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View Full Version : Savage Worlds v5.2 released



Ikael
April 21st, 2020, 20:07
Savage Worlds Adventure Edition v5.2 and Savage Worlds Deluxe Edition 4.10 are now available.

These update cycle is different from previous ones. Instead of having long cycle of development and testing before
live release, this version will get update releases in small patches.

Here is the full list of all changes, so far:


[SWADE] Chase & Vehicle Reference Chart
[SWADE] Rulebook errata applied
[SWADE] Conviction rules implemented
[SWADE] Common Power Modifiers included into Power Records
[SWADE] New Automation option: "Auto-consume: Ammo"
[SWADE] New Setting Rules option: "Unarmored Hero"
[SWADE] Size Derived Stat for PCs (hidden by default)
[SWADE] Size calculation bugs. Fixed
[SWADE] Several NPCs records fixed
[SWADE] Iron Will Edge fixed
[SWADE] Injury table fixed
[SWADE] Injury table results can be dragged as effects into CT
[SWADE] Range Power Modifier removed from Burst Power
[SWADE] Infravision abilities and gear updated to have [Halve #Illumination] effect
[SWADE] NPC updated to have Immunity and Invulnerability effects
[SWADE] Brave Edge does not grant bonus to fear checks. Fixed
[SWADE] Shotgun damage was not prepared correctly after drop. Fixed
[SWADE] Equipment tables improved
[SWADE] Vehicle tables should have Size and Handling columns. Fixed
[SWADE] Quick Draw Edge automation
[SWADE] Unstable Platform has wrong effect. Fixed
[SavageWorlds] Global Effects
[SavageWorlds] Effect framework support vehicle modifications
[SavageWorlds] Effect framework support cyberware
[SavageWorlds] Effects can be applied from hotkeys with a click
[SavageWorlds] Effect autocomplete support in all effect source fields
[SavageWorlds] Double effect keyword support. For instance [Double Damage] to double all damage roll results
[SavageWorlds] Halve effect keyword support. For instance [Halve #Illumination] to halve any illumination penalties
[SavageWorlds] Immunity effect keyword support. For instance [@Immunity Fire] to negate all fire damage
[SavageWorlds] Invulnerability effect keyword support. For instance [@Invulnerability] to grant invulnerability
[SavageWorlds] Normal Damage effect keyword support. For instance [@Normal Sunlight Damage] allows to penetrate Invulnerabilty effects
[SavageWorlds] Ignore, Double, Halve Range effect support
[SavageWorlds] Ignore, Double, Halve Armor effect support
[SavageWorlds] Movement effect keyword support
[SavageWorlds] GangUp effect support for Attackers
[SavageWorlds] Benny effect keyword support
[SavageWorlds] Adventure Card effect keyword support
[SavageWorlds] Middle-mouse click on attack/power section to quickly open Attack Info sheet
[SavageWorlds] CT Effect autocomplete will add additional effects such as Vulnerability in case of autocompleting WildAttack
[SavageWorlds] CT effects can be changed to be visible only for GM
[SavageWorlds] CT effects can be toggled to have different state: on, off or skip
[SavageWorlds] Token effect icons updated
[SavageWorlds] New Token option: "GM: Show effects"
[SavageWorlds] New Token option: "Player: Show Enemy effects"
[SavageWorlds] New Token option: "Player: Show Ally effects"
[SavageWorlds] New Token option: "Effect Icon Size"
[SavageWorlds] Gritty Damage Setting Rule implemented
[SavageWorlds] Rifts Gritty Damage rules provided as option under House Rules
[SavageWorlds] Hold ALT down to force drop Edges, Hindrance and Special Ability to specific list
[SavageWorlds] Items can be dropped to NPC Gear
[SavageWorlds] NPC Gear Effects become CT Effect after NPC is added to CT
[SavageWorlds] GM will always see full attack descrition even if target is unidentified
[SavageWorlds] Radial icons updated
[SavageWorlds] Ignore wounds abilities does not prevent Pace penalties. Fixed
[SavageWorlds] Weapon ammo information is lost when added to partysheet. Fixed
[SavageWorlds] API to register new built-in effects
[SavageWorlds] APIs for the first Action Card Handler
[SavageWorlds] Attack type (Melee, Ranged, Thrown, Arcane etc.) can be used in effect to adjust Trait Dice
[SavageWorlds] $Ability effect support in CT effects. For instance `Warrior's Gift [$Quick]` to grant Quick Ability but label it as Warrior's Gift
[SavageWorlds] Melee sub-attack consumed main weapon's ammo. Fixed
[SavageWorlds] Ignore #Running effect did not work properly. Fixed
[SavageWorlds] Powers can be added to NPCs although they don't have Arcane Background
[SavageWorlds] Effects are shown in Ability record sheet
[SavageWorlds] Empty placeholder for Crystal records
[SavageWorlds] New slashcommands: "/effects load". Use to update build-in effects
[SavageWorlds] New slashcommands: "/effects unload". Use to unload built-in effects
[SavageWorlds] NPC Weapon Effects become CT Effect after NPC is added to CT
[SavageWorlds] New FGU Token option: "Party vision and movement"
[SavageWorlds] Notification in chat when you add Race, Edge, Hindrance that change your stats
[SavageWorlds] Gangup is not calculated correctly in specific sized grid maps. Fixed
[SavageWorlds] Gangup is not calculated correctly if records are not shared to players. Fixed
[SavageWorlds] Effects Skip state does not affect permanent effects
[SavageWorlds] Effects Off state does not work properly
[SavageWorlds] Items, weapons or armors cannot be added to Parcels
[SavageWorlds] The Drop and Vulnerability modifiers does not stack. Fixed
[SavageWorlds] Command effect should grant bonus to recover from Stunned. Fixed
[SavageWorlds] Non-supported Arcane Background caused script error when making Trait rolls. Fixed
[SavageWorlds] Double and Halve Damages affected rolls inproperly. Fixed
[SavageWorlds] Incapacitated combatant should not be counted in Gang Up. Fixed
[SavageWorlds] Some Power effects lack multi-target support. Fixed
[SavageWorlds] Aceable desktop dice does not show results correctly in case of multiple dices. Fixed
[SavageWorlds] Aceable desktop dice aren't hidden when roll on tower. Fixed
[SavageWorlds] Disable archetype portrait selection. Fixed
[SavageWorlds] Partysheet revealed unidentified items. Fixed
[SavageWorlds] Checkbox did not work properly. Fixed
[SavageWorlds] Gangup did not work in hex grid. Fixed
[SavageWorlds] Non-square tokens did not scale correctly with mouse wheel. Fixed
[SavageWorlds] Invisible desktop panels can block other UI components. Fixed
[SavageWorlds] Shaken/Incapacitated token icons are too small. Fixed
[SavageWorlds] Delete CT combatant could cause wrong rendering. Fixed
[SavageWorlds] Item, armor, weapon and vehicle lists improved
[SavageWorlds] Load limit calculation improved
[SavageWorlds] Moving token on top of another mistakenly replaces the token. Fixed
[SavageWorlds] Unskilled encoding issues in FGU. Fixed
[SavageWorlds] Campaign Setup support

Notes
[SWADE] prefixed updates are available only in Savage Worlds Adventure Edition ruleset
[SavageWorlds] prefixed updates are available in both Savage Worlds Adventure Edition and Savage Worlds Deluxe Edition rulesets.

Ikael
April 21st, 2020, 20:07
SavageWorlds v5.2.13 beta available in Test Mode


[Fixed] Only torso armor should affect Toughness. Fixed
[Fixed] Invulnerability and Immunity effects missing from special abilities. Fixed
[Fixed] FGU dogfights distance calculation is broken. Fixed

Ikael
April 21st, 2020, 20:07
Placeholder #2

lozanoje
April 21st, 2020, 20:25
Let's take a look! Thanks!

Tommycore
April 21st, 2020, 22:51
New update! New update! *Happy dance*
Hm, the first thing I noticed is that with pre-existing characters in a running campaign, the size stat is 0. For 3 humans and a saurian.

SmileyMan
April 22nd, 2020, 09:41
:rolleyes:
Amazing! Global effects... SOOOO useful when everybody is in the dark and you don't have to add to drag the effect one by one, while trying to keep the tension!

Is there a documentation containing all the effect expressions?
Or is this page : https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/1146907/Savage+Worlds+Effects, the most up to date?

Thank you so much!

Ikael
April 24th, 2020, 00:26
New feature patch is available in Fantasy Grounds Test Mode for public beta testing. See more details about the update below

Tommycore
April 24th, 2020, 12:41
[SavageWorlds] Hold ALT down to force drop Edges, Hindrance and Special Ability to specific list

This is a huge help. Worth mentioning: You need to drop on the specific title (Edge, Hindrance, Special Ability), not the list itself, otherwise it doesn't work.

Ikael
April 25th, 2020, 01:16
SavageWorlds v5.2.2 is available in Fantasy Grounds Test Mode for public beta testing. Read more information about it from the first post

luispenya
April 25th, 2020, 03:26
Hi,
Today, I was directing on a session and I see the following error.
All the times (with the Range Penalties Rules active in the options) I receive a Close Combat Attack range wherever the attacker and the target are: 15' 5', whatever... So they always have to beat the parry of the target instead of the range penalty... This happens in this session, but in the last week session, we have no error. The only difference is that I updated to this release... Could be a bug in this rule implementation?
Cheers

Ikael
April 25th, 2020, 10:04
Hi,
Today, I was directing on a session and I see the following error.
All the times (with the Range Penalties Rules active in the options) I receive a Close Combat Attack range wherever the attacker and the target are: 15' 5', whatever... So they always have to beat the parry of the target instead of the range penalty... This happens in this session, but in the last week session, we have no error. The only difference is that I updated to this release... Could be a bug in this rule implementation?
Cheers

I have not experienced this. Make sure you use FG grid on map.

luispenya
April 25th, 2020, 15:02
I have not experienced this. Make sure you use FG grid on map.

I had it also added... hexagonal grid of 1''. But today when I made another test this seems to work properly, sorry for the query, probably the restart of the environment or something similar... I will test it again next Friday. I set it as resolved. Many thanks
Cheers

Idar12
April 26th, 2020, 19:49
More updates are available in Fantasy Grounds Test Mode for public beta testing. These features will be released live in two weeks.

Changelog
[SWADE] New option: "Auto-consume: Ammo". When enabled, weapon ammunition is auto-consumed when attacking


Is there a way to increase the amount of ammo auto-consumed via RoF?

Ikael
April 26th, 2020, 20:01
Is there a way to increase the amount of ammo auto-consumed via RoF?

You must increase number of Attack Dices by right clicking on left side Attack Trait field and selecting #Attacks options. RoF tells you what is the maximum number of shots you can make, but you need to define number of attack you want to do for each attack. Create sub-attacks to define different combination if you like

subdeacon
April 27th, 2020, 06:59
After todays update, my dice tower no longer worked. For me or anyone. When I dropped a roll on it the "windows" in the tower went white but other than that nothing. The die didn't even roll.

Afterwards, I booted up a clean SWADE with NO extensions, went to options and turned the dice tower on. It never appears.

Ikael
April 27th, 2020, 07:59
After todays update, my dice tower no longer worked. For me or anyone. When I dropped a roll on it the "windows" in the tower went white but other than that nothing. The die didn't even roll.

Afterwards, I booted up a clean SWADE with NO extensions, went to options and turned the dice tower on. It never appears.

Thanks for letting me know. I have fixed the situation and update will be available live next week.

lozanoje
April 27th, 2020, 11:52
Hi:

Yesterday I experienced again an old bug with defeated markers that I reported in the previous version:

https://www.fantasygrounds.com/forums/showthread.php?51201-Savage-Worlds-v5-1-released&p=488711#post488711

Ganging-up bonus with defeated markers:

https://i.ibb.co/LCSWV8x/vlcsnap-2020-04-27-12h42m17s571.jpg (https://ibb.co/4jWGh78)

Another example:

https://i.ibb.co/gFD43QZ/vlcsnap-2020-04-27-12h43m27s350.jpg (https://ibb.co/wrKcR8h)

I recorded the gaming session, first screenshot is from 3:42:23 and the second one from 3:42:58 of the following video (between quotes not to spam the video here); other example at 3:43:13.


https://www.youtube.com/watch?v=3NbG5KlgAMg

Dandersonjr32
April 30th, 2020, 21:19
Do you have to do something to turn on the new 5.2 features? After downloading and verifying that I had 5.2, I checked my already established campaigns and didn't see Conviction or Gritty Damage. I started a new campaign and found the same thing. I haven't looked at ammo yet. am I missing something obvious?
34655

Ikael
April 30th, 2020, 22:23
Hi:

Yesterday I experienced again an old bug with defeated markers that I reported in the previous version:

https://www.fantasygrounds.com/forums/showthread.php?51201-Savage-Worlds-v5-1-released&p=488711#post488711

Ganging-up bonus with defeated markers:

https://i.ibb.co/LCSWV8x/vlcsnap-2020-04-27-12h42m17s571.jpg (https://ibb.co/4jWGh78)

Another example:

https://i.ibb.co/gFD43QZ/vlcsnap-2020-04-27-12h43m27s350.jpg (https://ibb.co/wrKcR8h)

I recorded the gaming session, first screenshot is from 3:42:23 and the second one from 3:42:58 of the following video (between quotes not to spam the video here); other example at 3:43:13.

I have been trying to reproduce this issue without success. If possible, please provide more details on how to reproduce the issue.

Teotimus
April 30th, 2020, 22:33
Do you have to do something to turn on the new 5.2 features? After downloading and verifying that I had 5.2, I checked my already established campaigns and didn't see Conviction or Gritty Damage. I started a new campaign and found the same thing. I haven't looked at ammo yet. am I missing something obvious?
34655

Same here. Can't see Auto-ammo either...

lozanoje
April 30th, 2020, 22:44
Do you have to do something to turn on the new 5.2 features? After downloading and verifying that I had 5.2, I checked my already established campaigns and didn't see Conviction or Gritty Damage. I started a new campaign and found the same thing. I haven't looked at ammo yet. am I missing something obvious?
34655

It is not yet in 5.2, you have to install 5.2.3 from test channel and you'll see the options of Conviction and Autoammo substration.

Also, Ikael has fixed the error with Dice Tower, it works again with 5.2.3

lozanoje
April 30th, 2020, 22:47
I have been trying to reproduce this issue without success. If possible, please provide more details on how to reproduce the issue.

I cant reproduce it neither, sorry, I will pay attention again to the video I posted to see if something strange happens and report back if I have any clue.

GunbunnyFuFu
May 1st, 2020, 23:01
Question..how do we do autofire with NPCs? I set up a subattack with a # 3, but when rolled it doesn't take Recoil into consideration.

GBFF

Ikael
May 2nd, 2020, 07:59
Question..how do we do autofire with NPCs? I set up a subattack with a # 3, but when rolled it doesn't take Recoil into consideration.

GBFF

Make sure NPC weapon has RoF information included. Without it ruleset doesn't include Recoil penalties

ragnarol
May 5th, 2020, 18:31
Hi

Shotguns, I must be making something wrong. When adding a shotgun to an NPC the damage is taken as "3d6 + 1", I think it may be a problem parsing the damage on the item as it is shown as "1 to 3d6"?

Or maybe the ruleset handle it differently.

Ikael
May 5th, 2020, 20:19
Savage Worlds v5.2.3 has been updated to live. See the changelog from the first post.

IceBear
May 6th, 2020, 01:48
Misread

lozanoje
May 6th, 2020, 11:48
Savage Worlds v5.2.3 has been updated to live. See the changelog from the first post.

Great! This fixes the Dice Tower. Thanks!

Matchstickman
May 8th, 2020, 15:10
Snake, Venomous
The combat tab erroneously has a bite damage of Str, when it should be Str+2 (so a flat d4, not d4-2, though the picture shows just a d4 it is rolling Str)

Injury Table
The numbers are off, they should be Leg: 10-11 and Head: 12 not Leg: 10 and Head: 11-12

Ikael
May 8th, 2020, 19:56
Snake, Venomous
The combat tab erroneously has a bite damage of Str, when it should be Str+2 (so a flat d4, not d4-2, though the picture shows just a d4 it is rolling Str)

Injury Table
The numbers are off, they should be Leg: 10-11 and Head: 12 not Leg: 10 and Head: 11-12

Thanks for pointing these out. These are fixed in upcoming v5.2.4

Lonewolf
May 11th, 2020, 10:03
Do you have to do something to turn on the new 5.2 features? After downloading and verifying that I had 5.2, I checked my already established campaigns and didn't see Conviction or Gritty Damage. I started a new campaign and found the same thing. I haven't looked at ammo yet. am I missing something obvious?
34655


Same here. Can't see Auto-ammo either...


Question..how do we do autofire with NPCs? I set up a subattack with a # 3, but when rolled it doesn't take Recoil into consideration.

GBFF

Kevin covers a few questions on Utube. Hope this helps

https://www.youtube.com/watch?v=GhXQkUvfAQY

Ikael
May 12th, 2020, 22:45
Savage Worlds v5.2.4 update is released to live.

Changelog
[SWADE] Bull and Snake NPCs fixed
[SWADE] Iron Will Edge fixed
[SWADE] Injury table fixed
[SWADE] Range Power Modifier removed from Burst Power
[SavageWorlds] Attack type (Melee, Ranged, Thrown, Arcane etc.) can be used in effect to adjust Trait Dice
[SavageWorlds] $Ability effect support in CT effects. For instance "Warrior's Gift [$Quick]" to grant Quick Ability but label it as Warrior's Gift
[SavageWorlds] Melee sub-attack consumed main weapon's ammo. Fixed
[SavageWorlds] Ignore #Running effect did not work properly. Fixed
[SavageWorlds] Powers can be added to NPCs although they don't have Arcane Background
[SavageWorlds] Effects are shown in Ability record sheet

Xeonen
May 13th, 2020, 02:54
Hello,

I'm getting Lua script error if the NPC has [Parry+1] instead of [>Parry+1] in an equipped weapon. It worked without a problem in 5.2 and prior versions and stopped working in 5.2.3 and 5.2.4 I do not know if the error is intentional or a bug so I'm reporting it.

This situation happens, if the NPC has the Staff item in SWADE Players Guide.
Causality can be established by either deleting the staff or changing the parry text.
I've tested it with PCs and PCS appears to be working fine.

manager_string_sw.lua at 48th line, which corresponds to this function.

function isNotBlank(sContent)
return not StringManager.isBlank(sContent)
end

Doswelk
May 13th, 2020, 07:38
Hello,

I'm getting Lua script error if the NPC has [Parry+1] instead of [>Parry+1] in an equipped weapon. It worked without a problem in 5.2 and prior versions and stopped working in 5.2.3 and 5.2.4 I do not know if the error is intentional or a bug so I'm reporting it.

This situation happens, if the NPC has the Staff item in SWADE Players Guide.
Causality can be established by either deleting the staff or changing the parry text.
I've tested it with PCs and PCS appears to be working fine.

manager_string_sw.lua at 48th line, which corresponds to this function.

function isNotBlank(sContent)
return not StringManager.isBlank(sContent)
end

Technically [>Parry +1] is what it should be, if you have the weapon equipped you should get Parry +1, if you are not using that weapon (i.e. it isn't equipped), then you should not that is what '>' means...

Xeonen
May 13th, 2020, 08:20
Technically [>Parry +1] is what it should be, if you have the weapon equipped you should get Parry +1, if you are not using that weapon (i.e. it isn't equipped), then you should not that is what '>' means...

SWADE ruleset might require an update in this regard, staff item in the ruleset has [Parry+1] tag. Thanks for the explanation on > though. I didn't know it's meaning.

rodney418
May 13th, 2020, 10:33
Hi

Shotguns, I must be making something wrong. When adding a shotgun to an NPC the damage is taken as "3d6 + 1", I think it may be a problem parsing the damage on the item as it is shown as "1 to 3d6"?

Or maybe the ruleset handle it differently.

That's been an issue for a long time. Definitely needs fixing.

Ikael
May 13th, 2020, 14:17
Technically [>Parry +1] is what it should be, if you have the weapon equipped you should get Parry +1, if you are not using that weapon (i.e. it isn't equipped), then you should not that is what '>' means...

That is not completely accurate. > prefix is only for attacks. You cannot define defensive effects using it. You must define Parry to item itself, not as attack effect.

ragnarol
May 14th, 2020, 07:57
That's been an issue for a long time. Definitely needs fixing.

Well it is really just a minor incovenience, you an always define three subattachas for 1d6/2d6/3d6 damage :)

dikdastard
May 15th, 2020, 00:07
Just a minor observation/issue in DLR with regard to the new auto ammo counter functionality. The SWADE rules regarding ammo consumption for autofire don't really translate to DLR setting. For example, the classic way to set up "fanning the hammer" is as a subattack for a single action pistol with 6 attacks (which produces 6 shooting die and 1 wild die). The weapon only has 6 shots of course and uses 1 bullet per attack but the ammo counter is expecting to consume 50 bullets in the operation! There are similar issues when setting up a subattack for a double barrel shotgun for when giving it both barrels which turns into 5 shots. I know I can simply turn off the ammo counter in options but its a cool new feature. My current workaround is just to tell players to manually put the required amount of ammo in the weapon box when fully loaded- these attacks are in such cases simply emptying a fully loaded weapon so 50-0 is no different to 6-0 in that sense. I did wonder though if the function could be made more adaptable by utilising the Rof field to set how much ammo per shot an individual weapon uses rather than adopt a blanket rule based on SWADE coe rules applicable to modern machine guns. As things stand at present in DLR, the Rof figure in the weapons entry doesnt actually seem to do anything other than be purely descriptive.

lozanoje
May 18th, 2020, 22:50
SWADE 5.2.4, no extensions loaded.

When I dragndrop a chat paragraph to a pj to wisper the text to the player, an error is thrown:


Script Error: [string "scripts/manager_character.lua"]:1154: attempt to call field 'processWhisper' (a nil value)


Can anyone replicate this bug?

Ikael
May 19th, 2020, 20:07
SWADE 5.2.4, no extensions loaded.

When I dragndrop a chat paragraph to a pj to wisper the text to the player, an error is thrown:



Can anyone replicate this bug?

This has been addressed in next version (hopefully available next week). Thanks for the report!

Ikael
May 20th, 2020, 20:56
More feature are now available in Test Mode. See the first post for more information about new features!

Ikael
May 27th, 2020, 19:26
New features available in live:

[SWADE] New Setting Rules option: "Unarmored Hero"
[SWADE] Injury table results can be dragged as effects into CT
[SWADE] Shotgun damage was not prepared correctly after drop. Fixed
[SavageWorlds] First Action Card Handler support
[SavageWorlds] Empty placeholder for Crystal records
[SavageWorlds] CT effects can be changed to be visible only for GM
[SavageWorlds] CT effects can be toggled to have different state: on, off or skip
[SavageWorlds] Middle-mouse click on attack/power section to quickly open Attack Info sheet
[SavageWorlds] Effects can be applied from hotkeys with a click

amerigoV
May 28th, 2020, 02:53
Nice. Love the hotkey effect already (my boys ALWAYS Wild Attack)

amerigoV
May 28th, 2020, 03:07
New features available in live:


[SavageWorlds] First Action Card Handler support
[SavageWorlds] Empty placeholder for Crystal records


What exactly are these two?

Doswelk
May 31st, 2020, 07:22
The latter with be support for Crystal hearts ruleset.

Ikael
June 4th, 2020, 19:45
Savage Worlds v5.2.6 beta is now available in Test. See second post (https://www.fantasygrounds.com/forums/showthread.php?56710-Savage-Worlds-v5-2-released&p=499517&viewfull=1#post499517) in this thread!

Matchstickman
June 16th, 2020, 10:56
I don't know if you've seen the recent clarification on the PEG Inc forums (here (https://www.pegforum.com/forum/savage-worlds/official-answers-on-core-rules/39874-innocent-bystander-rule#post40039)), but this means that every RoF 2+ weapon, and all Shotguns (using shot) need to update their fumble ranges to 2. Simple enough to do on the user end, hopefully simple enough for you to do on the official end.

lozanoje
July 6th, 2020, 10:02
Bug: "Natural weapons" are affected by STR cap for damage as normal weapons.

Example: a character has STR 1d8, Brawler + Martial Warrior, so he does 1d8 + 1d8 damage. He lost one die type in STR due to an incapacitation, now STR is 1d6. His damage should be 1d8+1d6, but in fact FG rolls 1d6+1d6 (I suposed due to STR cap).

Also, is Brawny implemented in the ruleset?, because this character also has Brawny, but looks like it does not apply.

Note: to circumvent is problem, you can set the Min. Str field of "Fists" to d4 to calculate damage properly (d6+d8). I supose that when there is no Min Str field, then Min Str=damage die.

Doswelk
July 7th, 2020, 08:20
Bug: "Natural weapons" are affected by STR cap for damage as normal weapons.
Example: a character has STR 1d8, Brawler + Martial Warrior, so he does 1d8 + 1d8 damage. He lost one die type in STR due to an incapacitation, now STR is 1d6. His damage should be 1d8+1d6, but in fact FG rolls 1d6+1d6 (I suposed due to STR cap).

That is not a bug, that is how Savage Worlds works, if your strength is less than the extra damage dice, the extra damage dice drops to match the strength.

If you want to override that setting you needs to use (I cannot remember which, so you will need to test) Str!+d8 or Str?+d8

Doswelk
July 7th, 2020, 08:21
Also, is Brawny implemented in the ruleset?, because this character also has Brawny, but looks like it does not apply.

Brawny adds +1 size and +1 toughness, character sheet is not updated with toughness but it is calculated in CT, try it :D

lozanoje
July 7th, 2020, 13:41
That is not a bug, that is how Savage Worlds works, if your strength is less than the extra damage dice, the extra damage dice drops to match the strength.

If you want to override that setting you needs to use (I cannot remember which, so you will need to test) Str!+d8 or Str?+d8

I am not sure about it, I asked one person from the spanish publisher that has a deep knoledge of Pinnacle stuff and he told me that that specific rule does not apply to natural weapons; there is no cap based on Str for natural weapons and that there are creatures that has damage higher than its Str.

I will try your expression to find out if I get it working.

Edit: Reading the rules, Minimum Strength only applies to ITEMs, "Certain items have a “Minimum Strength” required to use without penalty: Armor/Worn Gear/Melee/Thrown Weapons/Ranged Weapons", so I think it does not apply to fists/kicks/natural weapons.

lozanoje
July 7th, 2020, 13:45
Brawny adds +1 size and +1 toughness, character sheet is not updated with toughness but it is calculated in CT, try it :D

I was talking specifically about the ability of Brawny to consider its Str of a die type higher when determining Min Str for weapons and equipment/encumbrance.

Thank you!

Doswelk
July 8th, 2020, 08:19
I am not sure about it, I asked one person from the spanish publisher that has a deep knoledge of Pinnacle stuff and he told me that that specific rule does not apply to natural weapons; there is no cap based on Str for natural weapons and that there are creatures that has damage higher than its Str.

I will try your expression to find out if I get it working.

Edit: Reading the rules, Minimum Strength only applies to ITEMs, "Certain items have a “Minimum Strength” required to use without penalty: Armor/Worn Gear/Melee/Thrown Weapons/Ranged Weapons", so I think it does not apply to fists/kicks/natural weapons.
What I meant was most of the time that is how SW works so that is how FG supports it, then there is a method to override it, an example in point is the Kraken Bone sword from 50 Fathoms, regardless of the strength of the wielder if a kraken wields it it does str+d10 damage.

In that case you would type Str?+d10

Str!+d8 means that when attacking with this weapon your strength counts as one die higher and adds d8 (assuming your increased strength is d8 or higher) each additionl '!' increase the strength a die.

Str!?+d12 would mean increase str one die, then make additional damage a d12 regardless of Str

Hope that helps

fubeca150
July 21st, 2020, 01:24
Will the 5.2.6 update be pushed to release soon? I'm specifically eagerly anticipating the token view option.

If it's not due soon, then is it "safe" to take files from my FGC running in Test and drop them into my FGU's folder? I noticed that the SWADE books are in the vault folder instead of being in the modules folder, but should taking the file from my vault folder + the ruleset and dropping them in my FGU version (removing the obsolete SWADE Modules files) be sufficient to run with this?

Ikael
July 21st, 2020, 22:00
Will the 5.2.6 update be pushed to release soon? I'm specifically eagerly anticipating the token view option.

If it's not due soon, then is it "safe" to take files from my FGC running in Test and drop them into my FGU's folder? I noticed that the SWADE books are in the vault folder instead of being in the modules folder, but should taking the file from my vault folder + the ruleset and dropping them in my FGU version (removing the obsolete SWADE Modules files) be sufficient to run with this?

v5.2.6 is planned to be released in live next week.

fubeca150
July 21st, 2020, 22:30
I look forward to it.

Thank you for all the work you put into maintaining the ruleset, and I'm really happy with how well it works. My group has gotten a lot more quality gaming in our sessions since switching to SW on FGU than playing in Roll20.

lozanoje
July 30th, 2020, 00:15
Can anyone check if the last update has broken the arcane skill roll in powers? I click on the die left to the power name and nothing happens, damage works as usual.

I think it has already been reported here:

https://www.fantasygrounds.com/forums/showthread.php?60464-Possible-Bug-Issue-with-powers

Craftzero
July 30th, 2020, 13:31
Can anyone check if the last update has broken the arcane skill roll in powers? I click on the die left to the power name and nothing happens, damage works as usual.

I think it has already been reported here:

https://www.fantasygrounds.com/forums/showthread.php?60464-Possible-Bug-Issue-with-powersI can confirm I'm having the same issue here.

Ikael
July 30th, 2020, 18:06
I can confirm I'm having the same issue here.

The issue has been patched and available in live.

qdwag
August 9th, 2020, 06:51
Hey Ikael,

[@Halve Damage] currently works both ways, when it shouldn't. It halves the damage received and also halves the damage dealt.
Can you please look into this?

spite
September 13th, 2020, 04:40
There's a bit of an issue with using a weapon that is STR+d6, or d8, d10 etc.
The dice will only add up to the STR value as an extra dice. For example, with STR D4, adding a weapon that does STR + d6, it just shows 2D4. STR d8, adding a weapon that does STR + d10, only does 2D8 etc.

Pictured - an example of STR D6, with a weapon doing STR + d12, shows both dice as D6
https://puu.sh/Gs6O1/089b3cfa3a.jpg



NEVERMIND I READ THE RULES.

lozanoje
September 15th, 2020, 23:35
I try here, to see if a developer read about this bug:

https://www.fantasygrounds.com/forums/showthread.php?61732-Bug-Single-dice-rolls-to-the-tower-are-shown-to-the-players

Ikael switched to CoreRPG dice tower a couple of versions ago and seems that there is something broken.

YggBjorn
September 19th, 2020, 00:28
The Edge 'New Powers' in the SWADE ruleset has a typo. The Edge in Fantasy Grounds is named 'New Power' when it should be named 'New Powers'. I am using Fantasy Grounds Unity v4.0.0 (2020-09-03) and updated it earlier today.

YggBjorn
October 11th, 2020, 08:31
The edges Attractive and Very Attractive aren't applying the Performance bonus to the Performance skill.

EDIT: I applied the edges before I had the Performance skill added to the skills. The bonuses applied properly. Disregard above message

The PEG Forums are currently down so I will ask here: Are the bonuses from the two edges supposed to stack? The way it reads in SWADE, it's implied that you increase the bonus from +1 to +2. The edges are being added to +3 total bonus for each edge, Performance and Persuasion. I can find conflicting posts from internet sources.

amerigoV
October 11th, 2020, 14:44
The edges Attractive and Very Attractive aren't applying the Performance bonus to the Performance skill.

The PEG Forums are currently down so I will ask here: Are the bonuses from the two edges supposed to stack? The way it reads in SWADE, it's implied that you increase the bonus from +1 to +2. The edges are being added to +3 total bonus for each edge, Performance and Persuasion. I can find conflicting posts from internet sources.

"He increases his Performance and Persuasion bonus to +2."

It clearly reads to me to increase the +1 bonus to a +2 bonus, not stack them to +3.

You might try the Savage Worlds Discord or MeWe - Ron Blessing monitors those as well if you still want confirmation.


Edit - I moved from Zealot to Templar with this post - for what its worth :)

mac40k
October 11th, 2020, 16:41
The edges Attractive and Very Attractive aren't applying the Performance bonus to the Performance skill.

EDIT: I applied the edges before I had the Performance skill added to the skills. The bonuses applied properly. Disregard above message

The PEG Forums are currently down so I will ask here: Are the bonuses from the two edges supposed to stack? The way it reads in SWADE, it's implied that you increase the bonus from +1 to +2. The edges are being added to +3 total bonus for each edge, Performance and Persuasion. I can find conflicting posts from internet sources.

That has always been my understanding as well. Another way to look at it is the bonus from any Improved version of an Edge just replaces the the bonus from its prerequisite Edge. See Luck/Great Luck, Block/Improved Block, etc. They don't stack.

Sgain
October 11th, 2020, 20:48
One of my players found that whenever a skill saved on the hotbar is used it adds the dice - like how damage is calculated, rather than the normal separate die rolls and the highest score shown.

YggBjorn
November 13th, 2020, 23:10
Desktop GM Bennies are broken. Can't drop into box or pull from box. They still function normal in the GM Tools bar.

Ikael
November 14th, 2020, 10:07
Desktop GM Bennies are broken. Can't drop into box or pull from box. They still function normal in the GM Tools bar.

The only case when this can happen is if for some reason other Desktop tools are on the same position as another one but is invisible. For instance "Desktop: Raise calculator" could be in the same position as GM Bennies but it is invisible. Enable all Desktop tools and see if this is the issue. Move them to new position if they overlap.

YggBjorn
November 14th, 2020, 21:05
That was it. The Card Deck was in the same spot. FIXED! Thanks Ikael!

Ikael
November 14th, 2020, 21:43
That was it. The Card Deck was in the same spot. FIXED! Thanks Ikael!

Just today I learned from Smiteworks how to actually disable invisible panel windows. Thus is is considered as bug and will not bug you in the near future.

Marcus Siew
November 17th, 2020, 02:44
Not sure was this mentioned:
41213

From the Library->SWAD Modules, seems for Vehicles, it is still reflecting the SWD information. Meaning the Handling and Size is not reflected in the table but instead the Acc.

Rdgs

ragnarol
November 17th, 2020, 14:56
Just to give it a little more visibility I will link this here too.

Found some weird behaviour with tokens with the Savage Worlds ruleset. It may well be that I am doing something wrong but it looks like a bug:

https://www.fantasygrounds.com/forums/showthread.php?63692-Token-Bug-in-SWADE-but-not-in-CoreRPG

Ikael
November 17th, 2020, 18:39
Changelog


[Fixed] Cosmetic fixes for FGU
[Fixed] Checkbox did not work properly. Fixed
[Fixed] GangUp did not work in hex grid. Fixed
[Fixed] Non-square tokens did not scale correctly with mouse wheel. Fixed
[Fixed] Invisible desktop panels can block other UI components. Fixed
[Fixed] Shaken/Incapacitated token icons are too small. Fixed
[Fixed] Delete CT combatant could cause wrong rendering. Fixed

Ikael
November 17th, 2020, 19:52
Not sure was this mentioned:
41213

From the Library->SWAD Modules, seems for Vehicles, it is still reflecting the SWD information. Meaning the Handling and Size is not reflected in the table but instead the Acc.

Rdgs

This has been fixed in the next update! Thanks for letting me know about it.

Ikael
November 19th, 2020, 20:04
Just to give it a little more visibility I will link this here too.

Found some weird behaviour with tokens with the Savage Worlds ruleset. It may well be that I am doing something wrong but it looks like a bug:

https://www.fantasygrounds.com/forums/showthread.php?63692-Token-Bug-in-SWADE-but-not-in-CoreRPG

I was able to reproduce this. This is fixed in next update. Thanks for the detailed steps how to reproduce it!

ragnarol
November 20th, 2020, 07:56
I was able to reproduce this. This is fixed in next update. Thanks for the detailed steps how to reproduce it!

Thank you for the quick turn around!

Ikael
November 25th, 2020, 22:03
Changelog


[Updated] Equipment tables improved
[Fixed] Vehicle tables should have Size and Handling columns. Fixed
[Fixed] Moving token on top of another mistakenly replaces the token. Fixed
[Fixed] Unskilled encoding issues in FGU. Fixed

Jip
December 11th, 2020, 03:27
I hope I'm putting this in the right place...

Thought someone might like to know that the "Pace" racial ability should add +2 to the character's Pace, but the built-in modifier only adds +1.

Easy enough to edit and fix manually, but figured I'd point it out.

41895

Ikael
December 31st, 2020, 20:02
I hope I'm putting this in the right place...

Thought someone might like to know that the "Pace" racial ability should add +2 to the character's Pace, but the built-in modifier only adds +1.

Easy enough to edit and fix manually, but figured I'd point it out.

41895

Thanks for the report! This has been addressed and part of the next update

Ikael
December 31st, 2020, 20:03
FYI, new Beta release of 5.2.11 is available in Test Mode. See all the changes from the second post of this tread (here (https://www.fantasygrounds.com/forums/showthread.php?56710-Savage-Worlds-v5-2-released&p=499517&viewfull=1#post499517))

Ikael
January 5th, 2021, 22:09
Changelog


[Updated] New errata fixes
[Updated] Stunned effects updated according to new rules
[Fixed] FGC script error when creating new character. Fixed
[Fixed] FGU chase distance calculation is broken. Fixed
[Fixed] FGU point and distance calculation are inconsistent. Fixed
[Fixed] FGU blast/clone templates ignore scale. Fixed
[Fixed] FGU Chase card highlight has wrong size. Fixed
[Fixed] Chase card tokens are invisible by default. Fixed
[Fixed] Sub-powers should not show link icon. Fixed
[Fixed] "Tough As Nails" and "Tougher Than Nails" Edges are missing effects. Fixed
[Fixed] "Pace" Racial Ability has wrong effect. Fixed
[Fixed] Manually added modifiers in modifierstack were doubled on drag-drop to chat. Fixed
[Fixed] Wild Die not working when converting NPC to Wild Card in Combat Tracker. Fixed
[Fixed] Releasing a character causes script error. Fixed

viresanimi
January 6th, 2021, 00:51
I saw that Deadlands was updated. Was that to include the above fixes?

Ikael
January 7th, 2021, 21:41
SavageWorlds 5.2.12 beta available in Test Mode. You can read more about the changes from here (https://www.fantasygrounds.com/forums/showthread.php?56710-Savage-Worlds-v5-2-released&p=499517&viewfull=1#post499517).

fubeca150
January 7th, 2021, 22:02
What does "Campaign Setup Support" mean? Sounds interesting.

Ikael
January 7th, 2021, 22:16
What does "Campaign Setup Support" mean? Sounds interesting.

When you launch your campaign, you get the Campaign Setup window where you can setup common cases. This update make the Campaign Setup more useful in SavageWorlds where it will propose you what modules you might want enable. For instance when you run Crystal Heart game it will suggest you to enable SWADE rule modules, Crystal Heart rule modules and probably the Crystal Heart Plot Point Campaign module. See attached screenshot.

Each ruleset/extension must be configured to provide these suggestions. Currently the support is in SavageWorlds and SWD rulesets and in Crystal Heart extension

fubeca150
January 7th, 2021, 23:32
Is the Campaign Settings going to be a way to turn off machine guns for fantasy campaigns and such? Or have I just completely overlooked already it every time I've tried to figure out how to suppress that?

Ikael
January 7th, 2021, 23:39
Is the Campaign Settings going to be a way to turn off machine guns for fantasy campaigns and such? Or have I just completely overlooked already it every time I've tried to figure out how to suppress that?

This feature will not suppress machines guns. The whole suppress everything but relevant is more challenging topic. I have been thinking about it but there are several unanswered challenges around the design which is why it has not yet progressed.

Valyar
January 8th, 2021, 13:55
After the last update the Party Sheet does not show the Bennies anymore though the Reset Button properly sets them on each character. Screenshot attached (it is Deadlands game that we run on SWADE).

TomtheBu
January 10th, 2021, 20:02
Hello together,

I guess there is something wrong with the range calculation in the chase mode of SWADE in FG Unity.

In my chase test each chase card represented a distance of 5" to the next, so I let a gap of four empty spaces on the grid between each chase card
(the distance multiplier is set to 1 and the suffix to ").

When the cards were placed in a row for a standard chase situation everything was fine,
but I tried to test a dogfight yesterday and the distance calculation seemed to be wrong.

When I place for instance 9 cards in three horizontal rows with 3 cards each,
the distance between the 1st card in row #1 to the 2nd card of row #2 shows 7" (should be 10")
Furthermore the distance to the third card in row #2 is displayed as 12" instead of 15" (5"+7").

It seems, that the calculation of the range for the diagonal rows is not correct.
I tested it in my Campaign and also in a newly created Campaign (with no extensions) but it shows the same issue.
Before the update to 5.2.11. it showed the right distance in a dogfight situation when I tested it a few days ago.

Or do I make any mistake in my thoughts?


And another small issue - the special Ability "Invulnerability" in SWADE (FGU) has no effect coding,
and has no effect if NPC or monster is used in the CT.


Greetings and thanks in advance :)

UrsaTeddy
January 11th, 2021, 14:29
Was just setting up for the next game and noticed that Armor layering does not seem to be working as expected.

I have a character with a suit of armor (+2 to Arms, Body, Torso) and they wear a set of magical Vambraces on their Arms (+1 Arms) that grant them an ability.

Firstly, I always assumed that the Toughness value and Armor modification reflected Torso.

Secondly, the +1 from the Vambraces should be halved, rounded down before being added to the Jacket anyway.

I ran some tests, for example adding in a Bronze Helmet and it simply added the Armor Value (+3) to the current Armor Value. Adding a Chain Hood "under" the helm simply added the Chain Hood's value.

Any light on this?

I know it is easy to bypass (by zeroing armour values of non-torso armour etc) but this becomes tedious with the piecemeal armor these warriors use.

Thanks In Advance,
D

Ikael
January 11th, 2021, 18:44
Was just setting up for the next game and noticed that Armor layering does not seem to be working as expected.

I have a character with a suit of armor (+2 to Arms, Body, Torso) and they wear a set of magical Vambraces on their Arms (+1 Arms) that grant them an ability.

Firstly, I always assumed that the Toughness value and Armor modification reflected Torso.

Secondly, the +1 from the Vambraces should be halved, rounded down before being added to the Jacket anyway.

I ran some tests, for example adding in a Bronze Helmet and it simply added the Armor Value (+3) to the current Armor Value. Adding a Chain Hood "under" the helm simply added the Chain Hood's value.

Any light on this?

I know it is easy to bypass (by zeroing armour values of non-torso armour etc) but this becomes tedious with the piecemeal armor these warriors use.

Thanks In Advance,
D

In upcoming 5.2.13 version I have update Armor logic to only apply (and offer) Armor to Toughness if it protects Torso (or is Power Armor). Layered armor calculation is more complex topic and is not automated. You can easily manage that manually by tweaking protection values and increasing Minimum Strength accordingly.

Ikael
January 11th, 2021, 18:58
Hello together,

I guess there is something wrong with the range calculation in the chase mode of SWADE in FG Unity.

In my chase test each chase card represented a distance of 5" to the next, so I let a gap of four empty spaces on the grid between each chase card
(the distance multiplier is set to 1 and the suffix to ").

When the cards were placed in a row for a standard chase situation everything was fine,
but I tried to test a dogfight yesterday and the distance calculation seemed to be wrong.

When I place for instance 9 cards in three horizontal rows with 3 cards each,
the distance between the 1st card in row #1 to the 2nd card of row #2 shows 7" (should be 10")
Furthermore the distance to the third card in row #2 is displayed as 12" instead of 15" (5"+7").

It seems, that the calculation of the range for the diagonal rows is not correct.
I tested it in my Campaign and also in a newly created Campaign (with no extensions) but it shows the same issue.
Before the update to 5.2.11. it showed the right distance in a dogfight situation when I tested it a few days ago.

Or do I make any mistake in my thoughts?


And another small issue - the special Ability "Invulnerability" in SWADE (FGU) has no effect coding,
and has no effect if NPC or monster is used in the CT.


Greetings and thanks in advance :)

I can reproduce this. In FGU the ruleset is using FG engine's distance calculation and it does calculate "true" distance between tokens including diagonal movement. This is not how SWADE dogfight distance works. In FGC APIs were different and I was able to calculate non-diagonal distance but that is not the case in FGU. I have requested consultation from Smiteworks and will thinker this little bit more

UrsaTeddy
January 12th, 2021, 04:11
Thank you for the reply. Will come up with some kind of system for the players to deal with it themselves.

D

TomtheBu
January 12th, 2021, 10:05
Hi Ikael,

thank you for your feedback. Sadly it's like I suspected. I hope there will be a solution to this issue and look forward to it :)

BTW thank you for the great work on the Savage worlds ruleset.

mac40k
January 12th, 2021, 13:26
I pulled out an old campaign and dusted it off in preparation for running it for a new group. While testing things out, I noticed that if you did not have a target specified prior to rolling a Shooting roll, that when you drag and drop the results from the chat window to either the token on the map or the correct entry on the CT that it resolves it as a melee attack v. parry rather than ranged attack. The workaround is just determining the outcome manually (not that difficult) and then having the player roll damage if successfull , but unless I'm remembering incorrectly, this worked properly in the past. For the record, dragging and dropping untargeted damage results does apply correctly and obviously melee attacks work as well, so it's just Shooting that is the exception. This is in FGC as it's an old campaign and I didn't want to bother porting it over to FGU, so I'm not sure if the same problem exists there or not.

Ikael
January 12th, 2021, 14:18
I pulled out an old campaign and dusted it off in preparation for running it for a new group. While testing things out, I noticed that if you did not have a target specified prior to rolling a Shooting roll, that when you drag and drop the results from the chat window to either the token on the map or the correct entry on the CT that it resolves it as a melee attack v. parry rather than ranged attack. The workaround is just determining the outcome manually (not that difficult) and then having the player roll damage if successfull , but unless I'm remembering incorrectly, this worked properly in the past. For the record, dragging and dropping untargeted damage results does apply correctly and obviously melee attacks work as well, so it's just Shooting that is the exception. This is in FGC as it's an old campaign and I didn't want to bother porting it over to FGU, so I'm not sure if the same problem exists there or not.

Dragging attack from chat to CT has always had its limitation because the chat result does not have all the required information. In short several calculations are not applied and Shooting vs Parry is one of them. I am waiting FGU to provide some way to host more metadata in chat to improve this.

Ikael
January 13th, 2021, 07:54
Hello together,

I guess there is something wrong with the range calculation in the chase mode of SWADE in FG Unity.

In my chase test each chase card represented a distance of 5" to the next, so I let a gap of four empty spaces on the grid between each chase card
(the distance multiplier is set to 1 and the suffix to ").

When the cards were placed in a row for a standard chase situation everything was fine,
but I tried to test a dogfight yesterday and the distance calculation seemed to be wrong.

When I place for instance 9 cards in three horizontal rows with 3 cards each,
the distance between the 1st card in row #1 to the 2nd card of row #2 shows 7" (should be 10")
Furthermore the distance to the third card in row #2 is displayed as 12" instead of 15" (5"+7").

It seems, that the calculation of the range for the diagonal rows is not correct.
I tested it in my Campaign and also in a newly created Campaign (with no extensions) but it shows the same issue.
Before the update to 5.2.11. it showed the right distance in a dogfight situation when I tested it a few days ago.

Or do I make any mistake in my thoughts?


And another small issue - the special Ability "Invulnerability" in SWADE (FGU) has no effect coding,
and has no effect if NPC or monster is used in the CT.


Greetings and thanks in advance :)

After short discussion with Smiteworks we were able to figure out how to solve the issue. This fix will be part of next update (planned next Tuesday).

Ikael
January 13th, 2021, 07:58
SavageWorlds 5.2.13 beta will be available soonish in Test Mode. See the changes here (https://www.fantasygrounds.com/forums/showthread.php?56710-Savage-Worlds-v5-2-released&p=499517&viewfull=1#post499517).

TomtheBu
January 13th, 2021, 13:08
These are very good news! Thank you for your prompt help on this issue!! :)

amerigoV
January 14th, 2021, 01:01
In a game last night (SW version 5.2.12), I had a player wanting to spend a Bennie to get a new action card. It burped up a LUA error when they dropped the bennie on the action card in the CT. See attached screenshot. I have replicated in another campaign.

Mike Serfass
January 14th, 2021, 02:53
I got the same error dropping a benny on an action card. Here's a log from a clean game with no extensions or modules loaded (aside from the SWADE rules).
FGU standard 4.0.6, SWADE 5.2.12.
42835

Ikael
January 14th, 2021, 14:44
In a game last night (SW version 5.2.12), I had a player wanting to spend a Bennie to get a new action card. It burped up a LUA error when they dropped the bennie on the action card in the CT. See attached screenshot. I have replicated in another campaign.

Thanks for the report. This issue has been addressed and will be part of next update!

amerigoV
January 14th, 2021, 16:18
Thanks for the report. This issue has been addressed and will be part of next update!

Awesome! Thanks a bunch.

I have been running some "Fight Nights" (just log on, make a PC and see if you can survive what I throw at you) and FGU/SW ruleset has been doing really well! Thanks for all the hard work on this - it really makes running stuff online a breeze.

Matchstickman
January 19th, 2021, 06:31
So I have a few errors that are more... text based rather than engine based.


Power- Fear
Why is there a Panicked effect under the Fear power? Panicked is an instant effect that has no duration, if an extra is Panicked by this power you should be moving tokens right now.

Power- Summon Ally
There is no descriptive text if you look in the powers list from the library?
In the individual entry for Summon Ally, could the power description perhaps include links to the default NPCs it can summon? (like the Zombie power does)

Power- Puppet
Why does this have an "opposed Spirit -2" effect? That is not a general or specific modifier for this power.

Strong Modifier
There are a number of powers that use the Strong Modifier, but none of the powers that use that have it listed as an effect you can drag onto a token, could we get that as an option (even if it's just identical to the present ones but with STRONG noted down)?
Affected powers are
Blind, Boost/lower Trait (Lower trait only), Detect/conceal Arcana (Conceal only), Entangle, Illusion, Speed/Sloth (Sloth only)

Power- Damage Field
This can be cast with the Damage Modifier to increase the damage to 2d6, could we get an effect with that listed?

Power- Stun
You don't have an effect for a Raise (-2 to Vigor roll)

Power- Empathy
Why is there no "basic" effect listed? You have the +2 for the raise, but no +1 for the effect on a success.

Power- Slumber
You don't have an effect for a Raise (-2 to Spirit roll)

Power- Sound/Silence
Why is there a 5 turn effect for Sound? It is an Instant effect.

IceBear
January 21st, 2021, 10:18
You can make local copies of those powers...select one and then drag and drop it into the powers window. You can then click on the lock icon to unlock it and then add those effects or links. I was doing that before Ikael added them.

Not saying that they shouldn't be changed in the core data, just that you can add more information to the powers for your game as you need

amerigoV
January 31st, 2021, 14:08
Minor thing in the Wiki for the Effects - in the table with the examples to modify Pace, it has Pace +1d to increase the running die. It should be Run +1d.

Regards.

Springroll
February 6th, 2021, 10:10
A quick question on Chases and Dogfights in FGU, have these been "fixed", can't find any reference to this :)

IceBear
February 6th, 2021, 21:17
Ikael said they were in Discord...at least I'm pretty sure he did

IceBear
February 6th, 2021, 21:20
This is from the 13th so it should be in Live now not just test

SavageWorlds v5.2.13 beta available in Test Mode

[Fixed] Only torso armor should affect Toughness. Fixed
[Fixed] Invulnerability and Immunity effects missing from special abilities. Fixed
[Fixed] FGU dogfights distance calculation is broken. Fixed

Springroll
February 6th, 2021, 22:55
This is from the 13th so it should be in Live now not just test

SavageWorlds v5.2.13 beta available in Test Mode

[Fixed] Only torso armor should affect Toughness. Fixed
[Fixed] Invulnerability and Immunity effects missing from special abilities. Fixed
[Fixed] FGU dogfights distance calculation is broken. Fixed
Excellent, thank you! 😊

Valyar
February 13th, 2021, 07:42
In Deadlands game it happened that two cowpokes triggered conviction in combat and one of them had enough bennies to maintain over several rounds. Unfortunately, when the conviction is extended from (clicking + button as GM), every other conviction duration is extended too.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=43689&stc=1&d=1613202102

Ikael
February 13th, 2021, 13:27
In Deadlands game it happened that two cowpokes triggered conviction in combat and one of them had enough bennies to maintain over several rounds. Unfortunately, when the conviction is extended from (clicking + button as GM), every other conviction duration is extended too.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=43689&stc=1&d=1613202102

Thank you for the report. This occurs for all other effects that are maintainable but does not have "caster". This is now fixed and will be available in next update

Valyar
February 13th, 2021, 13:32
Thanks :)

Tokolosh
February 13th, 2021, 14:18
Hi, all,

I have a question about applying the #Running modifier - when I click the d6 cube next to pace to calculate it, the #Running penalty is not applied to the Character - do I have to apply this effect myself every time a PC runs in combat, and is there a way we can apply an Instant penalty to that PC when the Running roll is made?

I'm also wondering if there's any way to hardcode the shotgun bonuses and penalties - I know the system calculates range, because it tells me it does - is there a way to refer to this calculation in order to give Shotguns their close combat shooting bonus and/or drop damage dice for distance penalties?

Thanks,

- ToKo

dbm
February 13th, 2021, 20:47
I seem to have found a bug where an effect cannot mitigate both wound penalties and fatigue penalties at the same time.

Longer description here (https://www.fantasygrounds.com/forums/showthread.php?66008-Numb-power-possible-bug).

Valyar
February 14th, 2021, 07:53
I'm also wondering if there's any way to hardcode the shotgun bonuses and penalties - I know the system calculates range, because it tells me it does - is there a way to refer to this calculation in order to give Shotguns their close combat shooting bonus and/or drop damage dice for distance penalties?
We are using sub-attacks for the damage and modifiers for the attack. The player with the shotgun has the latter on shortcut.

IceBear
February 14th, 2021, 15:10
Hmmm...I thought the running penalty was applied when you used the Run button. I'll have to test later. I know in options you can turn on and off some automation...not sure if Run was one.

As for shotgun damage I don't think the logic is there to use different damage based on range. Typically subattacks are used...one for the ranges

Tokolosh
February 14th, 2021, 15:55
Hmmm...I thought the running penalty was applied when you used the Run button. I'll have to test later. I know in options you can turn on and off some automation...not sure if Run was one.

As for shotgun damage I don't think the logic is there to use different damage based on range. Typically subattacks are used...one for the ranges

Aha! I found it! I was doing it totally wrong, thanks Icebear - I didn't even notice the run button down by the dice there. I guess I was getting so used to using the Attacks on the combat pane that it never occurred to my players or I to look for the mechanic elsewhere!

The subattacks for the shotgun make sense, I guess, but it's still a little odd that I can't pull the Range info that the engine is able to calculate and apply consistently with all the #Range stuff (which isn't mentioned at all in the online FAQ, btw) and not be able to apply it to the core rules about shotguns... At some point the engine must refer to this value in order to assign attack difficulty, would there be a way to code that into either a custom script or something built into a "Shotgun" keyword?

Thanks for the help!

- ToKo

IceBear
February 14th, 2021, 16:05
Yeah, FGs does so much that when it doesn't it's jarring. I know Ikael said that when he was making the Deadlands setting module he added the shotgun subattacks to the characters that had shotguns for ease of use for the players and GMs. So if the guy that made the Savage Worlds ruleset does it, I guess that's the only way to do it. I think the issue is, the underlying FG code doesn't look at the range when rolling damage - attacks sure, but not the damage rolls. Guessing it's not easy to implement in the current ruleset or Ikael would have done it. I don't think the BIG games (D&D, PF) have any mechanics for damage reduction for range so the core engine doesn't have it because those are the main games it caters to; maybe when they get the dynamic lighting out they'll add some new features like this. The Savage Worlds ruleset is just using what the core engine provides.

Ikael
February 14th, 2021, 17:00
I seem to have found a bug where an effect cannot mitigate both wound penalties and fatigue penalties at the same time.

Longer description here (https://www.fantasygrounds.com/forums/showthread.php?66008-Numb-power-possible-bug).

Thanks for the report! This has been fixed and available in the next update.

Ikael
February 14th, 2021, 17:09
I have a question about applying the #Running modifier - when I click the d6 cube next to pace to calculate it, the #Running penalty is not applied to the Character - do I have to apply this effect myself every time a PC runs in combat, and is there a way we can apply an Instant penalty to that PC when the Running roll is made?


If you roll from the sheet like that then you need to manually track Running penalties. If you want to "automate" it in SWADE then use the "Run" button on bottom left corner (next to modifier stack). When you click that button it will roll the running die (as GM it uses active combatant from CT) and you rolls will have running penalty until the button is reset.




I'm also wondering if there's any way to hardcode the shotgun bonuses and penalties - I know the system calculates range, because it tells me it does - is there a way to refer to this calculation in order to give Shotguns their close combat shooting bonus and/or drop damage dice for distance penalties?


According to rules as written (at least SWD and SWADE), the shotgun bonus applies in all ranges (not only in short range). There is no automation to change damage dices according to ranges. You should create sub-attack entries that represent each different range damage.

Mike Serfass
February 17th, 2021, 08:00
The Size effect works with positive numbers, but not negative values.
[Size =8] sets a PC's size to Huge and scale mods are applied perfectly.
[Size =-3] however does not set size to very small. Scale mods are not applied. Any other effects that follow Size =-3 are ignored. [Size =-3, Pace =3] drops the pace effect, for example.
I can use [Size -3, and that subtracts and applies the scale mod just fine, but it's a relative adjustment. I'd like to set this to a static value.
I have a shape changer PC, and I'm setting traits and such to static values so they're not affected when the character advances. I'm using these effects on a PC character sheet.

P.S. The huge amount of work put into the latest large update is very appreciated. Thank you!!

YggBjorn
February 18th, 2021, 08:06
I tried to run a one shot tonight and experienced errors when trying to pull bennies from the benny pool. I can apply bennies using the Party Sheet, but can't give a player a benny from the pool of bennies represented by the stack in the GM Tools or the one I can place on the desktop. I can award bennies from the GM bennie window but that is not the intended purpose of that stack. I have attached my log files as it was making errors in the console.

IceBear
February 18th, 2021, 12:44
I just successfully added a Benny to a character from the Pool on the desktop to a character on the Combat Tracker

amerigoV
February 18th, 2021, 15:00
I have several things going on with Bennies. One I thought was being addressed but I will list it again. Two are new with the UI updates.

1. Bennie issue.
Bennies work, BUT, anytime a connected player uses a bennie I get the following error as the host
[2/18/2021 9:24:21 AM] [ERROR] Handler error: [string "desktop/scripts/widgetfactory_benny.lua"]:48: attempt to index local 'control' (a userdata value)

2. The Soak/Shaken recovery rolls are not applying to the CT. This started with the new UI released a day or two ago. There was a short update today (2/18) but that did not resolve this.
The system does the rolls (drag a bennie to the CT and it rolls the soak, the auto roll to unshake at the beginning of the turn rolls) but the result does not register in the CT

See attached screenshots.

This is for SWADE/DEADLANDS (the new one). Only extensions loaded are Deadland and its theme. I have gotten the first item in other campaigns (not just Deadlands).

Regards.

Craftzero
February 18th, 2021, 15:01
I have several things going on with Bennies. One I thought was being addressed but I will list it again. Two are new with the UI updates.

1. Bennie issue.
Bennies work, BUT, anytime a connected player uses a bennie I get the following error as the host
[2/18/2021 9:24:21 AM] [ERROR] Handler error: [string "desktop/scripts/widgetfactory_benny.lua"]:48: attempt to index local 'control' (a userdata value)

2. The Soak/Shaken recovery rolls are not applying to the CT. This started with the new UI released a day or two ago. There was a short update today (2/18) but that did not resolve this.
The system does the rolls (drag a bennie to the CT and it rolls the soak, the auto roll to unshake at the beginning of the turn rolls) but the result does not register in the CT

See attached screenshots.

This is for SWADE/DEADLANDS (the new one). Only extensions loaded are Deadland and its theme. I have gotten the first item in other campaigns (not just Deadlands).

Regards.
I can confirm I'm having the same issue with Bennies and connected players.

mac40k
February 18th, 2021, 22:54
Testing the Soak/Shaken issues in FGU I get the following:

Confirm that Spirit roll to recover from Shaken if successful does not remove Shaken status.

Confirm that if Soak roll successful does not reduce damage on CT. When I drag and drop the results from the chat to the CT, it did reduce the wound, but it does not also remove the Shaken status as it should if it is the only wound.

mac40k
February 18th, 2021, 23:08
Also can confirm that Auto-consume: Ammo option is broken as well.

Moon Wizard
February 19th, 2021, 04:53
I just posted a hot fix of the ruleset. @Dr0W verified on Discord that the soak/shaken rolls were working again.

Since the changes are fairly low-level, please update to the latest, and re-post if you still have any issues.

Thanks,
JPG

amerigoV
February 19th, 2021, 17:36
Thank you! Looking good!

Mike Serfass
February 19th, 2021, 22:07
Ammo tracking is also working again.

YggBjorn
February 21st, 2021, 00:50
Still not able to give bennies away from the Benny Stack in the GM Tools or the Desktop Bennies. Getting console errors. At this point it makes the game unplayable IMO. The Benny economy is a large part of my SW games. The only way I can distribute bennies is by giving away the GM Bennies or by using the Reset Bennies button on the Party Sheet, which puts everyone back to starter bennies.

I was going to schedule a One Shot in the Fantasy Grounds College for Wednesday, but that won't happen until this is fixed. Attaching screenshot and log files.

Created a brand new campaign, no extensions or modules loaded.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=44049&stc=1&d=1613868443

Moon Wizard
February 21st, 2021, 02:38
The current version of Savage Worlds ruleset is:
Savage Worlds Adventure Edition v5.2.15 for Fantasy Grounds

Can you make sure that you don't have any folders in your FG data folder under the rulesets folder?

Regards,
JPG

IceBear
February 21st, 2021, 12:31
I also got similar errors with using Bennies. I loaded up my campaign to test if I had those problems...everything was fine. Then I was playing around on the party sheet, adding Bennies, using them and resetting them. Eventually I started getting error messages in the console whenever I used a Benny or added them. I reloaded the campaign and it went away. One thing I noticed was that at one point one of the characters that had some edges that gave +2 Bennies was at the top of the party sheet had 5 Bennies. When I hit reset Bennies it showed everyone with 5 Bennies on the Party Sheet. Going to the character sheet showed the correct number. It was after this happened that I started getting the errors. I know a few updates to SWADE ago there was an issue with the party sheet not showing any Bennies. Not sure if this is related to that fix

YggBjorn
February 21st, 2021, 16:40
The current version of Savage Worlds ruleset is:
Savage Worlds Adventure Edition v5.2.15 for Fantasy Grounds

Can you make sure that you don't have any folders in your FG data folder under the rulesets folder?

Regards,
JPG

That was precisely it! I had a folder from back in December. Deleted it and bennies work as expected now. It also shows v5.2.15 as my current SW ruleset version. The one shot is back on! Thanks Moon Wizard! Good eye on that one!

Jiminimonka
February 23rd, 2021, 16:29
I was reading thru the SWADE Players Guide Ref Manual - on the Advancement page at the bottom is a Kill Bill picture (yeah its definitely a Kill Bill nod) - when I scroll wheeled down or up on the mouse an error pops up.

44181

Edit: Looks like an extension - disabled them and its gone away.

TheDarkMantle
February 24th, 2021, 01:04
I was reading thru the SWADE Players Guide Ref Manual - on the Advancement page at the bottom is a Kill Bill picture (yeah its definitely a Kill Bill nod) - when I scroll wheeled down or up on the mouse an error pops up.

44181

Edit: Looks like an extension - disabled them and its gone away.

It's the Savage Worlds Enhanced Library (SWEL) extension. Happens on all images when the extension is loaded.

TomtheBu
February 27th, 2021, 19:43
Is it possible to split the Rippers Resurrected Setting into Theme and seperate Setting, to use the Rippers Resurrected Setting with other Desktop Themes like the Gothic or Winter Theme? (like done before for the Hell on Earth Reloaded Setting and Theme)

Thanks in advance :)

Mike Serfass
February 27th, 2021, 22:05
Power Effects Shouldn't Be Altered on Drag-Drop

Dragging an effect from a power’s effect list onto CT works correctly. Dragging a power effect onto a weapon on a character sheet alters the effect. For example, dragging [Damage +2] from Smite to a sword turns it into [> #Smite], rendering it useless. This is fine for registered effects on the effects list, but not for powers without a corresponding registered effect. The same behavior is seen when dragging an effect from chat to a character sheet weapon. Could this be changed to detect the drag initiates from a power or chat rather than the effects list, and not change the dropped effect text?

Thanks!

Edit: Dragging a smite power effect onto a weapon should result in [>Damage +2] (for example) being put on the weapon rather than [>#Smite]. (Note the > so it applies only to that single weapon.)

Smite is the only core power that is specifically put on a weapon and not on a character. But some settings have other powers that affect weapons. I'm running a setting that has three spells that apply to weapons, and smite has a handful of effects not in core.

Doswelk
February 27th, 2021, 23:13
[> #Smite] means when this weapon rolls damage add +2, how is that different?

[Damage +2] would mean whilst I am carrying this item I do +2 damage with any weapon.

Mike Serfass
February 28th, 2021, 04:04
The # means a reference to an effect on the effects list. There's no effect on the list named smite. So [>#Smite] on a weapon does nothing. It also does nothing if added to CT like that. Give it a try.

I use [Damage +2] and the like for magic items. If it's' equipped, it kicks in. That's a cool feature! I made a [Fighting +1d] collar for my beast master player so she can put it on her lynx.

i3ullseye
February 28th, 2021, 05:33
Just wanted to chime in here. I am pretty versed on coding things for D&D 5E, but a lot of the stuff here is quite a bit different to me. Where is the best reference for how to code items and such? Dragging and giving effects names, and a list, etc.....

Mike Serfass
February 28th, 2021, 06:47
The latest reference is at https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643800/Savage+Worlds+Effects

It's outdated, a bit confusing to newcomers, and has some inaccuracies. Understandable, given the small team and heavy workload. It was copied over from older pages, but it will get you started.

Tokolosh
March 2nd, 2021, 04:09
Hey, all.

I just had a weird session in my ETU Game where it would give me an error every time either a player or I spent a Benny. I can't seem to replicate it with no players connected, but here's the error I keep getting.

44458

Thanks again, love the ruleset, and all the best,

- Toko

IceBear
March 2nd, 2021, 06:06
That's been reported but it should have been fixed with a recent hot fix...you're updated?

Jiminimonka
March 2nd, 2021, 11:03
Does the deck get reshuffled automatically at the start of the next round when a Joker is dealt, or do we have to do it manually?

IceBear
March 2nd, 2021, 13:54
I want to say it is but don't know for sure. Guess you could set the number of jokers to 2 (not at my machine so not sure if 1 is an option) and keep cycling through the CT rounds to see if you get more Jokers than is supposed to be in the deck

IceBear
March 2nd, 2021, 14:11
I set the number of Jokers in the deck to 1 and then started combat...a Joker came up in round 3 and then again in Round 12. Since I did not manually shuffle, my feeling seems to have been correct in that it automatically shuffles the deck for you.

BTW, I don't know if the deck on the desktop that you can reshuffle is the same as the one used by the Combat Tracker. For some reason I always assumed they were different but don't know why I feel that way.

Edit: Ah, if you browse the deck on the desktop, you get 2 options - main and combat - so pretty sure they're different decks of cards

Jiminimonka
March 2nd, 2021, 15:50
I set the number of Jokers in the deck to 1 and then started combat...a Joker came up in round 3 and then again in Round 12. Since I did not manually shuffle, my feeling seems to have been correct in that it automatically shuffles the deck for you.

BTW, I don't know if the deck on the desktop that you can reshuffle is the same as the one used by the Combat Tracker. For some reason I always assumed they were different but don't know why I feel that way.

Edit: Ah, if you browse the deck on the desktop, you get 2 options - main and combat - so pretty sure they're different decks of cards

I didn't know about the browse decks stuff. If you just click next combatant repeatedly the Combat Deck shows the reshuffle when you get a Joker.

Thanks

amerigoV
March 4th, 2021, 17:23
Found a minor bug on the Powers (might impact other things). When I first drag a power over to a character sheet it does not show the box link. Its there - you see the mouse change if you hover over where it should be and it does open the link. If you close and open the sheet, then it appears.

Below is a screen cap. the power where the link shows was already there. The one without I had just dragged the power over onto the sheet.


I ran a scenario with the players controlling extras. I just wanted to say FG handled it extremely well (and this was a group mostly of FG n00bs)!

Jiminimonka
March 4th, 2021, 20:13
When removing a NPC or PC from the Combat Tracker - get 2 errors.

44552

Dire Weasel
March 4th, 2021, 20:39
When removing a NPC or PC from the Combat Tracker - get 2 errors.

I believe that's the same issue as:
https://www.fantasygrounds.com/forums/showthread.php?66313-Bug-Error-when-deleting-from-Combat-Tracker

Jiminimonka
March 4th, 2021, 21:08
I believe that's the same issue as:
https://www.fantasygrounds.com/forums/showthread.php?66313-Bug-Error-when-deleting-from-Combat-Tracker

Yeah, exactly that. Same way to reproduce it too. Thanks.

IceBear
March 4th, 2021, 23:26
Nm...can't read apparently

Dire Weasel
March 6th, 2021, 04:38
Minor spelling issues:

The description for Taunt says:
"In combat, this is a Test ."
Note the extra space before the period.

44583

The description for Mr. Fix It is missing a hyphen in one-quarter:
"... a Mr. Fix It can finish the job in onequarter the time with a raise..."

44584

Lonewolf
March 10th, 2021, 00:48
I set the number of Jokers in the deck to 1 and then started combat...a Joker came up in round 3 and then again in Round 12. Since I did not manually shuffle, my feeling seems to have been correct in that it automatically shuffles the deck for you.

BTW, I don't know if the deck on the desktop that you can reshuffle is the same as the one used by the Combat Tracker. For some reason I always assumed they were different but don't know why I feel that way.

Edit: Ah, if you browse the deck on the desktop, you get 2 options - main and combat - so pretty sure they're different decks of cards

SW has always been played at the physical table with two decks. One deck is inititive only. A seperate deck is used for a whole lot of other stuff like chases when the track dealt. It also sometimes been used to produce table results in some books. So you can draw a card at will to decide something without messing with the inititive deck.


I didn't know about the browse decks stuff. If you just click next combatant repeatedly the Combat Deck shows the reshuffle when you get a Joker.

FG will indeed automate the inititive and reshuffle on a Joker. Whilst the seperate deck on the desktop is manally reshuffed as required by the GM.

amerigoV
March 10th, 2021, 13:16
I'll need to test this more, but lately I have inconsistently run into an effects application bug. As all good GMs do, my critters Wild Attack when in melee. So I drag the effect to the quick bar at the bottom. That way when its a critters turn in the CT I just hit the effect on the quickbar and it applies it to them. Lately, its misapplied if the critter is in a group in the CT. For example, I had a choir of 5 harpies attacking one Action Card. If, for example, I was on the second one in the list and hit the quickbar button, it would apply the effect to another one in the list. This did not happen for non-grouped creatures.

I had this happen about a week ago as well and I tried to recreate it the next day (including having a joined player) but that did not happen. But it did happen again last night in a separate campaign. I'll try to replicate and post a screenshot. I am just curious if anyone else has run into this item.


Edit - I added a screen cap. It seems to happen when creatures are grouped together.

Jiminimonka
March 10th, 2021, 14:24
I am adding an Ogre to a map - from the SWADE NPC list and from the Fantasy Companion. Both have Size 2 in their Special Abilities but when I add them to the map (which has a grid set) the tokens are just normal size.

44676

IceBear
March 10th, 2021, 14:38
Yeah, before Ikael got sick he said he was going to look into that as he thought the tokens should scale based on size as per Clint's post:

"Here is the official dirt from Clint at PEGinc.

For player characters, see the Growth/Shrink power which states, "Subjects from Size +4 to +7 have the Large ability and fill a 2” square on the table-top. From Size +8 to +10, they are Huge and occupy an area 3” square. If the target is +11 or more, he is considered Gargantuan and occupies a 4” square area."

Larger NPC creatures fall under the overarching rule that the GM define them as they wish. The above might work for some, but a Large snake-like creature might use a 1" x 4" space. A horse which is bigger than a character but isn't big enough for Large might be 1" x 2".

This is for Deluxe Explorer's Edition. SWADE mileage may vary as I have not had time to read through it yet as I was waiting for final version first."

So technically Size 2 is still a normal sized token.

In Flash Gordon, one of my characters is Size 4 and Ikael was surprised that it wasn't putting in a 2x sized token, but my work around was, before dragging the Token from the CT to the map, I changed the Space of the Token to 2

There's a space and reach for NPCs which will scale the tokens appropriately, but again, Size 2 isn't actually Large so Ogres in SW aren't as big as D&D. If you want to overrule that, you need to change the space of the orgre from 1 to 2

Jiminimonka
March 10th, 2021, 18:53
Yeah, before Ikael got sick he said he was going to look into that as he thought the tokens should scale based on size as per Clint's post:

"Here is the official dirt from Clint at PEGinc.

For player characters, see the Growth/Shrink power which states, "Subjects from Size +4 to +7 have the Large ability and fill a 2” square on the table-top. From Size +8 to +10, they are Huge and occupy an area 3” square. If the target is +11 or more, he is considered Gargantuan and occupies a 4” square area."

Larger NPC creatures fall under the overarching rule that the GM define them as they wish. The above might work for some, but a Large snake-like creature might use a 1" x 4" space. A horse which is bigger than a character but isn't big enough for Large might be 1" x 2".

This is for Deluxe Explorer's Edition. SWADE mileage may vary as I have not had time to read through it yet as I was waiting for final version first."

So technically Size 2 is still a normal sized token.

In Flash Gordon, one of my characters is Size 4 and Ikael was surprised that it wasn't putting in a 2x sized token, but my work around was, before dragging the Token from the CT to the map, I changed the Space of the Token to 2

There's a space and reach for NPCs which will scale the tokens appropriately, but again, Size 2 isn't actually Large so Ogres in SW aren't as big as D&D. If you want to overrule that, you need to change the space of the orgre from 1 to 2

I spoke with Doswelk and he explain Reach increases the size of the token. I just expect an 8' ogre to look bigger than an Orc - and thus I scaled him up on the map.

I do hope Ikael is getting better, and wish him well.

IceBear
March 10th, 2021, 19:23
Yeah, rules as written the space a creature takes up doesn't change until Size 4+ If you look at the Size table in the Bestiary section, sizes -1 to +3 are "normal" sized. The Ogre is bigger than the orc, but still taking up the same space on the battlemap

amerigoV
March 13th, 2021, 00:07
I have the Lua error popping up again (when a player is in the game, when they use a bennie it spits up an error).

IceBear
March 13th, 2021, 01:43
Misremembered

EmptyOwl
March 14th, 2021, 07:52
Hiyas,

So I notice coming to Savage Worlds FGU from PF2e FGU that players cannot control the effects they put on themselves by default. Is this a setting I am missing, or is this by design? It would be nice for casters to be able to remove their Boost/Lower Trait effects and the like from themselves and their targets with out the GM having to do it. Is this a functionality that might be added?

Thanks!

Mike Serfass
March 14th, 2021, 08:32
Hiyas,

So I notice coming to Savage Worlds FGU from PF2e FGU that players cannot control the effects they put on themselves by default. Is this a setting I am missing, or is this by design? It would be nice for casters to be able to remove their Boost/Lower Trait effects and the like from themselves and their targets with out the GM having to do it. Is this a functionality that might be added?

Thanks!

This has been requested at
https://savagefgii.idea.informer.com/proj/?ia=133878

You can add your vote. (More people have asked for this in the forum than have voted for it.)

Mike Serfass
March 14th, 2021, 08:53
I noticed tonight that FGU/SWADE is now measuring and moving diagonally incorrectly.

44834
These movement and measurement in the image should be 2, not 3.

TheDarkMantle
March 14th, 2021, 14:53
I noticed tonight that FGU/SWADE is now measuring and moving diagonally incorrectly.

44834
These movement and measurement in the image should be 2, not 3.

That is working properly, but you can change it in game options. Savage worlds uses real inches for distance, and the distance diagonally on a square is 1.41 inches. So the reality is that is 2.82 inches, which is closer to 3, than it is to 2.

That said, if you go to the grid settings on the map, you can change the setting from "Raw Distance" to "Grid Distance".

Screenshot of what to look for.
44844

Mike Serfass
March 14th, 2021, 20:47
That is working properly, but you can change it in game options. Savage worlds uses real inches for distance, and the distance diagonally on a square is 1.41 inches. So the reality is that is 2.82 inches, which is closer to 3, than it is to 2.

That said, if you go to the grid settings on the map, you can change the setting from "Raw Distance" to "Grid Distance".

Screenshot of what to look for.
44844

That's not what raw distance is for. Raw distance gives the actual measurement (rounded to 1 decimal place as of a couple of patches ago). It's good for determining travel distance on an overland map, for example. It's not used for combat movement and measurement.

Here's a screenshot with raw distance turned on:
44862
Obviously that won't work when players are moving tokens and putting down templates.

Interestingly, here's what raw distance does in chase mode:
44863

And chase mode with raw distance toggled off:
44864

The above two should have the same measurement, which should be based on range increment (i.e. distance multiplier). Distance multiplier is set to one for that image, btw.

IceBear
March 14th, 2021, 23:19
I noticed tonight that FGU/SWADE is now measuring and moving diagonally incorrectly.

44834
These movement and measurement in the image should be 2, not 3.

Yeah...pretty sure that was only D&D 3.x that did that. Think they even dropped it in 5E but it's been awhile since I read the rules. It's not a thing in Savage Worlds (I think Shane even joked about that in one of the Pathfinder videos)

Edit: yeah, checked online and 5E also doesn't worry about diagonal movement and distance

mac40k
March 15th, 2021, 14:18
It’s actual distance, but it rounds the displayed number to the nearest whole digit. If you turn snap to grid off, you can see the exact point within an adjacent square that is diagonal from the starting position where it switches from 2 to 3 as you are moving the token.

Swifty0x0
March 15th, 2021, 16:27
Multi-Action and Soaking bug in Combat Tracker (I couldn't find if this was already reported.)
SWADE version 5.2.15

Bug: When a player chooses 2 or 3 actions I set that at the bottom near the modifier/dice area. The multi-action penalty works for the player while taking his actions. However, on his first action (was taking 2 this round) he hit and caused a wound on a wild card creature. I used a Benny to Soak the wild card's wound by dragging a Benny onto the attack/damage box BEFORE the player takes his second action (as each attack and damage scenario must be resolved before continuing) which I believe is normal procedure. The Soak roll was made, but at -2 and the chat log showed it as due to Multi-Action (The wild card creature hadn't even got to its turn yet and had no current penalties). Therefore, it looks like the Multi-Action penalty is being applied to anything/anyone else during an interrupt of the active player's turn, as though the others were also using a Multi-Action.

By the way - I'm new to the Savage Worlds System, and I like the ease and versatility! I'm also excited about the project to convert Pathfinder to SWADE, and hope when that's done it will get into Fantasy Grounds ASAP, lol.

Mike Serfass
March 15th, 2021, 17:33
The player taking the multi actions clicks the multi action button, NOT the GM. When the GM clicks it, it applies to the character the GM is rolling for. It's not applied to the character the player is controlling, even if it's that PC's turn.
If the player is controlling more than one character, the MAP will apply to the PC who's turn it is. (The GM must make sure the turn flag in combat tracker is set to that PC.)

ddbrown30
March 15th, 2021, 23:00
Small bug I found with the Stunned effect (in FGU, if it matters). Applying stunned to a character also automatically applies Prone and Distracted, as expected. The bug is that Distracted is added as a temporary effect (ends next turn) rather than a permanent effect. Ideally, it would be added as a permanent and then switched to 1 turn remaining after recovering from Stunned, but I'd settle just for the permanent fix so I don't have to manually re-add it after the times I forget to manually change its duration.

fubeca150
March 15th, 2021, 23:16
Small bug I found with the Stunned effect (in FGU, if it matters). Applying stunned to a character also automatically applies Prone and Distracted, as expected. The bug is that Distracted is added as a temporary effect (ends next turn) rather than a permanent effect. Ideally, it would be added as a permanent and then switched to 1 turn remaining after recovering from Stunned, but I'd settle just for the permanent fix so I don't have to manually re-add it after the times I forget to manually change its duration.

The latest version of the SWADE rules PDF changed the rules of Stunned. Per the latest rules, "Stunned characters: • Are Distracted (this is removed at the end of the victim’s next turn as usual)" instead of lasting until they recover from Stunned. Vulnerable still applies until they recover. I think they mentioned that the reason is that Distracted makes it so that once Stunned someone has a really difficult time recovering because of the Distracted penalty to all trait rolls and it made Stunned more effective than was intended.

ddbrown30
March 16th, 2021, 00:33
The latest version of the SWADE rules PDF changed the rules of Stunned. Per the latest rules, "Stunned characters: • Are Distracted (this is removed at the end of the victim’s next turn as usual)" instead of lasting until they recover from Stunned. Vulnerable still applies until they recover. I think they mentioned that the reason is that Distracted makes it so that once Stunned someone has a really difficult time recovering because of the Distracted penalty to all trait rolls and it made Stunned more effective than was intended.

Oh, good to know. Thanks!

ddbrown30
March 16th, 2021, 01:29
The latest version of the SWADE rules PDF changed the rules of Stunned. Per the latest rules, "Stunned characters: • Are Distracted (this is removed at the end of the victim’s next turn as usual)" instead of lasting until they recover from Stunned. Vulnerable still applies until they recover. I think they mentioned that the reason is that Distracted makes it so that once Stunned someone has a really difficult time recovering because of the Distracted penalty to all trait rolls and it made Stunned more effective than was intended.

Different, even smaller bug then. The book in FGU still has the old text. Should be a super easy one to fix.

Swifty0x0
March 16th, 2021, 02:03
The player taking the multi actions clicks the multi action button, NOT the GM. When the GM clicks it, it applies to the character the GM is rolling for. It's not applied to the character the player is controlling, even if it's that PC's turn.
If the player is controlling more than one character, the MAP will apply to the PC who's turn it is. (The GM must make sure the turn flag in combat tracker is set to that PC.)

Thanks. So, the last part about a player controlling more than one character. Did you mean the MAP will only apply to whichever character the player is currently running, provided the turn flag is on the character he's currently running?

Mike Serfass
March 16th, 2021, 05:48
Thanks. So, the last part about a player controlling more than one character. Did you mean the MAP will only apply to whichever character the player is currently running, provided the turn flag is on the character he's currently running?

Yes. Make sure it's the character's turn in CT. If you are playing both Steelbeard and Amberfletch, and you roll for Steelbeard while it is Amberfletch's turn, Steelbeard will get the MAP. Which you wouldn't be doing anyway. Unless Steelbeard is doing an interrupt, in which case the GM should set the turn marker to Steelbeard. (A few things work differently if the turn is not set to a character.)

Note that when the turn passes to the next character, the MAP button resets (as does the Run button). So If you have an interrupt, make sure to check the MAP (and Run) button before you start rolling.

And be careful if you run with MAP. You may put an eye out.

Swifty0x0
March 22nd, 2021, 11:32
When using the Name Generator Tool, I get this script error ... Script Error: [string "type"]:1: attempt to call global 'refresh' (a nil value) ... whenever I try to use the dropdown to change from Monster to any of the other selections (such as Fantasy Male, etc.).

Jiminimonka
March 22nd, 2021, 11:58
When using the Name Generator Tool, I get this script error ... Script Error: [string "type"]:1: attempt to call global 'refresh' (a nil value) ... whenever I try to use the dropdown to change from Monster to any of the other selections (such as Fantasy Male, etc.).

This is caused by the SW Maker extension - reported error here https://www.fantasygrounds.com/forums/showthread.php?20807-SW-Maker&p=584925&viewfull=1#post584925

Swifty0x0
March 30th, 2021, 04:27
Using SWADE v5.2.15, no extensions.
The NPCs that come with the SWADE Rules Module have an info option when right-clicking over a skill on their sheet that links back to the skill (I assume it's like that because their skill list is compressed). But, when I create a new NPC and drag a skill from the list to their sheet the info option is not available (on a right-click over the skill on their sheet). Even reloading the campaign afterward does not give the option. It's only a convenience issue, but helps keep the number of windows open to a minimum for quick reference.

Also, I'm able to use 'add item' to manually add a skill to an NPC sheet even when it's locked (not sure if it's supposed to be like that).

Swifty0x0
March 31st, 2021, 11:31
Just got the v5.2.16 update.

Now (no extensions), when I close either a character or NPC sheet I get this error - Script Error: [string "common/scripts/template_rundie.lua"]:33: attempting to set a nil value as a handler function

The error occurs in FGC not FGU.

amerigoV
April 1st, 2021, 04:23
Stunned - A quick note - while the Effect has been updated for the errata for Stunned, the condition description in the library still has the original wording (the subject to the Drop wording). This is in the v5.2.16 version.

Regards.

Ikael
April 5th, 2021, 19:33
Stunned - A quick note - while the Effect has been updated for the errata for Stunned, the condition description in the library still has the original wording (the subject to the Drop wording). This is in the v5.2.16 version.

Regards.

This is now fixed and available in few weeks! Thanks for reporting this, I must have missed these changes when checking the errata.

amerigoV
April 5th, 2021, 22:00
this is now fixed and available in few weeks! Thanks for reporting this, i must have missed these changes when checking the errata.

ty!

TomtheBu
April 17th, 2021, 10:14
Good morning,

in my last session, I recognized a strange behaviour in the party sheet.

One Character has the Luck Edge (+1 Benny) and another the Bad Luck Hindrance (-1 Benny).

1. After resetting the Party Bennies, the party sheet displayed 4 Bennies for ALL party members - instead of 4 (with Luck) and 2 (with Bad Luck) and 3 for the other.

2. When one player then spent a Benny, it falsely displayed the Benny reduced on ALL characters in the party sheet.

The Player Character Sheets showed the correct number of Bennies for the particular Character available.

I am on the latest FGU version with SWADE 5.2.16

This also happens in a newly created campaign without any Hindrances or Edges and without any extensions loaded.

edit: Directly after a fresh session start, the Bennies in the partysheet are shown correctly - but after spending bennies, the "Reset Bennies" option doesn´t work as intended and leads to wrong display results as spending bennies also (the partysheet displays for ALL Characters the number of bennies of the character with the fewest bennies available).

Holger
April 17th, 2021, 11:07
Hello,

this finding is not necessarily a bug but an opportunity for a lot of ergonomical improvement. If I don't miss anything, in order to apply an effect from a power you need to open the description link, scroll down the whole text to pick it out of a list at the end of the description.
45807
In 5E you just open the actions tab and all the effect, heal and damage Icons are here they are without any extra click or scroll:
45808

Would it be possible to make power effects accessable directly on the character sheet the same way damage dice are?

Thank you :)

Mike Serfass
April 17th, 2021, 22:39
Hello,

this finding is not necessarily a bug but an opportunity for a lot of ergonomical improvement. If I don't miss anything, in order to apply an effect from a power you need to open the description link, scroll down the whole text to pick it out of a list at the end of the description.
45807
In 5E you just open the actions tab and all the effect, heal and damage Icons are here they are without any extra click or scroll:
45808

Would it be possible to make power effects accessable directly on the character sheet the same way damage dice are?

Thank you :)

I like this idea. We use effects a lot in our games. Listing the way 5e does wouldn't be ideal for SWADE, but having the effects under the top power would be a nice UX improvement. Maybe in a collapsed region? Especially if those effects were copied from the power (like weapons and inventory). That would allow the player to adjust their mods and not affect the power entry. Characters who take concentration, for instance, add the 5 round effect from the power, and the GM has to update that to 10 rounds. The player could drop the mods they never use, adjust mods as appropriate, maybe even add mods specific to their character/trapping/setting.

Holger, you could add this to the request list, see if it gets support. I'll vote for it.
https://savagefgii.idea.informer.com/

Holger
April 18th, 2021, 08:52
Thank you for your feedback. :-)
https://savagefgii.idea.informer.com/proj/?ia=136148

IceBear
April 18th, 2021, 15:24
Mis read

Swifty0x0
April 28th, 2021, 08:24
SWADE v5.2.17 Light/Darkness power: Text and Effects don't match. The text says that Light or Darkness is cast in a Large Blast Template (which is correct), but the Effects have MBT.

Jiminimonka
May 8th, 2021, 11:18
typo in SWADE Players Guide - Tests - the '

46440