whole targeting feature alltogether, consider that button "deprecated"

20616

Ikael
September 21st, 2017, 17:22
Just joined @GunBunnyFuFu's game (Shaintar) and every time I click the Chase Tracker button the console pops up and I get:

Script Error: [string "ct/scripts/minitracker.lua"]:20: attempt to index a nil value


This issue has been addressed in latest hotfix patch (expect to see it soonish in live). It contains following changes:



[Bug] Script error when opening client chase minitracker. Fixed
[Bug] Double clicking on hold action card on client minitracker didn't show interrupt message. Fixed

Talyn
September 22nd, 2017, 23:42
This is expected... I was not expecting it. If I roll some dice which trigger a bonus, then I expect to see that stuff lit up on my screen since it was my dice, and the bonus will be affecting my next die roll. Players are people, too, or something like that! :)

Ikael
September 22nd, 2017, 23:51
I was not expecting it. If I roll some dice which trigger a bonus, then I expect to see that stuff lit up on my screen since it was my dice, and the bonus will be affecting my next die roll. Players are people, too, or something like that! :)

The design here is, if you are rolling multiples trait dices at once (like ROF > 1, Frenzy etc.), say you would roll 4 trait dices and 1 wilds die! You would get following result: Miss, Hit, Raise, Hit. What would you expect to to see/roll next? Previous system did highlight Raise/damage bonus if any of your rolls resulted raise, but in that case it would be misleading. Another example is if you would roll 4 trait dices and 1 wild die and you would get, Hit, Raise, Raise, Hit. The previous system would have highlighted damage bonus, but after you rolled it, it would be gone and no it doesn't highlight the second raise.

This new approach skips the "highlight desktop elements" because, as mentioned in above examples, can be misleading. Instead, if you're using targeting the attack result would indicate the same effect. Like said in previous posts, Damage bonus indicator on desktop can be considered deprecated, but I didn't want to remove it if people want to play without targeting features.

zarlor
September 23rd, 2017, 15:17
*snip*
This new approach skips the "highlight desktop elements" because, as mentioned in above examples, can be misleading. Instead, if you're using targeting the attack result would indicate the same effect. Like said in previous posts, Damage bonus indicator on desktop can be considered deprecated, but I didn't want to remove it if people want to play without targeting features.

Indeed, please don't remove it. I personally use FG for character maintenance and as an electronic dice roller at the tabletop even without using any features from the combat tracker (since I don't have a GM running FG for me to connect to.) So even disconnected I find FG quite useful even in a situation where those targeting features could not be used.

Talyn
September 23rd, 2017, 16:41
Right, I wouldn't want it removed either. But it's right there and the old documentation (assuming anyone ever reads it) PDF talks about it, so I do believe any indication -- especially a graphical one vs. chat text -- should flag on the player view not just the GM. That way everyone's on the same page instead of slowing things down asking "hey, wait, did this work? Is this gonna work?" and getting bogged down babysitting the script instead of playing the game.

Ikael
September 24th, 2017, 10:12
Hotfix for v4.5 ruleset is available via updater.

Changes:

SavageWorlds ruleset
Script error when opening client chase minitracker. Fixed
[Bug] Double clicking on hold action card on client minitracker didn't show interrupt message. Fixed
[Bug] Minitracker script errors after combatant was removed. Fixed

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

dragonheels
September 24th, 2017, 16:44
Hello Ikael,
I've got a question once again. Concerning multiple attacks.
I have pointed 2 ennemies on the map. I can see the lines (with the distance indicated).
Now, I'd like to attack both in the same round, with penalties thus. I left-click on the weapon on my character sheet, maintain the click, add a die by right clicking.
What do I have to do then ?
- if I drop the dice in the chat, it doesn't attack the ennemies.
- if I drop in the CT, I can only chosse one, and my 2 attacks are against this ennemiy and not the 2 I had in mind.

Is this a way to do this, or do multiple attacks have to be against one sole ennemy ?

trobadork
September 24th, 2017, 17:57
Hi dragonheels,
Go in Combat tab, and double click on the dice after pointed the 2 ennemies.

dragonheels
September 24th, 2017, 18:58
Hello Trobadork.
Thanks for your answer. May I ask how you point on the 2ennemies? I think I missed a point there...

Talyn
September 24th, 2017, 19:02
ctrl+click same way you'd target a single enemy. Double-click your attack. Scripting magic ensues.

dragonheels
September 24th, 2017, 19:12
Well, it doesn't seem to work...

The map :

20698

And the result after attacking :
20699

Ikael
September 24th, 2017, 19:53
Hello Ikael,
I've got a question once again. Concerning multiple attacks.
I have pointed 2 ennemies on the map. I can see the lines (with the distance indicated).
Now, I'd like to attack both in the same round, with penalties thus. I left-click on the weapon on my character sheet, maintain the click, add a die by right clicking.
What do I have to do then ?
- if I drop the dice in the chat, it doesn't attack the ennemies.
- if I drop in the CT, I can only chosse one, and my 2 attacks are against this ennemiy and not the 2 I had in mind.

Is this a way to do this, or do multiple attacks have to be against one sole ennemy ?

Have you prepared Combat tracker correctly? You should populate Combat tracker first, and then drag tokens from the Combat tracker to map. Otherwise targeting doesn't have required links/infos

dragonheels
September 24th, 2017, 19:59
ennemieWell, I populated the CT from an encounter. The map has benn prepared by drgaing the token from the encounter. Usefull, cause I had 8 ennemies, and in an ancounter, you cna just duplicate by entering the # you wish

Ikael
September 24th, 2017, 20:03
Well, I populated the CT from an encounter. The map has benn prepared by drgaing the token from the encounter

What product and encounter have you used?

dragonheels
September 24th, 2017, 20:06
Deadlands reloaded. And the ennemies were 'Converted Dolls' from the Grim Prairie Tales'. Encounter was a classic one, not a random one.

20702

Ikael
September 24th, 2017, 20:44
Deadlands reloaded. And the ennemies were 'Converted Dolls' from the Grim Prairie Tales'. Encounter was a classic one, not a random one.

20702

Cannot reproduce the issue. Can you PM me screenshot of your campaign where I can see your combat tracker, map and chat when the issue occurs? Also can you use /version slashcommand and take screenshot of it and PM me?

dragonheels
September 24th, 2017, 21:03
I did the whole thng again, and it works now. I think the problem is thta I tried this from the GM version. I just opened a second session as the real player, and repopulated the PC ans it's OK. I'me very sorry I did make you lose time on this...
Thanks again.
The ruleset is fabulous !

Sgain
October 7th, 2017, 05:44
now I don't have my DLR Players Handbook anymore in my Library. Disappeared after the update.

Moon Wizard
October 7th, 2017, 08:10
Try following these steps to make sure your Purchases load:

* Go to FG Settings
* Make sure that your License Key is in the top field
* Click on Manage button in Purchases section
* Enter your FG login credentials
* If you purchased anything through Steam, click on Link to Steam button, and follow directions on web page. If already done before, click Refresh on that page.
* Click Login button
* Run a new Update

Regards,
JPG

Ikael
October 7th, 2017, 19:14
Maintenance update 1 was released to public this week. In included following updates:

SavageWorlds ruleset

[Improvement] If encounter combatant doesn't have token, letter token will be used
[Improvement] Effect expiration messages updated
[Bug] Encounters does not populate combatant names correctly. Fixed
[Bug] Vehicles should be able to sustain three wounds. Fixed
[Bug] Tokens are not considered adjacent if they have size greater than one. Fixed
[Dev] CombatManager and TargetingManager overrides refactored


The Sixth Gun

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


Millenium Knights

[Dev] Announcement text added


Shaintar: Legends Unleashed

[Dev] Factions button registration updated


Deadlands: Reloaded

[Module] Edge records cleaned up


Adventure Deck

[Module] Edge records cleaned up


Hellfrost

[Module] Edge records cleaned up


Hellfrost: Land of Fire

[Module] Edge records cleaned up


Smith & Robards 1880 Catalog

[Module] Broken links fixed


Fantasy Companion

[Module] Edge records cleaned up

Sgain
October 7th, 2017, 22:15
Thanks Moon Wizard that fixed my problem - I gotta remember that anytime I have an issue.

Ikael
October 24th, 2017, 18:23
Maintenance update 2 was released today with following updates:

Savage Worlds ruleset

[Bug] Records could be dropped to locked NPC and vehicle. Fixed
[Bug] Locked encounters could be edited. Fixed
[Bug] CT append/random numbering does not work. Fixed
[Bug] Duplicating combatant in CT did not copy all values. Fixed
[Bug] Damage could not be updated if NPC was from module. Fixed
[Module] Missing weapon/power information added

Hellfrost

[Module] Confusion, Pummel and Storm powers fixed

Fantasy Companion

[Module] Missing weapon/power information added

Horror Companion

[Module] Missing weapon/power information added

Science Fiction Companion

[Module] Missing weapon/power information added

Rippers Resurrected

[Module] Broken links fixed
[Module] Missing weapon/power information added

Smith & Robards 1880 Catalog

[Module] Missing weapon/power information added

Deadlands: Reloaded

[Module] Missing weapon/power information added

Interface Zero 2.0

[Module] Missing weapon/power information added

Necropolis 2350

[Bug] Adding Squad to CT did not work as expected. Fixed
[Module] Missing weapon/power information added

Rippers

[Module] Missing weapon/power information added

Eris Beta-V

[Module] Missing weapon/power information added

Ikael
December 20th, 2017, 09:50
New updates available

SavageWorlds

[Improvement] Dropping power to sheet from deluxe player's guide will populate more information
[Improvement] Notification is delivered if party sheet feature is used but the sheet is empty
[Improvement] Reach information shown in NPC and vehicle attacks
[Module] Shaken rules updated
[Module] NPC space values updated to match their size
[Bug] Traits and Attacks were not rendered in CT if NPC didn't have wildcard information. Fixed
[Bug] Old Module NPC weapons were not linked to skills in CT. Fixed


Other products
Minor updates to following produts:


Beasts & Barbarians
Beasts & Barbarians: Garden of Death
Daring Tales of Chivalry #01: A Knights Tale
Daring Tales of Chivalry #02: Death at the Joust
Daring Tales of the Space Lanes #2 - Bad Debts
Deadlands Noir
Deadlands Noir - Player's Guide
Deadlands Reloaded - Blood Drive 1: Bad Times on the Goodnight
Deadlands Reloaded - Blood Drive 2: High Plains Drover
Deadlands Reloaded: Abracadabra and an Arab Cadaver
Deadlands Reloaded: Blood Drive 3 - Range War!
Deadlands Reloaded: Coffin Rock
Deadlands Reloaded: Devil's Night
Deadlands Reloaded: Don't Drink the Water
Deadlands Reloaded: For Whom the Whistle Blows
Deadlands Reloaded: Grim Prairie Tales
Deadlands Reloaded: Knights with no Armor (Savage Worlds)
Deadlands Reloaded: Marshall's Handbook and Extension
Deadlands Reloaded: Murder on the Hellstromme Express
Deadlands Reloaded: OneSheet Adventure PAK
Deadlands Reloaded: The Flood
Deadlands: Reloaded PG
ETU: East Texas University
ETU: Horror for the Holidays
Hell on Earth Reloaded
Hell on Earth Reloaded Player Guide
Hellfrost Land of Fire
Hellfrost: Against the Elements
Hellfrost: Descent Into Madness
Hellfrost: Descent Into Madness
Hellfrost: The Eostre Festival
Hellfrost: The Fey Tower and Deadly Glade
Hellfrost: The Lost City of Paraxis
Kith'takharos Campaign Setting
Millennium Knights
Nemezis
Rippers
Rippers Resurrected: Frightful Expeditions
Savage Tales for Fantasy Grounds: Noble Deceit
Savage Tales For Fantasy Grounds: Through the Cathode Ray Tube
Savage Worlds Fantasy Bestiary Toolkit
Savage Worlds Setting: Necessary Evil
Savage Worlds Setting: Necropolis 2350
Savage Worlds: 50 Fathom's Player's Guide
Savage Worlds: 50 Fathoms
Savage Worlds: Necropolis 2350 Player Guide
Savage Worlds: Perilous Places & Serious Situations
Sundered Skies #4: Mindthief
Sundered Skies: Festival of Madness
Sundered Skies: Mists of the Savannah
The Folio: The Complete Roslof Keep Campaign
Wonderland No More: Egg of Seven Parts

mghauber
December 21st, 2017, 02:11
Hey Ikael,
Regarding the Sci-Fi Companion... a lot of the links including mods, cyberware, power armor are still giving run time errors.... Just a head's up....

Ikael
December 21st, 2017, 08:03
Hey Ikael,
Regarding the Sci-Fi Companion... a lot of the links including mods, cyberware, power armor are still giving run time errors.... Just a head's up....

Have you remembered to enable Science Fiction Companion extension? Write /version to chat and you should see it listed in extensions

mghauber
December 22nd, 2017, 17:02
That was indeed it. Forgot to activate the extension.... Thank You.

Do have another question though.... On page 47 of the Sci-Fi Companion, there is a sidebar detailing the types of superstructures that are available when you take the mod, however, I can not find anything in FG that references this info. The links through the vehicles work, but the entries under the superstructure mod links to the "generic" description instead of the more detailed mod referenced in the sidebar. Is this an oversight or am I not looking in the correct place?

Jay_NOLA
December 23rd, 2017, 18:28
I noticed some errors in the Sci-Fi Companion and in the the Fantasy Companion. (I took advantage of the sale and got the last Companions I was missing.)

Pinnacle has errata/updates sheets for those two products and none of the corrections are in the Fantasy Grounds versions. Pinnacle I do know did update the Sci fi Companion PDF with the corrections.

I emailed support a detailed email on this.

mghauber
December 24th, 2017, 20:29
Thanks Jay. I did find the sidebar info in, of all places, under the TOC marked "SIDEBARS"! duh... Wasn't aware of the updates. I'll check them out. Thanks to all the devs for their hard work. Merry Xmas all!!

Jay_NOLA
December 24th, 2017, 21:14
The links to the updates are:

One thing with the Science Fiction Companion to errata to watch out for is that some are gear changes to certain characters and the errata doesn't make it clear that just one item got fixed or changed and that the other gear remains the same and some changes are going to require multiple things to be fixed in the Fantasy Grounds version.


Note the Fantasy one is made to replace entire pages so you need to look closely to see what was changed. In most cases it was just a table got change radically or had some changes in one part of it.

The links are at:


https://s3-us-west-2.amazonaws.com/peg-freebies/SFC_P97_Errata.pdf

https://s3-us-west-2.amazonaws.com/peg-freebies/SW_Fantasy_Comp_Update-1.pdf

dikdastard
January 2nd, 2018, 18:26
Still having a minor issue dragging weapons on to an unlocked NPC. Dragged a derringer .41 from DLR players guide and it loses its "ranged" status meaning I have to manually open the item details and edit it. This doesnt happen with weapons dragged from SW PG that I have tried so far. Might be a related issue but the listing on the item from DLR only shows some of its data until it has been added then the data becomes visible eg number of shots etc. One of my players was finding he had to add items to his character sheet just to be able to find out more about them on a recent shopping spree.

dikdastard
January 5th, 2018, 12:55
also possibly another related bug shows up when dragging weapons from looted npcs post battle to the party sheet several information elements disappear including damage dice- more manual repairs have to be done before can drag a working version onto PC character sheet from party sheet

Ikael
January 6th, 2018, 21:13
Still having a minor issue dragging weapons on to an unlocked NPC. Dragged a derringer .41 from DLR players guide and it loses its "ranged" status meaning I have to manually open the item details and edit it. This doesnt happen with weapons dragged from SW PG that I have tried so far. Might be a related issue but the listing on the item from DLR only shows some of its data until it has been added then the data becomes visible eg number of shots etc. One of my players was finding he had to add items to his character sheet just to be able to find out more about them on a recent shopping spree.

First of all, can you use /version slashcommand in FG and post whole output to here so I know what version, extensions and modules you are using.

I haven't been able to reproduce the issue but note that lots of modules have been updated recently. When did you update your FG last time? The .41 Derringer should have been ok for long time and the Ranged traittype sticked to it when I dragged it from DLR Player's Guide into NPC I created.

Can you give more insight in what situation hidden data becomes visible? From what module players were observing items and could not find all the data?


also possibly another related bug shows up when dragging weapons from looted npcs post battle to the party sheet several information elements disappear including damage dice- more manual repairs have to be done before can drag a working version onto PC character sheet from party sheet

This is also unreproducable issue. Can you give me step-by-step instruction how to reproduce this?

dikdastard
January 7th, 2018, 00:13
21880

If screenshot has attached correctly what I have attempted to illustrate is opening a library npc (townsfolk), creating an unlocked copy of this, then dragging a winchester 73 from dlr PG to the newly armed townsfolk. I then dragged the weapon onto the party sheet both from the NPC record and directly from the DLR PG in the items menu. Have ended up with 3 different versions of a winchester 73- the far right one being the one from the partysheet and the middle one being the version attached to the townsfolk.

dikdastard
January 7th, 2018, 00:22
21881

definitely seems to be an issue with weapons from DLR PG - did exactly same manoeuvre with winchester 76 from SW PG and got 3 correct versions.

dikdastard
January 7th, 2018, 00:43
This last example is showing the details of a weapon listing from DLR PG. Compared to a listing from the SW PG there are several information fields missing like number of shots, range increments, min str and ROF yet it would seem these data elements are held somewhere in the listing as dragging the weapon onto a PC inventory will then display them albeit with the missing ranged weapon status.

dikdastard
January 7th, 2018, 00:45
21883

Didnt seem to want to attach screenshot to last post for some reason- trying again

Ikael
January 7th, 2018, 12:06
All of the issues you mentioned are because you have out-dated version of the DLR PG module. Can you check that you don't have unzipped version of the module in your FG AppData modules folder? If you do, this would prevent you from using the most updated version that updater provides.

One another reason for you having the out-dated version that the most updated version is not provided by the FG updater yet. I will be asking Smiteworks about this

In the latest version of DLR PG I have following information:
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dikdastard
January 7th, 2018, 13:29
Thanks Ikael- appreciate your efforts- seems like the issue has already been sorted then, just need to get hold of the latest version of DLR PG. I checked for unzipped copies as you suggest but just the normal mod files to be found in appdata folder- DLR PG file was originally showing as last modified back in October- I deleted the whole mod file, ran the updater and it downloaded a fresh version on live channel- file now dated from today but whatever version it is, still has the same issue.
21887

The info in the version you are running looks to be spot on- all I need to work out now is how to get myself a copy- if I switch back to test channel would the newer version stick if I roll straight back to live or will it just reset to the live version in which case am I just best waiting for Smiteworks to update the updater? In the middle of running a campaign right now and had reverted to the live version in theory to minimise my players getting exposed to bugs although I realise sometimes the bugs get fixed some time in advance via test channel before they feed through to live. Apart from possible data loss issues from switching back and forth between modes it also takes my players an age to update everything to the correct channel at the start of the game if I have switched development modes so I really want to stick with one or the other for running the actual game.

chillybilly
January 12th, 2018, 15:01
The latest version is AMAZING! Some wonderful improvements.

Possible Bug: The Bonus Damage Die doesn't seem to automatically light up (in the lower left of the screen) upon hitting a targeted NPC with a raise. However, the actual dice rolling DOES add the proper bonus damage die (so it does work mechanically--the important thing). Is this something on my end or does it not automate for other people using the ruleset as well?

Ikael
January 12th, 2018, 22:09
The latest version is AMAZING! Some wonderful improvements.

Thank you, there are still more to come!



Possible Bug: The Bonus Damage Die doesn't seem to automatically light up (in the lower left of the screen) upon hitting a targeted NPC with a raise. However, the actual dice rolling DOES add the proper bonus damage die (so it does work mechanically--the important thing). Is this something on my end or does it not automate for other people using the ruleset as well?

That's not a bug, it's a design choise. If you use targeting, then you have noticed that attack results are rendered to CT and it will indicate if attack was raise or not. In case of raise the damage bonus is enabled against the targeted foe. GM or player does not need to enable the desktop damage bonus icon version anymore, it's there to force damage roll to use damage bonus (and for those who prefer not to use targeting).

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chillybilly
January 12th, 2018, 22:18
Thank you for the answer! I'm sorry. Coming from the old version that lit up, I thought it was just a bug. Me and my old world way of thinking! The attack results in the CT thing is AWESOME, by the way.

dikdastard
January 13th, 2018, 11:19
Re. +damage die. To be fair to Chillybilly it also caused quite some confusion with my players at first the way it is implemented. Unless you are up with the forums it does look at the moment like it needs manually clicking each time at first glance. Not sure if it is technically possible though to have both ie for it to light up in sympathy with the raise indicator in the combat tracker to reassure the newcomers. I would also just like to throw in another quick plug for a development idea I posted regarding the manually activated +dam die which would be to allow it to apply a +1d6 to ANY roll. This is a mechanic that so far I have found impossible to implement presently when players in deadlands play special red blue and legendary forms of a bennie. I realise this is a setting specific issue though.

Ikael
January 13th, 2018, 11:34
Re. +damage die. To be fair to Chillybilly it also caused quite some confusion with my players at first the way it is implemented. Unless you are up with the forums it does look at the moment like it needs manually clicking each time at first glance. Not sure if it is technically possible though to have both ie for it to light up in sympathy with the raise indicator in the combat tracker to reassure the newcomers. I would also just like to throw in another quick plug for a development idea I posted regarding the manually activated +dam die which would be to allow it to apply a +1d6 to ANY roll. This is a mechanic that so far I have found impossible to implement presently when players in deadlands play special red blue and legendary forms of a bennie. I realise this is a setting specific issue though.

The reason why I removed desktop damage bonus highlighting is the case that if you targeted multiple opponents, managed to get few successes and one raise, in old way the damage bonus would be highlighted but you might be rolling damage against wrong opponent. This new approach knows to apply damage bonus against the correct opponent. I have left to button to desktop for now but have plans to get rid of the confusion with new design in v4.6.

The +1dX to any die roll is also in my todo list because Flash Gordon uses similar approach.

Jay_NOLA
January 14th, 2018, 20:34
The Fantasy Companion has some tables that have bugs and some other ones in them. PEG updated some of the tables and other information awhile back and made replacement pages for them in a PDF. The Guts skill was removed on various tables now that had it, those tables got redone. (That was the biggest change, but as I said some other things were changed too.)

The Update PDF link is bellow if anyone needs it and in case the bug report got lost.

https://www.peginc.com/wp-content/uploads/2014/05/SW_Fantasy_Comp_Update-1.pdf

dikdastard
January 15th, 2018, 17:19
Another thing that could do with a tidy up in next version SW/Deadlands records is horses! Not really a bug as such just an inconsistency in how they are treated across source materials. I have been treating them as items as that is how they are listed in SW deluxe PG and DLR PG when characters actually purchase them, but if I want to be able to shoot them in play (I know but these are "savage worlds after all") then they need to exist as NPC's on the combat tracker. There are separate listings for horses under the critters/humans tab from SW GM guide which I can copy and edit to create an appropriate "item" which is fine but I can't get them to attach to a character's sheet or "convert" them into a vehicle then attach to the player sheet which might make sense. I can add them as "allies" via the party sheet but its a bit clunky that way.