Hi bal
It appears the script is running against the thrown dice one time too many and so fails on the last run because there is no data to run against. I havent found the cause yet. I suspect its a pairs/ipairs thing but still testing/debugging.
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Yep I misread the date format there because I am not used to American dates :) I have installed the .pak and all is good. Now I don't have 6 confused players blathering I shall go back read what is new. :)
The date ending 20 misled me in to believing there was no new version as i automatically read the European day/month/year format ;)
I dont think its a US date format. Its closest to an ISO date format intended to reduce confusion. It is using YYYYMMDD. ISO I think is the same but formatted with dashes: YYYY-MM-DD.
Are there any extensions out there like Death Indicator that work with MoreCore, or is there a way to add a visual indicator that an entitiy has 0 health?
The MoreCore campaigns I have all have the new sidebar buttons with black text on dark-ish gray backgrounds. Is there any way we can get a more high contrast scheme, for people with crappy eyesight?
Hi coyote670 yes of curse that is possible. Would white text or bigger text be enough or something else?
Bigger text means some of the longer names get cut off a bit - like Investigator and World Builder, or I can make the buttons wider too...
For me, I think just better contrast between the background and text - make the buttons a light gray, for example.
For example: Attachment 44166 - i just changed the Characters button a light gray in MS Paint, as a comparison to the Classes button.
If you want to change the default button and are willing, you can easily unzip the extension, go into graphics/frames folder and replace the default button or edit it in photoshop and then rezip the contents and rename it to .ext.
Damned:
Yeah, I agree the new button is awfully dark for black text.
Button changes here
We deliberately moved away from visual sidebar buttons to textual sidebar buttons with this release. We had found over time that the visual buttons caused a lot of overhead in creating new rulesets, new themes, adding new record types, and more. In fact, about a quarter of the ruleset DLC developers had already moved to textual sidebar buttons before we considered this change, for exactly the same reasons.