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View Full Version : SavageWorlds v5.1 Public Beta Testing



Ikael
September 8th, 2019, 15:58
Live release is scheduled 1st October 2019

The next iteration of SavageWorlds ruleset and related products are now in public 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.

This update is for both SWADE and SWD editions. Items marked with [SWADE] are only available for Savage Worlds Adventure Edition. Items marked with [SWD] are only available for Savage Worlds Deluxe Edition. Items marked with [SavageWorlds] are available for both SWADE and SWD.

Savage Worlds
[SWADE] Look and feel updated
[SWADE] Multiline support for chat entry text
[SWADE] Encumbrance penalty can be selected to be applied only for armor or carried weight
[SWADE] Typos and links fixed in modules
[SWADE] Effect keywords to added many module records
[SWADE] Bumps & Bruises effect added to master effect list
[SWADE] Improved Chase rule support
[SWADE] Vehicle parry rule implemented
[SWADE] Vehicle handling is auto-applied to maneuvering rolls
[SWADE] Chase complication rules implemented
[SWADE] Vehicle Out of Control and Critical Hits tables improved
[SavageWorlds] Defeated Markers doesn't work properly. Fixed
[SavageWorlds] Re-roll damage did not work properly with pending damage entries. Fixed
[SavageWorlds] Dragging Bennies highlights zones where it can be dropped
[SavageWorlds] Automation related options moved into "Automation (GM)" section
[SavageWorlds] New option: "Auto-apply: Abilities & Modifiers". This is master option to control auto-applying Abilities and Modifiers. When set off, all automation is disabled
[SavageWorlds] New option: "Targeting Allowed". Use to control is roll targeting features allowed
[SavageWorlds] Auto-apply Joker Bonus, Size, Range, Gang Up Modifiers options moved under "House Rules (GM)" section
[SavageWorlds] Custom trait attack is be ranged when range field has value
[SavageWorlds] Skill will be removed if racial ability reduces it below d4
[SavageWorlds] Option "Minitracker: Show Derived Stats" rename to "Client CT: Show Stats". It will also determine if WildCard info is shown in client CT
[SavageWorlds] Attack keywords effect support. User can define custom keywords for attacks and they are taken account in effect framework
[SavageWorlds] Ignore effects support, for instance [Ignore #Dim #Dark] to ignore dim and dark illumination effects
[SavageWorlds] Reduce effects support, for instance [Ignore #Illumination -3] to ignore up to 3 points of illumination penalties
[SavageWorlds] Attack effects support, for instance [>#ImprovisedWeapon] in weapon would cause Improvised Weapon penalties when attacking with the weapon
[SavageWorlds] Attack ignore effects affect opponent's defense effects
[SavageWorlds] Recoil penalty is auto-applied when shooting ranged weapon with RoF > 1
[SavageWorlds] Improved effect autocomplete
[SavageWorlds] Effects are searched from all loaded modules
[SavageWorlds] Effect framework performance improvements
[SavageWorlds] Vehicle damage rules implemented
[SavageWorlds] Token can be dropped anywhere on CT entry to change combatant's token
[SavageWorlds] Vehicle maneuver roll cannot be re-rolled by dropping Benny. Fixed
[SavageWorlds] PC run action button is not working properly. Fixed

Ikael
September 8th, 2019, 15:58
New look and feel

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Ikael
September 8th, 2019, 15:58
Improved Chase Rule support

https://cdn.discordapp.com/attachments/274634463860883458/619984285218242561/sw_chase.JPG

https://cdn.discordapp.com/attachments/274634463860883458/620026047185944627/sw_chase_dogfight_prep.gif

Ikael
September 8th, 2019, 15:58
Improved Effects framework: Keyword effects

Firearm attack against Kevlar Vesthttps://cdn.discordapp.com/attachments/274634463860883458/616339832985354240/sw_attack_keywords_effects.gif

Improved Effects Framework: Ignore Effects

Reduce/ignore weather effectshttps://cdn.discordapp.com/attachments/274634463860883458/618194940299837440/sw_reduce_effects.gif

Auto-apply & Ignore Recoil
https://cdn.discordapp.com/attachments/274634463860883458/618149069948321828/sw_attack_effect_recoil.gif

Ignore Shield with Flail
https://cdn.discordapp.com/attachments/274634463860883458/618570738336792576/sw_ignore_effects.gif

Meliath1742
September 12th, 2019, 22:50
Wow...awesome Ikael!

Ikael
September 23rd, 2019, 15:48
[SWADE] Vehicle handling is auto-applied to maneuvering rolls
[SWADE] Chase complication rules implemented
[SWADE] Vehicle Out of Control and Critical Hits tables improved
[SavageWorlds] Vehicle damage rules implemented
[SavageWorlds] Token can be dropped anywhere on CT entry to change combatant's token
[SavageWorlds] Vehicle maneuver roll cannot be re-rolled by dropping Benny. Fixed
[SavageWorlds] PC run action button is not working properly. Fixed

twistedtechmike
September 24th, 2019, 12:07
This all looks awesome! The new look is fantastic, and the automation is top-notch as always!

Skellan
September 24th, 2019, 17:47
Would it be possible to use SWADE status tokens for shaken, wounded etc.?

Ikael
September 24th, 2019, 18:03
Would it be possible to use SWADE status tokens for shaken, wounded etc.?

I tried to use them but they need to be scaled too small which made them look bad.

dragonheels
September 26th, 2019, 14:04
[SavageWorlds] Re-roll damage did not work properly with pending damage entries. Fixed
Thanks a lot !

YamaShintaku
September 26th, 2019, 16:19
Ikael, this looks amazing! And, the updates are fantastic! Thank you so much! Any idea when it will be released for production usage? I'm hoping it comes out with the Beta Release v3.3.9...

Ikael
September 26th, 2019, 17:53
Ikael, this looks amazing! And, the updates are fantastic! Thank you so much! Any idea when it will be released for production usage? I'm hoping it comes out with the Beta Release v3.3.9...

Live release is scheduled to next week's tuesday (1st October).

scottgeg
September 30th, 2019, 01:47
Used it today in the test channel. Looks great, everyone loved it.

amerigoV
October 20th, 2019, 14:32
I am newer to FG and was doing a test combat. I am impressed the grid recognizes Gang Up, the Vulnerable state, etc (great job!). One thing it did not seem to recognize was the Assassin Edge when attacking Vulnerable opponents. I just wanted to check if that was something I should make a subattack or if there is a bug in the programming.

Thanks again for all the hard work on this!

mac40k
November 4th, 2019, 22:48
As implemented, the Level Headed Edge defaults to the higher of the two cards dealt automatically. However, the Edge description states the player chooses. Under most circumstances, the player will choose the higher card so it makes sense to default to it, but in the case of Chases and Dramatic Tasks where a club has a negative effect, the player may want to choose the lower of the two cards, assuming it is not also a club to avoid the complication. If this is possible, we have not been able to figure out how to swap out the Initiative card manually.

Ikael
November 4th, 2019, 22:52
As implemented, the Level Headed Edge defaults to the higher of the two cards dealt automatically. However, the Edge description states the player chooses. Under most circumstances, the player will choose the higher card so it makes sense to default to it, but in the case of Chases and Dramatic Tasks where a club has a negative effect, the player may want to choose the lower of the two cards, assuming it is not also a club to avoid the complication. If this is possible, we have not been able to figure out how to swap out the Initiative card manually.

Have you tried to double click cards that you have on CT?

mac40k
November 5th, 2019, 19:34
Thanks Ikael! We were trying to drag and drop card. Didn't think to double click.