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  1. #1

    CnC Ruleset update v2.07

    Hot on the heels of extension-patch v2.06, please find attached v2.07

    this is in response to the bug reported by Crowley72

    where monsters dragged from library manuals directly to the combat tracker or from library manuals to the CT via the encounters box would not be included in 'Roll ALL NPC initiative' rolls.
    This bug was present in all versions since release of v2.0


    additionally v2.07 addresses an oversight on my part (thanks Dr_Venture) whereby changes made in v2.06 could result in negative prepared spells.

    as well as the bug fixes I have included a couple of extra automations. constructive feedback would be much appreciated
    so I can judge if such automations are useful or not.


    1. Character Attribute bonuses currently stop at +4 at 20,this has been extended to +10 at 30. This is in line with the values to
    be found in the newly released castle keepers guide.
    I doubt there are too many characters with stats that high, but could be useful in conjunction with potions of giant strength or the like.


    2. Automated BTH calculation: If the player inputs one of the 13 standard character classes; level, XP needed to next level and BTH fields become read only. XP required and level are then calculated based on current XP and class. BTH is then calculated from class and level.

    if the class is not recognized all fields remain user modifiable and thus custom classes can still be used with manual input as before.
    an 'easy out' for those who want to use the standard classes without automation is to add an underscore after the class name (eg Fighter_) the underscore should merge with the line already under the field name making it invisible. This will cause the class not to be recognized forcing manual input mode.
    (it was actually envisaged to do this with a space, but although this works, it seems that when FG closes and restarts it ignores trailing white space and removes them from the database - making this method invalid over more than one gaming session).

    if necessary (so if only a few people use this automation) I can put in a proper option in the options menu to switch it on or off.

    There are some anomalies between the players handbook and the CKG, I have tried to smooth these out, with common sense and errata reports on the TLG website. Where there was doubt I have stuck with the players handbook version of events.

    Most notably the Paladin class XP progression finishes at level 12 in the PHB with 1,300,001 XP and 300,000 per level thereafter.
    In the CKG it starts again at level 13 with 1,250,0001 +300,000 per level.
    In this case my calculations continue the PHB progression ignoring the CKG.

    Assassin BTH progression should move to +1 every 4 levels after level 10. in the CKG it stays at +4 for 5 levels between levels 11-15 before moving back to the +1 every 4 levels expected. I have ignored the CKG table and continued the expected progress (which is identical to that of the Rogue class).

    The progressions of XP and BTH are calculations so level progression is infinite. BTH progression slows down and Maxes out at +20 in line with the CKG


    as before this is a cumulative patch - containing everything in versions v2.01 to v2.06, meaning its the only one you need to run.


    if you have any issues or notice new bugs let me know.

    EDIT: ATTACHMENT Removed - Patch Superseded by v2.075, see separate thread.
    Last edited by Sorcerer; June 12th, 2011 at 09:57.

  2. #2
    dr_venture's Avatar
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    I'm afraid that you must come back from your beer garden trip to a bug report

    With my existing characters, modifying their experience causes their displayed "Needed for next level" value become their real experience need value minus their current experience. For example, a Fighter exhibits the following behavior:

    XP=0 -- Needed=2001 (correct)
    XP=1 -- Needed=2000
    XP=10 -- Needed=1991
    XP=100 -- Needed=1901

    At 2nd level experience, the following is observed:
    XP=2001 -- Needed=2000

    I should note that the displayed level & BtH look correct, so I think it's just a bug in the displayed value of the 'needed' XP.

    As for the automations themselves, I quite like them! I probably won't use much in the way of custom classes, so this is just one more way that FG can accurately handle mindless bookkeeping - and if I do enter a non-standard class, it'll be apparent that that data needs to manually be kept up to date. Bravo.

    The additional attribute bonus range is much appreciated, especially since the field is not editable. Could definitely come in handy.
    Last edited by dr_venture; April 10th, 2011 at 21:10.
    "A ship in harbor is safe, but that is not what ships are built for." - John Shedd
    "Why is it every time we need to get somewhere, I get waylaid by jackassery?" - Dr. Thaddeus Venture
    -- CA (Pacific time zone) --

  3. #3
    actually this is exactly how I intended it to work - but possibly not how you expected it to work.

    I did not want the value to be static and just say what the XP of the next level was but rather I wanted it to be dynamic and tell you how many more XP points you need to achieve that level.

    I will await further feedback to see if everyone prefers the static value or my dynamic implementation before deciding if I should change it or not.

  4. #4
    dr_venture's Avatar
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    Well that makes sense, in that I was trying to figure out how you could have missed something like that.

    Huh - I suppose that makes a lot of sense, actually, now that you point it out. I just assumed it was a bug. I'm inclined to say leave it as you designed it - that *is* handy. Once again, you defy my expectations
    "A ship in harbor is safe, but that is not what ships are built for." - John Shedd
    "Why is it every time we need to get somewhere, I get waylaid by jackassery?" - Dr. Thaddeus Venture
    -- CA (Pacific time zone) --

  5. #5
    thanks for the vote of confidence!

    it would have been much easier to just have gone with the static value so I hope that everyone likes my implementation.

    If feedback is negative I am open to a reversion.

    I know that when I used pen and paper we always left the same value until we reached the level, but I thought now that we have a computer working for us that I would let it do a little extra work...

  6. #6
    dr_venture's Avatar
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    BTW, just an idea for you to toss on the update ideas stack (if it's not there already - you seem to always be several steps ahead of me on this stuff): I was being shown the GURPS ruleset last night, and it had the cool ability for the GM to apply modifiers directly to a player's mod box. It'd be kinda cool to be able to drop items from the Modifiers window onto either a character's portrait, or maybe the character in the combat tracker. Feel free to ignore/note/integrate/whatever.
    "A ship in harbor is safe, but that is not what ships are built for." - John Shedd
    "Why is it every time we need to get somewhere, I get waylaid by jackassery?" - Dr. Thaddeus Venture
    -- CA (Pacific time zone) --

  7. #7
    I have not actually looked at the GURPS ruleset.

    I try to look at everything to get Ideas of what is possible, but this one seems to have passed me by.

    I will take a look. Particularly because I was (some time ago) looking for a way to directly drop XP onto individual (or groups of) characters.

  8. #8
    This is actually something I had presumed the software already did. So, thank you for making it work like I had presumed it would, without my noticing it didn't or having to ask.

  9. #9
    Tested out the leveling calculations automation.

    XP field doesn't accept numbers larger than 999,999. Adding the 7th digit value takes the XP back to a 1 digit number and adjusts the level back to 1.

    Other than that, seems to be working well.

  10. #10
    vodokar,

    the XP field is a standard FG numberfield so it should accept any number of digits. However, FG numberfields differ from stringfields in that they do not give a curser to indicate you are still working on the field. This means that if you pause too long between digits it will assume you have stopped typing and reset the value when you restart. Normally you don't type so many digits into a field so it can be tricky if you are not prepared for it. It is a quirk of FG that I don't think I can get around.

    That said, I will check it out when I get home to make sure it is still working as intended. It could be that I have changed something I shouldn't have during bug testing.

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