Savage Worlds:
All the monsters from the SW Deluxe GM Guide bestiary had their Reach and Space set to 0. They have also lost the link to their standard tokens and now have none by default.
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Savage Worlds:
All the monsters from the SW Deluxe GM Guide bestiary had their Reach and Space set to 0. They have also lost the link to their standard tokens and now have none by default.
The updates to the PHB and DMG have now been loaded into the 3.2 Dev channel. In the DMG, you will find a handful of different story templates. Volo's Guide will have more as well.
Random Encounters: XP does not update per NPC. Not even sure if that's part of the encounter generation, or if that's something people would like?
Also, the encounter generated is locked by default, whether the Random Encounter was locked or not.
Not sure if those count as actual issues anyone really cares about or not, just something I've noticed while playing with it.
Any particular ruleset? In v 3.1.7 most rulesets didn't auto update the XP - allowing the GM to enter the total XP they desired for the encounter. In the 5e ruleset the refresh buttons were added to trigger a calculation of the XP based off what was currently allocated to the encounter.
So, this is a feature request, rather than a v3.2.0 issue.
Yeah, 5E is the only one with CR/XP calculations. I'm working on a C&C conversion so... didn't apply to that.
For CnC, the calculations would need to be added via a button, similar to the way the refresh XP button works in 5E. If you can provide how to calculate XP for the encounter from the NPC entries, it should be fairly easy to add.
In 5E, the random encounters do automatically generate the CR/XP calculation based on the generic encounter calculation in 5E.
Regards,
JPG
It's probably no big deal, CKs can just manually adjust the encounter XP before activating it on the combat tracker.
C&C has a table for XP, but it's weird because it's N+1/HP so a lot of the Monsters & Treasures entries will list that formula. Say a kobold is worth 5+1 because it's a normal 1HD monster. So 5xp plus 1xp per hit point. One of the kobolds in the module I'm working with has 4hp so he'd be worth 9xp by that formula.
Yeah, that would be hard to automate, especially given that you don't actually roll HP for creatures until they get added to CT.
JPG
Looking at the template options a bit, is there any way to pass a variable? IE, if I make a table to generate star-systems, can I make use of data allready rolled to influence the next table in the template?
Per example lets say one table generates how close we are getting to the star and another what biomes are prevalent on the planet, is there any way for the template to recognize what was rolled on the first table to make use of the drier and more acrid biomes?
- Obe
No, you would need to encode those as part of the tables themselves. There's no concept of variables in the templates. That's a whole different level of templatization.
Regards,
JPG
Hmmm... Looking at it though, would it be possible to pass a bonus/penalty to the table-roll? Like [Table1, +5] or similar? Or even [Area Bonus] [Type, <Area Bonus>] ?
- Obe
I've been thinking of adding a dice expression override to the table links. [Table Name|Col#|Dice]
Would that do what you need? (I can see it helping with some of the DMG/Volo tables too.)
I'm not following the area bonus stuff. I probably need an example or three.
Thanks,
JPG
Data lists in the new categories:
- Is it possible to have the module data icons (book) visible in the new data lists? I see the module edited icon appears (book with quill) when a module record is edited, but not the base "hey this is module data" book icon. I foresee people moving records around (some campaign, some module based) and getting confused as to which is a module record and which a campaign record.
- JPG - you mentioned in another thread that drag/dropping to create copies within a data list had been disabled - this doesn't appear to be the case with v3.2.0?
Thanks.
Savage Worlds:
Map: Defeat markers doesn't work and raises an error. ("Script Error: [string "scripts/manager_tokenmarker.lua"]:118: attempt to index local 'tokenPlaceholder' (a nil value)")
When Right-clicking the map, the usual pointers (square, cone, circle, arrow) appear. The SW ruleset had the standard Burst Templates.
I already found the pointers issue and the distance issue. I'll look at the defeated markers before I submit my changes.
Cheers,
JPG
Should the Archetypes in SW have the drop down menu populated like other windows? Right now all that's there is (All) or (None), the modules are selectable if you click on the module name in the main listing.
Trenloe,
Apparently, I misspoke on the drag being blocked when dragging from the campaign lists onto itself, because it seems like it should work in v3.1.7; and I don't see any code that would block it.
Regards,
JPG
Dr0W,
The space and reach data appear to always have been zero in the SW Deluxe GM Guide creature data records. I compared to an older version, and it was the same.
Regards,
JPG
Updates
- [5E] Spell slots no longer automatically added on spell drops, only on class drops.
- [SW] Added auto-apply range modifier option.
- [SW] Unskilled entry now added to PC sheet when opened by player.
- [CoreRPG+] Script error on client when closing character selection window before it finishes loading. Fixed.
- [SW] Arcane Background Type not being set on new powers for players until GM visits Powers page. Fixed.
- [SW] Target and movement path distances not showing correct distances. Fixed.
- [CoreRPG+] Added back module indicator for campaign list items from modules.
- [CoreRPG+] Script error on player client when campaign list open on both host and client when host creates a record. Fixed.
- [CoreRPG+] Category information missing from records added from module while on client. Fixed.
- [CoreRPG+] Link icon missing when dragging link from image or item campaign lists. Fixed.
- [SW] Added races to master index in 50 Fathoms.
- [CoreRPG+] Master index categories not updated after unloading a module. Fixed.
- [CoreRPG+] Master index lists not updating when records imported using /import commands. Fixed.
- [CoreRPG+] White dot above window when scrolling reference manual with images. Fixed.
- [PFRPG/3.5E] Skills on new characters not getting key ability assigned. Fixed.
- [SW] Updated Necropolis and Weird Wars II themes
- [SW] Missing tokens on NPCs in SW Deluxe and Weird Wars Rome
- [SW] Removed blank power in Interface Zero
- [SW] Incorrect race name for Humans in Hellfrost. Fixed.
- [SW] Players unable to see effects and modifiers. Fixed.
JPG
This is really looking good. :)
I have confirmed that the /import issue is now fixed. Thanks!
There's still one small oddity: if an NPC is imported before the NPC list has any entries, it does not import. But this was true in 3.1.7 as well. The workaround is to just create a new entry before importing.
~P
I find that to be weird. I just booted up my other computer that has 3.1.7 installed, created a new SW campaign and loaded modules and all the npcs from the bestiary had reach 1 and space 1.
Also, just updated and noticed that the module changes did apply, but the the ruleset ones didn't. Did I do something wrong? (Tested on Test and Dev)
Do you have a directory in your <FG App Data>\rulesets directory called "SavageWorlds"? If so, FG will be reading this for the ruleset code, not the SavageWorlds.pak file that's being downloaded when you update. Rename or delete the SavageWorlds directory - this will be old ruleset code.
Issue with the Pathfinder Advanced Bestiary extension reported here: https://www.fantasygrounds.com/forum...ry-on-FG-3-2-0
https://puu.sh/rRoQw/b2651e6db5.png
Attempting to drag a untargeted heal using a manual roll onto a wounded character resulted in https://puu.sh/rRoQw/b2651e6db5.png
Something I've noticed happening in Savage and DnD5e rulesets (havent tested others) each time I restart a campaign my players tokens are removed from their char sheets. The portraits remain, but the tokens are not there. Dragging the portrait onto the token slot or the combat tracker doesn't do anything, but reselecting the portrait through double clicking and select it from the file fixes it.
Pictured, issue as presented, and the second is after reselecting it https://puu.sh/rRxkr/4956fadbd9.png
Noticed an issue w/ the D&D 5e DMG Module that is kind of annoying. All of the Magic Item Tables that need to roll on another item to give you the actual item isn't working. So for exampled Magic Item Table A shows "[Spell Scroll (1st level)]" for 71-90 and will return that as a string when it is rolled. Appears that it isn't actually linked to the "Spell Scroll (1st level)" Table. I can manually fix it by editing the entry and dragging the table into the slot.
Confirmed; not all of them but many of the tables called by Magic Item Tables A-I are no longer properly linked to the tables being called. Includes spell scrolls (but not all of them in all tables weirdly), most weapons eg Weapon +x, Flame Tongue, Giant slayer etc, Armours (Again not all of them), Ammunition and Ring of resistance.
Updates
- [DEV] Add support for custom reference manual window titles.
- [DEV] DB.import will create target node, if it doesn't exist already.
- Portrait tokens not being shown after loading campaign. Fixed.
JPG
spite,
I'm unable to recreate the untargeted heal scenario. I tried dropping a heal from a PC on both the chat window and a CT entry with the manual dice option enabled, and didn't get any errors.
Any extensions enabled? Do you have a sample campaign/PC/NPC that does this?
Thanks,
JPG
If there is a name string tag under the reference manual base node, then that value will be used for the window title.
<reference static="true">
<refmanualindex>
<name type="string">Custom Window Title</name>
<chapters>
...
</chapters>
</refmanualindex>
</reference>
Basically, I added a default to the windowtitlebar class where it looks for a "name" field if the window is linked to a database node.
Cheers,
JPG
Script Error: [string "common/scripts/windowtitlebar.lua"]:21: attempt to index global 'field' (a nil value)
This also occurs in 5e / CoreRPG. Tested with and without extensions.
Vires Animi
Same with me on the 5e, 4e DnD systems
I'm getting the same error (Script Error: [string "common/scripts/windowtitlebar.lua"]:21: attempt to index global 'field' (a nil value) ) in 3.5. It seems to occur with all the sidebar items (characters, notes, etc.) the first time I open them in the campaign. Once I have opened them once the errors stop. EXCEPT for Characters, the error happens every time I open that.
The same occurs for a player (at least on the same machine, connected via localhost) - each window issues the error when first opened, but not on subsequent opens, even if still empty, except for characters, which always throws the error, even when not empty.
BTW, "DEV] DB.import will create target node, if it doesn't exist already" seems to be working fine - imported NPC's show up even if they are the first NPC in the campaign.
~P
~P
I ran the update this morning and within 20 min Windows Defender reported a malware.
I am pretty sure it is not from anything I have done but just in case your package has it or it is a false positive from windows defender.
Attachment 15837