As the NPC list grows ever bigger it becomes more difficult to sift through them to find what you want. Would it be possible to add a subtype category to NPCs. This would allow me to seperate creatures, Imperials, etc using the filter.
Printable View
As the NPC list grows ever bigger it becomes more difficult to sift through them to find what you want. Would it be possible to add a subtype category to NPCs. This would allow me to seperate creatures, Imperials, etc using the filter.
For Genesys fans out there, I am not sure if you saw these news.
https://www.fantasyflightgames.com/e...e-of-keyforge/
Keyforge as an IP is changing hands from Asmodee to a new company named Ghost Galaxy, owned by the previous FFG founder.
This means the future of the "Legends of the Crucible" Genesys book is still uncertain.
From other posts it seems both companies are not rulling out a sort of a legal agreement, but I would say that if you want to be on the safe side, if you are interested in acquiring the book/pdf, I would do it soon.
If they do not have an agreement/contract, it would mean the book will go out of print.
Also while I am thinking about it. You could add a Subtype category for vehicles. It does have space for Vehicle Type/Model but that changes wildly.
What I would suggest is add a Subtype category above Vehicle Type/Model on vehicle sheet. Then replace the filter "Type" to "Subtype". That way I can tag them such as speeders, fighters, walkers, and Capital Ships.
Love the new stuff. Having a bit of an issue with vehicles. On a new campaign, no extensions ect, FGU is going into a long (potentially endless) nonresponse cycle up after exiting, editing, then re-entering a vehicle. Happens in a few situations but I see it mostly it when:
1) Character enters vehicle
2) Exit vehicle
3) Delete vehicle from char inventory
4) edit vehicle in Library (from sidebar)
5) re-add to inventory and attempt to re-enter vehicle.
At that point, FGU goes non-responsive. Longest I've waited was 15 minutes - but obviously something isn't working right.
I redownloaded the ruleset to make sure it wasn't that and I've seen this happen even if the vehicle isn't removed from the inventory as well, but with less clear steps to reproduce.
Thanks!
Looking at the vehicles records in the star wars library, I think one issue is that currently we have one field "Vehicle Type/Model", and looking back, it should actually be two separate fields, one for Type, another for Model
I think we would be better having that, what do you think?
Instead of Type/Model, we have
- Type
- Model
And then we can have both in the filters separatelly
Now I am left with a task of updating the libraries.
A while back I created a database upgrade routine, I can make it so on the next ruleset release, when you open your campaign for the first time, all data is automatically moved to the two new fields, splitting them from the current database
I will try this out... it would definitelly be better than asking you to edit each record!
For the NPC database I simply added a "Type" field
When you look at the npc sheet, you see this now:
"Name" --> "Category" --> "Type"
(three columns at the top)
Also in the npc database window, there is a filter for type
Also some good news
I finally managed to improve the "source" filter
Currently if you go to any database and try to filter by source, you will see multiple results, each with the souce+page, and that is not useful at all
Now, it looks like this (screenshot included)
Attachment 53491
In my next release I am focusing on closing a lot of small items in my TODO list, and this is one of them :)
Also Sevrick, just a reminder:
I am currently testing Splitting Type/Model, into two fields: Type, and Model
As this will be done automatically when you next update the ruleset, just as a precaution, please make a full backup of your campaigns that you use to create the modules, ok?
The code that will update all vehicles is very simple, but I prefer to be in the cautious side, and if something happens, you will be able to restore...
NEW RELEASE!
Version 2022-07-09
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
Fixes:
- NPC: fixed an issue where the Actions tab would not display the proper stat block for minions/rival/nemesis
- PC/NPC Current Vehicle: fixed an issue where sometimes entering a vehicle would cause Fantasy Grounds to freeze
P.S.: If anyone still experiences a freezing issue, please try to make a note on the steps to reproduce the error, and reply in this forum thread letting me know, and I will work on it.
Improvements:
- Sidebar: changed some database icons that were previously only using a default icon.
- Specialization Tree: Increased the size for each talent box. I will continue trying to improve this until text size and position is good enough.
- NPC: added "Type" field. You can also filter by Type in the npc database window. This field can be used to classify npcs (for example: dragons, demons... imperial, droid...)
- All databases: Improved filter for "Source" field. Now it should work properly, and you can filter records by Source (field usually to help locate info on a book)
- Vehicles: Type field was being used to keep Type/Model (in star wars libraries). This field was split into Type and Model fields.
When you open your campaign, all vehicle records (including pc and npc vehicles) will be automatically updated.
Previous values in type field like for Example Type="Starfighter/T-65B X-wing", will now be seen as:
Type: "Starfighter"
Model: "T-65B X-wing"
This will also help when filtering and looking for vehicles in the vehicles database, as now we have a Type and a Model filter, which both can be used.
Known Issue:
If a PC enters a shared player vehicle, and later this vehicle is deleted, the combat tracker entry for that PC will not update the current vehicle.
Workaround: Either remove/readd PC to combat tracker or reloading the campaign will fix this.
This will be fixed in the next release
How to download the new version:
FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: everytime I upload a new version here in the forums, it may take a few hours for it to show up in Forge, as it requires Moderators to approve)
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)
To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)
FG Classic
You can download both rulesets in the link below
Make sure to save them in your "rulesets" directory
https://drive.google.com/drive/folde...R-?usp=sharing
Modules and other extensions need to be downloaded from the above link also (even FG Unity, they are not in the Forge)
Updated files:
- Genesys.pak
- StarWarsFFG.pak
Important note for Fantasy Grounds Classic users
Although this version is also compatible with FGC, there are no noticeable changes, only internal code.
For now the rulesets are totally compatible with FGC, but I strongly advise people still using FGC to consider upgrading to FGUnity.
Smiteworks is no longer updating the Classic application, and it may come a time when I cannot maintain the code compatible.
For now, it is still compatible and I will do my best to continue this, until it comes a time it would hurt the development... If that time comes, I will let everyone know
Download Genesys ruleset even if you are playing Star Wars
Always remember to download BOTH rulesets if you intend to use Star Wars
I think I figured out the issue, at least I think so.
After updating with today's release, if you still have the same issue, let me know.
We still have a bug related to deleting vehicles (details in my previous post about the release) and I will fix that in the next release.
Hey Sevrick:
- In today's release I have added npc type and also updated vehicle's to have type and model.
I will repeate my previous note about this: make sure to backup your campaigns, the ones you use to create libraries, before opening them with this release. This is just a precaution
If later you check that vehicles type and model fields have been updated correctly automatically by this update, you can delete that backup if you dont need anymore.
You can export and share your libraries as they will have been updated with Type and Model....
Check the release notes for more details on what I did
I need some feedback and opinion from you guys on two items I am currently working for the next release
- PC Items: adding a way to keep track of damage to the item.
In both Genesys and star wars core books they mention rules that the GM can apply damage to an item, but they neve mention what those notes should be
I am unsure if I should add a numeric field, or a free text. I am inclined to just add a text field that the players and gm could just write down what damage happened to their item, and later decide on the roll and costs to repair.
- Tracking Mod Attachment successes and failures:
This is my idea, but please feel free to improve on it:
So my idea is to add to the Item's Attachment record a way to add lines to a list where they will have the following columns:
- Attempt Result: will either show "success" or "failure" (maybe a simple green/red icon)
- Effect: In case of success, this will be where the effect will be listed (for example: damage +1.
Items in the inventory list will later have under them a simple list of all effects that have been succesfuly applied, so the players do not need to keep opening the attachment and checking all the time
(this will also later be used when we work on automations)
Let me know what you think... I am specially not sure about the first one: item damage.
Yes in both cases that sounds good. Also I wanted to remind you the Source, where you enter page numbers, needs fixing. When you enter a source and Page number only the Source should show and not the page number when filtering. The page number should only appear on the record it self.
For example when I look at source filter for items I see:
Edge of the Empire Core Rulebook (161)
Edge of the Empire Core Rulebook (162)
Edge of the Empire Core Rulebook (163)
Edge of the Empire Core Rulebook (164)
When I should see:
Edge of the Empire Core Rulebook
Enter the Unknown
Far Horizons
Fly Casual
Edge of the Empire Core Rulebook pg. 159 says "Weapon repairs are generally classified as Minor, Moderate, or Major." It shows a table that shows you the effect on your rolls and what is needed to repair.
If you added a drop down list for the item that lets you switch from Undamaged to Minor, Moderate, or Major. Maybe depending on what is selected it shows the effect of the currently on damaged item to the side and possibly required check to repair.
I am not sure I am under standing what you had in mind maybe I would have to see some images 1st.
The idea I had would be for each attachment you would have a list you can add mods much like inventory how you have an edit button then a "+" appears and lets you add items. You could do the same for attachments and allow for you to add mods.
When you add a mod each one would have to have the following
[Numeric box] (This is how you would be able to tell how many times a mod can be installed or attempted)
[Check Boxes] (This would be populated equal to the amount the number entered in the Numeric Box. Ideally you would be able to toggle between 3 different states, Not Attempted, Success, or Failure for each slot generated. This could be displayed with color or maybe use symbols like "O", "*", "X". I am not sure what FG would allow for.)
[Descriptive Text Box] (This is where you would add descriptive text on what the mod does.
Lay Out
-------------------
[Numeric box][Check Boxes][Descriptive Text Box]
[Numeric box][Check Boxes][Descriptive Text Box]
Granit this is sudo programing but you get the idea.
Also minion sheet display of number of minions is in a weird place after update. Also the separation of Vehicle types and Models worked nicely.
Yes buy on page 158, the book mentions descriptions to the damage, for example: "malfunctioned, misfired, jammed, broken down, or otherwise been rendered inoperable or impaired until it can be repaired"
I wonder if a weapon can sustain multiple damages?
Also, depending on the damage it sustains, wouldnt it be important to know, so that it can be ruled if the weapon can still be used in its current state, or not?
I wonder if this has been clarified in a FAQ
Take a look at the attached screenshot
I am thinking of moving the number of minions in this place, what do you think?
Attachment 53496
Yes weapons can sustain multiple damages through the sunder weapon quality which can be activated multiple times.
One last thing we had this come up in our game a few weeks back. A PC ran out of ammo on his blaster after the despair I spent. There was no real way to track it was out of ammo. This could be somthing added to weapon stat block. Maybe somthing minimalistic.
In DND5 you can individually count each "arrow", but in the case of Gen/SW i think it fits better just a simple checkbox "out of ammo", right?
Maybe we can have a field in the item record for when it is a weapon, so a checkbox shows up in the character's inventory, showing it it is out of ammo
I am thinking that in order to keep it simple visually, it could be that if the weapon is damages and/or out of ammo, icons would show up near or below the weapon name, in the actions tab
Awesome Stuff here.
Vehicles did not parse correctly for me and did not drop the second description down into the model field. Is there something else I needed to do here?
Sources however did work correctly.
Regarding attachments I am excited by the fact that it's next on your list of things to do. You've already got a field for the upgrades, and I like the idea Sevrick had about having a check box with 3 states: succeeded, failed, and unattempted.
A text box is likely sufficient to track item breakage, at least for now.
The new minion box looks good too!
Specialization trees look great with bigger boxes but the window as a whole is still very wide.
Definitely awesome to see how far this has come. Thanks again for all your hard work!
Sorry, I shoulve explained:
Only "local" records get updated. Records inside modules are not changed by the automatic update.
We need to wait for sevrick to upload new versions of the modules, to get the updated records in them. When he opens his campaigns he uses to create the modules, those records will be updated, and then he can just export the modules
Hi all,
A couple of ideas I need feedback:
1) Specialization Trees being too large:
I am trying to think of a solution for the Specialization Trees window being too big.
What do you all think of this:
The Tree would have each talent, but without the Summary text below them. This way, each box would be a lot smaller.
BUT... when you move your mouse over a box, you would see the full description of the talent pop-up, in the up-right corner of the window....
You can also still click the talent description to open the talent window.
2) Weapons: adding "No Ammo", and "Damage"
In the actions tab in the pc/npc sheet, under each weapon We will have two small icons:
"No Ammo" will show up if the weapon is out of ammo
"Damaged: Minor/Moderate/Major" will show if the equipment is damaged.
Later when I focus on automation, damaged weapons will automatically add a setback or difficulty die (for minor and moderate damaged weapons respectivelly)
The player will also be warned if the weapon roll was done with a weapon with no ammo or with major damage (by the rules they should not be able to do so)
3) Today we already have under each weapon in actions tab the list of Specials (item qualities). I will also improve this to show specials added by Mods successfuly installed in that weapon....
1. Could be a good way to make it work, but I'd like to see the tree as is with thinner boxes to compare the current, planned hover update, and an as is but less wide version.
2. All of this sounds cool
3. Not sure what you need feed back for.
1) Personally I am not a fan of hovering over them to see them. As long as it fits the descriptions in the boxes I don't have a problem. Is the scroll wheel not do able? If people think the overall box is too big It might be an issue with screen real-estate. They should be able to use the scale ui command or minimize it when not needed.
2 and 3) Sounds good to me.
I reuploaded the Libraries to reflect the changes made by Johniba.
Also I noticed I haven't looked at the Genesys Libraries lately and there are a few things I need to do to bring them up to date with the changes that have been made to the ruleset since then.
Heck, I still think they're a bit too small! The boxes are still a bit too small when using larger fonts. The standard text on FGU is uncomfortably small.
Just having the name of the talent and its xp cost in the box would be fine, though, if you could click on the box to bring up a description. Likely no need for a mouseover popup.
A thought on organization: moving Descriptions backup into the Library Tab instead of the Campaign Tab, as campaign is already pretty full.
After Sevrick's update, everything looks great on the Vehicles front. So much nicer to be able to search by type now!
An idea for consolidation: perhaps have 3 tabs at the top of the notes section on NPCs, and skill descriptions, Age of Rebellion, Edge of the Empire, and Force and Destiny. That way the player and or DM could have the descriptions of all three in once place. I think the Talents are all identical so nothing is necessary in that vein for that area.
Thanks again Johniba and Sevrick for all you do on this project!
There is one big issue with that
From the beginning, Sevrick has been working on each of the three pillars of the Star Wars RPG as a separate module.
So if a record exist in each, like for example a skill or an npc... they each ARE a individual record
FG does not have advanced database relationships, there is no way to consolidate the record apart form actually having only one module, and rework each record, deleting duplicates, maybe reworking the Source field to allow more than one source, etca
I know there are going to be a few exceptions: I dont remember now, but I have seen a few records for either npc, vehicle or something that in one book has a small stat difference from another book.
It all depends on what you all think, and in the end, what sevrick wants to do with his libraries.
The number of entries that would require all three or even more than just one is pretty small. If the box was there, it wouldn't be difficult to cut out some of the repeats with a simple copy from one and paste onto the other. As always i speak from complete ignorance of what it would take to code that but stylistically regarding consolidation, it would be very nice. Bottom of the pile though, and I'd like to see a planetary tab long before it makes sense to work on what we're talking about here.
I knew there would always be some duplicates just like the official Rules. Multiple Core Rulebooks does that. Even the compendiums will have the most duplicates undoubtably.
There are some things that are weird by creating additional libraries too. I noticed while working on the Clone wars Era Library that I will have to re add the skills. The thing is which descriptions do I use for it? Since there are no descriptions for the skills in those books.
When I finally complete the libraries, I thought about adding 1 library with everything. The thing is this would entail me making a new Campaign and opening up all my libraries a dragging them one by one into the new library. Dont get me wrong I up to the task but is low on the priority list right now.
Not to mention that I would have to maintain another instant of everything. I would start to wonder if I made changes in one library that I didnt in the other.
One last thing load times might be a factor. I am not sure how it will effect performance having every record in one library. Having every record would create massive lists you have to sift through. I suppose as we get better filters this wont be too much of an issue.