I didn't; I just don't know how to insert such a thing :)
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Did you look that up, or do you have it memorized from managing all your extensions. :P
That's... a good idea...
They told me at computer school that I needed a salt, so I keep a container next to the keyboard and sprinkle it over top whenever I type in my super secret password.
The downside to either approach is that when you turn the keyboard over to find your secret password, all the salt falls out.
You're all wrong - its paprika, not salt or pepper.
(Or is it cinnamon? :confused: )
Updates
- [PFRPG/3.5E] Increase default class record size.
- [PFRPG/3.5E] Added handling of prestige class spell class level increase.
- [PFRPG/3.5E] Added sorting to favored class selection.
- [CoreRPG+] Unable to edit items within PC inventory in Manage Characters mode. Fixed.
- [4E/PFRPG/3.5E] Script error when opening mini sheet in Manage Characters mode. Fixed.
- [5E] All NPC special ability effects disabled when taking regeneration disabling damage. Regeneration effects with disabling damage types moved to their own effect line in CT.
- [PFRPG/3.5E] Skill ranks not calculating correctly when levelling by dropping class onto PC. Fixed.
Data Updates
- [SW] The Flood data fixes (Strange Locales typo, broken link)
- [SW] Grim Prairie Trails data fix (Broken link)
JPG
Updates (from Ikael)
Deadlands Reloaded
- Improvements to Power sheet
- Defeated Marker feature added to Humans and Critters
- Human sheets from modules display read-only icon
- [Bug] Human was not included into default sidebar set
- [Bug] Cannot award fate chips from character selection screen
- [Bug] Combat Tracker propted soak button for NPC although it doesn't work
- [Bug] Combat Tracker script errors
- [Bug] Chase Tracker visual issues
Also, he performed some clean up of the code for a number of extensions as he is reviewing the SW DLC.
Cheers,
JPG
Well done Moon & Ikael :)
Updates
- [PFRPG/3.5E] Minor adjustments to class feature duplicate combining logic to handle more cases.
- [CoreRPG+] Story navigation index button would incorrectly use story record names without parentheses. (i.e. "Index" instead of "(Index)") Fixed.</li>
Regards,
JPG
Updates (from Ikael)
Not sure how many of these were already announced, but grabbed the latest version from the ruleset and extension.
SW Ruleset
- Improvements to campaign records
- GM Tools window can be resized
- Card Deck and Bennies tool can be added to desktop by right clicking on it and selecting "Add to Desktop"
- In weapon sheet range, rof, shots and minstr fields are not showed for Melee typed weapon
- NPC and vehicle sheets from modules display read-only icon
- Improvements to /version command
- Improvements to library windows
- New filter options for sidebar Edges, Hindrances and Skills
- Races, Skills, Powers, Edges, Hindrances, etc. records can be shared with right click menu option
- [Bug] Rolling power from CT entry displayed "Unskilled" even if character had the skill
- [Bug] CT didn't check Deadlands: Reloaded human abilities correctly
- [Bug] Library equipment list had massive height
- [Bug] Library equipment list did not display notes properly
- [Bug] Skills, Edges, Hindrances etc. could not be added to sheet by dragging from link inside the record
- [Bug] Bonuslist's label was not updated when source name changed
Deadlands Reloaded
- Improvements to Power sheet
- Defeated Marker feature added to Humans and Critters
- Human sheets from modules display read-only icon
- [Bug] Poker Table: Player could not see their own cards
- [Bug] Poker Table: Player could not reserve seat
- [Bug] Poker Table: Player could not switch seat
- [Bug] Poker Table: Player could fold
- [Bug] Poker Table: Option "Hide player cards when private" was not respected
- [Bug] Human was not included into default sidebar set
- [Bug] Cannot award fate chips from character selection screen
- [Bug] Combat Tracker propted soak button for NPC although it doesn't work
- [Bug] Combat Tracker script errors
- [Bug] Chase Tracker visual issues
Regards,
JPG
Also, I've been working on a new internal process for pushing products into our update system, which will trigger FG to re-download products as the way files are built is slightly different. I'm mostly using for SW for now, and limiting to beta version prior to v3.3.0 release.
Just a heads up for those on the Test channel wondering why they are getting update notifications.
Regards,
JPG
I get this error when i try to open a template link within PFRPG 3.3.0 from the "Advanced Bestiary" module in "Templates (A-Z)" or "Templates by CR Adjustment":
"Runetimer Error: desktop: Unable to create window with invalid class (template.id-00018@Advanced Bestiary)"
I just tested locally and didn't see any errors. Make sure that you have the Advanced Bestiary extension activated still for your campaign. The extension adds the Template button, the NPC factory button on the Templates window and adds the window class for the templates.
Shame on me! The extension was not activated on my campaign ... (i did not realize that there was also an extension delivered with the module i bought)
Thank you very much!
Just a heads up that I'm continuing the migration to our new internal process. I've migrated our entire DLC library except for the WOTC products which I will be doing over the next day or so.
Regards,
JPG
SW Updates (from Ikael)
- Improvements to Vehicle sheet
- Power attack roll results in chat display link to power sheet
- Improvements to power range attack; touch and smarts ranges supported
JPG
Any idea on an ETA yet, Moon?
I'm betting Soon
V3.3.0 will be released with the Pathfinder launch. However, we are waiting on a couple things from Paizo before we can finalize the Pathfinder launch. No specific ETA yet.
Regards,
JPG
Updates
- [4E] Missing template errors when opening certain reference records. Fixed.
- [DEV][4E] Adjusted weapon lists and reference item fields to accept cost field as string or number. Editable item records must still be strings.
- [PFRPG] Turn Undead feat name incorrect. Fixed.
JPG
Yesterday I ran into an issue in Mutants and Masterminds, which I believe is connected to the test version.
My players couldn't open the Heroes Handbook module. The "book" you open to do so, was simply not there. It was missing. The module was shared on my end and we tried everything we could, but alas... Nothing worked.
Vires Animi
Pretty sure you can't connect to 3.3.0 from a 3.2.x client.
I just tried on my dev system, and it was working. Could you load the M&M Heroes Handbook on the GM side on your machine?
This is the one that ultimately matters, since the GM transmits to the players.
You could also try to get them to nuke their cache (on the Join Game screen in the launcher), and try again.
Regards,
JPG
CoC 7E Updates (from IanWard and Damned)
- Small fix to auto create status if doesn't exist
- Added move modifier for PCs where character's move is not what it should be (e.g. character is lame). Ctrl ms-wheel over move to increase and decrease modifier.
- Made luck spending a game option
- Fixed front page Dodge calculation at start and when DEX changed.
- Fixed Lang- Own calculation when EDU changes.
JPG
So I got one of the guys on, to test this some more.
Both running M&M with no extensions in 3.3 test version. Cache cleared and the Heroes Handbook is NOT available for the player to load. The book you need to open in the activation window is missing. The Icon for the module was visible but sort of greyed out, with the "spiderweb" marker in the bottom left corner visible. As if I had shared an image. Same marker.
Funnily enough the Star Wars EotE library module (which loads up for pretty much anything) was available and could be loaded by the player. I had him stream his screen over skype and I can verify all the above.
Something is up with the Heroes Handbook Module I guess.
Vires Animi
Do you have the Heroes Handbook marked with a green check on the GM's side?
What happens if the player double clicks library image in the module activation screen?
Ask the player to check their cache for the campaign and see if a .dat file with the module name has been created and how big it is.
Yes Andrax. I do not miss such things. I am just very good at breaking this ruleset in every test build.
I haven't had my tester double click the module icon. Never heard that that would activate it. As I mentioned the icon for the module was semi transparent / greyed out. Somehow I very much doubt it will work.
EDIT: I pestered my tester to look at it again. No luck on the double clicking. It works fine for localhost but something is preventing players from activating it. The campaign.dat fil is there now. 4.7mgs which seems oddly much. Can that be due to a shared image?
EDIT 2: I think I have cracked the issue.
Just to test things even further, I tried in a new campaign and then it worked fine. Through trial and error I think what happened to cause the problem in the first place is that I must have accidently tried to force load the campaign, by grabbing the "force load" button instead of the "allow" button. This ruleset still has the button for that, even though that is clearly not supported by FG anymore.
By closing the module. and using the "Block" option, then reapplying the "Allow" option and opening the module... voila... the module is activated for the players.
Perhaps the force load option should be removed?
Well. That was nice and obscure.
Thanks for the advice.
CoC 7E Updates (from IanWard and Damned)
- Fixed chat window language support.
- Added link from weapons to base skill so automatically updated.
- Added Pulp Cthulhu support.
JPG