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Mike Serfass
July 16th, 2025, 19:42
Another round of big changes and new features added to FGU and CoreRPG will be released in August 2025.
In addition to updating the SWADE ruleset to match CoreRPG changes, here are changes specific to SWADE.
This is version 5.14 of the SWADE ruleset.
These are available in the test channel. Testing and feedback are welcome.
Yes, some of these new features are from chillhelm's 4c extension.

Fixed

Adding vision effects to allies and PC vehicles doesn't update vision on map
Moving an ally or PC vehicle to or from a PC in CT loses vision effects on map
Apply button is not rendered correctly in attack list
Error when players roll dice when no character is owned
Deleting abilities from a character that added modifiers to traits doesn't remove those modifiers when the ability is deleted
Adding abilities with skill die adjustments for skills the character doesn't have sets the skill die too high
Templates: Adding ad-hoc ability doesn't apply effects of sub abilities
Dropping cyberware onto character abilities list or NPC special abilities list loses effects
[DEV] - removeAbilityEffects doesn't remove ability effects



Added

Challenge effect tasks
Auto-roll effect recovery for challenge effect tasks
Challenge name is used to find modifiers from effects
Holding down ALT while applying challenge results will remove related pending attack entry
Text within double quotes in effect notation are included as free text in challenge results
`Unshaken`, `Injury`, `Knockout`, `Death` and `Remove` effect notations in challenges
`+Raise:` support in challenge effect notations
`+Critcal Failure:` support in challenge effect notations
A modifications button was added to the items and vehicles lists. (This is enchantments in SWPF and was already on items.)
Added type to PC, on Main tab (used as keyword for effects, same as NPCs)
Added right click menu to Party Sheet to reset adventure cards (if that extension is loaded)
Dropping Spirit die from character sheet to shaken indicator on character sheet or Combat Tracker will make an Unshake roll
Dropping Vigor die from character sheet to incapacitated indicator on character sheet or Combat Tracker will make an Incapacitation roll
Added button to NPC record window to add the NPC to Combat Tracker
Added button to Vehicle record window to add the vehicle to Combat Tracker
Added button to rows in NPC list to add the NPC to Combat Tracker
Added button to rows in Vehicles list to add the vehicle to Combat Tracker
Added Delete Tests menu option to Combat Tracker
Combat Tracker Menu button has new sub options 'Delete Vehicles' and 'Delete All'
Saved Battles saves a snapshot of the enemies on Combat Tracker as an enhanced Encounter
Adding Rich, Filthy Rich, or Poverty to a character adjusts the Wealth die
Adding abilities with Wealth effects to a character adjusts the Wealth die
Fame applies a +1 bonus to Wealth rolls, Famous applies +2
A new button under the Wealth die toggles the dead broke status
Deleting an ability from a PC or NPC also deletes all sub abilities it added
Templates: Added an option to remove a skill
Templates: Added an option to remove an ability
Templates: Cyberware can now be dropped in the Abilities section to implement cyberware as abilities rather than as gear
[DEV] Added function nodeExistsInList to NodeManager
[DEV] - Added functions `getPower`, `removeArcaneBackground` to `ArcaneManager`
[DEV] - Added functions `getEdge`, `getHindrance`, `getSpecialAbility`, `searchForAbilityNode`, `removeSubAbilities` to `CharacterManager`
[DEV] - Function `removeAbilityEffects` in `CharacterManager` has been greatly enhanced
[DEV] - Added `defaultWealthDie` to `GameSystem`
[DEV] - Added function `addSkillToCharacter` to `SkillManager`
[DEV] - Added functions `getSkillWildDie`, `getAttributeWildDie` to `TraitManager`
[DEV] - Added `WealthManager`
[DEV] - `ChallengeManager.addCheckChallenge`, `ChallengeManager.addApplyChallenge` and `ChallengeManager.addChallenge` functions
[DEV] - `CharacterManager.onIncapacitation` and `CharacterManager.onDeath` functions
[DEV] - Added function `isCyberware` to `CampaignDataManager2`


Changed

Lock button removed from GM notes on Party Sheet
Changed hard-coded string values for TraitManager properties
Updates to match CoreRPG changes for August 2025
The Combat Tracker Menu 'Delete NPCs' sub option now deletes only NPCs.
Various tweaks and improvements to Templates
Challenge defense trait dices can be dragged from the challenge button
Shaken recovery rolls are made using challenges
Stunned recovery rolls are made using challenges
Incapacitation & bleeding out rolls are made using challenges
Dropping a race onto a character sheet sets the character's type to that race
Templates: Setting race sets the character's type to that race


Removed

`Auto-roll: Incapacitation` option because incapacitation roll is done with challenges
`Auto-roll: Shaken recovery` option. This is covered by `Auto-roll: Effect recovery` option
Holding down CTRL does not change Shaken indicator into button. Use CT challenges to make shaken recovery rolls
Holding down CTRL does not change Incapacitation indicator into button. Use CT challenges to make incapacitation rolls


This has been released. Thank you to those who tested!

Mike Serfass
July 16th, 2025, 19:43
Here are some screenshots:
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The new buttons add the record to Combat Tracker. You can do this from the record or list.
If you hold down Control when you click, it will add the combatant to a group with the previously-added combatant.

Dropping Spirit on shaken and Vigor on incapacitated is something players sometimes do, expecting the roll to be made. Now, it does!

Player characters now have a type, like NPCs. This works with effects that affect specific types. Elf-bane swords and humanoid-tuned laser pistols will now work equally well on PCs!

Mike Serfass
July 16th, 2025, 23:26
GMs can now roll damage by double-clicking the hit icon or raise icon on a pending attack.
Bennies can be dropped on the icons to reroll damage.
64864

amerigoV
July 19th, 2025, 14:15
GMs can now roll damage by double-clicking the hit icon or raise icon on a pending attack.
Bennies can be dropped on the icons to reroll damage.
64864

Nice. Anything to hurt the PCs faster :)

Mike Serfass
July 20th, 2025, 17:08
Saved Battles
Saved battles is like enhanced encounters.
Set up an encounter on Combat Tracker with the opponents you want, grouped how you want them. Change icons, add effects, change NPC names, make whatever changes you like in Combat Tracker. You can even place tokens on a map.
When

This works with NPCs and vehicles. Crew placed in vehicles will carry over.

Some of you may recognize this from chillhelm's 4c extension. It's the same feature with additional functionality.
You can update the saved battle. Give bennies, add or remove effects, set alliance, change names.
Like other records, it has group and category to help the GM organize. You can also add formatted notes.
You can access this window from the side menu bar or from a new button on the Encounters list.

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CT Delete Options
The Combat Tracker Menu button has a new option Save Battle.
The Delete option has two new sub options: Delete Vehicles and Delete All.
The Delete NPCs now deletes only NPCs. (It used to delete vehicles too.)
64904

This will be released to test channel soon. Probably Monday.

Jiminimonka
July 20th, 2025, 18:39
Looking good!

The formatted notes is a great idea - Trenloe made an extension that adds descriptions to Encounters, should be CoreRPG functionality.

HywelPhillips
July 20th, 2025, 21:24
Awesome, this makes running two parties in the same campaign so much easier! I used the chillhelm version extensively and official rule set support will really speed my session to session prep!

Thank you!

Hywel

amerigoV
July 21st, 2025, 00:50
The Saved Battles looks really cool. Time for some coordinated unit action!

Mike Serfass
July 21st, 2025, 03:25
If you're willing to test, you can give feedback. I can make adjustments to it before release.

amerigoV
July 21st, 2025, 23:42
Well, I changed to the test channel but I did not see that option in the CT menu. Is it 'live' in Test?

Jiminimonka
July 21st, 2025, 23:48
It has not gone to Test yet.

amerigoV
July 22nd, 2025, 01:44
Ty.

Mike Serfass
July 22nd, 2025, 05:34
I just requested the deploy to test. It will happen some time Tuesday, I expect.
Sorry, I was slow requesting the deploy.
This will include the work Ikael just did.

Mike Serfass
July 22nd, 2025, 15:35
SWADE was updated in the test channel.

amerigoV
July 22nd, 2025, 23:30
Just played around with the Saved Battles - very cool! I already had my CT set up from before the update. Ran the update, hit Save Battle. I cleared the CT and then launched the battle - boom! Fight ready!

I really like that active Effects saves with it - that will be very useful for those NPCs that are pre-buffed (great for a setting like Hellfrost where you can have a power running all day).

My only additional consideration - have the option to place the PCs on the map as well. You would not do this all the time, but nice that you could have PCs on the map (say at the obvious entrance to the area) and have that save with the Battle.

And I like the add NPC to the CT button in the NPC menu.

If there is anything in particular you want tested, let me know!

HywelPhillips
July 22nd, 2025, 23:52
I'm sorry I haven't had time to do any testing.

I agree that a save PCs option- with all active effects etc. - would be a very useful addition/option for me too.

Cheers, Hywel

Jiminimonka
July 23rd, 2025, 06:32
I haven't tested the latest version but if the actors are on the map and the encounter is saved it doesnt save their positions?

Ikael
July 23rd, 2025, 07:28
Here is README changes regarding latest challenge effect update





# Challenge effects


## Supported notations


- `Injury` - Roll on Injury table
- `Knockout` - Character is knocked out
- `Death` - Character dies
- Text within double quotes `"` will be included in description field
- You can also use `+Raise:` notation to define effects that are added to regular effects in case of raise roll
- For instance `Distracted; +Raise: Vulnerable` mean regular effect is distracted but with raise effect is distracted and vulnerable


## Challenge tasks


Notations to create challenges


```
{ ! EFFECT (TIMING) }
{ ! Check TRAIT: EFFECT (TIMING) }
```


Where,


- `!` is indicator of challenge task notation
- `TRAIT` defines which trait to roll to make and if there are any modifiers for the roll. For instance `Vigor -2`
- `EFFECT` define effects using `Challenge effects` notation with few changes:
- New `Remove` notation to remove associated effect
- Define effect on raise check roll with `Raise: EFFECTS` notation
- Define effect on successful check roll with `Success: EFFECTS` notation. This notation must be before `Raise:` notation
- Define effect on critical failure check roll with `Critical Failure: EFFECTS` notation. This notation must be before `Success:` notation
- You can also use `+Critical Failure:` notation to define effects that are added in addition to regular effects in case of critical failure roll
- `TIMING` defines when the roll should be made. Options are:
- `Start of Round` or `SOR`
- `Start of Turn` or `SOT` this is the default option is nothing is defined
- `End of Turn` or `EOT`
- `End of Round` or `EOR`


Additional special notations:


- `RoR` notation defines "remove on raise", which shorthand version for `Raise: Remove`
- `RoS` notation defines "remove on success", which shorthand version for `Success: Remove`


For instance


```
Bleeding Out { ! Check Vigor: Death, RoR }
Bleeding { ! Check Vigor: Wound, RoR }
```


This would add challenge at start of combatant's turn that require Vigor roll. On failure victim received one wound. On raise roll the effect is removed.


Another example:


```
{ ! Check Vigor: Wound / Critical Failure: Incapaciated / Success: Shaken / Raise: Remove }
```


Add challenge at start of combatant's turn that require Vigor roll and results following following rules:


- On critical failure victim is incapaciated
- On failure roll victim received one wound
- On success victim is shaken
- With raise the effect is removed

amerigoV
July 23rd, 2025, 12:43
I haven't tested the latest version but if the actors are on the map and the encounter is saved it doesnt save their positions?

It just saved the NPCs. It was the first thing I tried. But I did not have an actual card initiative dealt - let me try that.

amerigoV
July 23rd, 2025, 12:53
I tried a couple of ways after saving mid-fight (clear CT completely, clear CT of enemies put the PCs on another map, re-add). It does not capture the PC tokens.

rigerco
July 23rd, 2025, 16:29
I created a Saved Battle with tokens in positions for an ambush. Those who were prone or behind cover were pre-set with those effects. Saved it. Cleared tokens from map and then Opened Saved Battles. Clicked the crossed swords for my battle and it put everyone on the map where I wanted as well as their effects. I then moved tokens around and put new effects on the NPCs, as if a few turns of a fight had taken place. I then saved it as a new battle. Cleared everything. Loaded the new battle and viola, everything was in its new position with current effects. That's the same way the old 4C extension worked. So for me, I'm very happy with this option.

Now if they can just figure out what broke all the books and get those fixed!

Mike Serfass
July 23rd, 2025, 20:51
Saved battles doesn't currently save PCs.
I'll add that in the next update.

Mike Serfass
July 23rd, 2025, 21:00
I updated the first post with all the changes so far. These are all in the test channel.
I'll update the first post as we make more changes.

amerigoV
July 24th, 2025, 00:26
Saved battles doesn't currently save PCs.
I'll add that in the next update.


Awesome!

Mike Serfass
July 28th, 2025, 01:12
Here are the bigger changes that were just posted to test channel:

SWADE rule books are displaying properly now.
Deleting an ability from a PC or NPC automatically deletes all its sub abilities.
Deleting an ability removes and reverts all the Trait adjustments made to them.
Saved battles has an option to save PCs.
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There's a "dead broke" button under the wealth die. Toggling this indicates the character is broke and disables the wealth die.
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Adding Rich, Filthy Rich, Poverty, Fame, Famous to a character adjusts the Wealth die


Templates
Abilities gained a checkbox to remove them from the character.
Skills gained a new option of removing the skill from the character.
Skills that are decreased below d4 are removed from the character.
Various small tweaks and adjustments.
64946

amerigoV
July 28th, 2025, 23:20
Nice!

I tested out the new option to save PCs - works nicely. I happened to have two an old encounter in there when I mixed in a new on. I liked that it tracks which map tokens are on (it always did this in the CT, just neat you could save it out that way in case you had an encounter that might span two maps).

Mike Serfass
July 30th, 2025, 00:27
Here's the latest round of changes posted to the test channel:

Added
Auto-roll effect recovery for challenge effect tasks
`Unshaken`, `Injury`, `Knockout`, `Death` and `Remove` effect notations in challenges
[DEV] - `ChallengeManager.addCheckChallenge`, `ChallengeManager.addApplyChallenge` and `ChallengeManager.addChallenge` functions
[DEV] - `CharacterManager.onIncapacitation` and `CharacterManager.onDeath` functions

Changed
Challenge defense trait dices can be dragged from the challenge button
Shaken recovery rolls are made using challenges
Stunned recovery rolls are made using challenges
Incapacitation & bleeding out rolls are made using challenges

Removed
`Auto-roll: Incapacitation` option because incapacitation roll is done with challenges
`Auto-roll: Shaken recovery` option. This is covered by `Auto-roll: Effect recovery` option
Holding down CTRL does not change Shaken indicator into button. Use CT challenges to make shaken recovery rolls
Holding down CTRL does not change Incapacitation indicator into button. Use CT challenges to make incapacitation rolls

Mike Serfass
August 1st, 2025, 19:44
Coming to Test channel next:

Added
Templates: Cyberware can now be dropped in the Abilities section to implement cyberware as abilities rather than as gear
[DEV] - Added function `isCyberware` to `CampaignDataManager2`

Fixed
Dropping cyberware onto character abilities list or NPC special abilities list loses effects

Mike Serfass
August 3rd, 2025, 15:09
Today's changes:

Fixed
Dropping a race onto a character sheet sets the character's type to that race
Templates: Setting race sets the character's type to that race

Sneak peek: Custom dice uses character / NPC / creature type and attack / power keywords.

Mike Serfass
August 6th, 2025, 01:05
All these changes have been released.
Thank you to everyone who tested!

amerigoV
August 9th, 2025, 12:51
Sneak peek: Custom dice uses character / NPC / creature type and attack / power keywords.


Ooooo.

Jiminimonka
August 9th, 2025, 12:58
Ooooo.

This is in Test now, to Test out.

amerigoV
August 9th, 2025, 22:59
I did play with it a bit! Easy to set up and seems to be working fine.

Redemption77
September 19th, 2025, 00:26
Do we have any idea why adventure cards arent showing in the adventure card tab? If you scroll over them you can see their description show, but you cant see if any cards are actually there

Jiminimonka
September 19th, 2025, 15:32
Well, I changed to the test channel but I did not see that option in the CT menu. Is it 'live' in Test?

It has been Live for quite a while now.

EDIT: I'm gonna blame the browser and beer for that...

Mike Serfass
September 19th, 2025, 15:34
Do we have any idea why adventure cards arent showing in the adventure card tab? If you scroll over them you can see their description show, but you cant see if any cards are actually there

Check that the adventure card module is loaded.

Redemption77
September 19th, 2025, 19:36
Its loaded. Im not sure what the issue is. Maybe the setting of weird west. I dont know. I'll change the setting and see if that helps. Also alot of the themes are having issues with the npc character identity. Again perhaps its the setting and not the theme. And Im avoiding reloaded as I know those are old

Mike Serfass
September 20th, 2025, 03:47
Give me a list of everything you're loading. The specific ruleset, setting, extensions, modules. I'll set up a campaign the same way to see what happens.
Also, give me a console log. It may have warnings that will help.

Redemption77
September 22nd, 2025, 00:48
The Adventure cards was on me. I got that working, it was a boneheaded mistake. I opened the module, loaded the wrong extension. The gm speaker identity however still doesnt work.
Ruleset: Savage worlds
Setting: Deadlands the Weird West
Theme: WOD - Vampire Light (My players really like this theme but Im afraid this is the reason the speaker identity doesnt work)
Features - Player Agency, Action Deck starbreaker, Adventure deck, Adventure deck super powers, Character advances, SW Maker, Toll the Dead, Calendar Plus, Charsheet Contacts, Font Nunito, Roll Statistics, Roll Details

Those features have been open with other themes and settings and the voice for speaker works. Im concerned its this theme and that will suck as the theme looks really nice.

Mike Serfass
September 26th, 2025, 19:58
It looks like you've narrowed it down to the theme.
I don't have the theme so I can't verify.
What, specifically, is happening with the speaker identity?

Redemption77
September 26th, 2025, 20:06
There are a few themes that have the issue, I dont recall which ones at this point, but when you select the NPC for the speaker Identity, it merely comes up as Marshal, the standard GM identifier and not the speaker NPC you have set in the drop down box.

Mike Serfass
September 27th, 2025, 02:32
This one threw me, but I figured it out.
It's not any of the themes doing this. It's the Deadlands setting. It's not just Weird West either. Reloaded and other Deadland versions have this same issue.
I'm working on a fix that will address all the Deadlands settings. It will go out in the weekly Tuesday release.

Mike Serfass
September 27th, 2025, 04:06
I have the fix in place.
In addition to the fix, chat will now display [Marshal] instead of [GM] when the GM is speaking or rolling dice.

Redemption77
September 27th, 2025, 14:56
Thank you so much!