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Ikael
June 23rd, 2021, 15:58
Savage Worlds Adventure Edition v5.3 and Savage Worlds Deluxe Edition 4.11 are now available.

Savage Worlds Adventure Edition
[Added] CT combatants can be edited by opening records from shortcut link
[Added] Edit button added to combat tracker
[Added] Ungroup button added to combat tracker
[Added] PC sheet supports animal smarts
[Added] Built-in in support for Low Light Vision, Night Vision and Darksight visions
[Added] Vision and light effects can be defined into character item and abilities
[Added] Modifications fields for item records
[Added] Modifications fields for all armor types
[Added] Wild die can be defined for non-wild card character with effects framework
[Added] PC portrait right click option to whisper
[Updated] Combat tracker layout updated
[Updated] Add combatant to combat tracker group by dropping shortcut link into action card icon
[Updated] Combat tracker performance improvements
[Updated] NPC wild card status can be toggled with a click
[Updated] Vehicle's combat tracker wild card status will affects rolls made from the vehicle sheet
[Updated] Change combat tracker visibility, faction, identified and wild card values for all group member values by holding ALT down
[Updated] Lightning settings updated to match Savage Worlds rules
[Updated] Distracted, vulnerable, entangled, bound, stunned and the drop effects can be applied to other combatants from effects list
[Updated] Non-wild card NPCs can have bennies in combat tracker
[Fixed] Attacking PC vehicle uses characters's size. Fixed
[Fixed] Occasional script error when removing combatant. Fixed
[Fixed] Script error when toggling AFK. Fixed
[Fixed] Add all PCs to combat tracker does not work. Fixed
[Fixed] Script error when using light effect presents. Fixed
[Fixed] NPC numbering started with 2. Fixed
[Fixed] Combat tracker group removal was flunky. Fixed
[Fixed] Party sheet bennies field was updated with wrong information. Fixed
[Removed] Combat tracker group button removed. Groups can be managed with action card and combat tracker edit buttons, see above
[Removed] Combat tracker groups collapse feature removed for sake of simplicity and consistency
[Removed] Combat tracker extract from group by drag feature removed. Use combat tracker edit feature to extract combatants, see above
[Removed] Option "CT: Host controls client CT" removed for sake of simplicity and consistency
[Removed] Option "CT: Group members inherit leader's values" removed

Savage Worlds Deluxe Edition
In addition to above,

[Fixed] Minimum strength calculation does not work. Fixed

amerigoV
June 23rd, 2021, 16:55
Doswelk's excellent video on the features
.

https://youtu.be/QI36BeINELI

Mike Serfass
June 24th, 2021, 03:45
Thank you Ikael! And thank you Doswelk for the video!

Mike Serfass
June 24th, 2021, 04:27
I noticed infravision doesn't do anything. Should it give some kind of vision?
Low light, dark sight, and night vision work very well.

Mike Serfass
June 24th, 2021, 04:50
Hey Ikael, when a card is dropped onto an initiative card in CT, it throws an error instead of changing init. It's very easy to reproduce, and obvious, so you won't need an error log. (Isn't that a nice change!)
ct/scripts/ct_combatantlist.lua: 104: attempt to index local 'rCustomData' (a string value)

btw, I like the grouping behavior of dropping characters on the card. It's makes sense and is an easier target to hit. Thanks from an older player.

Mike Serfass
June 24th, 2021, 05:06
The bennies on the party sheet are showing the wrong number.
On the up side, they no longer change to the same value and increase/decrease as you change bennies on the character sheet.
On the down side, the totals don't update when you change them on the character sheet.
But the totals on the CT update properly.
Here's a screenshot.
47816
You're probably thinking I should have caught these in beta on the test server. Sorry, I didn't have time. I'm catching these during game and game prep.

Nightpaw
June 24th, 2021, 09:05
Hi Ikael,

while I appreciate your work on the Savage Worlds ruleset very much, I am disappointed about some of the latest changes. The lack of the possibility to collapse larger groups of NPCs turned out to be a great hindrance in our last gaming session. We had a boarding action with 7 PCs, 7 allied NPCs and 22 enemies. The combat tracker was so crowded that it was nearly impossible to get a quick overview. I also had enormous problems to group newly added NPCs to player characters.

Worse, there didn't show up any hints of the faction of the NPCs on the players' combat trackers. I have compared this to 5e where the faction is clearly visible by a coloured button an a coloured background to the entries in the combat tracker. Compared to this, The SWD solution is a desaster imo. Or did I miss an option for the SWD combat tracker to show the factions to players?

This is a player screenshot from SWD:

47819

And this one is from the 5e sample campaign:

47820

I would highly appreciate to get back the collapse option and an option to show factions in SWD.

Kind regards
N.

P.S.: The previously fixed error with the incorrect number of bennies on the party sheet was back. Also, if I drag player characters from the party sheet to the combat tracker, the player icons disappear (they arrive without their character icon).

amerigoV
June 24th, 2021, 16:36
Also, if I drag player characters from the party sheet to the combat tracker, the player icons disappear (they arrive without their character icon).

I have this too. I find just using the Menu/Add PCs on the CT works best (even if you have some of the PCs in the CT, it only adds the missing ones and does not have the icon issue).

Tokolosh
June 25th, 2021, 15:22
Hi Ikael,

while I appreciate your work on the Savage Worlds ruleset very much, I am disappointed about some of the latest changes. The lack of the possibility to collapse larger groups of NPCs turned out to be a great hindrance in our last gaming session. We had a boarding action with 7 PCs, 7 allied NPCs and 22 enemies. The combat tracker was so crowded that it was nearly impossible to get a quick overview. I also had enormous problems to group newly added NPCs to player characters.

Worse, there didn't show up any hints of the faction of the NPCs on the players' combat trackers. I have compared this to 5e where the faction is clearly visible by a coloured button an a coloured background to the entries in the combat tracker. Compared to this, The SWD solution is a desaster imo. Or did I miss an option for the SWD combat tracker to show the factions to players?


Same here, please, my players left off in the middle of a combat with 13 Bikers last session the Monday before 5.3 dropped and even beforehand I had been finding the tracker a little cluttered. I've been checking around the new version since and already the inability to collapse that huge block of Hells Angels extras is giving me the willies. I can't even imagine what it'd be like in a 36-participant Combat! I'd love to be able to at least collapse large Extra groups when its' not their turn so as to keep the Tacker as comprehensive as possible, and faction colours would just be the icing on the cake.

Thanks for all your hard work, Ikael, and looking forward to seeing what the future will bring.

- ToKo

Jiminimonka
June 25th, 2021, 19:41
As I have come from D&D 5th edition, which doesn't have a collapsing CT like SW used to have, this is not an issue for me. I have had 50+ NPCs on the CT, plus a party of 8 players.

It's not a disaster, just something new to get used to.

I do agree that the faction should be shown to players, sure that will be added in soon enough.

Doswelk
June 29th, 2021, 19:32
That would be because the product was created for an older version of Savage Worlds Duluxe ruleset, that did not support changing the run-die automatically.

TheDarkMantle
June 30th, 2021, 01:50
I found a bug with the way the Night Vision equipment mod works.

I have a custom map that I made using tips I learned watching Josh's live stream on Saturdays, and added some extra textures. It looks great for Low Light vision (ability), Darksight (power) both work fine. But the night vision mod didn't look very good. I have some images and a video below.

Low light vision looks fine

47970

But Night Vision shows the transparent area on textures I added (dirt patches) are visible.

47971

I do have a 7 second video if you want to watch it. I can put it on my google drive or something similar.

Ikael
July 1st, 2021, 12:50
v5.3.1 beta discussion moved here (https://www.fantasygrounds.com/forums/showthread.php?69460-Savage-Worlds-v5-3-x-Beta-Testing).

Claybor
July 1st, 2021, 13:33
Wow. Losing the ability to collapse groups on the combat tracker is a bit of a killer for me. The interface was already somewhat difficult and clunky, and now maneuvering on the CT is even worse.

Mike Serfass
July 1st, 2021, 18:42
Two things that would really help with the CT:

1) The ability to go from a token on the map to its item in the CT list. I can double-click an icon in CT and it moves me to that token on the map, but I can't go from the map token to the CT. When I have a token on the map, I have to hunt through the CT to find its entry. What about a right-click radial menu option, and/or a key + mouse click combo (e.g. alt+left click).

2) A search box at the top of CT, like we have in other lists (edges, gear). There's space for it at the top. This would help tremendously in finding characters. Filtering on a mob type means I could more efficiently see statuses, add effects, update conditions, etc.

These two tweaks would make the CT even more usable, and alleviate some of the unhappiness with the design changes.

And thanks Ikael for all the work on the CT. My whole group noticed it running more quickly.

Jiminimonka
July 1st, 2021, 18:49
Two things that would really help with the CT:

1) The ability to go from a token on the map to its item in the CT list. I can double-click an icon in CT and it moves me to that token on the map, but I can't go from the map token to the CT. When I have a token on the map, I have to hunt through the CT to find its entry. What about a right-click radial menu option, and/or a key + mouse click combo (e.g. alt+left click).

2) A search box at the top of CT, like we have in other lists (edges, gear). There's space for it at the top. This would help tremendously in finding characters. Filtering on a mob type means I could more efficiently see statuses, add effects, update conditions, etc.

These two tweaks would make the CT even more usable, and alleviate some of the unhappiness with the design changes.

And thanks Ikael for all the work on the CT. My whole group noticed it running more quickly.

I agree - it works better now - needs a few tweaks but what they are coming :)

Ikael
July 2nd, 2021, 10:22
Users concerned regarding removal of CT group collapse feature are recommended to join v5.3.x beta testing and continue discussion there. You can find the beta discussion thread from here (https://www.fantasygrounds.com/forums/showthread.php?69460-Savage-Worlds-v5-3-x-Beta-Testing).

Valyar
July 3rd, 2021, 06:30
EDIT: I didn't see the new Beta thread. This seems fixed there :)

The Party Sheet troubles continue - bennies counters do not change dynamically as the characters gain or spend bennies.

amerigoV
July 4th, 2021, 17:54
Ganging Up Issue

I noticed ganging up was not working quite like I thought it should. One issue looks to me the offsetting adjacent defender was not working. I tried it both squares and hexes. See attached screen capture.

The second item might be a rules interpretation. I always viewed the GU to be relative to the attackers. So if 2 attackers were Adjacent with a 3rd attacking from Reach, the two adjacent each got +1 Ganging Up bonus while the one with Reach got +2 (Reach guy does not add to others, but he gets the benefit of those adjacent). FGU is just providing the +1 GU to the Reach attacker in this example. But that might be different under SWADE. I did post a clarifying question to PEG to be sure.

https://www.pegforum.com/forum/savage-worlds/official-answers-on-core-rules/51970-ganging-up-for-reach-characters-part-2

Regard.

ApesAmongUs
July 10th, 2021, 18:08
Hi Ikael,

while I appreciate your work on the Savage Worlds ruleset very much, I am disappointed about some of the latest changes. The lack of the possibility to collapse larger groups of NPCs turned out to be a great hindrance in our last gaming session. We had a boarding action with 7 PCs, 7 allied NPCs and 22 enemies. The combat tracker was so crowded that it was nearly impossible to get a quick overview. I also had enormous problems to group newly added NPCs to player characters.

Yea, I won't say it's unplayble, but it is incredibly hard to use. Going into a game now with over 70 participants and it is an absolute mess.

Jiminimonka
July 10th, 2021, 18:48
Yea, I won't say it's unplayble, but it is incredibly hard to use. Going into a game now with over 70 participants and it is an absolute mess.

Yeah, 70 people in the CT is a mess, in ANY situation. Imagine if you did that around at table with dice.....

Its been explained why it was removed and the newest version in Test helps a lot.

ApesAmongUs
July 10th, 2021, 23:42
Yeah, 70 people in the CT is a mess, in ANY situation. Imagine if you did that around at table with dice.....

Its been explained why it was removed and the newest version in Test helps a lot.

10 riflemen > grab and roll 10 d6, maybe split them into 2 groups of 5 if there are multiple targets > maybe 2 hit if the players remembered to use cover. It's about as fast as using FG, since FG doesn't allow for rolling a whole group at the same time. Sure, you can grab the die for one guy and duplicate it, but it ignores the individual targeting of the members of the group.

I have 6 PCs who normally travel with a team of mercenaries. 70 is above normal, but not extreme. Although, setting up the map like that was enough to make them abandon the idea of a full frontal assault.

TheDarkMantle
July 10th, 2021, 23:48
10 riflemen > grab and roll 10 d6, maybe split them into 2 groups of 5 if there are multiple targets > maybe 2 hit if the players remembered to use cover. It's about as fast as using FG, since FG doesn't allow for rolling a whole group at the same time. Sure, you can grab the die for one guy and duplicate it, but it ignores the individual targeting of the members of the group.

I have 6 PCs who normally travel with a team of mercenaries. 70 is above normal, but not extreme. Although, setting up the map like that was enough to make them abandon the idea of a full frontal assault.

Sounds like you you might want to consider the mass battles rules, and extension. If I was a PC having to wait for 70 NPCs to get through combat, I would have a nap each round.

https://www.fantasygrounds.com/forums/showthread.php?64262-Extension-New-Extension-Mass-Battles

ApesAmongUs
July 11th, 2021, 00:05
Works fine on a table. Using a computer should make it easier, not harder.