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View Full Version : SavageWorlds v5.13.0 Beta Testing



Ikael
March 24th, 2025, 11:59
Next upcoming version of Savage Worlds is available in Test channel. Test Mode can be accessed by selecting the Settings button from the Fantasy Grounds launch screen, changing Build Channel to Test in the Advanced tab, and then selecting Update button to update the files to the test version.
Key Things


Always backup your campaign data before running the test version
If the GM is running on test then all of the players will also be running on test
If you encounter an issues log them here



Changelog
Added


Character templates
`Effect` field on attack and weapon record sheets. Use to define what effects challenge causes
Effect tasks feature: Notations expressed inside `{}`'s

Shake-off effect tasks. For instance `{ < Spirit }` would make Spirit roll to remove effect
Damage effect tasks. For instance `{ 2d6 damage }` would roll 2d6 damage at end of turn
For others effect tasks. For instance `{ Adjacent > 2d6 damage }` would roll 2d6 damage for each adjacent character at end of their turn


`/challenge` slash command. Use to start challenges for PCs
Option: `Equipped Armor affects load` in `House Rules` section. Use to define if equipped armor should be included to carried weight
Import pre-defined sub-attacks when dropping weapon and power
Option: `Effects: Cache (Experimental)` in `Per User` section. Experimental feature that would enable cache for effect framework to improve performance
[DEV] Added `basicdie_sw template` for basic die fields
[DEV] Added methods to `manager_campaigndata_sw` to determine if a node is an edge, hindrance, ability, race
[DEV] Added `copyNodeValue` and `createChildNodeFromSource` to `NodeManager`
[DEV] Added `getPowers`, `hasPower`, `isPower`, `isArcaneBackgroundEdge`, `regainPowerPoints` to `ArcaneManager`
[DEV] Auto-migration to convert power record's `effect` into `notes`
[DEV] Added `basicdie_sw` template for basic die fields
[DEV] Added methods to `manager_campaigndata_sw` to determine if a node is an edge, hindrance, ability, race, AB edge

Changed


Combat tracker performance improvements
Highlight natural (fumble) trait rolls chat results with icon
Sub-attack name includes main attack name as prefix in combat tracker
Weapon and power with attack roll type without trait type won't show apply button
Power record's `effect` database node renamed to `notes` to be consistent with other records
Added `Encumbrance` to the setting `Load Limit Per Die`
`Auto-roll: Effect recovery` option control if effect tasks should be processed
[DEV] `ArcaneManager.nodeToEntity()` now also returns the linked arcane edge node path
Character sheet changes to match new layout standard in CoreRPG
Updates to match CoreRPG changes for April 2025

Fixed


Racial ability copy causes system crash due to eternal update loop
Import ability effect can remove effect keywords unnecessarily from abilities
Deleting an arcane skill then deleting powers linked to that skill causes an error

Ikael
March 24th, 2025, 14:45
# Savage Worlds features


## Challenge effects


New `Effect` field in attack and weapon record sheet. Use to define what effects challenge roll causes


### Supported notations


```
EFFECTS
Raise: EFFECTS
EFFECTS Raise: EFFECTS
```


Where `EFFECTS` can be combination of following:
- `[EFFECTS]` - Cause these effects. These may have following special notations:
- Two modifiers may be expressed and separated with `/` to indicate to use first modifier on success and second on raise. For instance:
- `[Agility -1d/-2d]` - Use `-1d` modifier in case of success and `-2d` in case of raise
- Two effect references may be expressed and separated with `/` to indicate to use first modifier on success and second on raise. For instance:
- `[#Entangled / #Bound]` - Use `#Entangled` in case of success and `#Bound` in case of raise
- You can define duration for the effect by providing number within `()` after the effect, for instance: `[Agility +1d/+2d](5)`
- If the duration is prefixed with `:` the effect will progress on inflicted's turn and cannot ge maintained even if it is from power
- `{EFFECT TASK}` - Effect task, see below
- `Heal per Raise` - Heal wound per each raise
- `Heal X` - Heal X wounds
- `Shaken` - Cause Shaken status
- `Fatigued` - Cause single point of fatigue unless opponent already has more than that
- `Exhausted` - Cause two points of fatigue unless opponent already has more than that
- `Incapacitated` - Cause incapacitated status
- `Damage` - Cause damage roll to be made
- `Wound per Raise` - Cause wound per each raise
- `Wound` - Cause single wound
- `Fatigue per Raise` - Cause fatigue per each raise
- `Fatigue` - Cause single fatigue
- `Terror MOD` - Cause extras to panic and roll fear table for wild cards with `MOD` modifier
- `Table(Y) MOD` - Roll on table `Y` with `MOD` modifier
- You can provide two different sets of effects: One for success and another for raise by separating raise effect to start after `Raise:` notation
- For instance `[#Distracted](1); Fatigued / Raise: Fatigued [#Distracted, #Vulnerable](1)`
- If the `Effect` field start with `Raise:` it means there are no effects for success but raise will cause all following effects


For instance


```
[#Distracted] / Raise: [#Prone]
[#Entanged / #Bound]
[Agility -1d/-2d] {<- Spirit}
```


## Attack effects


New `Effects` field can be used to express effects that would be caused by attack roll would cause. You can use the same notations as `Challenge effects`.
You can also make effect to be `Opposed` or `Check` based with following notation:


```
EFFECTS
Opposed TRAIT: EFFECTS
Check TRAIT: EFFECTS
Damaged = EFFECTS
Damaged = Check TRAIT: EFFECTS
```


Where,


- `TRAIT` defines which trait to roll to make and if there are any modifiers for the roll. For instance `Spirit -2`
- This may also contain `; Raise MOD` to provide modifier in case attack gets raise
- `EFFECT` define effects using `Challenge effects` notation
- `Damaged =` Indicates that challenge should be started only after target is shaken or wounded by the attack


For instance


```
[#Distracted] / Raise: [#Prone]
Opposed Agility: [#Entanged / #Bound]
Check Vigor -2: Fatigued
Damaged = Check Vigor: [#Stunned]
```


## Challenge slash commands


New `/challenge` slash command to initiate challenge for PCs.


```
/challenge EFFECTS
/challenge Check TRAIT: EFFECTS
/challenge Opposed TRAIT (TARGET): EFFECTS
```


Where,


- `EFFECT` define effects using `Challenge effects` notation
- `TRAIT` defines which trait to roll to make and if there are any modifiers for the roll. For instance `Spirit -2`
- This may also contain `; Raise MOD` to provide modifier in case attack gets raise
- `TARGET` is target number for opposed roll


## Effect tasks


Notations expressed inside `{}`


### Shake-off


Notations to shake-off effects. `Auto-roll: Effect recovery` option must be enabled to use this feature




```
{ < TRAIT (TIMING) }
```


Where,


- `<` is indicator of Shake-off notation
- `<` defines the effect is removed after successful roll
- `<-` defines to reduce effect modifiers by one step with success and each raise
- `<--` defines to reduce effect modifiers by two steps with success and each raise
- `TRAIT` defines which trait to roll to make and if there are any modifiers for the roll. For instance `Spirit -2`
- `(TIMING)` defines when the roll should be made. Options are:
- `(Start of Round)` or `(SOR)`
- `(Start of Turn)` or `(SOT)`
- `(End of Turn)` or `(EOT)` this is the default option is nothing is defined
- `(End of Round)` or `(EOR)`


For instance `{ <- Spirit }` means roll Spirit at end of turn and reduce effect by one step per success & raise.
If effect modifier is reduced to zero the whole effect will be removed


### Damage


Notations to roll damage.


```
{ DICE KEYWORDS Damage (TIMING) }
```


Where,


- `DICE` is dice express, such as `2d6+1`
- `KEYWORDS` can be combination of
- `AP X` - Armor piercing `X`
- `HW` (or `Heavy Weapon`) - Heavy Weapon
- Any other word will be included into damage keywords
- `(TIMING)` defines when the roll should be made. Options are:
- `(Start of Round)` or `(SOR)`
- `(Start of Turn)` or `(SOT)`
- `(End of Turn)` or `(EOT)` this is the default option is nothing is defined
- `(End of Round)` or `(EOR)`


For instance `{ 2d6+1 damage (EOR) }` means roll 2d6+1 damage at the round


### For others


Notation to grant effects and tasks for others


```
{ TARGET > EFFECT}
```


Where,


- `TARGET` defines who are subjects for effects. Can be combination of following:
- `All` - target all other characters
- `Adjacent` - target adjacent characters
- `X"` - target characters within `X` inches radius
- `SBT` - target characters within 2" radius
- `MBT` - target characters within 4" radius
- `LBT` - target characters within 6" radius
- `Wild Card` - target only wild card characters
- `Extra` - target only extras
- `Ally` - target only characters from the same faction
- `Enemy` - target only characters from the different faction
- `Y` - target only characters with `Y` keyword
- `EFFECT` defines effects for the targets. Supported notations are
- Effect framework notation
- Damage effect task notation


For instance


```
{ Adjacent > 2d4 fire damage }
{ 5" Ally Extra > Shaken|Stunned +1 }
```

Ikael
March 24th, 2025, 14:53
https://cdn.discordapp.com/attachments/274634463860883458/1353663695238201466/ct_challenge_14.gif?ex=67e2790e&is=67e1278e&hm=4e05dc49f18cf392bba73c7de129476dbff67e0957de6fb 05aaedf6fb4383d23&

Effects associated to attacks
https://cdn.discordapp.com/attachments/274634463860883458/1360568582076891206/sw_challenges_20.gif?ex=67fb97bc&is=67fa463c&hm=5fc32c908c0a2104841130ff2226f1548e14e25eda92ec7 48f6a5327f818289f&
https://cdn.discordapp.com/attachments/274634463860883458/1354903640573481192/ct_challenge_17.gif?ex=67e6fbd8&is=67e5aa58&hm=6787525e6f08b56f3ce085c0606fb36e911ffda0bb9ebce f5776eaafd4dfc29f&

https://cdn.discordapp.com/attachments/274634463860883458/1354916530856398899/ct_challenge_19.gif?ex=67e707da&is=67e5b65a&hm=c30f0482ab19cc66d6a81ae3a75eac967e8fdef279fb480 3ea5eec53c3df8d46&

Ikael
March 24th, 2025, 14:53
https://cdn.discordapp.com/attachments/274634463860883458/1353719908612964483/ct_challenge_16.gif?ex=67e2ad69&is=67e15be9&hm=e53fa1fa24d6bbd297e71d2c5b808f8bc4aa7c044c9a4f1 a05de2d095b97da03&
https://cdn.discordapp.com/attachments/274634463860883458/1358839852434456626/sw_effect_tasks_5.gif?ex=67f54dba&is=67f3fc3a&hm=a94962ee378b879fbfaab01399ccfca2345492cfcaac7b1 9b1ce33db106b110f&

dittotb
March 24th, 2025, 15:08
Thank you Ikael for your hard work on this. You really make this a great ruleset to use.

Mike Serfass
March 24th, 2025, 18:12
Here's an image of the character templates.
These are templates that can be dropped on PC or NPCs and will add / adjust whatever is described in the template.
A GM can set up commonly used templates for their campaign. Setting creators can define these in modules as well as use them to speed up NPC creation.
63898

Jiminimonka
April 3rd, 2025, 22:13
Imagine when Smiteworks get around to implementing Auras - Damage Field burns all who step close to the Burster!!

Great work Ikael and Mike

Mike Serfass
April 3rd, 2025, 23:02
This update will also include UI standards changes.
And more character sheet updates!

Jiminimonka
April 4th, 2025, 10:04
This update will also include UI standards changes.
And more character sheet updates!

Dynamic Trait page?

Mike Serfass
April 4th, 2025, 16:37
That's on the list, close to the top.

Jiminimonka
April 18th, 2025, 16:25
So many good things, coming soon!

Arsilon
April 22nd, 2025, 14:52
Thank you all for your continued efforts on this.

Mike Serfass
April 22nd, 2025, 16:40
Note that chillhelm's extensions are becoming outdated. Version 5.13 exacerbates this.
Neither Ikael nor I can update his extensions in the Forge.
Some of the functionality in his extensions will move into the ruleset. Ikael and I are reviewing this. Some functionality has already been moved into the ruleset.

The reload consumption extension doesn't layout correctly in 5.13. I attached an update to it. Replace the current file in the extensions folder, but wait until you update to SWADE ruleset 5.13.

4c and mass battles are much more complicated. We don't have updates for those. Some of 4c's features are in the SFC extension.