I am currently fixing some issues and this is on my list, I will fix and update soon
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NEW RELEASE!
Version 2026-05-24
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
Fixes:
- Fixed Character Sheet and NPC Sheet Vehicle tab: clicking the Control Skill dice icon will now properly fill the dice pool
- Fixed in Party Sheet -> Main: Modifiers (under characteristics) and also Wound and Strain modifiers are working again now. Reminder: these are visual reminders of the modifiers on the party sheet and character sheet. They are not automatically evaluated or calculated.
- Character and NPC Sheets -> Skills -> clicking the dice icons will no longer change the skill. You now have to enable Edit mode in that page, to unlock and edit the skills
Improvements:
- Changed all buttons showing dice rolls from the gray icon to a new, more visible icon
- Character and NPC Current Vehicle: I have made the list of Critical Damage to the current vehicle Read Only. In order to Remove Critical Damage, click the Red icon displayed on top of the list and follow instructions. This is a workaround until I can make them editable in the tab you have the current vehicle on.
- Changed icon for "Exit Vehicle" in the vehicle tab on pcs and npcs to a more visible icon.
Known Issue:
1) If you use the Star Wars theme extension (provided in our google drive): I did not update it yet.
If you have any errors or missing icons, for now please disable this extension. I will fix it soon and let everyone know in the forum thread later when available.
NEW Features:
How to download the new version:
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)
Attention FG Classic users
This update is NOT compatible with FG Classic
I can no longer maintain the code in a way that it works with the old client, I am sorry
You can use an older version of the rulesets, downloading from the google drive link below
Modules and other extensions need to be downloaded from the above link below
https://drive.google.com/drive/folde...R-?usp=sharing
Subscribe/Download the Genesys ruleset even if you are playing Star Wars
Had a quick look at Genesys. Everything seems to work perfectly. Nice with the new dice icon, much more visible.
Great work!
I was thinking here on the best way to do this.
Let me know what you think about this idea:
Instead of creating a specific Database for Planets, maybe I could use the one that exists from Core, called Locations
So imagine like this: if you create a new record and Type is Planet, it would show all those fields I created for the Planet database
What I think is we could even expand the idea further, having all sorts of types of locations with special fields
Later, I would convert the star wars ruleset to use that also, and move all existing records from the star wars specific planets database into that
I was thinking it would even allow for other stuff, like sub-locations in the planet.. maybe even solar system records pointing to planets pointing to locations in planets.....
I think that is a great idea!!
Perhaps there was a way to make solar systems as a location, and a way to link to individual planetary records then. That would be awesome.
EDIT.... I clearly missed the last sentence... he he
Hey all,
Old time FG user from back in the day when it was still novel. Used it mainly for D&D and then weened my players off of it because the automation kept them from understanding what was going on and kept causing issues. Been years now, and I am taking a break from DMing and one of my players showed interest in GMing a game using Genesys for the group while I am on hiatus.
Since I intend to use FG again after my break for D&D (now that they all understand the "math" involved) I thought I might look to see if Genesys was on FG and found myself here. I want to thank you guys for doing such a great job on this rule-set. It is really nice and overall I am amazed at its inclusion of features. So first take that in and know that your work it greatly appreciated.
As for my thoughts and bug report, I am just now starting to play around with the rule-set so please take everything I say with a grain of salt. (I might be missing some obvious things)
When creating a new PC, the pop up that "adds" the skills for the chosen setting confuses me. Here is what I mean. It pops up and if i pick "default" it successfully adds the skills, but I can not flag which are career skills, even switching to "edit" mode I cant check a skill as "career". If I add one myself manually, no worries, it works. but if it was added by the pop-up, no luck. Also, if I create a mod, the settings in that mod are not showing up in the list...
Also Is there a way to make it so that when you add a career to the PC sheet it auto-flags the listed career skills as career if they are present? By only flagging the ones which are present, it would allow you to add "alternate" career skills like Melee (Light) and Melee both to a career and it would flag whichever one was in that setting (i.e. Already populated to the character)
Another question, have you considered an "import" tool to import xml / json data from sites like "genesys emporium" or "Genesys Ref"? just a thought
Just as a side note, I am putting together a Mod for the CRB (I know you have done a skeleton one already, but I want to do my own). i will also be doing the Twilight Imperium setting books, as that is what my group will be playing. If I can assist in any way concerning the T.I. end of it, let me know. I don't have a lot of extra time, but I don't mind sharing any work I do that is not duplicating yours with the project, if it helps.
Thanks again for all your work!
UPDATE: Was fooling around and found out that if a mod is "Read Only" it's Settings do not show up in the "Settings List" pop-up when you create a character. Was this intentional? If so, why? Curious about that.
Hey thank you so much for your words.
Years ago when I started developing this, it was during my work vacation, and out of curiosity.
It became a passion, learning to code for FG, and doing so in two systems I really like
Over time people started helping with content, code, suggestions.
So I do appreciate when someone does what you do.
Also please keep all your feedback and questions coming, most of what was built or fixed, came from everyone who use them.
I will try to answer your comments below:
That "pop-up" (well currently it is more like a pop-under, and I still need to fix that) is a feature I created so I could remove "hard coding" from skills and allow GMs to create their own lists, based on the universe/setting they want to play on.
I wonder if you checked the initial post in this thread as it has links to some modules you can download, pre-populated with data like skills, items etca. The database does not have details (to avoid copyright issues) but you can complete it with the missing info from the books/pdfs
If you download the ones for genesys for example and activate them in your campaign, creating a character, that pop-up should show more settings (like terrinoth, android, etca)
You as a GM can also create your own settings, in the settings database, and create your own list of skills
The part with not being able to select a skill as carreer might be a bug, I will check...
Making a note on this. I had a similar thought already but I will see what I can do
I havent worked on something like that yet, but it did cross my mind. My priority is to finish some missing features first.
Having said that, please check the google drive link I mentioned in the original post on this thread, they may provide some initial help at least, but I will put this one on my to-do
Oh that would be greatly appreciated, thanks!
Not the Read only part, but the Sharing yes it is intentional, so only the shared settings are available for players, that way you can restrict it.
I think this is a good approach, I just have issues with it not letting you change the career flag immediately after "importing" them. I have found though that if you "exit" the campaign and reload it, they seem to work fine.
Yea I saw these, but have not looked at them due to the fact that I don't play any of those settings.
Once I get to that part and make some headway I will post here about it.
I tried "sharing" a setting and then creating a character, still doesn't show up if the mod is read-only. Not sure if it is something I am doing wrong or what...
Side Item...
As a step towards future automation, have you considered adding Item Qualities to the mix. I realize that now they are placed as a "special" in the items themselves, but by having those defined elsewhere, they could later have features automated based on which ones are listed in special when a character has them equipped. (Not sure I am Clear here, let me give an Example)
Let's say i have a Laser Pistol. It has Pierce 2 listed under "special". If there was a database with Item Qualities that had an entry for "Pierce" with stats like:
Name: Pierce
Activation: Passive
Ranked: Yes
Type: Rank Mulitplier (These could be a drop menu of various possible calculation types)
Effect: Ignore Soak (These could vary greatly based on the possible options used by the system)
Value: 1
This could in the future automatically take the "2" from the special line in the item and multiply that rank by the value and apply the change...
By creating a "frame-work" for qualities that can be universally set and added to, you would not have to hard code each individual "Quality" only the types generically. GMs could even create there own qualities using this and could further customize their setting...
Obviously this is off the cuff and the fields would have to be considered and the mechanics of what effects "could" be used would have to be set and hard coded into that automation. but just having the entries available would be a step in that direction.... my lack of playing this system is limiting my ability to flesh this out more on my own, but as we continue to have sessions, I am sure this will improve. but it is just an idea.
Yeah that is a bug, will fix that this week
I would say download the ones for genesys, at least for the core and CRB, maybe they have something useful as they have all skills, talents etca from those books
It is a good starting point. Also, I added features to the ruleset so that it makes it easy for you to complement that data with the missing descriptions and add to your campaign
I do have a video explaining how to do that, I want to record a new tututorial but mayube it is still useful
Let me check on that.
Oh yes I do have it in my wishlist for sure. I always use 5E as my inspiration, I usually check their code to learn stuff. I do believe Smitework's best code is in there, specially in regards to automations.
So when I decided on going with the one field listing all characteristics, I always thought of later having a code to parse through that, when we use automation, just like in 5E
Dont worry though, even if it comes to pass that eventually we see that is not the right approach for this when I get to work on automations, I can always write down code to update data in a newer versions (I already have code in the rulesets that can handle updating data in an upgrade)
But your suggestion will go to my to-do list that I keep, for future reference to use, thanks
Do we have any idea when the new locations are ready?
This weekend i think I will have them ready
I am just working on making the code that imports/upgrades the database move records from star wars locations to the "generic" locations database that will also contain all features that star wars has in its separate database
Heya @johniba,
The text shortcuts for the Dice and their symbols, you know [D] and (D) and the like, have suddenly stopped showing the images... Now they are showing odd ASCII characters. What did I do? Is that a toggle somewhere I somehow turned off?
EDIT: Nevermind, I got it. I accidentally selected an ext that changed the default font.. I will leave this just in-case someone else does it also ;) lol
Is there a way to delete / hide unused Ability Groups? On the "Actions" Tab on the NPC form, I added a "power" and labeled its Ability Group. I later decided to change the Group Name and now both show up (The old one has nothing under it). I can not figure out how to remove it.
Yeah the problem are certain extensions changing fonts.
I may have a workaround, creating another extension to run after those "theme" extensions to maintain the font. I may have to create one for dark text, another for light text (depending on the theme you use) so if you use a dark theme you also enable the extension for dark...
I am testing that and will have something soon for you all to test
Hey John,
I wanted to drop you a line for a couple reasons. Firstly, I "finished" my version of the CRB and have it formatted "my way" and to "my standards". At least the parts I need done to make it playable. I do intend to fill-in a lot of the other content in the book (like the book itself) but I digress. This means that I am starting the Twilight Imperium books now; which brings me to my second reason.
I am very methodical and strict in my ways, most people use the other not-so-polite 4-letter description for it, which I will avoid here. I don't mind being referred to in this way but I am not sure what the rules are on that here. This trait leads me to compile the information for these books in a very "uniform and consistent" manner. The reason for me telling you this is while I understand that there is no way to completely "future proof" these books as you make more updates to the base system, I would like to future proof it as much as possible. And, while putting these together I have formed some Ideas and Opinions about the best approaches for making the automation of the system more adaptable and versatile in the long-run.
Part of this has to do with the way certain database entries in "all these books" are formatted. I had a similar discussion with @Zacchaeus some time ago, and he made a comment about "had he known" some of the "features" that would be needed in D&D 5e when he started, he would have approached a few things in a different manner when he coded it. So anyway, I was curious if you would be willing to "read me in" to the "standards and practices" you have set already (if any) and consider my ideas on the matter?
If this is something you are interested in, I will gladly join the "mission" to help. While i do not claim to be fluent in LUA or XML, I have been coding casually in multiple computer languages since 1983 and at bare minimum understand the basic logic and limitations of coding (and how to get around them). I feel that this would, at least, make my ideas plausible. If you would like to be more detailed, should we do that here in this thread? or is there a better place for it, do you think?
Just let me know what you think, and I will gladly help out as much as I can.
Thanks,
Xy
Hey @johniba,
Alright, I have been working on the TI setting book in my spare time, and there are a couple of things that are presented in it which is not supported by the base system. I thought I could bring them up here and we can decide if it is something that should be supported "native" by the base or if they should be added by an extension.
The first is the fact that there is a Species/Archetype that is symbiotic. It has 2 sets of characteristics and the stats for the two symbiotic characters are calculated separately, however, they share both their talent and skill lists, as well as gained xp. (which is spent on them as if they where a single character). Though they each have their own inventory, the larger one is usually carrying the smaller and a combined weight would also be needed. When targeted, if they are within range of each other the player gets to choose which character is targeted. So that's something.
Second, There are some "large giant" types which have larger silhouettes. and I can't find a place to specify the character's silhouette/size. (I think there are calculations that use that number to get results, are there not?)
I will keep at it... How is it going on your end? Any significant progress on the aspects you are working on?
Later,
Xy
Hey
So here is where I am at:
There are a few things I want to prioritize
I want to add the feature in the ruleset to have a Species/Archetype to have two sets of stats etca, in a way to support symbiotic creatures.
It is a bit tricky, but my goal is to have the ruleset support all features for official settings at least.
2) I am also working on moving the planetary database fields into the locations table, so that genesys can also benefit from it. Currently that database is in starwars
As always, I will write code in the updater for the database, so that it can identify the existing planetary records and move them to the locations table
I have done this in the past so it wont be super difficult
3) My other priority is creating the specialization feature in star wars. It will work similar to the talent trees i have created (and I am a bit proud of that one to be frank, it was tricky to make, just like the vehicles feature
4) After that, I want to focus on improving the code so automation is possible
I know that the dnd5 ruleset has a very nice code for handling properties in objects (npcs, weapons...) and events to send info to the system when something needs to be automated.
This is a challenge, because the whole dice system in genesys and star wars are completely different from other rulesets, and have some hard code done that I need to rethink
This is necessary so that I can work on an automation that can handle official stuff (talents, properties) and also (this is my wish) I could add a way for GMs to be able to create new talents, properties etca without needing to code.
Not only that, but some things after rolling dice need interaction/choice. For example: what to do with advantages/disadvantages?
I have made notes of your suggestions, and I will keep you updated on progress.
Ooh.. That would be amazing. I have made my own modern fantasy setting, where there are quite a few shapeshifters. Could be awesome!Quote:
I want to add the feature in the ruleset to have a Species/Archetype to have two sets of stats etca, in a way to support symbiotic creatures.
Awesome! Then i don't have to worry about making an extension to handle it. I am not great with LUA or XML, though I get by. Also, are "Agendas" a thing in other settings besides TI? If so, a way / place to track progress on those might be nice also.
This is good, being that TI is also a Space Opera setting, it will benefit from this also. Something that might be "simple" to add also and could be useful would be a "Factions / Organizations" tab, although this could probably be just as simple to do in the "stories" tab using groupings to separate them out from other stories. This is probably how I will do them unless you add something like this.. but it is for sure low priority.
I meant to ask you about this. I noticed the "Specializations" tab, but have not run into anything in the books that match this... What is this for? how does it work/function. (Or how will it once operational if it's not yet?) Looking at it I thought it may be a way to "pre-load" sets of talents for easy adding or "starting suggestions" but that did not seem to be how it functioned, so I am curious.
I understand that this element will take some time. I would like to suggest NOT using the same method the 5e system uses as far as it being pure "text parsing". This would mean every possible combination of every possible wording would need to be hard coded. I thought that maybe having the "automation" search for "links" in the text and analyze those using a fixed ruleset might be a better approach. I have been looking at various ordering of terms and think I have a straight forward one which covers most cases. I would say all, but I only own the Core Books and the Twilight Imperium ones.
By using links, it would be possible to make default terms in such a way that for "most" circumstances dragging a skill into the text would have an action that would trigger using the defaults. And then providing further "arguments" on the link's text could instruct the automation further. But this would mean that when creating home brew stuff or translating books as I am doing now you would need to know the "shorthand" to make it functional.
If you are interest in my ideas on that (or if you have a better / different approach) let me know. I am more than willing to share my thoughts on structure of such things if you are interested.
In the meantime, I am using it so that whatever method is decided on in the future, I can look at it in then and "convert" whatever over without too much thought. ;) Things like creating an ability called "(Starting Skills)" or "(Starting Items)" using parentheses so that they sort to the top and placing links for skills and items in those using that format. Easy to go back later and update them according to whatever standard you agree/decide on.
Thanks. It is exciting to be "helping out" in some capacity. If I can do more or you want to see "notes" on my link shorthand let me know. Glad to share if it is wanted and useful.
On a different note, do you have script that strips out the copyrighted data from the proper fields of the mods automatically? If you do, It would be faster for you to run that on these TI mods I am making so that they can be distributed to others without violating law. If not, I guess it can be done manually, but... ugh. LOL ;)
Later,
Xy