View Full Version : Shadow of the Demon Lord now Available
damned
October 18th, 2022, 21:47
Shadow of the Demon Lord for Fantasy Grounds Unity is now available.
Get it here on the fantasygrounds.com site
https://www.fantasygrounds.com/store/product.php?id=IPFGSDLSECORE
Get it on Steam
https://store.steampowered.com/app/2157030/Fantasy_Grounds__Shadow_of_the_Demon_Lord/
Currently we have 3 addons and there are a dozen more coming soon.
https://www.fantasygrounds.com/store/?sys=48&pub=-1&typ=-1&search=&sort=1
spoofer
October 18th, 2022, 22:37
The shadow falls on Fantasy Grounds!
Thanks you Laerun for this awesome image!
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hawkwind
October 23rd, 2022, 21:36
been playing/prepping with this rules Set this weekend a bit and I'm impressed . Been planning a Freeport game with it, took me less than hour to do get "Madness in Freeport" in a playable state (just NPC's, encounters and maps)
damned
October 23rd, 2022, 22:04
been playing/prepping with this rules Set this weekend a bit and I'm impressed . Been planning a Freeport game with it, took me less than hour to do get "Madness in Freeport" in a playable state (just NPC's, encounters and maps)
Thats great - thanks Hawkwind.
Ive just been looking over the back catalog and there are over 170 products they wrote for Shadow!
Far out!
hawkwind
October 24th, 2022, 06:23
Most of them are pretty small it doesn't take to long to add a new spell, path or NPC yourself.
What supplements can we expect in the near future?
spoofer
October 24th, 2022, 22:56
four packs of mini adventures
Terrible Beauty
Hunger in the Void
Paths of Shadow - the four supplements for novice level
Tales of the Demon Lord
sirkerry
October 25th, 2022, 01:15
Shadow of the Demon Lord for Fantasy Grounds Unity is now available.
Get it here on the fantasygrounds.com site
https://www.fantasygrounds.com/store/product.php?id=IPFGSDLSECORE
Get it on Steam
https://store.steampowered.com/app/2157030/Fantasy_Grounds__Shadow_of_the_Demon_Lord/
Currently we have 3 addons and there are a dozen more coming soon.
https://www.fantasygrounds.com/store/?sys=48&pub=-1&typ=-1&search=&sort=1
When can we expect Effects support added to the ruleset or at least a non-manual way to handle Affiliations in the ruleset?
hawkwind
October 25th, 2022, 12:17
I'm a little disappointed with the adventure pack.
I looked closely at the Apple adventure and the stat block for the changeling minions didn't match the adventure, it wouldn't of taken a few minutes to make some custom tokens and there are no battlemaps. I know there are none with the original adventure but if the guys doing all the second edition dnd conversions can make new colour battlemaps is it to much to expect simple battlemap or two?
damned
October 25th, 2022, 15:14
Thanks for your feedback.
I have updated the weapon for the Changeling.
As you state - there are no maps for the adventure, as in the original adventure has no maps.
Buying licensed tokens and artwork for these adventures would double or triple the price.
I have included 10 tokens that you can optionally use but have not assigned them.
We would love to see you support your favourite token artists out there and choose images that best suit your games.
The update will hopefully be live this week.
Valyar
December 7th, 2022, 11:10
Thanks for the inputs! I appreciate it :)
How about the impact on rolls from talents? The paths and ancestries give various talents that put boons or banes on rolls and when you have multiple sources, looks to me it gets tedious to manually calculate it.
damned
December 7th, 2022, 11:39
No. I cant see how we would go about that.
Here is a Level 7 Changeling, Rogue, Scout, Gunslinger.
These are the Talents that do (or can) give Boons.
How would you automate their use?
Im interested in any suggestions you might have.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=55365
55365
damned
December 7th, 2022, 11:52
Some like Alertness are easy - you make a simple effect.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=55366
55366
spoofer
December 7th, 2022, 13:19
Yes, it can get tedious if done manually every time. Fortunately, most of it is semi-automated. Here are some examples.
Weapon Training When attacking with a weapon, you make the attack roll with 1 boon.
This is handled by giving one boon to all of your weapons on the main tab.
FORETELL
Target One creature you can see within short range
Duration Concentration, up to 1 minute
For the duration, whenever the target makes an attack roll or challenge roll and can hear you, it makes the roll with 3 boons.
This is handled by an Effect set up by the player that grants the PC 3 boons to rolls. Effects can be turned on and off, deleted, and added. They can be built from nothing, and there is place to add descriptive text. They can be stored in the hot boxes, or the notes section of the character sheet. You handle most of the banes and boons this way. However, it gets tricky when it is conditional. For example...
Dodge You can use an action or a triggered action on your turn to choose one creature you can see within short range. Until the end of the round, the target makes attack rolls against you with 1 bane and you make challenge rolls to resist its attacks with 1 boon.
This is done with an effect applied to the main tab called Dodge that grants a ban to attackers, and gives you boons to Challenge rolls. Unfortunately, the game has no way to track who this applies to and who it does not apply to. The player toggles it on and off as needed.
spoofer
December 7th, 2022, 13:24
No. I cant see how we would go about that.
Here is a Level 7 Changeling, Rogue, Scout, Gunslinger.
These are the Talents that do (or can) give Boons.
How would you automate their use?
Im interested in any suggestions you might have.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=55365
55365
This is done with effects. In some cases you need to turn off or on the effect since FG cannot determine when it applies. But for example, the Reveal Weakness talent is easy. The GM drops an effect with 1 in the AtB slot on the NPC. This will grant one boon to anyone that attacks that NPC.
For Trickery, my Rogue players set up two weapons, one with the extra boon and one without. Then then roll with the corresponding weapon.
Arcanus888
January 20th, 2023, 14:17
four packs of mini adventures
Terrible Beauty
Hunger in the Void
Paths of Shadow - the four supplements for novice level
Tales of the Demon Lord
Any ETA on when "Tales of the Demon Lord" will be available?
spoofer
January 22nd, 2023, 07:33
Any ETA on when "Tales of the Demon Lord" will be available?
Tales is already under review. The NPC records in the submitted version are not compatible with the latest changes to the rule set. I have updated these records now, and we will resubmit to SmiteWorks.
Arcanus888
February 26th, 2023, 15:46
Tales is already under review. The NPC records in the submitted version are not compatible with the latest changes to the rule set. I have updated these records now, and we will resubmit to SmiteWorks.
Hi, sorry to be a bother but I'm really keen to start playing this adventure in particular. Are there any updates on when it'll be available?
damned
February 26th, 2023, 20:53
Sadly no updates. We have finished building it but it hasnt worked its way thru the SmiteWorks system yet... :(
spoofer
March 15th, 2023, 11:04
Any ETA on when "Tales of the Demon Lord" will be available?
Finally!!
https://www.fantasygrounds.com/store/product.php?id=IPFGSDLSETDL
amanwing
August 2nd, 2023, 19:04
a few lingering questions that we need help with. We are aiming to implement a consistent effect where each attack benefits from one additional boon. However, this doesn't seem to be functioning as expected.
For example, we successfully created an effect for 'Forceful Strike' that, when activated, adds an extra die to the damage. We attempted to replicate this effect for 'Weapon Training', yet it isn't operating in the same manner. Could there be an error in our approach? We appreciate any guidance you can provide.
58380
damned
August 2nd, 2023, 20:58
It looks correct. Ill test it out and find out why its not working.
Please can you also share your db.xml for me to test with.
amanwing
August 3rd, 2023, 07:48
I've sent you the file. Thank you for looking into it. We've realized another thing: you can't delete a wrong path you've chosen. Neither can you replace it. It seems that the only workaround is to delete the entire sheet and start over. We're unsure if this is intended.
damned
August 3rd, 2023, 08:01
It is correct and its not so much that it is intended or not - the level of math/coding required to allow undo makes it impractical.
If you make an error make a new Character and drag new paths etc and then drag other bits from the old sheet.
It generally takes a few minutes only to rebuild in this fashion.
spoofer
August 3rd, 2023, 12:04
a few lingering questions that we need help with. We are aiming to implement a consistent effect where each attack benefits from one additional boon. However, this doesn't seem to be functioning as expected.
For example, we successfully created an effect for 'Forceful Strike' that, when activated, adds an extra die to the damage. We attempted to replicate this effect for 'Weapon Training', yet it isn't operating in the same manner. Could there be an error in our approach? We appreciate any guidance you can provide.
58380
There are several things wrong here. To add an extra did for damage, simply right click once as you drag the damage dice. There is no better way to do it. Effects are for boons and banes only --- not damage dice. Next, you mentioned Weapon Training... That talent adds a boon to attacks when you attack. The effect your created adds boons to attacks when you are attacked --- a subtle but important difference. AtB is used to implement something like Stunned: Other creatures make all attack rolls against the stunned creature with 1 boon. This is AtB 1 on the stunned creature. To implement Weapon Training, simply increase the number of boons for your attack rolls by one, for every attack. For every weapon on your character sheet. Look for the number is a little white house to the right of the attack die on the main tab of the character sheet.
amanwing
August 3rd, 2023, 12:32
There are several things wrong here. To add an extra did for damage, simply right click once as you drag the damage dice. There is no better way to do it. Effects are for boons and banes only --- not damage dice. Next, you mentioned Weapon Training... That talent adds a boon to attacks when you attack. The effect your created adds boons to attacks when you are attacked --- a subtle but important difference. AtB is used to implement something like Stunned: Other creatures make all attack rolls against the stunned creature with 1 boon. This is AtB 1 on the stunned creature. To implement Weapon Training, simply increase the number of boons for your attack rolls by one, for every attack. For every weapon on your character sheet. Look for the number is a little white house to the right of the attack die on the main tab of the character sheet.
not sure why but the extra damage die works for us. See the included pictures.
58401
58402
It even adds another damage die if we mark Combat Prowess too.
damned
August 3rd, 2023, 13:52
So.... it looks like the last field will add a dice to your damage dice but it doesnt do boon/bane - it will add one or more dice.
spoofer
August 4th, 2023, 14:57
So.... it looks like the last field will add a dice to your damage dice but it doesnt do boon/bane - it will add one or more dice.
Ahh, yes, I see it now. That should work as well if you want more damage dice added to every roll.
amanwing
August 18th, 2023, 10:35
This system is truly remarkable, and I appreciate the effort you've invested in its development. Do you consider this system to be in its final state, or is there a possibility of integrating additional features down the line?
If expansion is in the cards, I'd like to suggest the automation of resistances and immunities, given that damage types can already be defined. Implementing predefined templates such as vampires and others could also greatly enhance the system's utility. Additionally, if it could be made compatible with cohorts and companions, that would be fantastic.
These ideas comprise a wishlist for potential future enhancements. However, if you decide not to pursue them, that's completely understandable and acceptable!
damned
August 18th, 2023, 11:37
Resistances/Immunities is also on our internal wishlist.
amanwing
August 20th, 2023, 11:42
Resistances/Immunities is also on our internal wishlist.
I interpret that as a potential option. That's reassuring! I've also discovered something interesting. When I employ the new FG sound features, I can establish chat triggers, like those for fist attacks. However, it appears that the creature type mentioned in the chat window doesn't activate the audio features. To clarify, I'd like a giant to produce a distinct fist sound compared to a human. Perhaps there's a minor adjustment you can make so that the name of the creature executing the attack appears in the chat window being monitored for chat-triggered sound effects?
damned
August 20th, 2023, 14:53
So... the way FG produces rolls produces:
Chat Token
Actors Name
and then the message from the ruleset.
I could add the attacker in the message (it was in there at one point) but it is kinda duplicated.
amanwing
August 20th, 2023, 15:19
maybe make it optional?
ProfDogg
August 27th, 2023, 14:56
I interpret that as a potential option. That's reassuring! I've also discovered something interesting. When I employ the new FG sound features, I can establish chat triggers, like those for fist attacks. However, it appears that the creature type mentioned in the chat window doesn't activate the audio features. To clarify, I'd like a giant to produce a distinct fist sound compared to a human. Perhaps there's a minor adjustment you can make so that the name of the creature executing the attack appears in the chat window being monitored for chat-triggered sound effects?
You can rename the NPC entry's Fist to Giant-Fist or such and change the keywords for the triggers you want. I have to do that in a lot of the various rulesets where I want distinct sound differences.
amanwing
August 27th, 2023, 15:09
You can rename the NPC entry's Fist to Giant-Fist or such and change the keywords for the triggers you want. I have to do that in a lot of the various rulesets where I want distinct sound differences.
Great idea! Thanks I will do that.
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