View Full Version : Savage Worlds updates in Test channel
Moon Wizard
January 3rd, 2019, 20:32
I'll let Ikael post more details when he's online; but the latest major revision of the Savage Worlds system is now in the Test channel.
Please note that these changes will impact your existing campaigns. Ikael has added a pop-up dialog to let you choose to migrate to SWADE or not. It is not suggested to change between versions on the same campaign, as you may run into issues.
It is suggested as always to save off your existing campaigns, just in case.
Regards,
JPG
Ikael
January 3rd, 2019, 21:10
Savage Worlds Adventure Edition (SWADE) ruleset is now available in Test channel! If you already own Savage Worlds Deluxe Edition ruleset you can join in beta-testing SWADE ruleset by switching Fantasy Grounds to Test channel and running the updater. After the update you can find two rulesets: SavageWorlds and SWD. SWD ruleset is your familiar Savage Worlds Deluxe Edition rules with lots of new features and improvements (see more below). If you use the SavageWorlds ruleset, you are playing with new and awesome SWADE rules!
When launching existing campaign with this update you are given dialogue option to switch using SWADE ruleset or keep using SWD. The dialogue option is given only once, but if you skipped it you can switch to SWADE by using slash command /swade in your campaign.
Report any bugs and other issues to this thread!
Good to know
SWADE modules are not available yet. If you are Savage Worlds Deluxe Edition ruleset owner you have access to the new SWADE ruleset but will need to purchase SWADE modules when they are ready. Meanwhile you can still use the new ruleset, load up Deluxe Edition and any other existing Savage Worlds modules and have fun. Reference to SWADE PDF for rule changes!
SWADE theme is not available yet.
Ikael
January 3rd, 2019, 21:25
The update provide new features and improvements to both ruleset (SWADE and SWD). Change with [SWADE] tag are only available in SWADE ruleset while changes with [SavageWorlds] are available in both SWADE and SWD rulesets.
[SWADE] Core skills added to sheet when PC is created
[SWADE] New Modifierstack buttons: Multi-Action and Run
[SWADE] Load limit is automatically calculated
[SWADE] Brawny Edge rule regarding Encumbrance implemented
[SWADE] Power Surge Edge rule implemented
[SWADE] Hard to Kill Edge rule implemented
[SWADE] No Mercy Edge rule implemented
[SWADE] Tough As Nails/Tougher Than Nails Edge rules implemented
[SWADE] Iron Jaw Edge rule implemented
[SWADE] Obese Hindrance rule implemented
[SWADE] Very Young Hindrance rule implemented
[SWADE] Size Wounds threshold rules implemented
[SWADE] Hesitant Hindrance Action Card rule implemented
[SWADE] Carry Encumbrance affects Pace
[SWADE] Armor Encumbrance affects Pace
[SWADE] Encumbrance rules updated
[SWADE] Stunned rules implemented
[SWADE] Incapacitation and Bleeding Out rules implemented
[SWADE] Effect duration rules updated
[SWADE] Vehicle sheet updated
[SWADE] Joker's Wild rule implemented
[SWADE] Critical Failure rule implemented
[SWADE] Joker's Wild rules can be adjusted by changing new House Rules option
[SWADE] New option: "Auto-roll Effect recovery". When enabled Stun recovery is auto-rolled
[SWADE] XP field removed from PC sheet
[SWADE] /xp slashcommand removed
[SWADE] Change CT Tracker type option removed
[SWADE] Distracted, Vulnerable, Stunned, Entangled and Bound effect icons on tokens
[SWD] Races, Hindrances and Edges updated
[SavageWorlds] Racial Abilities list
[SavageWorlds] Elan Edge rules regarding Soak updated
[SavageWorlds] Dropping Edges, Hindrances and Abilities to PC sheet add modifiers to stats
[SavageWorlds] Effects can be referenced with # prefix. For instance [#Vulnerable]
[SavageWorlds] New option: Auto-apply Size modifiers
[SavageWorlds] Make Group Rolls by holding ALT down and rolling NPC Trait
[SavageWorlds] Cards can be dropped on images and maps
[SavageWorlds] Benny can be dropped on Power Points field to regain d6 Power Points
[SavageWorlds] Brave Edge rule implemented
[SavageWorlds] Giant Killer Edge rule implemented
[SavageWorlds] Resilient/Very Resilient ability rules implemented
[SavageWorlds] Anemic Hindrance rule implemented
[SavageWorlds] Yellow Hindrance rule implemented
[SavageWorlds] Dropping ability to sheet will remove existing requirements abilities. For instance adding "Great Luck" would remove "Luck"
[SavageWorlds] Run effect keyword support added. For instance [Run -1d, Run -1] to reduce running die by one die type and -1 when rolling it
[SavageWorlds] Size effect keyword support added. For instance [Size +2] to increase actor's size by two
[SavageWorlds] Extreme Range support added
[SavageWorlds] Add > at the end of the Attribute effect keyword to make it affect all linked Traits. For instance [Agility> -2]
[SavageWorlds] Size effect keyword affects Toughness
[SavageWorlds] CT Effect Tab-autocomplete support added
[SavageWorlds] Effect list remastered
[SavageWorlds] Effect list in Power sheet
[SavageWorlds] Modifiers list in Power sheet
[SavageWorlds] New Advances field in PC sheet
[SavageWorlds] New Advance button in Party Sheet. Gives an Advance to all PCs
[SavageWorlds] New /advance slash commands. Gives an Advance to all PCs
[SavageWorlds] Dealt cards can be browsed and selected in CT
[SavageWorlds] Drop Benny to CT card selection to draw additional card
[SavageWorlds] If combatant has more than one card to select from they will be shown on start of the round
[SavageWorlds] Smart Derived Stat layouting (3-in-row and 2-in-row)
[SavageWorlds] GM Bennies will reset when PC Bennies are reset in Party Sheet view
[SavageWorlds] When Wild Die replaces Trait die result, it is highlighted in chat
[SavageWorlds] Critical Failure rolls are highlighted in chat
[SavageWorlds] Ganging Up effect keyword renamed to Gang Up
[SavageWorlds] Action Card edges and powers are ignored when combatant is Incapaciated
[SavageWorlds] Running roll result show more information
[SavageWorlds] Parry effect bonuses in multiple equipped weapons does not stack, unless you have Ambidextrous Edge
[SavageWorlds] Minimum Strength field for melee weapons and armors
[SavageWorlds] Weapon Minimum Strength rule implemented; beneficial effects on weapons are ignored if minimum strength is not fulfilled
[SavageWorlds] CT default space value calculated from actor's size
[SavageWorlds] Default NPC faction is foe when dropped to CT
[SavageWorlds] Pace, Parry and Toughness Derived Stat value cannot be less than one
[SavageWorlds] Ranged weapon MinStr penalty is affected by Effects
[SavageWorlds] Ammunition counter is not displayed in attack list unless number of shots are defined
[SavageWorlds] Ammunition counter is shown in sub-attack entries
[SavageWorlds] Effects are searched from NPC weaponlist
[SavageWorlds] Non-power effects can only be applied to self
[SavageWorlds] Default effects and modifiers can be registered in the ruleset
[SavageWorlds] Race shortcut can be dropped to Abilities list
[SavageWorlds] Power effects are linked to PC
[SavageWorlds] CT pending damage results ignored altered Wounds threshold. Fixed
[SavageWorlds] Auto-center map could reveal hidden NPCs for players. Fixed
[SavageWorlds] Character summary tool did not count Major Hindrance points correctly. Fixed
[SavageWorlds] New /roll slash command added. Use /help to see more details
[SavageWorlds] Damage threshold effect keywords changed to "Wounds Threshold" and "Fatigue Threshold"
[SavageWorlds] New effect keywords: Natural Healing, Fear Check, Fatigue, Disruption, Bleeding Out, Knockout
[SavageWorlds] Effects can be written in Edges, Hindrances and Racial Abilities directly
[SavageWorlds] House rules option: "Effects: Duration proceeds on" removed
[SavageWorlds] Force Close Combat targeting options removed
[SavageWorlds] effect data path changed to effects
[SavageWorlds] modifier data path changed to modifiers
[SavageWorlds] Icon parameters removed from ArcaneManager.registerArcaneType function
[SavageWorlds] Regain Power Points API provided
[SavageWorlds] Minimum Strength API provided
[SavageWorlds] Actor Size API provided
[SavageWorlds] Benny right click context menu removed. Drag-and-drop to use Bennies
Ikael
January 3rd, 2019, 21:51
How to use Bennies
https://cdn.discordapp.com/attachments/274634463860883458/530872023476600843/sw_benny_usages.gif
MoNeart
January 4th, 2019, 01:05
I got it to update, but am struggling to figure out how to edit the character traits in the character sheet.
(nvm) right click, ASSIGN. :)
MoNeart
January 4th, 2019, 01:38
I add two major hindrances, yet it only shows minor?
Dr0W
January 4th, 2019, 06:04
Awesome work, as usual!
Few things I got when trying it out:
Encumbered is written "Encumbrered" on Effect list
[SavageWorlds] Hesitant Hindrance Action Card rule implemented <- Sometimes won't work when drawing Jokers. It will pick the lowest card instead of joker making it possible for the CT to run out of cards because the joker was discarded.
[SWADE] Hard to Kill Edge rule implemented <- Didn't work for me (it used to, on SWD. Maybe the Hindrance on the official SWADE module will?). Also Bleeding Out auto-rolls on the turns after don't seem to be working anymore.
[SavageWorlds] CT Effect Tab-autocomplete support added <- Some anomalies when having [#stunned]. When auto-rolls for stun recovery, it will add another stun effect instead of removing it. Otherwise, works great.
Now a few things I couldn't test because I wasn't sure about:
[SavageWorlds] Dropping Edges, Hindrances and Abilities to PC sheet add modifiers to stats -> How does that work? I've seen your videos on this working, but how do I create a custom Edge that will add to Parry, for example?
Brave Edge rule implemented and [SavageWorlds] Yellow Hindrance rule implemented <- Not sure how to do Fear checks, or how that's implemented.
[SavageWorlds] Anemic Hindrance rule implemented <- Not sure how to do Fatigue Rolls, or how that's implemented.
Few other things I noticed:
- Character summary won't count a second Major hindrance points (I know, nobody cares)
- Completely not sure about this, but Powers have no Damage field. Powers from the SWD module will have the damage added correctly, but if I am to create a new power there is no field to add Damage and I have to change it manually later on.
- I only noticed this now, never tested beforehand so it possibly isn't just a new SWADE thing: When handing a parcel directly to a player, not using the party sheet but by holding Alt and dropping it to his portrait, every item will be added to it's inventory but weapons and armors will be added to Mundane Items.
So far so great, had it tested in about an hour but still have to put it to test through some games with real players. Keep rocking, Ikael!
Ikael
January 4th, 2019, 20:01
[SWADE] Hard to Kill Edge rule implemented <- Didn't work for me (it used to, on SWD. Maybe the Hindrance on the official SWADE module will?). Also Bleeding Out auto-rolls on the turns after don't seem to be working anymore.
According to SWADE rules Hard to Kill removed Wound penalties from Bleeding Out, not from Incapacitation roll. Also Bleeding Out is rolled on character's turn, not in start of round like in SWD. I tested these and they worked as expected.
[SavageWorlds] Dropping Edges, Hindrances and Abilities to PC sheet add modifiers to stats -> How does that work? I've seen your videos on this working, but how do I create a custom Edge that will add to Parry, for example?
I will add data to SWD modules to allow testing these out.
Brave Edge rule implemented and [SavageWorlds] Yellow Hindrance rule implemented <- Not sure how to do Fear checks, or how that's implemented.
[SavageWorlds] Anemic Hindrance rule implemented <- Not sure how to do Fatigue Rolls, or how that's implemented.
I will add add slash command to allow you rolling these.
- Completely not sure about this, but Powers have no Damage field. Powers from the SWD module will have the damage added correctly, but if I am to create a new power there is no field to add Damage and I have to change it manually later on.
Right click on Power and select "Attack info". There you can input the data.
Other topics, are mostly fixed and will be part of next update. Thanks for the excellent testing!
Ikael
January 4th, 2019, 20:16
Awesome work, as usual!
- I only noticed this now, never tested beforehand so it possibly isn't just a new SWADE thing: When handing a parcel directly to a player, not using the party sheet but by holding Alt and dropping it to his portrait, every item will be added to it's inventory but weapons and armors will be added to Mundane Items.
Seems like this has been around for a while and it is because CoreRPG has only single item list while SavageWorlds has multiple. I will ignore this for now, and check later if SavageWorlds can override CoreRPG's ItemManager.sendItemTransfer to support target list item by item instead. Initial thoughts, John?
Ikael
January 7th, 2019, 22:23
Upcoming update provides following changes:
New /roll slash command added. Use /help to see more details
Racial Abilities list added (open from Race masterindex)
Run effect import added (when adding Fleet Footed, the rundie is increased accordingly)
Hesitant hindrance did not work correctly. Fixed
Powers did not proceed correctly. Fixed
Hindrance points were not calculated correctly. Fixed
Default effects/modifiers did not load correct list. Fixed
Added /rebuild slashcommand which will re-load default effects and modifiers
Valyar
January 7th, 2019, 23:40
My groups and I decided to stick with Savage Worlds Deluxe as we already invested time and money into it, both in FG and outside. We don't want and don't have time to adjust to all changes imposed by SWADE and invest further for the sake of it being new. The switch to SWADE might be in the future, when the core rulebook, supplements and some settings are released under the new version of the rules. Until then we will stick with Deadlands Reloaded, Weird Wars 2 and Savage Worlds Deluxe. Having said that that, I have been testing the new SWD and had few brief sessions to see how it works with the existing campaigns.
So I found either a bug in the SWD ruleset or a 'feature'. Ikael answered me in Discord, but conversations there are lost or diluted... so I post here to provide my feedback
TLDR version:
The Modifiers and Effects lists do not respect the content of the SWD modules when loaded. The lists stay pre-defined. Below is the screenshot from SWD with SWD modules loaded. Turned out that this is a bug and after fix that will be pushed soon, followed by /rebuild on the ruleset, the SWD will properly take the Modifiers and Effects listed in the modules, rather than falling back to the default SWADE lists. Still, the Effects master lists will be reduced, leaving Spell effects out. If GM wants to have some spell effects on the list, it must be dragged to it from the respective spell card.
Some questions
I saw that Savage Worlds Deluxe modules will be updated and the Powers will have extra section in their card where the actual effects will be placed. Will DLR/WW2/Other modules be updated as well? Most of them have duplicated Powers from the Core but with the setting-specific information and flavor. Some have unique powers. Off the top of my head I recall the Aim power from DLR, but might be others.
How easy it will be to create those draggable effects for powers in modules that won't be updated?
There are great amount of changes listed, will the documentation be updated? :)
Will all non-spell effects continue to function as they do today and remain available in SWD?
Is there an easy way to have the extensions for NPC maker and Roll statistics integrated? :D
The verbose version:
Our play style involves combat maps, theater of mind for the simpler engagements and chases. The last two do not happen on the map and we run purely on CT and abstract background images for keeping distances and positioning information. Works like a charm. Therefore, we use the ruleset in few different ways, but all functionalities - from the full automation during combat to the manual "old school" ways of doing rolls by applying modifiers to rolls and effects directly applied without the need to have targeting etc. Same for spell effects. This way I accommodate people who don't like to feel like they are playing computer game and the other type, that prefer more traditional way of playing.
Another great use of the master Modifiers and Effects list (in SW especially) is for reference. In SW we have a lot of actions that modify a roll and many times players themselves just check it and roll, rather than waiting me to tell them. This is great. They also plan some actions based on the things in the list, saving time from checking the module library, as we don't have Reference Manuals in SW/DLR. I love the complete list and we were unpleasantly surprised when we saw the default list. I am glad it seems to be a bug now :)
So, I hope in the SWD, when it is released, we will be able to continue playing the same way.
YamaShintaku
February 10th, 2019, 03:53
...SWADE modules are not available yet...
I apologize if this has already been asked/answered... Do you have any idea when the SWADE module will be released?
*waiting with bated breath*
mac40k
February 16th, 2019, 20:33
I've never tried out a ruleset in the test environment until this morning. I like what I saw in my brief tour in a test campaign and am considering upgrading my 2 campaigns prior to the official release, but not just yet. I had a game a couple hours later and notice that when I switched back to Live environment, that all the characters' traits had been reset to a d4. I was able to restore from the prior back up and the game went on. Afterwards I double checked and my other campaign had the same issue. Does this mean I can't flip back and forth between Live and Test (to play a bit more before committing to the switch) without constantly incurring this problem, or was it just a strange coincidence?
LordEntrails
February 16th, 2019, 21:14
..Does this mean I can't flip back and forth between Live and Test (to play a bit more before committing to the switch) without constantly incurring this problem, or was it just a strange coincidence?
Always assume switching back and forth between Test and Live will result in irrecoverable changes/problems. See the first Key Pointy in this post; https://www.fantasygrounds.com/forums/showthread.php?9966-Welcome-to-public-testing!
It doesn't mean you will always have problems, but it means you might and you have been warned :)
Also, since Test is not really in public test right now, I would not use it for a campaign. Their are likely to be changes between now and "publication" that are not going to be usable/forward compatible.
MartynJFogg
February 26th, 2019, 20:31
It's a catastrophe. When the choice box comes up to stick with the old one or convert the new I clicked no and still it forced a change.
Trenloe
February 26th, 2019, 20:57
It's a catastrophe. When the choice box comes up to stick with the old one or convert the new I clicked no and still it forced a change.
I've responded to your similar post in the release thread here: https://www.fantasygrounds.com/forums/showthread.php?48112-Savage-Worlds-2019-February-update&p=427894&viewfull=1#post427894
P.S. I'm not sure if it's a catastrophe or a disgrace! But hopefully my comments in the other thread will help you get back on track.
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