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View Full Version : SavageWorlds v4.6 Test Release



Ikael
March 8th, 2018, 22:50
The next iteration of SavageWorlds ruleset and related products are now in beta testing. To access this version you'll need to switch Fantasy Grounds to use Test Mode in the Settings view. Use this thread to post any findings, bugs and challenges regarding the test version. Backup your campaign data before running the test version.

A video showing some of the new features can be seen here:
https://youtu.be/epT_4rmXPJ4
Part two can be found here:
https://youtu.be/fAU4mY-F5u4

Savage Worlds

[Feature] Companion (Fantasy, Horror, Science Fiction) modules can be used without corresponding extensions
[Feature] Heavy Weapon and Armor support added
[Feature] Benny can be dropped to trait, attack, power or damage to re-roll it
[Feature] Benny can be dropped to charsheet/minisheet damage tracker to make Soak roll
[Feature] Elan ability's modifier is auto-applied when Benny is used to re-roll trait
[Feature] NPC attacks and powers can be sub-entries
[Feature] Critical failure is shown in CT pending attack entry
[Feature] Minisheet can be opened from charsheet with right click menu
[Feature] Cyberware and modifications can be dropped into NPC's edges/hindrances/special abilities
[Feature] Armor's type (Body Armor, Power Armor, Shield) can be selected
[Feature] Modification list and mounted weapons list for power armors
[Feature] Modification list for vehicle and weapon sheets
[Feature] Vehicle's maneuver type (Driving, Piloting, Boating, Riding) can be selected
[Feature] Assign operator to vehicle by dropping any PC/NPC to vehicle. Operator can make maneuver rolls and use mounted weapons
[Feature] Assign gunners to vehicle's mounted weapons by dropping any PC/NPC to mounted weapon
[Feature] Mounted weapon can be marked as broken/functional with right click menu. Broken weapons cannot be operated
[Feature] Running die setup in Pace modifiers list
[Feature] PC inventory items can be marked to be "Not Carried", "Carried", "Equipped"
[Feature] PC can equip armor from armor inventory page
[Feature] PC inventory items can defined effect modifiers. Only "Equipped" item's effects are applied
[Feature] List edges by type (Background, Combat, Social etc.)
[Feature] List powers by rank (Novice, Seasoned, Veteran etc.)
[Feature] List items by group
[Feature] List armors by group
[Feature] List melee weapons by group
[Feature] List ranged weapons by group
[Feature] List vehicles by type
[Feature] Bomb weapon type added (from Science Fiction Companion)
[Feature] CT can be used to do chases. Switch tracker's type by clicking the "Tracker" button on bottom of the CT
[Feature] Group can be defined for item, armor, weapon, cyberware, modification and vehicle
[Feature] Attack info sheet added. Right click on attack/power and select "Attack info"
[Feature] Fumble range can be set to power
[Feature] Associate any trait for attack/power. Right click on attack info sheet's type and select "Set Trait"
[Feature] Apply button next to attack/power without associated trait. Pressing the button will send use notification to chat
[Improvement] Armor sheet updated
[Improvement] Vehicle sheet updated
[Improvement] Minisheet updated
[Improvement] PC inventory updated
[Improvement] PC mundane inventory indent items like in CoreRPG
[Improvement] Power attack info can be opened from the power record with right click menu
[Improvement] Attack type (Melee, Ranged, Thrown, Magic, Psionics etc.) is shown below attack/power name
[Improvement] NPC skills and abilities are sorted by name
[Improvement] Item type (Item, Armor, Weapon) shown in items masterindex list
[Improvement] CT targeting works the same way as in CoreRPG
[Improvement] CT targeting controls added to CT and minitracker
[Improvement] CT vehicle entries won't show Pace and Parry derived stats
[Improvement] CT vehicle entries show new Speed stat in size/reach section. Use this to keep track of vehicle's current speed
[Improvement] CT entry's Wild Card state can be changed by right clicking on the name and selecting "Toggle Wild Card"
[Improvement] CT entries list powers in separated field
[Improvement] CT attack/power damage entry will dispaly HW for Heavy Weapon and NL for Nonlethal
[Improvement] CT attack/power record can be opened by middle-mouse clicking or holding ALT and double-clicking on the entry
[Improvement] CT attack/power record can be deleted by opening the attack record and selecting "Delete Attack" from right click menu
[Improvement] Weapon and Power can be ad-hoc added to CT entry with right click menu or by dropping weapon or power record into it
[Improvement] CT trait/attack/power uses simplified die notation format. For instance "Agility [d6]" instead of "Agility [1d6]"
[Improvement] CT does not have to be open for certain auto-apply features to function
[Improvement] Default predefined sidebar sets (GM, Play, Create PC) updated
[Improvement] Option "Effects: Duration proceeds on" is now under House Rules section
[Improvement] Map distance is measured in rounded integer values
[Improvement] Drop Trait die to Chase cardhand area to make chase maneuver roll and auto-draw cards accordingly
[Improvement] Chase complications are shown in chat
[Improvement] Players can edit vehicle sheet that they added to their character sheet
[Improvement] Add Vehicles option added to CT menu. This will add all PC vehicles to CT
[Improvement] Effect keywords can be whitespaces
[Bug] Creating new weapon or power did not set focus to name field. Fixed
[Bug] PC powers list does not have edit buttons. Fixed
[Bug] NPC attack did not calculate MinStr penalty. Fixed
[Bug] PC could have duplicated armor modifiers for toughness. Fixed
[Bug] Vehicle should have Parry of 2 instead of 0. Fixed
[Bug] Attacking more than one foe caused wrong result calculation. Fixed
[Bug] CT group cannot be expanded/collapsed. Fixed
[Bug] In some cases client CT was closed when host moved combatants. Fixed
[Bug] Character summary tool could do wrong skill point calculation. Fixed
[Deprecated] Category filter removed from item and vehicle masterindex. Category should only be used internally
[Deprecated] Chase tracker related buttons removed (tracker merged into CT)
[Deprecated] ChaseManager script removed
[Deprecated] CombatCommon script removed. Functions moved to CombatManager2 and Action* scripts
[Deprecated] Option "Auto-update Weapon damage" removed. Damage is always auto-updated
[Deprecated] Option "Effects: Players can apply" removed. Players can always apply effects
[Deprecated] Option "Minitrackers: Show effects" removed. Players can always see effects
[Deprecated] Option "Minitrackers: Host see shared" removed. No need to show client ct to host
[Deprecated] Option "Targeting: Reset after turn" removed. It's no more needed
[Deprecated] Damagesetup windowclass removed. It was replaced with attack windowclass
[Dev] ArcanePropertyManager refactored to ArcaneManager
[Dev] WeaponPropertyManager refactored to WeaponManager


Horror Companion

[Improvement] Slow Hindrance card handler feature moved to the ruleset
[Module] Edges updated
[Module] Vehicles updated


Science Fiction Companion

[Improvement] Cyberware list updated
[Improvement] Modifications list updated
[Improvement] Cyberware, Modifications and Bomb weapon features type moved to the ruleset
[Module] Modifications added to vehicles, power armors and mounted weapons
[Module] Missing range, rof and shots info added to mounted weapons


TLP: Eris Beta-V

[Module] Edges updated
[Module] Vehicles updated


TLP: Leviathan

[Module] Edges updated
[Module] Vehicles updated


TLP: Scientorium

[Module] Vehicles updated


Interface Zero

[Feature] Exoarmor added to armor types
[Improvement] Cyberware inventory updated
[Improvement] Cyberware list updated
[Improvement] Cyberware features moved to the ruleset
[Module] Edges updated
[Module] Power Armors updated
[Module] Golemmech updated
[Module] Vehicles updated


Adventure Deck

[Bug] Cannot drop Adventure Card to PC portrait. Fixed
[Bug] Reset Adventure cards button on Party sheet did not resuffe the deck. Fixed
[Bug] Adventure card could not be dropped to character sheet. Fixed
[Bug] Script error when dropping adventure card from deck to chat. Fixed


Deadlands: Reloaded

[Module] Edges updated
[Module] Vehicles updated


Smith & Robards 1880 Catalog

[Module] Edges updated
[Module] Vehicles updated


Rippers Resurrected

[Improvement] Lodges updated
[Improvement] Inventory updated
[Module] Edges updated
[Module] Vehicles updated


Rippers

[Module] Edges updated
[Module] Vehicles updated


Necropolis 2350

[Module] Edges updated
[Module] Vehicles updated


Minor updates to following products

All For One
Beasts and Barbarians
Codex Infernus PG
DLR: Knights with no Armor
DLR: Noir
East Texas University
Eye of Kilquato
Hell On Earth
Hellfrost
Hellfrost Expansion
Lankhmar
Machine of the Lich Queen
Millenium Knights
Mist of Savanna
Nemezis
Pirates
Shantair
Shantair
Skies Companion
Slipstream
Super Powers Companion
Suzerain Continuum
The Case of the Jumbo Shrimp
The Mirrors of Carthage
The Sixth Gun
The Sixth Gun
TLP: Archetypes
TLP: Omariss
War of the Dead
Weird Wars Rome
Winter Eternal Characters

Ikael
March 8th, 2018, 22:50
Character sheet's minisheet version updated
Toggle between full character sheet and minisheet with right click menu

22547

22548

Vehicle sheet updated
Set maneuver type, add modifications and assign operator and gunners

22549

22550

Armor sheet updated
Select type which determines what fields are shown in the sheet. If you select "Power Armor" you can add modifications and mounted weapons

22551

Ikael
March 8th, 2018, 22:51
Combat Tracker updated
Chase tracker merged into combat tracker; toggle tracker type by clicking the "Tracker" button. Targeting updated to use CoreRPG approach. Improvements to vehicle CT entries etc.

22552

22553

22554

New Armor, Weapon, Edge and Power lists provided

22555

22556

Muagen
March 9th, 2018, 11:39
Thanks for the huge update, Ikael!

I ticked the Test server updates box and updated.

Quick questions-- Where am I looking if I want to add Heavy Weapons/Armor to an NPC/PC? Is it a box I tick on the actor, or on the gear?

Also, where is the Tracker button to toggle between Combat and Chase Trackers?

Doswelk
March 9th, 2018, 13:04
Version 4.6 has not been uploaded to updater yet (at least as far as I can tell). Suspect you are still on 4.5 like me.

Type /version to check :)

Muagen
March 9th, 2018, 13:07
You're right. Pardon my confusion, but when Ikael said it was available on the Test server, I thought it was actually available on the Test server. :P

Doswelk
March 9th, 2018, 13:20
Using my Developer access I have got hold of 4.6 so I can try and help with your questions:


Quick questions-- Where am I looking if I want to add Heavy Weapons/Armor to an NPC/PC? Is it a box I tick on the actor, or on the gear?

Right clicking on an NPC allows you to toggle heavy armor, but I cannot work out how to do it for a PC


Also, where is the Tracker button to toggle between Combat and Chase Trackers?

There is a button labelled tracker, clicking on that swaps the CT mode.

Ikael has stated on Discord he is away from computer until next Monday, so we may just have to compile a list of questions for his return... :)

chillybilly
March 9th, 2018, 13:38
Incredible work for one of the best rulesets in FG.

Muagen
March 9th, 2018, 13:38
Ikael has stated on Discord he is away from computer until next Monday, so we may just have to compile a list of questions for his return... :)

Will do!

Leperchan5
March 9th, 2018, 16:01
Amazing update! Good Job!

Sgain
March 9th, 2018, 19:43
Thanks to everyone for making FG and SW even better!

Leperchan5
March 9th, 2018, 20:19
Now all we need is that Sweet "Help you to make/Level up a Character" prompts like StarFinder...

Moon Wizard
March 9th, 2018, 20:21
Lokiare just finished pushing these to Test channel for beta testing.

Regards,
JPG

Eru the One
March 9th, 2018, 21:07
When creating/opening a Deadlands Reloaded game:

Ruleset Error: windowclass: Defined with a merge attribute, but the name attribute (chasetracker) does not match an existing windowclass. Skipped. File (ct/dlr_chasetracker_host.xml)
Script Error: [string "scripts/dlr_launcher.lua"]:25: attempt to index global 'ArcanePropertyManager' (a nil value)
Deadlands Noir:

Script Error: [string "scripts/dln_launcher.lua"]:10: attempt to index global 'ArcanePropertyManager' (a nil value)
Rippers Resurrected:

Runtime Notice: Host session started
Script Error: [string "scripts/launcher.lua"]:56: attempt to index global 'ArcanePropertyManager' (a nil value)

I have not seen any issues with Hell on Earth, 50 Fathoms, ETU, or Slipstream so far, but will let you know as I go forward with tests. Great updates so far!

Ikael
March 9th, 2018, 21:09
When creating/opening a Deadlands Reloaded game:

Ruleset Error: windowclass: Defined with a merge attribute, but the name attribute (chasetracker) does not match an existing windowclass. Skipped. File (ct/dlr_chasetracker_host.xml)
Script Error: [string "scripts/dlr_launcher.lua"]:25: attempt to index global 'ArcanePropertyManager' (a nil value)
Deadlands Noir:

Script Error: [string "scripts/dln_launcher.lua"]:10: attempt to index global 'ArcanePropertyManager' (a nil value)
Rippers Resurrected:

Runtime Notice: Host session started
Script Error: [string "scripts/launcher.lua"]:56: attempt to index global 'ArcanePropertyManager' (a nil value)

I have not seen any issues with Hell on Earth, 50 Fathoms, ETU, or Slipstream so far, but will let you know as I go forward with tests. Great updates so far!

Can you use /version in FG and post output here. Those products were updated for v4.6 and such errors can appear if you don't have the v4.6 compatible products

Doswelk
March 9th, 2018, 21:11
When creating/opening a Deadlands Reloaded game:

Ruleset Error: windowclass: Defined with a merge attribute, but the name attribute (chasetracker) does not match an existing windowclass. Skipped. File (ct/dlr_chasetracker_host.xml)
Script Error: [string "scripts/dlr_launcher.lua"]:25: attempt to index global 'ArcanePropertyManager' (a nil value)
Deadlands Noir:

Script Error: [string "scripts/dln_launcher.lua"]:10: attempt to index global 'ArcanePropertyManager' (a nil value)
Rippers Resurrected:

Runtime Notice: Host session started
Script Error: [string "scripts/launcher.lua"]:56: attempt to index global 'ArcanePropertyManager' (a nil value)

I have not seen any issues with Hell on Earth, 50 Fathoms, ETU, or Slipstream so far, but will let you know as I go forward with tests. Great updates so far!

Did they update when you updated to 4.6 did you notice, I suspect that there may be more updates on the way as I think all of those were on the updated list...

Ikael
March 9th, 2018, 21:18
Using my Developer access I have got hold of 4.6 so I can try and help with your questions:



Right clicking on an NPC allows you to toggle heavy armor, but I cannot work out how to do it for a PC



There is a button labelled tracker, clicking on that swaps the CT mode.

Ikael has stated on Discord he is away from computer until next Monday, so we may just have to compile a list of questions for his return... :)

With PCs there are several ways to enable Heavy Armor. The idea is to have "Heavy Armor" keyword appear in a) armor name b) armor description c) armor modification. Also if its gear armor you must have equipped it. When Heavy Armor is enabled you see framed H icon next to your armor.

You can compile list of questions. Some I can answer now with smart phone, others later OR you could help me create tutorial video and I can teach you all the secret ;)

Leperchan5
March 9th, 2018, 21:20
I would love a video of all the little new things, especially when this goes live.

Eru the One
March 9th, 2018, 21:25
Update log (trimmed):

Getting packages from FG server
Starting update check
Getting examples from FG server
Getting purchases from FG server
Checking package FantasyGroundsUpdater for updates
Checking package CoreRPG for updates
Checking package SWK01 for updates
Checking package Utilities for updates
Checking package general-addons for updates
Checking package DGA045 for updates
Checking package DGA063 for updates
Checking package DGA070 for updates
Checking package DGASW3 for updates
updating modules/swdeluxe_gm.mod
updating modules/swdeluxe_pg.mod
updating rulesets/SavageWorlds.pak
Checking package PEG10008FG2 for updates
updating extensions/Slipstream.ext
updating modules/SlipStreamPlayer.mod
updating modules/SlipStreamGM.mod
Checking package PEG10202FG2 for updates
Checking package PEG10202PGFG2 for updates
Checking package PEGFGSWRR for updates
updating modules/RippersResurrected_gm.mod
Checking package PEGFGSWRRP for updates
updating extensions/Rippers Resurrected.ext
updating modules/RippersResurrected_pg.mod
Checking package PEGFGSWTLP for updates
Checking package PZOSMWPZO1110FG for updates
Checking package PZOSMWPZO1112FG for updates
Checking package PZOSMWPZO1115FG for updates
Checking package PZOSMWPZO1116FG for updates
Checking package PZOSMWPZO1117FG for updates
Checking package PZOSMWPZO1120FG for updates
Checking package PZOSMWPZO1127FG for updates
Checking package PZOSMWPZO7101FG for updates
Checking package PZOSMWPZO7105FG for updates
Checking package S2P100017FG2 for updates
updating modules/hoe_gm.mod
Checking package S2P100017PGFG2 for updates
Checking package S2P10013FG2 for updates
updating extensions/AdventureDeck.ext
updating modules/adventure_deck.mod
Checking package S2P10015FG2 for updates
Checking package S2P10015PGFG2 for updates
Checking package S2P10018FG2 for updates
updating modules/dlnoir_gm.mod
Checking package S2P10018PGFG2 for updates
updating extensions/DeadlandsNoir.ext
updating modules/dlnoir_pg.mod
Checking package S2P10204FG2 for updates
updating extensions/DeadlandsReloaded.ext
updating modules/dlr_pg.mod
Checking package S2P10205FG2 for updates
updating modules/CominRoundTheMountain.mod
updating modules/dlr_gm.mod
Checking package S2P10208FG2 for updates
updating modules/S2P10208FG2_SandRCatalog.mod
Checking package S2P10310FG2 for updates
updating extensions/SW East Texas University.ext
updating modules/etuarchetypes.mod
updating modules/etudl.mod
updating modules/etu1sheets.mod
updating modules/etupg.mod
Checking package S2P10500FG2 for updates
updating extensions/FantasyCompanion.ext
updating modules/S2P10500FG2_FantasyCompanion.mod
Checking package S2P10501FG2 for updates
updating extensions/SuperPowerCompanion.ext
updating modules/S2p10501FG2-SupersCompanion.mod
updating modules/SW_SPC_2ed.mod
Checking package S2P10502FG2 for updates
updating extensions/Horror Companion.ext
updating modules/HorrorCompanion.mod
Checking package S2P10504FG2 for updates
updating extensions/Science Fiction Companion.ext
updating modules/S2P10504FG2_ScieneFictionCompanion.mod
Validating packages
Update check complete

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=22575&d=1520630584
22575
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=22576&d=1520630597
22576
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=22577&d=1520630611
22577

Adventure Deck was loaded, but I see the error either way, so I left it.

Doswelk
March 9th, 2018, 23:24
You can compile list of questions. Some I can answer now with smart phone, others later OR you could help me create tutorial video and I can teach you all the secret ;)

I'll create a video SHOW ME THE SECRETS!!!!! :)

Muagen
March 11th, 2018, 13:42
I'm now trying to figure out how to add the Heavy Weapon tag to a weapon/power. Same as Armor, just add the word to item name?

Ikael
March 11th, 2018, 16:35
I'm now trying to figure out how to add the Heavy Weapon tag to a weapon/power. Same as Armor, just add the word to item name?

Regarding Heavy Weapons, add either "HW" or "Heavy Weapon" keyword to weapon/power's a) damage b) description c) modification. Heavy Weapons are indicated with HW icon next to its damage

Ikael
March 12th, 2018, 15:56
I investigated this issue and seems like not all the updated products are available via FG Updater that should be. These issues that you mentioned are because extensions are out-dated compared to the ruleset. I have asked Smiteworks to upload products again to make sure all required products are available in test channel.


Update log (trimmed):

Getting packages from FG server
Starting update check
Getting examples from FG server
Getting purchases from FG server
Checking package FantasyGroundsUpdater for updates
Checking package CoreRPG for updates
Checking package SWK01 for updates
Checking package Utilities for updates
Checking package general-addons for updates
Checking package DGA045 for updates
Checking package DGA063 for updates
Checking package DGA070 for updates
Checking package DGASW3 for updates
updating modules/swdeluxe_gm.mod
updating modules/swdeluxe_pg.mod
updating rulesets/SavageWorlds.pak
Checking package PEG10008FG2 for updates
updating extensions/Slipstream.ext
updating modules/SlipStreamPlayer.mod
updating modules/SlipStreamGM.mod
Checking package PEG10202FG2 for updates
Checking package PEG10202PGFG2 for updates
Checking package PEGFGSWRR for updates
updating modules/RippersResurrected_gm.mod
Checking package PEGFGSWRRP for updates
updating extensions/Rippers Resurrected.ext
updating modules/RippersResurrected_pg.mod
Checking package PEGFGSWTLP for updates
Checking package PZOSMWPZO1110FG for updates
Checking package PZOSMWPZO1112FG for updates
Checking package PZOSMWPZO1115FG for updates
Checking package PZOSMWPZO1116FG for updates
Checking package PZOSMWPZO1117FG for updates
Checking package PZOSMWPZO1120FG for updates
Checking package PZOSMWPZO1127FG for updates
Checking package PZOSMWPZO7101FG for updates
Checking package PZOSMWPZO7105FG for updates
Checking package S2P100017FG2 for updates
updating modules/hoe_gm.mod
Checking package S2P100017PGFG2 for updates
Checking package S2P10013FG2 for updates
updating extensions/AdventureDeck.ext
updating modules/adventure_deck.mod
Checking package S2P10015FG2 for updates
Checking package S2P10015PGFG2 for updates
Checking package S2P10018FG2 for updates
updating modules/dlnoir_gm.mod
Checking package S2P10018PGFG2 for updates
updating extensions/DeadlandsNoir.ext
updating modules/dlnoir_pg.mod
Checking package S2P10204FG2 for updates
updating extensions/DeadlandsReloaded.ext
updating modules/dlr_pg.mod
Checking package S2P10205FG2 for updates
updating modules/CominRoundTheMountain.mod
updating modules/dlr_gm.mod
Checking package S2P10208FG2 for updates
updating modules/S2P10208FG2_SandRCatalog.mod
Checking package S2P10310FG2 for updates
updating extensions/SW East Texas University.ext
updating modules/etuarchetypes.mod
updating modules/etudl.mod
updating modules/etu1sheets.mod
updating modules/etupg.mod
Checking package S2P10500FG2 for updates
updating extensions/FantasyCompanion.ext
updating modules/S2P10500FG2_FantasyCompanion.mod
Checking package S2P10501FG2 for updates
updating extensions/SuperPowerCompanion.ext
updating modules/S2p10501FG2-SupersCompanion.mod
updating modules/SW_SPC_2ed.mod
Checking package S2P10502FG2 for updates
updating extensions/Horror Companion.ext
updating modules/HorrorCompanion.mod
Checking package S2P10504FG2 for updates
updating extensions/Science Fiction Companion.ext
updating modules/S2P10504FG2_ScieneFictionCompanion.mod
Validating packages
Update check complete

Moon Wizard
March 12th, 2018, 18:46
I just patched up an issue in the update system (related to an older way we used to link products together); and pushed a new set of updates for those products to the Test channel. Please try updating again.

Regards,
JPG

Doswelk
March 12th, 2018, 21:02
You can compile list of questions. Some I can answer now with smart phone, others later OR you could help me create tutorial video and I can teach you all the secret ;)


I'll create a video SHOW ME THE SECRETS! :)

I now have the secrets!

I'll make a video this week (most likely Wednesday)

Mortar
March 13th, 2018, 00:52
I now have the secrets!

I'll make a video this week (most likely Wednesday)

But then they wouldn't be secrets anymore!

dragonheels
March 13th, 2018, 08:37
I now have the secrets!

I'll make a video this week (most likely Wednesday)

Cant' wait! Thanks a lot in advance :)

Eru the One
March 13th, 2018, 18:31
I just patched up an issue in the update system (related to an older way we used to link products together); and pushed a new set of updates for those products to the Test channel. Please try updating again.

Regards,
JPG

Thanks Ikael & MW, that fixed my issues with DLR, DLN, and RR.

AstaSyneri
March 13th, 2018, 21:54
This looks like some major improvements - but I'll likely have to learn FG all over again, now that we can continue/restart an Achtung! Cthulhu campaign.

A video would definitely be appreciated.

Ikael
March 13th, 2018, 23:15
SavageWorlds update


[Feature] PC inventory items can defined effect modifiers. Only "Equipped" item's effects are applied
[Feature] Associate any trait for attack/power. Right click on attack info sheet's type and select "Set Trait"


In addition of using CT effects, player character can have inventory items (items, weapons, armors) that define effects and they will be auto-applied if item is equipped. Effects must be defined within []'s to item's notes section.

https://cdn.discordapp.com/attachments/274634463860883458/423234753836351499/sw_gear_effects_01.gif

Also if your attack or power is using trait that is not standard (Fighting, Shooting, Throwning, Arcane skill) you can setup any trait to it by using the "Set Trait" option. For instance you could define Tricks maneuver and set it to use "Agility".

https://cdn.discordapp.com/attachments/274634463860883458/423245422874591232/sw_custom_trait_02.gif

zarlor
March 15th, 2018, 13:26
I just have to say these updates are AWESOME! Thanks for doing all of this, Ikael.

JohnD
March 15th, 2018, 16:12
Yeah... although I don't use SW, it's nice to see a ruleset getting more feature rich.

Ikael
March 15th, 2018, 20:56
Changelog


[Feature] Apply button next to attack/power without associated trait. Pressing the button will send use notification to chat
[Improvement] CT attack/power record can be opened by middle-mouse clicking or holding ALT and double-clicking on the entry
[Improvement] CT attack/power record can be deleted by opening the attack record and selecting "Delete Attack" from right click menu
[Improvement] Players can edit vehicle sheet that they added to their character sheet
[Improvement] Add Vehicles option added to CT menu. This will add all PC vehicles to CT
[Improvement] Effect keywords can be whitespaces
[Improvement] Effects affect Pace
[Bug] CT link could be deleted. Fixed


Bugfixes

Script errors when player accessed mounted weapons
Attack info sheet listed wrong fields for custom trait attack/power

GunnarGreybeard
March 17th, 2018, 20:02
It's been months since I fired up my SW Ruleset in FG and now with all the changes, I almost didn't recognize it. It looks like I'm going to have to learn it's capabilities all over again.
Did I mention you guys are doing awesome work!!

Dr0W
March 20th, 2018, 01:31
I'm getting the following error when trying to roll on tables, or using the /dmg or /die commands. If I drag and drop the table roll on chat it works.


Script Error: [string "scripts/manager_actions.lua"]:458: attempt to call field 'lock' (a nil value)

twistedtechmike
March 21st, 2018, 01:17
Can confirm the same as DrOW, as I came to report the same. It seems when rolling on a table, which rolls on a child table, the error is produced. If its a single table/roll, it appears to function normally.

Ikael
March 21st, 2018, 07:14
I'm getting the following error when trying to roll on tables, or using the /dmg or /die commands. If I drag and drop the table roll on chat it works.


Script Error: [string "scripts/manager_actions.lua"]:458: attempt to call field 'lock' (a nil value)

This issue has been fixed and will appear to test channel soon.

Ikael
March 21st, 2018, 20:17
Changelog


[Feature] "Against me" effect support added. Add @ at start of effect keyword name to make it "against me" typed. For instance "Vulnerable [@Trait +2]" would grant +2 to any trait roll against you


Bugfixes


Script errors when uding /dmg slash command


Notes
Supported keywords for "against me" effects are:

Attack
Trait
Trait's name (for instance Strength, Shooting, Notice etc.)
Melee
Ranged
Thrown
Bomb
Arcane
Damage
Melee Damage
Ranged Damage
Thrown Damage
Bomb Damage
Arcane Damage


https://cdn.discordapp.com/attachments/274634463860883458/425743164704423937/sw_atme_effects.gif

JohnD
March 21st, 2018, 23:32
I am becoming envious.

twistedtechmike
March 22nd, 2018, 00:00
Found a new one Ikael...Vehicles.

Bomber, Sci-Fi Companion, when dragged to combat tracker, lists combat actions, but none of them work.

Fighter, Sci-Fi Companion, when opened to combat tab displays the following:

Ruleset Error: windowcontrol: Database type mismatch for control (actor) in windowclass (vehicle_combat)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "operator"]:1: attempt to index field 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)

Ikael
March 22nd, 2018, 20:17
Changelog


[Feature] "Assign trait die" and "Assign wild die" effect support added. Instead of die adjustment you can assign specific die with = notation. Die type is defined by die type step number, ie. 1=d4, 2=d6, 3=d8. For instance "Boost [Strength = 7d]" would be Strength d12+2
[Bug] CT round number did not have key edit frame. Fixed


https://cdn.discordapp.com/attachments/274634463860883458/426124027187298304/sw_assigndie_effect.gif

Ikael
March 22nd, 2018, 22:58
Found a new one Ikael...Vehicles.

Bomber, Sci-Fi Companion, when dragged to combat tracker, lists combat actions, but none of them work.




This issue was fixed and it's available now in test channel.

GunbunnyFuFu
March 24th, 2018, 23:30
I'm getting the following error:

Ruleset Error: windowcontrol: Database type mismatch for control (pace) in windowclass (armor_main)
Ruleset Error: window: Control(rundie) anchoring to an undefined control (pace) in windowclass (armor_main)
Ruleset Error: window: Control(rundie) anchoring to an undefined control (pace) in windowclass (armor_main)
Script Error: [string "campaign/scripts/armor_main.lua"]:40: attempt to index local 'ctrlField' (a nil value)
Ruleset Error: window: Control(rundie) anchoring to an undefined control (pace) in windowclass (armor_main)
Ruleset Error: window: Control(rundie) anchoring to an undefined control (pace) in windowclass (armor_main)

Vanilla campaign, no extensions enabled. This is what the armor entry looks like. Note the white box over Group (says it's rundie), and the squashed Pace above the weight.

22755

Ikael
March 25th, 2018, 08:08
This issue can exist if you have module where armor records have pace in string type. This was the case prior to v4.6 in Science Fiction Companion but the field's type has been changed to number in 4.6.

This must be in your personally made module. Try searching pace with type="string" and replace it with number type and value.


I'm getting the following error:

Ruleset Error: windowcontrol: Database type mismatch for control (pace) in windowclass (armor_main)
Ruleset Error: window: Control(rundie) anchoring to an undefined control (pace) in windowclass (armor_main)
Ruleset Error: window: Control(rundie) anchoring to an undefined control (pace) in windowclass (armor_main)
Script Error: [string "campaign/scripts/armor_main.lua"]:40: attempt to index local 'ctrlField' (a nil value)
Ruleset Error: window: Control(rundie) anchoring to an undefined control (pace) in windowclass (armor_main)
Ruleset Error: window: Control(rundie) anchoring to an undefined control (pace) in windowclass (armor_main)

Vanilla campaign, no extensions enabled. This is what the armor entry looks like. Note the white box over Group (says it's rundie), and the squashed Pace above the weight.

22755

GunbunnyFuFu
March 25th, 2018, 14:07
That fixed it, Ikael.

However, when going to assign gunners to my robot armors, I get the following:

Ruleset Error: windowcontrol: Database type mismatch for control (actor) in windowclass (vehicle_combat)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "operator"]:1: attempt to index field 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)
Script Error: [string "campaign/scripts/vehicle_combat.lua"]:21: attempt to index global 'actor' (a nil value)

Ideas on this one?

Mortar
March 25th, 2018, 15:28
Ideas on this one?

Needs more cowbell?? ;)

GunbunnyFuFu
March 27th, 2018, 20:50
Having an issue with the "Assign Trait Die". Have a monster NPC that uses the Burst power as "Breathing Fire". Uses the Shooting skill to "cast". Set it up just fine. However, when I close the NPC and then reopen him, the custom power/skill combo is gone. As soon as I click "Edit List" in the Powers section on the Combat tab, the custom power/skill combo reappears.

Nyghtmare
April 5th, 2018, 04:14
Do we have any kind of an ETA when this version will go live yet?

I'm so looking forward to having all of this functionality. :)

JML
April 5th, 2018, 07:22
I'm also a bit confused by this thread Release Updates on 4/3/2018 (https://www.fantasygrounds.com/forums/showthread.php?43135-Release-Updates-on-4-3-2018) announcing a Savage Worlds update. Is the 4.6 supposed to be in there? Right now I don't get any upgrade from 4.5.

Anyway, thanks for the great work.

Trenloe
April 5th, 2018, 15:16
I'm also a bit confused by this thread Release Updates on 4/3/2018 (https://www.fantasygrounds.com/forums/showthread.php?43135-Release-Updates-on-4-3-2018) announcing a Savage Worlds update.
I've just ran the update and I didn't see the ruleset updated either.

Nyghtmare
April 5th, 2018, 15:30
I've just ran the update and I didn't see the ruleset updated either.
I've been running the update at least once a day this week, waiting/looking for this Savage Worlds update! ((o...O))

Moon Wizard
April 5th, 2018, 19:33
SW 4.6 is tied to v3.3.5 of FG being released, which is scheduled on April 17 (after FGCon)

Regards,
JPG

JML
April 5th, 2018, 21:03
Thanks Moon Wizard. May be someone could change the Release updates announcement for 4/3/2018 which is really misleading… even if we should have known best.

Doswelk
April 5th, 2018, 21:57
SW 4.6 is tied to v3.3.5 of FG being released, which is scheduled on April 17 (after FGCon)

That's a nice birthday present for me, thank you :)

JML
April 6th, 2018, 13:59
May be someone could change the Release updates announcement for 4/3/2018 which is really misleading… even if we should have known best.

Thanks to whoever made the change.

Ikael
April 10th, 2018, 21:56
SW 4.6 is tied to v3.3.5 of FG being released, which is scheduled on April 17 (after FGCon)

Regards,
JPG

I am hoping to release v4.6 along with FG v3.3.5 release (April 17th) but currently I am lacking the time for next two weeks to do the final checking and fixes. I will be doing my best estimation during this week if we could release the product on the time and apply small fixes shortly thereafter or if the release date should be postponed three weeks to 1st of May. I will let you know when situation is more clear.

Ikael
April 11th, 2018, 20:03
Changelog


[Feature] Cyberware and modifications can be dropped into PC/NPC edges/hindrances/special abilities list
[Feature] Multiple keywords can be bind to the same effect modifier by using | separator character. For instance "Berserker [Fighting|Strength|Toughness +2, Parry -2, Wounds +3]" in this case +2 bonus is grant to Fighting, Strength and Toughness
[Bug] Players could control any friendly CT combatant's On Hold state. Fixed
[Bug] Token adjacency detection was broken when using hex grid. Fixed
"Against me" keyword prefix changed from colon to @


Bugfixes


Open vehicle from CT could create scripts errors
CT attack/power entry could be broken if attack did not have any dices
NPC powerlist should be visible if there is at least one power but no arcane background
NPCs did not have default run die
CT active indicator anomalies fixed

Ikael
April 12th, 2018, 20:24
Bugfixes


Out of range was displayed for template/cone ranged attacks
Pending attack entry dragging improvements

Ikael
April 15th, 2018, 22:45
Changelog


[Improvement] Players can drop bennies to CT pending damage entry to make Soak roll


https://cdn.discordapp.com/attachments/274634463860883458/435195300311859202/sw_ct_client_soak.gif

Also the release date of v4.6 ruleset and updated products is set to be 1st of May.

Nyghtmare
April 17th, 2018, 05:31
Also the release date of v4.6 ruleset and updated products is set to be 1st of May.
Ouch... >.<

danielhalond
April 17th, 2018, 15:53
This update will be epic! So many great features! Awesome work! I updated to check everything and got some errors, so hopefully this helps the development

Script Error: [string "scripts/data_library_sw.lua"]:422: attempt to call field 'setCustomFilterHandler' (a nil value)
Script Error: [string "scripts/manager_combat2.lua"]:35: attempt to call field 'setCustomGetCombatantNodes' (a nil value)
Script Error: [string "scripts/manager_token2.lua"]:12: attempt to call field 'addCombatantFieldChangeHandler' (a nil value)
Script Error: [string "charsheet/scripts/charsheet_inventory_munda..."]:43: attempt to call field 'onInventorySortUpdate' (a nil value)

23066
23067


Thanks! :)

GunnarGreybeard
April 17th, 2018, 19:01
This update will be epic! So many great features! Awesome work!
I agree. I think all my future games will be SW games, as long as I can get players. Now I just have to learn the system.

Nyghtmare
April 22nd, 2018, 20:27
I agree. I think all my future games will be SW games, as long as I can get players. Now I just have to learn the system.
The Savage Worlds system is amazing and pretty straightforward to pick up.

And once you have the core mechanics down, there are so many settings (genres) that you can play based on them!

Ikael
April 24th, 2018, 21:59
Changelog



[Feature] New Defeated Markers: Oil by Hermundure
[Improvement] Defeated markers remastered by Hermundu
[Improvement] @GangingUp effect keyword support added

Ikael
April 24th, 2018, 22:00
I updated to check everything and got some errors, so hopefully this helps the development

Script Error: [string "scripts/data_library_sw.lua"]:422: attempt to call field 'setCustomFilterHandler' (a nil value)
Script Error: [string "scripts/manager_combat2.lua"]:35: attempt to call field 'setCustomGetCombatantNodes' (a nil value)
Script Error: [string "scripts/manager_token2.lua"]:12: attempt to call field 'addCombatantFieldChangeHandler' (a nil value)
Script Error: [string "charsheet/scripts/charsheet_inventory_munda..."]:43: attempt to call field 'onInventorySortUpdate' (a nil value)



I believe you are using old version of CoreRPG ruleset. Can you make sure you are using the latest versions?

danielhalond
April 24th, 2018, 22:49
I believe you are using old version of CoreRPG ruleset. Can you make sure you are using the latest versions?

You were right, Ikael! Although I had the lastest version of the CoreRPG I did have a folder extracted in the same folder. Sorry! Now I'm using it, awesome stuff!!

Nyghtmare
May 1st, 2018, 20:15
So no Savage Worlds 4.6 with today's update?

Ikael
May 1st, 2018, 20:19
So no Savage Worlds 4.6 with today's update?

It should be, but it might take some more time from Smiteworks to publish all the 50+ updated v4.6 SavageWorlds products

lokiare
May 1st, 2018, 22:56
The updates have been released. Sorry for the delay.

Pepor
May 2nd, 2018, 08:06
Hi there,

I got a Savage Worlds update, and it is working.

Thanks!

Leperchan5
May 2nd, 2018, 08:43
The combat tracker has targeting for starters but there are more in patch notes here.