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View Full Version : Test Release v3.3.5



Moon Wizard
March 8th, 2018, 19:22
FG v3.3.5 is now in beta testing. The plan is to push the new version in about 3-4 weeks.

As always, we're a small company so we rely on our community to help sound out each new release. Thanks in advance to all those who pitch in.

Please see the sticky thread on public testing if you want to be involved. Only the Test mode slot contains this version. I will update this thread as I release new iterations of the test version.

Key Things
1) Always backup your campaign data before running the test version.
2) If the GM is running on test then all of the players will also be running on test.
3) If you encounter an issues log them in the relevant testing thread - don't use the generic House of Healing, but use this thread.

Thanks,
JPG

Moon Wizard
March 8th, 2018, 19:22
Updates


[5E/4E/PFRPG/3.5E/CnC/d20M] NPC/PC initiative rolling via CT menu changed to Friendly/Non-Friendly initiative rolling.
[PFRPG/3.5E] Added [BAB] to tags resolved when dragging effects from PC actions tab.
[PFRPG/3.5E] Allow spell damage actions to have stat multiplier down to 0.5, minimum was previously 1.
[PFRPG/3.5E] Added Special Abilities By Type button.
[PFRPG/3.5E] Added Feats By Type button.
[PFRPG] Added Catfolk, Vanaran and Vishkanya to player languages to support Bestiary 3 player races.
[FATE] Added Common Fate token pool and NPC Fate token pool, plus drag and drop onto PC fate points.
[CoreRPG+] CTRL+click on player CT would not toggle targeting if list items smaller than list display area. Fixed.
[CoreRPG+] Unidentified item names not indenting in PC inventory when Location field specifies container item. Fixed.
[5E] Exported race records would sometimes pick up subrace information from other exported race records. Fixed.
[5E] Script error when dropping non-module items onto item forge. Fixed.
[5E] Header labels not positioned correctly in client combat tracker. Fixed.
[5E] Font too large in combat tracker menu and rounds display for default theme. Fixed.
[5E] When using the system shock optional house rule, a system shock roll of 1-3 would reset NPC wounds, instead of maxing them. Fixed.
[THEME] Missing window title font in Simple Gray theme. Fixed.
[THEME] Story/note record name not placed correctly when using Simple Gray theme in non-SFRPG campaigns. Fixed.
[THEME] Story/note record name not placed correctly when using Simple Brown theme in SFRPG campaigns. Fixed.
[THEME] Record lock toggle partial obscured by close button in story/note records when using Simple Gray theme. Fixed.
[THEME] Image record header not displayed correctly in SFRPG campaigns when using Simple Brown/Gray themes. Fixed.
[CONVERTER] Cleaned up spurious empty node warning messages.
[CONVERTER] Removed conversion failure when "module manager" option checked for a ruleset that doesn't support module manager feature.
[DEV] Added combat tracker combatant and effect iteration functions.
[DEV] Generalized TokenManager interfaces.
[DEV][CoreRPG+] Ctrl+click on iconcycler or stringcycler templates to go back a value.
[DEV][CoreRPG+] Add bWrapped option to grouped list columns.

Moon Wizard
March 8th, 2018, 19:22
Updates on 4/16 with latest changes.

Scripts/Classes Changed

CoreRPG
Global Scripts: ActionsManager, ActorManager, CharacterListManager, CombatManager, Desktop, DiceTowerManager, EffectManager, OptionsCore, StringManager, TokenManager
Specific Scripts: button_iconcycler.lua, button_stringcycler.lua, ct_menu.lua, ct_target.lua, ct_target_summary.lua, effect.lua, image.lua, imagewindow.lua, portraitselect.lua, ref_groupedlist.lua, ref_groupedlist_groupitem.lua
Window classes: charsheet, portraitselection_entry
Templates: button_setup_showonload, image_record, string_effect, sub_record_toolbar_image_step

3.5E
Global Scripts: ActionAbility, ActionAttack, ActionDamage, ActionSave, ActionSkill, ActionSpell, CharManager, CombatManager2, EffectManager35E, GameSystem, LibraryData35E, Options35E, SpellManager, TokenManager2
Specific Scripts: ct_menu.lua, ps_roll_ability.lua, ps_roll_atk.lua, ps_roll_save.lua, ps_roll_skill.lua, string_attackline.lua
Window classes: charsheet, charsheet_combat, charsheet_main, charsheet_notes, charsheetmini_main, feat, power_damage_entry, power_heal_entry
Templates: number_ct_save, number_ps_abilitycheck, number_ps_save, number_ps_skill

4E
Global Scripts: ActionAbility, ActionAttack, ActionDamage, ActionSave, ActionSkill, CombatManager2, EffectManager4E, Options4E, TokenManager2
Specific Scripts: ct_menu.lua, ps_roll_ability.lua, ps_roll_atk.lua, ps_roll_skill.lua
Window classes: charsheet, charsheet_abilities, charsheet_inventory, charsheet_notes, charsheet_tab_powers, charsheet_skills
Templates: number_ct_save, number_ps_abilitycheck, number_ps_save, number_ps_skill

5E
Global Scripts: ActionAttack, ActionCheck, ActionDamage, ActionPower, ActionSave, ActionSkill, CampaignDataManager2, CharManager, CombatManager2, Options5E, PowerManager, TokenManager2
Specific Scripts: ct_menu.lua, clientct.lua (removed), ps_roll_atk.lua, ps_roll_check.lua, ps_roll_save.lua, ps_roll_skill.lua
Templates: number_ct_ability, number_ps_abilitybonus

Castles and Crusades
Global Scripts: ActionAbility, ActionAttack, ActionDamage, ActionHeal, ActionInit, CharManager, CombatManager2, EffectManagerCnC, OptionsCnC, TokenManager2
Specific Scripts: ct_menu.lua, item_main.lua, ps_roll_ability.lua, ps_roll_atk.lua, string_attackline.lua
Window classes: ability_header, ability_stats, charsheet_abilities, item_main

D20 Modern
Global Scripts: ActionAbility, ActionAttack, ActionDamage, ActionSkill, ActionSpell, CombatManager2, GameSystem, OptionsD20Modern, TokenManager2
Specific Scripts: ct_menu.lua, ps_roll_ability.lua, ps_roll_atk.lua, ps_roll_save.lua, ps_roll_skill.lua
Window classes: charsheet, charsheet_abilities, charsheet_actions, charsheet_inventory, charsheet_notes, charsheet_skills
Templates: number_charsave, number_ct_save, number_npc_save, number_ps_abilitycheck, number_ps_save, number_ps_skill

Call of Cthulhu (6E)
Global Scripts: ActionDamage, CombatManager2, VersionManager2
Specific Scripts: ct_menu.lua
Window classes: charsheet, charsheet_inventory, charsheet_main, charsheet_notes, charsheet_personal, charsheet_skills

Fate Core
Window classes: charsheet, charsheet_abilities, charsheet_main

Numenera
Global Scripts: ActionDamage, CombatManager2
Specific Scripts: ct_menu.lua

JohnD
March 8th, 2018, 21:11
Please keep "roll all" initiative functionality for the start of every round.

Moon Wizard
March 8th, 2018, 21:24
The Roll All Initiatives option is still there; I just changed NPC/PC rolling to rolling based on faction (friendly/non-friendly). This is because some groups use friendly NPC records, and enemy PC records. It makes more sense considering that usage.

Cheers,
JPG

Mortar
March 8th, 2018, 22:05
Botched update on my end? From launcher tried to start and launch a new C&C campaign.

22545

22546


getting the same error with every ruleset I have, either trying to start a new campaign or launch an existing one.

damned
March 8th, 2018, 22:30
delete CoreRPG.pak and any unpacked CoreRPGs you might have and re-update.

Moon Wizard
March 8th, 2018, 23:05
Updates


[CoreRPG+] Character name field resizes with character sheet.
[CoreRPG/4E/FATE/D20Mod/CoC] Resizable character sheets.


JPG

Moon Wizard
March 9th, 2018, 21:24
Updates


[CnC] Updated effect modifiers to color the effect dice purple.
[CnC] Added INIT effect support to adjust initiative rolls


JPG

JohnD
March 10th, 2018, 18:30
Updates


[CnC] Updated effect modifiers to color the effect dice purple.
[CnC] Added INIT effect support to adjust initiative rolls


JPG

Don't understand the first one, but happy to see the second.

Andraax
March 10th, 2018, 19:17
If you add an effect that has a die roll modifier, the die rolled for that effect will display in purple.

https://s3.silent-tower.org/images/purple.jpg

Moon Wizard
March 10th, 2018, 19:50
Yeah, it's a way to quickly identify bonus dice which come from effects. It's been part of the D&D effects system for a while, so I added it in while I was adding the INIT tag.

Also, I updated the INIT tag to ignore Dexterity effects, since I originally borrowed the INIT code from 3.5E assuming it was similar.

Cheers,
JPG

Moon Wizard
March 12th, 2018, 00:33
Updates


[5E] Innate spellcasting not automatically handled when psionics tag used. Fixed.


JPG

Moon Wizard
March 12th, 2018, 22:35
Updates


If announcement tag not specified by a ruleset or extension, a default announcement will be posted to the chat window.
URLs in chat entries converted to chat shared link icons.
[CoreRPG+] Script errors when double-clicking on combat tracker linked NPC tokens on map. Fixed.
[CoreRPG+] When title option used for token names, the token titles would disappear incorrectly after mousing over token. Fixed.


JPG

lostsanityreturned
March 16th, 2018, 16:02
Am I reading this correctly, are the 5e initiative roll options changing to,

- All
- Friendly
- Non-Friendly

Does this include neutral in non-friendly or is it purely the hostile grouping? (meaning, is this just a name change or has the function changed)

Zacchaeus
March 16th, 2018, 17:06
Neutral NPCs are included in non-friendly

Moon Wizard
March 16th, 2018, 22:57
Updates


Behinds the scenes plumbing updates in client and CoreRPG. No functionality changed, but in process work.
[CnC] Unable to select NPC damage strings consisting of a single number. Fixed.


JPG

Moon Wizard
March 17th, 2018, 21:53
Updates (from Talyn)


[CnC] Portrait pack added with art from PHB.
[CnC] Default decal updated with art from PHB.
[CnC] XP field added to item record.


JPG

JohnD
March 21st, 2018, 15:59
Would being on the Test version impact the download of any newly purchased DLC? I bought the C&C Elemental Spells pack, newly released, this morning and after several updates it is not showing up when I go to open a new module.

Moon Wizard
March 21st, 2018, 20:22
Very unlikely. Pop a quick note off to [email protected]. Most likely, there’s a store configuration error, or a hiccup in the poor duct being registered to your account. Doug and James will have to review to see what’s happening.

Regards,
JPG

JohnD
March 21st, 2018, 20:35
Ok well everything says I've paid for It, just not the downloader. Even the FG store shows it as owned.

Patiently waiting.

JohnD
March 22nd, 2018, 05:31
3.3.5 C&C - Cannot access Castle Keeper's Guide in my library. Book is open/loaded with green checkmark.

Removed checkmark (no longer has stuff players may want to access). Still does not show up in GM's list of open books.

Closed/unloaded book. Re-opened book. Still does not show up.

Now, the Player version of the CKG I can see and open and use... just not the CK's portion of the CKG.

Moon Wizard
March 22nd, 2018, 22:13
Updates


[CoreRPG+] Unable to double click on combat tracker linked tokens to open linked sheets. Fixed.


Regards,
JPG

poobah_1
March 23rd, 2018, 14:46
I seem to be having an issue with the Regen effect.

The creature (i.e. troll) still regens even after getting fire damage.

Seems to be occuring in beta...will do more testing....

Trenloe
March 23rd, 2018, 16:51
I seem to be having an issue with the Regen effect.

The creature (i.e. troll) still regens even after getting fire damage.
Which ruleset?

Zacchaeus
March 23rd, 2018, 18:47
I seem to be having an issue with the Regen effect.

The creature (i.e. troll) still regens even after getting fire damage.

Seems to be occuring in beta...will do more testing....

If you are talking about 5e this issue was fixed in v3.3.4 and it is working in the current test build. Make sure that you are doing your testing without any extensions.

Mortar
March 23rd, 2018, 23:43
Ran into this today. Occurred in both an old campaign I had been working on, and a fresh campaign. C&C ruleset, only module loaded is the CKG remaster I am working on. Click on a link to a rollable table, and get the following error:

Script Error: [string "campaign/scripts/table_main.lua"]:143: createWindow: Unable to create window

22739


The same table opens fine from the Tables sidebar button.

ianmward
March 24th, 2018, 08:29
Not sure if this is new, but it happens in the latest version.
If you create a new effect in the Effects dialog, but don't put any text, then press the effect button, it gives the following error in the console:


Script Error: [string "scripts/manager_effect.lua"]:842: attempt to index local 'rEffect' (a nil value)

Looking at the code:
function decodeEffect(rRoll)

function decodeEffect(rRoll)
local rEffect = decodeEffectFromText(rRoll.sDesc, rRoll.bSecret);
if aEffectVarMap["nDuration"] then
rEffect.aDice = rRoll.aDice;
rEffect.nMod = rRoll.nMod;
rEffect.nDuration = ActionsManager.total(rRoll);
end
if rEffect and fCustomOnEffectRollDecode then
fCustomOnEffectRollDecode(rRoll, rEffect);
end
return rEffect;
end

decodeEffectFromText is returning nil if there is no text... makes sense, but we need to handle it, as you do just a couple of lines later.

JohnD
March 25th, 2018, 22:10
3.3.5 C&C - Cannot access Castle Keeper's Guide in my library. Book is open/loaded with green checkmark.

Removed checkmark (no longer has stuff players may want to access). Still does not show up in GM's list of open books.

Closed/unloaded book. Re-opened book. Still does not show up.

Now, the Player version of the CKG I can see and open and use... just not the CK's portion of the CKG.

Just wanted to draw attention to this again... issue still persists.

Moon Wizard
March 25th, 2018, 22:44
Updates


[CoreRPG+] Script error if effect button clicked when effect field empty. Fixed.
[CoreRPG+] Forward tab navigation not working correctly in Effects dialog. Fixed.


JPG

Moon Wizard
March 25th, 2018, 22:48
Mortar/JohnD,

I have forwarded both of your issues to Talyn. As far as I know, he was the only one making CKG updates to the Test version.

I've pushed an updated Test build with the latest data in our source control, in case some of his updates hadn't gotten pushed already.

Regards,
JPG

Moon Wizard
March 25th, 2018, 22:49
Also, please note that my planned release date for v3.3.5 is April 17. I was going to make it a week earlier, but I don't want to impact FG Con.

Regards,
JPG

Trenloe
March 25th, 2018, 23:36
I was going to make it a week earlier, but I don't want to impact FG Con.
Thank you sir! :)

Mortar
March 26th, 2018, 00:35
Mortar/JohnD,

I have forwarded both of your issues to Talyn. As far as I know, he was the only one making CKG updates to the Test version.

I've pushed an updated Test build with the latest data in our source control, in case some of his updates hadn't gotten pushed already.

Regards,
JPG

Mine was a ID 10 T error on my part :o (working on the CKG remaster no less)

I am good at those.

Mortar
March 26th, 2018, 00:38
3.3.5 C&C - Cannot access Castle Keeper's Guide in my library. Book is open/loaded with green checkmark.

Removed checkmark (no longer has stuff players may want to access). Still does not show up in GM's list of open books.

Closed/unloaded book. Re-opened book. Still does not show up.

Now, the Player version of the CKG I can see and open and use... just not the CK's portion of the CKG.

I know you had issues with downloading Elemental Spells, have you tried deleting, then re-downloading the CKG?

Moon Wizard
March 26th, 2018, 00:52
The Elemental Spells issue was a storefront issue, that has already been resolved.

Regards,
JPG

JohnD
March 26th, 2018, 03:21
Mortar/JohnD,

I have forwarded both of your issues to Talyn. As far as I know, he was the only one making CKG updates to the Test version.

I've pushed an updated Test build with the latest data in our source control, in case some of his updates hadn't gotten pushed already.

Regards,
JPG

Yes the recent change seems to have addressed the issue. Thank you.

The High Druid
March 26th, 2018, 16:38
Updates


[5E/4E/PFRPG/3.5E/CnC/d20M] NPC/PC initiative rolling via CT menu changed to Friendly/Non-Friendly initiative rolling.


I don't suppose there's any chance we could have both options? I much prefer the PC/NPC division.

Edit: To expand. I can roll NPC initiatives, and let the players do their own and all is well. But if I roll unfriendly initiative, and the players do their own, friendly initiatives would then have to be done manually.

spite
March 27th, 2018, 01:47
I don't suppose there's any chance we could have both options? I much prefer the PC/NPC division.

Edit: To expand. I can roll NPC initiatives, and let the players do their own and all is well. But if I roll unfriendly initiative, and the players do their own, friendly initiatives would then have to be done manually.

Yea I can't see the benefit of this change to be honest. Seems it's more niche than the old way.

poobah_1
March 27th, 2018, 17:28
Sorry for late reply. I was doing it wrong....seems to be working....

Moon Wizard
March 27th, 2018, 18:52
Spite/High Druid,

I was originally thinking it would be a better use case to be able to roll by faction, but rethinking this based on your feedback and thinking through it again. I’ll take a look at it next week.

Thanks,
JPG

JML
March 27th, 2018, 20:18
I must admit I'm hesitant about this initiative grouping. May be you could keep it as an option or replace with "owned" when on the GM side, which would group all that the players don't manage.

Blackfoot
March 31st, 2018, 18:19
There's an issue in the Pathfinder 3.3.4 ruleset with NPC spells.
If you set up an NPC as having 'Sorcerer' type spells it does not give you the option to 'prepare' them.. but when you lock the NPC the spell class disappears because no spells are prepared. You need to switch to a 'Wizard' type spellcaster, prep the spells, then switch back to sorcerer in order to correct the issue. Obviously this is a bug.

spite
April 1st, 2018, 03:11
4e Ruleset, melee weapon damage details can only be 1/2 or 2x. The standard value is no longer available. https://puu.sh/zTGzO/3821176985.png
Clicking it just switches between the two. This has only happened with this release.

Moon Wizard
April 4th, 2018, 22:10
Blackfoot,

I'm not able to recreate the issue. Can you walk me through the steps to see this issue in a new NPC, and verify whether you have any extensions installed?

The behavior I'm seeing is that checkboxes for each spell are greyed out and empty when in Preparation mode while caster type is set to Spontaneous. When in Combat mode, the spells are visible with a number of checkboxes equal to the spell slots available. (This is also the view when record is locked, i.e. Combat.)

Thanks,
JPG

Moon Wizard
April 4th, 2018, 22:27
Updates


[5E/4E/PFRPG/3.5E/CnC/d20M] Revert CT initiative menu changes.
[CoreRPG+] Default option for skip hidden actors changed to Off.
[CoreRPG+] Manage Characters mode did not respect Show on Load option for initial Setup dialog. Fixed.
[4E] Unable to select 1x stat multiplier for power damage details. Fixed.
[DEV] Module.export function exporting modules using common.xml file, should be client.xml file. Fixed.


JPG

Blackfoot
April 5th, 2018, 01:09
Blackfoot,

I'm not able to recreate the issue. Can you walk me through the steps to see this issue in a new NPC, and verify whether you have any extensions installed?

The behavior I'm seeing is that checkboxes for each spell are greyed out and empty when in Preparation mode while caster type is set to Spontaneous. When in Combat mode, the spells are visible with a number of checkboxes equal to the spell slots available. (This is also the view when record is locked, i.e. Combat.)

Thanks,
JPG

I'll verify that it isn't an extension conflict.

Blackfoot
April 5th, 2018, 01:15
OK.. so the problem seems to be limited to 'new' NPCs. (ones created during the current session) and occurs with no extensions loaded.
It happens for both sorcerer and psionic types whose spells have not been prepped as a wizard.
Once you reload the campaign.. that NPC seems to work properly.

Moon Wizard
April 5th, 2018, 23:22
Blackfoot,

I'm still not able to recreate. Here are the steps I followed:

* Launch PFRPG campaign
* Open NPCs campaign list
* Right click on list, and select Create Item menu option.
* Click on Spells tab in new NPC record.
* Click on Edit button.
* Click on Add Spell Class button.
* Set name of new spell class to "Sorcerer"
* Click on book icon for Prepared caster to change to star icon for Spontaneous caster.
* Open Spells campaign list.
* Drag "Acid Arrow" spell onto new spell class entry.
* Hit OK button on the popup dialog to assign the spell to L2.
* Lock the NPC record using the lock button in upper right of NPC window.
* The Acid Arrow spell is visible with a single check box.

How are you doing it differently?

Thanks,
JPG

Moon Wizard
April 6th, 2018, 00:16
Updates


[5E/4E/PFRPG/3.5E/d20M/CnC] Party sheet rolls will be placed in tower, if hidden rolls enabled.
[5E/4E/PFRPG/3.5E/d20M/CnC] Results of tower rolls will always be hidden.
[5E/4E/PFRPG/3.5E/d20M] Skill checks, ability checks and saving throws made by GM will be hidden based on combat tracker visibility of creature, or always hidden if creature not in combat tracker.
[CnC] Ability checks made by GM will be hidden based on combat tracker visibility of creature, or always hidden if creature not in combat tracker.
[5E] When rolling individual saves on party sheet, the Ability DC was incorrectly being used. Fixed.
[PFRPG/3.5E/d20M] Confirmation rolls were not hidden, if original attack roll hidden. Fixed.


JPG

spite
April 6th, 2018, 01:18
Updates


[5E/4E/PFRPG/3.5E/d20M] Skill checks, ability checks and saving throws made by GM will be hidden based on combat tracker visibility of creature, or always hidden if creature not in combat tracker.


Is there a reason this is being untied from hiding GM rolls? I know for one this will be a huge pain in skill and saves and whatnot that are performed outside of combat as myself and a number of DMs I know don't add characters to combat trackers for non combat situations often, who also play with GM rolls shown.
Just curious what the rationale is for this change, or why it's not tied to the Show GM rolls options

Moon Wizard
April 6th, 2018, 04:16
That was just how it shook out with the implementation, but I can see your point for non-combat stuff. I left that implementation because my original thinking is that NPC rolls outside of combat would usually be behinds the scene stuff. Let me think on it, and push an update tomorrow.

Regards,
JPG

shadzar
April 6th, 2018, 05:42
Many DMs prefer to roll dice int he open, so forcing it to be hidden from the players without the ability to disable and give full disclosure of the die rolls is a bad idea and will run those DMs away from using FG.

it would take the ability right to choose how to run your own game away from the DMs.

Moon Wizard
April 6th, 2018, 17:52
Updates


[5E/4E/PFRPG/3.5E/d20M/CnC] Changed default behavior for skill/ability/save roll changes above to use campaign roll display options, instead of always hidden.
[DEV] Interface.getVersion function added.


JPG

The High Druid
April 6th, 2018, 21:13
Updates


[5E/4E/PFRPG/3.5E/CnC/d20M] Revert CT initiative menu changes.
[CoreRPG+] Default option for skip hidden actors changed to Off.
[CoreRPG+] Manage Characters mode did not respect Show on Load option for initial Setup dialog. Fixed.
[4E] Unable to select 1x stat multiplier for power damage details. Fixed.
[DEV] Module.export function exporting modules using common.xml file, should be client.xml file. Fixed.


JPG

Thank you!

Moon Wizard
April 7th, 2018, 00:20
Updates


[DEV][CoreRPG+] Changes to image window classes, templates and scripts to facilitate Unity development.


Regards,
JPG

Moon Wizard
April 9th, 2018, 20:50
Updates


[CnC] Item type filter in item campaign list was not showing module item types correctly. Fixed.
[DEV][CnC] Support more descriptive Subtype field values for weapons and armor.


JPG

mrgrey
April 16th, 2018, 06:17
I know it's a little late, but any chance the labels on the 3.5 character sheet (and mini version thereof) could get names so they can be deleted in a merge? Trying to do an extension for Wounds/Vitality, and there are some things (like non-lethal damage) that need removing. It might make making extensions for other variant rules easier too.

Moon Wizard
April 16th, 2018, 19:16
Updates


[CoreRPG+] Tooltips added to portrait images in portrait selection window.
[DEV][PFRPG/3.5E] Added label names to main/combat sections of character sheet for easier extension development.


JPG

mrgrey
April 17th, 2018, 05:00
Thanks

Moon Wizard
April 17th, 2018, 23:29
Just released v3.3.5 to Live channel today, so I'm closing this thread.

Please post any further issues in the House of Healing forum.

Thanks,
JPG