View Full Version : Pathfinder 2 - Release 19 information thread.
Trenloe
September 30th, 2022, 15:53
Release 19 will go into beta test in the second quarter 2023. It will be an iterative process - with key pieces of functionality introduced during the test. I expect this process to take a number of months as we introduce new functionality, bug fix, refine the process and convert library data to match.
Release 19 - beta testing late 2022.
Additional actions tab added to the character sheet - contains PF2 action data. This tab will be the main place to access and carry out PF2 actions for a characters - skill actions (e.g. demoralize), feat based actions, class feature based actions, item based actions, general actions, etc., etc..
Addition of a new record type - "Action" to cater for PF2 actions and automation.
New action based automation, for example: Skill vs. DC (for skill based actions such as trip, push, demoralize, etc.), attack & damage (for bombs and other things), heal (for healing actions and items), effects, etc..
Improved hazard automation.
Tracking and handling of afflictions.
Automation of the dying process and wounded condition.
Option to select a specific skill for initiative.
Desktop modifier buttons/controls.
Damage combination for features such as flurry of blows.
Additional effect targeting "To Me" option.
Filter by trait in campaign data lists - if performance is acceptable.
Category filter in grouped lists.
All timings and functionality is subject to change!
I will be using Freedcamp to track project tasks. I haven't used Freedcamp in anger so this will be pretty basic at first, I may expand how I use Freedcamp as the project progresses. Initially the high level tasks, priority and progress information will be available. I've made the project read-only to the public and it can be accessed here: https://freedcamp.com/view/3259233/project_home
Trenloe
September 30th, 2022, 15:54
Sneak peak pre-release videos!
Floating character sheet windows: https://www.youtube.com/watch?v=AKehtQry3vM
Activities introduction: https://youtu.be/K3vomDTseB4
Setting DCs: https://youtu.be/XrulZHPy9WY
Trenloe
September 30th, 2022, 15:54
Reserved 2
Trenloe
September 30th, 2022, 15:54
Reserved 3
Trenloe
September 30th, 2022, 15:54
Reserved 4
Trenloe
September 30th, 2022, 15:54
Reserved 5
Trenloe
September 30th, 2022, 15:54
Reserved 6
Zacchaeus
September 30th, 2022, 17:26
Nice; and that's a lot of reserved posts :)
Trenloe
September 30th, 2022, 17:35
Nice; and that's a lot of reserved posts :)
I had eight for release 18, so I'm getting better! ;)
dsaraujo
September 30th, 2022, 18:48
Happy to start testing and integrating my extension to it!
MaxAstro
October 5th, 2022, 05:57
Cannot overstate how hyped for this update I am. Possibly the most excited I've ever been for an update. New actions tab sounds like an absolute game changer, and I can think of so many times I've wished for that "to me" targeting.
I'm one of those people who live dangerously and run their campaign on the test branch, so you'll definitely be getting plenty of feedback from me. :)
Montis
October 5th, 2022, 12:17
I'm exited too, especially as it might coincide with the start of our long-awaited Age of Ashes campaign. It's in the planning since late last year, but we're currently still finishing up Abomination Vaults first.
Montis
October 5th, 2022, 14:25
Is it possible to add "Exploration Activity" to the Order tab of the Party Sheet? Probably easy to integrate that into the Watch Order section. Just as a drop down or something.
Trenloe
October 5th, 2022, 14:35
Is it possible to add "Exploration Activity" to the Order tab of the Party Sheet? Probably easy to integrate that into the Watch Order section. Just as a drop down or something.
Tracking a PC's chosen exploration activity is something I have planned for the future, but I'm not planning on doing that in this release. I don't want to start adding to the scope of Release 19 - it's already a lot of work. What I have in mind will probably be in the Party Sheet and this release doesn't have any Party Sheet changes planned.
What I currently do is have an image shared with the players that has the main exploration activities listed. I add the PC tokens (not from the CT) and the players move the tokens to indicate what activity each PC is currently doing. I've attached the basic image file I use.
ivell
October 10th, 2022, 16:06
Can this be already accessed already on some other FGU branches? Like Test or Dev?
Trenloe
October 10th, 2022, 16:16
Can this be already accessed already on some other FGU branches? Like Test or Dev?
Not yet. There'll be an announcement in this thread when it's available for the first round of testing and what to do.
Trenloe
November 8th, 2022, 13:29
The first Release 19 preview videos have been released - see post #2 for all videos.
The new ones today are:
Floating character sheet windows: https://www.youtube.com/watch?v=AKehtQry3vM
Activities introduction: https://youtu.be/K3vomDTseB4
I'm hoping to get this into the test channel after the current main FG testing is complete: https://www.fantasygrounds.com/forums/showthread.php?75720-Fantasy-Grounds-Beta-Release-v4-3-1
MaxAstro
November 9th, 2022, 05:08
Ooh, those look cool.
Regarding pinning the floating character sheet windows to the bottom bar - I notice that they are just titled with the character name. Would it be possible to have them title with the character name and which sheet it is? Would make it a little easier to keep track of which link leads to which part of the sheet.
EDIT: Also, two small suggestions for the activities functionality (which is absolutely amazing, by the way, I am more stoked than I've ever been).
1) When rolling against a creature's DC, can the DC be shown to the GM? Currently it's not shown to either, and giving that information to the GM is helpful in case a moment later the player realizes they forgot a +1 or something.
2) When setting a DC with the new Roll DC field (did I mention absolutely amazing?), an option to make the DC "sticky". Often the entire party will be making a Recall Knowledge check (or perhaps a Reflex save!) at the same time, and it would be nice to not have to reset the DC after each roll.
Trenloe
November 9th, 2022, 05:39
Ooh, those look cool.
Regarding pinning the floating character sheet windows to the bottom bar - I notice that they are just titled with the character name. Would it be possible to have them title with the character name and which sheet it is? Would make it a little easier to keep track of which link leads to which part of the sheet.
EDIT: Also, two small suggestions for the activities functionality (which is absolutely amazing, by the way, I am more stoked than I've ever been).
1) When rolling against a creature's DC, can the DC be shown to the GM? Currently it's not shown to either, and giving that information to the GM is helpful in case a moment later the player realizes they forgot a +1 or something.
2) When setting a DC with the new Roll DC field (did I mention absolutely amazing?), an option to make the DC "sticky". Often the entire party will be making a Recall Knowledge check (or perhaps a Reflex save!) at the same time, and it would be nice to not have to reset the DC after each roll.
Thanks for the feedback Maxastro. I really appreciate it.
I'll look into the name of the shortcut in the hotkey bar. But, in the end, you can right-click and rename it to what you want.
1) Good idea - I'll look into providing that.
2) What you see now is a very basic implementation. I'll provide a "sticky" option in future.
MaxAstro
November 9th, 2022, 06:23
I'll look into the name of the shortcut in the hotkey bar. But, in the end, you can right-click and rename it to what you want.
You can what? Huh. I should really try right clicking everything.
Someone should put together some kind of list of "super helpful keyboard/mouse shortcuts!", because I missed the memo at some point. I also had no idea you could set targets that way like you did in the video.
timg
November 11th, 2022, 01:50
These videos look fantastic - thanks for all of the hard work. I can't wait to get them in front of my players
shinjox
November 12th, 2022, 23:48
The activities looks awesome. Something i am wondering, will the vsDC against skill DCs be implemented in 19, or is that still in working?
johncarney
November 13th, 2022, 04:18
Looks great. Can't wait :)
Trenloe
November 13th, 2022, 15:09
Something i am wondering, will the vsDC against skill DCs be implemented in 19, or is that still in working?
Yes.
UltimateGM
November 15th, 2022, 05:19
I'm blown away and can't wait to play with release 19. I love how you integrated activities. Definitely useful since a lot of the new Kingmaker introduces additional downtime and exploration activities.
shinjox
November 17th, 2022, 22:24
Yes.
Awsome.
Trenloe
November 23rd, 2022, 13:21
Sorry there hasn't been any new info on this for a couple of weeks. Right after releasing a couple of teaser videos on November 8th I was sent on a 6 day work trip (with no spare time to do anything FG) and I'm also having to relocate overseas for about a year on this coming Friday. So, things have been pretty hectic and I haven’t done anything on the new code that I wanted to get into test the test channel for everyone to try. I'm hoping that I'll be able to get back into the swing of things in about a week and get the activities code into the test channel, along with a good sample of Core Rules activities coded - I'm aiming at all skill activities, activities from Chapter 9 (encounter, exploration and downtime), and most first level feats and class features (although a lot of these may not be fully coded for the initial test release as they can be quite specific).
Milke
November 24th, 2022, 05:24
Does your work not know that you have important stuff to do, or...?
Trenloe
November 24th, 2022, 16:03
Does your work not know that you have important stuff to do, or...?
Haha - I keep telling them, but it's falling on deaf ears... ;)
UltimateGM
December 26th, 2022, 18:40
Is this in the test channel? If so how do I access it? I am guessing through steam you sign up for beta builds. I looked around to see if there is an announcement but couldn't find one.
Trenloe
December 26th, 2022, 22:33
Is this in the test channel? If so how do I access it? I am guessing through steam you sign up for beta builds. I looked around to see if there is an announcement but couldn't find one.
It a not in the test channel yet. I’m hoping to get the first set of code and data into test in the next few weeks. Watch this thread for any announcements.
Trenloe
December 30th, 2022, 22:42
I've been spending a lot of time over the last month working on the Release 19 activities code. Every time I think I'm close to releasing this into the Test channel I review the outstanding items needed and keep working on it. The Freedcamp link in post #1 will show you most of the items that have been completed in the last few weeks. It's close to being ready for a Test release, but there's still some things I want to get done - some are issues/bugs and some are features I want present before I go into test. I want the initial test release to be usable in a game, not just something to play around with.
Trenloe
January 5th, 2023, 16:49
New teaser video - see video 3 in post #2.
This shows the new GM DC desktop panel, where the GM can set the DC for tasks PCs will attempt - climbing, recalling knowledge, identifying magic, etc..
The GUI is a proof-of-concept at this stage and will more than likely change in the future from the current very blocky design. But the process functionality will probably remain the same/similar.
MaxAstro
January 5th, 2023, 17:13
Oh, that looks cool and super helpful, as much for saving me time looking up DCs as anything else!
One fiddly bit of feedback - for the difficulty adjustment, it would seem to make more sense if they are in absolute numeric order, instead of grouping them like you have now. So for example:
-10
-5
-2
+2
+5
+10
At least to me, that ordering makes more logical sense. It's also the order the CRB has them in, I believe.
Trenloe
January 5th, 2023, 18:03
Oh, that looks cool and super helpful, as much for saving me time looking up DCs as anything else!
Yep, that's one of the main reasons I added in all of the combo boxes to the initial DC number field.
One fiddly bit of feedback - for the difficulty adjustment, it would seem to make more sense if they are in absolute numeric order, instead of grouping them like you have now. So for example:
-10
-5
-2
+2
+5
+10
At least to me, that ordering makes more logical sense. It's also the order the CRB has them in, I believe.
I agree. Unfortunately it's not possible to do specific ordering in the combo box. I went straight to Moon Wizard asking if I could replicate the DC adjustment table order in the combo box and the reply I got was: "No, the combo box is very limited in what it can do right now. I need to rewrite it when I get a chance."
Milke
January 5th, 2023, 20:38
This is pretty great. I'm actually gonna need you to go ahead and stop doing things (sleeping, leaving your house, etc) until this is done. Also, meals need to be taken at your desk.
K, thanks!
UltimateGM
January 6th, 2023, 01:37
This is pretty great. I'm actually gonna need you to go ahead and stop doing things (sleeping, leaving your house, etc) until this is done. Also, meals need to be taken at your desk.
K, thanks!
I laughed at this! Do you know how long we have been trying to get Trenloe's job to realize we need them more than they do... But they seem to shrug it off. If I had my way I would just pay for his living expenses and have someone bring him food. But I don't have that much money... yet!
But I definitely can't wait until release 19 or at least the test channel. So many amazing features!
Montis
January 6th, 2023, 13:06
New teaser video - see video 3 in post #2.
That's so cool! Some things that might come up with this:
- maybe there should be a checkbox to set up "Secret"/open rolls, like an override? or some generic override for campaigns if people don't want to roll in secret at all?
- maybe a way to "just roll" without comparing it to the set DC in case the GM has set up something else already but a player butts in with a random roll
- maybe some sort of set up where you can link a DC to either a player or a specific skill, e.g. if multiple people want to identify different magic items at once? or in a chase sequence when you can have multiple different skills with different DCs and each player wants to use a different one
Anyway, great work! I'm sure the functionality that's already there will work great for now anyway, my points above are just a bit of added QoL and can probably be skipped or wait until a later iteration :)
Muagen
January 19th, 2023, 14:04
Any update on this front?
I’m super-excited about those Activities and DC configuration tools.
Trenloe
January 19th, 2023, 15:00
Any update on this front?
I’m super-excited about those Activities and DC configuration tools.
Still working on it every day. Refer to the project task list linked in post #1 - every "High" priority task needs to be completed before the initial code and data can go into test.
Muagen
January 19th, 2023, 15:47
Still working on it every day. Refer to the project task list linked in post #1 - every "High" priority task needs to be completed before the initial code and data can go into test.
You know, I must have seen that link 10 times by now and never clicked on it. Thanks for the insight and the hard work!
Trenloe
January 19th, 2023, 16:51
You know, I must have seen that link 10 times by now and never clicked on it. Thanks for the insight and the hard work!
I'm hoping it'll be very soon - but every time I complete something, there's something else gets added to my list of "hhhmm, I should really do that before it gets released into test" things.
SweegyLeo
January 20th, 2023, 00:08
Thank You for all the hard work!
Trenloe
February 10th, 2023, 16:55
Working away on the first iteration of Release 19. Those of you who've been checking the Freedcamp task list in post #1 will know that there's been regular updates - some closing tasks down, some adding more things to do. There's lots of rabbit holes to go down! For example, today's rabbit hole was caused by the champion Smite Evil 6th level feat. This needed some new coding, but also took advantage of some recently coded features.
Referring to the screenshot below:
When a feat with an action/activity is added to a PC a linked Activity record will be created - with addition actions if they were set in the base feat.
A player can share an activity record with other players - they can double click on the activity name or activity icon and this will result in an entry published in chat with a link to the Activity record - the code automatically shares the record with the other players, so they can click on the link to get access to the details of the activity if they so wish. This process also makes it easy for players to indicate which actions they're using - especially handy for text based games or those in a noisy environment.
An activity record contains all of the information for that activity - this is based off the Smite Evil feat record - which is linked via the "Base Record" link in the center of the record.
A new section provides a "How to Use" section where text can be entered to provide guidance on how to use complex activities in FG.
A new text replacement type [ACTORNAME] allows custom labels to be created using the PC name. In this example, it allows unique identification of the Smite Evil targets if there are multiple champions in the party.
A new Effect field "Init to Reduce" with values of "Self" (default) or "Target". This allows setting when the duration of an effect will reduce - at the init count of the source (self) or of the target. Smite Evil has both of these - the base effect lasts "Until the start of your next turn" which uses the default of ↓Self, but "If the foe attacks one of your allies, the duration extends to the end of that foe's next turn." so ↓TRGT init to reduce is used for this effect. Note: the third effect has an error - it should have a duration of 2 rounds (making an assumption it gets set on the target's turn, so will reduce one at the end of their turn), and I've decided to have a permanent duration for the second effect which only triggers when a target has the "Smite Evil [PCNAME]" custom condition.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=56142
If you refer to the project task list linked in post #1, we're getting closer - all "High" priority tasks need to be completed before going into test. This is mostly entering activity data from Core Rules data and coding upgrade code to attempt to do this automatically when a pre R19 character is opened.
Ludd_G
February 10th, 2023, 17:09
Looks great! Can't wait to test it out!
BlueDrake
February 14th, 2023, 22:03
That new how to use section looks great! I know my players will really appreciate having something like that as we're all pretty new to PF2.
Montis
February 28th, 2023, 10:36
Question: will there be some advanced calculation options for heightening damage spells?
E.g. spells like Acid Splash (https://2e.aonprd.com/Spells.aspx?ID=3), Haunting Hymn (https://2e.aonprd.com/Spells.aspx?ID=924) and Searing Light (https://2e.aonprd.com/Spells.aspx?ID=269) all have to be manually adjusted when heightening.
Trenloe
February 28th, 2023, 10:48
Question: will there be some advanced calculation options for heightening damage spells?
E.g. spells like Acid Splash (https://2e.aonprd.com/Spells.aspx?ID=3), Haunting Hymn (https://2e.aonprd.com/Spells.aspx?ID=924) and Searing Light (https://2e.aonprd.com/Spells.aspx?ID=269) all have to be manually adjusted when heightening.
I haven't done much on spells at this point. I have plans to add a level based list of actions - i.e. if damage is different at spell slot level 1, 3, 5, 7 and 9 (and can't be easily coded in the existing framework) then there will be 5 different damage entries and the most appropriate one will be used based off the spell slot level the spell is added to. Whereas this will result in more data for some spells, it will allow more versatility and avoid trying to work out the equation based entries we have now - I don't want to make those more complex than they already are.
This is really a whole new subsystem that I'm planning - so we might also have something similar in class features, feats, etc. that might change as the PC levels.
Montis
February 28th, 2023, 11:10
Ok, that sounds good. For spells with +2 heightened or set heightened levels this is probably the easiest approach.
For Searing Light I feel like there could be a somewhat easy calculation of "[(Spell level x 2) -1]d6" but actually expressing that in an easy to input way is probably rather complex.
Another small question: are there any plans of changing the "Focus Points Used" field to "Focus Points Remaining"? 0/1 always feels like I'm out :ninja:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=56488&d=1677582618
Trenloe
February 28th, 2023, 11:24
Another small question: are there any plans of changing the "Focus Points Used" field to "Focus Points Remaining"? 0/1 always feels like I'm out :ninja:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=56488&d=1677582618
That requires changes to code which, might not be overly complex, isn't anything I want to look at now. I'll add it to the list, but it will be way down.
Mirdur
March 29th, 2023, 14:48
I have been following the release and it appears great. I have a small question, I would like to know if the beta version was released and, if so, where could I download it.
Trenloe
March 29th, 2023, 14:49
I have been following the release and it appears great. I have a small question, I would like to know if the beta version was released and, if so, where could I download it.
It hasn't gone into test yet. When it does, there'll be full information provided in this thread.
Mirdur
March 29th, 2023, 14:50
Oh thanks, I was under the impression there might be already and I was unable to find it.
Trenloe
April 19th, 2023, 11:48
Still working on this - the final few character classes have required additional code - the latest being ranger Hunt Prey, Hunter's Edge and related feats. Hoping to get this into test in the next 3-4 weeks.
As always, for a review of what's been done and what's still to do, check the project Freedcamp link in post #1.
bnmntj9
May 10th, 2023, 22:05
I'm really looking forward to this. I can't wait!
Christom72
May 13th, 2023, 11:58
Really excited about this Release! Will there be another update on how things are going at end of this month?
Bolorokenpay
May 13th, 2023, 16:37
Really excited about this Release! Will there be another update on how things are going at end of this month?
On the first post there is a link to the project tracker. I seem to remember Trenloe saying that it won't go into test until all the high priority items are complete. There's been 27 incomplete high priority items on the list for a while now and over half of them haven't been started yet. I wouldn't hold my breath for anything soon. It would be nice if Trenloe didn't have to do it solo, and some paid resources were thrown on the project.
Trenloe
May 13th, 2023, 16:57
We're slowly getting there. Sorry there hasn't been a huge amount of progress recently. Real life is taking a lot of my time, but we will get there soon(ish)...
Milke
May 13th, 2023, 18:07
Just get on that A.I. chat bot thing, and type "How would Trenloe code this" and voila!
Trenloe
May 13th, 2023, 18:08
Just get on that A.I. chat bot thing, and type "How would Trenloe code this" and voila!
Haha, if only... :D
Trenloe
May 16th, 2023, 10:37
Things are moving along... Today I completed the class features, class feats (levels 1-6) and skill/general feats (all levels) that have a specific activity type - e.g. free action, one action, etc.. This has been a massive amount of work over the last few months and now clears the way for a select set of items and completing the outstanding high priority tasks on the project list (see post #1). I'm going to only do a few items so that we can move forwards and get this into test pretty soon - for example, I'm not going to cause further delay to the initial release by coding all of the functionality of bombs at this point - that will come in a future iteration.
Once the select item activities have been coded, the remaining stuff to do will be squash a few high priority bugs and the release 19 migration code - so that existing PCs can get the updates automatically.
Malosar
May 17th, 2023, 19:15
I'm really looking forward to this release. A massive amount of very helpful functionality but understand how much work is required for this. Thank you for your efforts.
vonBlashyrkh
May 17th, 2023, 19:46
Once again, thank you for all the work you do Trenloe
7H3LaughingMan
June 12th, 2023, 22:22
I wanted to ask what the Additional targeting - "To me" was exactly on the list. It sounds like a way to automatically setting the target of an effect on a target to the actor that applied the target. If so I am excited for that as it would help with stuff like Feint where a target is flat-footed to a specific player only and other such things.
Trenloe
June 12th, 2023, 23:03
I wanted to ask what the Additional targeting - "To me" was exactly on the list. It sounds like a way to automatically setting the target of an effect on a target to the actor that applied the target. If so I am excited for that as it would help with stuff like Feint where a target is flat-footed to a specific player only and other such things.
That's exactly what it is. It was requested about a year ago (sorry, I can't remember who requested it) and has been on my list for a while.
For your specific example (feint) - which is a good example for two new effect targeting types - ETTS (Effect Targeting To Self) and ETTT (Effect Targeting To Target):
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=57685
7H3LaughingMan
June 13th, 2023, 01:12
That's exactly what it is. It was requested about a year ago (sorry, I can't remember who requested it) and has been on my list for a while.
For your specific example (feint) - which is a good example for two new effect targeting types - ETTS (Effect Targeting To Self) and ETTT (Effect Targeting To Target):
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=57685
So I see that for a success the effect is expended on the next action, my question is for a strike action is it possible for the effect to stick around for the damage roll? Since a rogue's sneak attack is checking for the flat-footed effect and if it's not there when you roll for damage it won't roil the sneak attack damage bonus.
Trenloe
June 13th, 2023, 08:26
So I see that for a success the effect is expended on the next action, my question is for a strike action is it possible for the effect to stick around for the damage roll? Since a rogue's sneak attack is checking for the flat-footed effect and if it's not there when you roll for damage it won't roil the sneak attack damage bonus.
I need to go back through some of the activities I created earlier in the process. Here's a more recent example:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=57690
MaxAstro
June 14th, 2023, 02:16
Is that functionality with multiple copies of the same "single roll" effect being separately removed by consecutive rolls new in R19? That's a really slick way to handle that.
Trenloe
June 14th, 2023, 08:47
Is that functionality with multiple copies of the same "single roll" effect being separately removed by consecutive rolls new in R19? That's a really slick way to handle that.
It's not "new" but previously "flat-footed" wasn't specifically checked for during a damage roll, so it wouldn't be removed when rolling damage - FG need to check for a specific effect/condition in code to be able to remove the effect set to expire with Roll or Action. IF/IFT checks don't remove a condition. R19 specifically checks for flat-footed as part of the damage action, so Flat-footed;Flat-footed will work for an attack then damage roll.
Farnaby
June 28th, 2023, 04:31
Hi Trenloe,
just checked your roadmap and there is still quite a bit to go
but instead of moaning I thought I'd ask if we can help with data entry
or some other menial boring task?
Trenloe
June 28th, 2023, 09:01
Hi Trenloe,
just checked your roadmap and there is still quite a bit to go
but instead of moaning I thought I'd ask if we can help with data entry
or some other menial boring task?
Thanks for the offer. Real life has taken a big hit out of my spare time recently.
I'm leaning towards winding back my original plans to get most low level items from the core rules coded up and get the first version out for testing. I had thought about asking the community to then help do some of the action/activity coding, but thought that would be a bit cheeky!
Farnaby
June 28th, 2023, 09:42
That is not cheeky at all.
I would gladly help out.
And I think some others here as well.
PM me with details, I can spend 30-45 minutes per day minimum on helping out.
Trenloe
June 28th, 2023, 09:46
That is not cheeky at all.
I would gladly help out.
And I think some others here as well.
PM me with details, I can spend 30-45 minutes per day minimum on helping out.
Thanks!
What I'm going to do is basically stop adding in R19 data for the Core Rules entries and do the final dev work to get it ready for release. Then, once released, we can have a community content thread where we can discuss, take on data conversion areas (e.g. potions in the Core Rules) and then pass the info back for me to review and add to the relevant product.
Getting it ready for release is still a couple of weeks off, but we should get there a bit quicker now...
Thank you!
Farnaby
June 28th, 2023, 10:28
Thanks!
What I'm going to do is basically stop adding in R19 data for the Core Rules entries and do the final dev work to get it ready for release. Then, once released, we can have a community content thread where we can discuss, take on data conversion areas (e.g. potions in the Core Rules) and then pass the info back for me to review and add to the relevant product.
Getting it ready for release is still a couple of weeks off, but we should get there a bit quicker now...
Thank you!
Sounds great and no, thank you for your work.
Ludd_G
June 28th, 2023, 20:01
I think this is a great idea!
Milke
June 29th, 2023, 03:42
This sounds great. I have checked this thread every day since it was started. A light at the end of the tunnel!
Christom72
June 30th, 2023, 09:45
This sounds awesome!
batzyru
June 30th, 2023, 19:18
Thanks for the offer. Real life has taken a big hit out of my spare time recently.
I'm leaning towards winding back my original plans to get most low level items from the core rules coded up and get the first version out for testing. I had thought about asking the community to then help do some of the action/activity coding, but thought that would be a bit cheeky!
I would also like to offer assistance, I have an IT background and have been using PF2/Fantasy Grounds for a few years now. Feel free to send a PM! Thanks for all that you do.
Trenloe
June 30th, 2023, 19:30
I would also like to offer assistance, I have an IT background and have been using PF2/Fantasy Grounds for a few years now. Feel free to send a PM! Thanks for all that you do.
Thanks for the offer of help. I have a week off work in the middle of July that I've booked specifically to get R19 into test (sometimes that week, hopefully) and once it's in test we can discuss who'd like to do what and get a plan together!
https://media.giphy.com/media/l3vR6aasfs0Ae3qdG/giphy.gif
Farnaby
July 2nd, 2023, 08:27
:Snoopy happy dance:
Gwaihir Scout
July 4th, 2023, 17:05
I'm in. I was about to lament about items like staves needing a rework, so I'd be glad to help.
webdove
July 8th, 2023, 22:09
That is excellent news. Thank you Trenloe.
webdove
July 9th, 2023, 03:20
Xxx
Trenloe
July 22nd, 2023, 09:22
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58297
Coming to the test channel soon... really soon...
Farnaby
July 22nd, 2023, 09:51
Most excellent
Christom72
July 22nd, 2023, 12:30
Can't wait! really excited..
Milke
July 22nd, 2023, 22:24
Rarrrrrrr!!!
Ludd_G
July 23rd, 2023, 00:02
Are we there yet...?
Are we there yet...??
Are we there yet...???
:D
Trenloe
July 24th, 2023, 14:09
Update:
I took last week off work and got a lot done. The next steps are:
Complete the initial PC migration code - as the screenshot in post #84 eludes to, the R19 code will try to populate the new activities data (and also updated automation) from the existing feats, class features and lookup data entries in the PC's Abilities tab; plus items with activity data attached.
Final check through of initial test data - this will be a subset of Core Rules - all class features with actions/activities, all ancestry feats, class feats with activities to levels 5/6, skill/general feats to level 5 and some magic items (elixirs and potions).
Update test documentation and create some videos.
Depending on how long it takes me to do 1 & 2 above, I'm hoping to get this into test within the next week...
MaxAstro
July 24th, 2023, 14:14
Don't mind me, just vibrating with excitement. :)
Trenloe
July 24th, 2023, 14:56
...the R19 code will try to populate the new activities data (and also updated automation) from the existing feats, class features and lookup data entries in the PC's Abilities tab; plus items with activity data attached.
Here's an example of the level 1 Valeros pregen - the Fighter feats, class features and items with activities in the R18 PC sheet have been matched with the R19 updated Core Rules data and the relevant activities created in the new Activities tab:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58310
Some of these activities don't have any new functionality, in this example Double Slice, Reactive Shield and Attack of Opportunity. But they're added to the Activities tab so that all activities available to the PC are accessible in one place.
Montis
July 24th, 2023, 15:47
Looks great! Can't wait :)
Farnaby
July 24th, 2023, 21:16
Both my groups can't wait to try it out.
Trenloe
July 24th, 2023, 22:09
Both my groups can't wait to try it out.
I appreciate the desire to test it out. Unless I encounter some serious issues, it will be very soon...
(Sorry it's taken so long. My ambitions outstripped my free time!)
Trenloe
July 26th, 2023, 16:11
I've got the R19 update code to a place where it will cover most common scenarios and is just about ready to test.
So, over the next couple of days I'll be finalizing the Core Rules subset data that has R19 updates, then doing some introduction videos and documentation updates. Nearly there, just a few more days before the test release...
Muagen
July 26th, 2023, 20:56
I'm super-excited to get started playing around with this!
Farnaby
July 26th, 2023, 22:21
Can't wait.
webdove
July 27th, 2023, 21:29
Excellent news!
Farnaby
July 30th, 2023, 09:38
Playing around with the Gunslinger there is the new trait concussive which states "When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning."
Just out of interest, do you have any mechanic in place or are we going to have to manually correct it?
(50sp on manual correction... Anyone in? ;))
MaxAstro
July 30th, 2023, 15:35
Playing around with the Gunslinger there is the new trait concussive which states "When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning."
Just out of interest, do you have any mechanic in place or are we going to have to manually correct it?
(50sp on manual correction... Anyone in? ;))
If there was some automated way of handling it, that could also be applied to Versatile weapons, which would be nice.
Trenloe
July 30th, 2023, 16:22
If there was some automated way of handling it, that could also be applied to Versatile weapons, which would be nice.
A versatile weapon is different functionality - the user has to decide what damage type they're going to apply, based off knowledge, experience or guesswork. It shouldn't automatically pick the best, that's up to the user to decide. DMGBASETYPE in R19 will allow the user the change the base damage type of a weapon if they wish.
Farnaby
July 30th, 2023, 17:00
Ah, so for concussive as a GM I can tell the player to choose bludgeoning or piercing as I know what the weakest resistance of the target is.
That should work quite nicely.
Trenloe
July 30th, 2023, 17:14
Ah, so for concussive as a GM I can tell the player to choose bludgeoning or piercing as I know what the weakest resistance of the target is.
That should work quite nicely.
That's probably the best way to handle it. Concussive goes completely against all of the complex code written to determine the highest resistances to apply to a damage instance, so it would be very involved to try to code full automation from concussive weapons - and I'd rather spend my time on something more important than one weapon trait that can be worked around...
Trenloe
July 30th, 2023, 17:35
I've made additions to the code to automatically add an inactive DMGBASETPE: bludgeoning weapon effect to concussive weapons when they are first added to a PC sheet.
The screenshot below show a good example in Release 19 - a combination weapon with concussive on the ranged and versatile on the melee; an appropriate inactive DMGBASETYPE effect has been added to each for the players to enable as needed before they roll damage.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=58360
Muagen
July 30th, 2023, 18:21
I am so looking forward to all this new functionality!
I don't think you've clearly specified a date on this, but I'm really crossing my fingers that this is avail with this week's FGU update.
Thanks for everything you do, Trenloe!
Trenloe
July 30th, 2023, 19:01
I don't think you've clearly specified a date on this, but I'm really crossing my fingers that this is avail with this week's FGU update.
It won't go into live for quite a while yet. It will be going into test for a few weeks first.
Farnaby
July 30th, 2023, 19:59
I'm looking forward to testing the heck out of this.
And to be honest, so are my players.
They were quite disappointed yesterday that the test version wasn't ready yet. :D
Muagen
July 30th, 2023, 21:22
I completely forgot to clarify that. Definitely switching to Test for this.
MaxAstro
July 31st, 2023, 03:30
Ironically, IRL problems (how dare people take vacations!) are resulting in no game for me for the next two weeks, so it sound like I might miss the initial test release of R19.
But you can bet I'll be testing the heck out of it ASAP!
Milke
August 2nd, 2023, 00:51
Is this actually in test? I tried it and didn't see anything new.
Moon Wizard
August 2nd, 2023, 00:58
It is not yet; I think that @Trenloe was still putting on the final touches.
Regards,
JPG
Trenloe
August 2nd, 2023, 07:10
Is this actually in test? I tried it and didn't see anything new.
There'll be an announcement in the Pathfinder 2.0 forum when Release 19 goes into test.
Trenloe
August 2nd, 2023, 16:31
Released into test. Please make sure you read the first two posts regarding testing, extensions, using in your game, etc..
Details here: https://www.fantasygrounds.com/forums/showthread.php?78709-Release-19-Test-channel-information
Muagen
August 2nd, 2023, 17:20
Whooo! (https://tenor.com/bMPg4.gif)
Flipping the switch straight away!
Farnaby
August 3rd, 2023, 00:37
Great, thanks Trenloe.
Milke
August 3rd, 2023, 05:47
The character sheer pop-outs and being able to hotkey them is the best part.
I can't figure out what the little dropdown boxes at the bottom do, tho.
Trenloe
August 3rd, 2023, 09:37
I can't figure out what the little dropdown boxes at the bottom do, tho.
Assuming you're referring to the GM desktop DC panel? If so, see this section of the Activities video: https://youtu.be/tKbVe_Z7ujU?t=1618
EDIT: and a video specifically for the GM DC panel: https://www.youtube.com/watch?v=Xa2sOAhQIfc
Ratupper
August 25th, 2023, 19:56
How goes the testing any thoughts on full release date?
Trenloe
August 25th, 2023, 20:17
How goes the testing any thoughts on full release date?
It's scheduled to go out when the current core testing is complete - which will be next week the last time I heard anything. It's a bit sooner than I'd hoped, but it needs to get released with the core updates.
Devistation
August 29th, 2023, 01:58
I'm so excited to play this with my group that week. Good luck with the release Trenloe!!
Trenloe
August 29th, 2023, 17:50
Release 19 is LIVE!
See this new thread: https://www.fantasygrounds.com/forums/showthread.php?78915-Release-19-Information-and-feedback
Closing this old thread.
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