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  1. #1

    Test Release v3.3.3

    FG v3.3.3 is now in beta testing. This will be a very quick turn-around update to resolve some issues in the last release. The plan is to push the new version in 1-1.5 weeks.

    As always, we're a small company so we rely on our community to help sound out each new release. Thanks in advance to all those who pitch in.

    Please see the sticky thread on public testing if you want to be involved. Only the Test mode slot contains this version. I will update this thread as I release new iterations of the test version.

    Key Things
    1) Always backup your campaign data before running the test version.
    2) If the GM is running on test then all of the players will also be running on test.
    3) If you encounter an issues log them in the relevant testing thread - don't use the generic House of Healing, but use this thread.

    Thanks,
    JPG

  2. #2
    Updates

    • [PFRPG/3.5E] Encumbrance detail window added for carrying strength adjustment and carrying multiplier.
    • Modules owned by players but not GM were not available to manage on the GM screen. Fixed.
    • Modules previously loaded by players are not being loaded in the next session. Fixed.
    • The access setting of modules owned by players but not GM did not persist between sessions. Fixed.
    • Small resolution displays with Windows display scaling would not be able to show full window. Fixed.
    • Private shortcuts moved by GM on shared map would appear on player map instance. Fixed.
    • [5E] Sub-frames in combat tracker were overlapping field labels. Fixed.
    • [5E] NPC spells that trigger saving throws not appearing in CT quick cast entries. Fixed.
    • [5E] Script error when spell record dropped on locked NPC record. Fixed.
    • [5E] Bane spell saving throw not being parsed. Fixed.
    • [5E] NPC innate spellcasting trait not automatically adding spells to unlocked NPC records. Fixed.
    • [5E] Unnecessary warnings posted to chat window when adding the first spell to a PC sheet when PC is not a spellcater. Fixed.
    • [5E] Built-in effects missing conditional creature type checks for Prot. from Evil, Dispel Evil and Magic Circle. Fixed.
    • [5E] Certain NPC powers that used the phrase "against this magic" were not being treated as magical for Magic Resistance effect. Fixed.
    • [5E] Concentration effects applied to self would sometimes not be considered as concentration effects when taking damage. Fixed.
    • [5E] Standard equipment from modules not displaying in Item sub-lists. Fixed.
    • [5E] Extra fields added to Item sub-list and NPC sub-list windows when button pressed again before closing window. Fixed.
    • [5E] Script error when opening Item sub-lists when no item records available. Fixed.
    • [5E] Item templates showing incorrect fields based on Type field. Fixed.


    JPG

  3. #3
    This release should have minimal impact on extensions, if any. I've already checked nickademus's new effect removal extensions, and they don't overlap with my changes.

    Regards,
    JPG

  4. #4
    Scripts/Classes Changed

    CoreRPG
    • Window classes: reference_groupedlist (+script) (fixes)


    3.5E
    • Window classes: charsheet_inventory (button+script) (encumbrance)


    PFRPG
    • Scripts: DesktopPFRPG (add to default module sets)


    5E
    • Window classes: charsheet_inventory_contents (add name attribute), itemtemplate (script only), npc_main (script only), combattracker_host (positioning), ct_entry (script only), forgeitemtemplate (changed link type)
    • Templates: button_item_armor, button_item_weapon, button_npc_letter, button_npc_cr, button_npc_type, frame_ctsub, icon_ctsection
    • Scripts: Desktop5E (add to default module sets), DataSpell (fix automatic spell actions), ActionSave (fix self concentration effects), CombatManager2 (fix missing save value for spells in CT), ItemManager2 (new function for item list visibility), PowerManager (remove unneeded warnings on PC spell add, fix for NPC innate spellcasting trait parse, and identification of NPC magic abilities ("against this magic"))


    Cheers,
    JPG

  5. #5
    Quote Originally Posted by Moon Wizard View Post
    This release should have minimal impact on extensions, if any. I've already checked nickademus's new effect removal extensions, and they don't overlap with my changes.

    Regards,
    JPG
    Kudos. I'm hoping with the new technique that this will always be the case.
    I never claimed to be sane. Besides, it's more fun this way.

  6. #6
    Nevermind. You're on it.
    I never claimed to be sane. Besides, it's more fun this way.

  7. #7
    Quote Originally Posted by Moon Wizard View Post
    Scripts/Classes Changed

    CoreRPG
    • Window classes: reference_groupedlist (+script) (fixes)


    3.5E
    • Window classes: charsheet_inventory (button+script) (encumbrance)


    PFRPG
    • Scripts: DesktopPFRPG (add to default module sets)


    5E
    • Window classes: charsheet_inventory_contents (add name attribute), itemtemplate (script only), npc_main (script only), combattracker_host (positioning), ct_entry (script only), forgeitemtemplate (changed link type)
    • Templates: button_item_armor, button_item_weapon, button_npc_letter, button_npc_cr, button_npc_type, frame_ctsub, icon_ctsection
    • Scripts: Desktop5E (add to default module sets), DataSpell (fix automatic spell actions), ActionSave (fix self concentration effects), CombatManager2 (fix missing save value for spells in CT), ItemManager2 (new function for item list visibility), PowerManager (remove unneeded warnings on PC spell add, fix for NPC innate spellcasting trait parse, and identification of NPC magic abilities ("against this magic"))


    Cheers,
    JPG
    Thanks for these kind of change logs. They are tremendously helpful!
    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset FGU Reference Module, or Web.
    Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
    Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.

  8. #8
    i LOVE how quickly you guys update things!
    FGU Standard License Holder.

    Currently Running:

  9. #9
    Ikael's Avatar
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    SavageWorlds v4.5 maintenance update 1

    SavageWorlds v4.5 maintenance related updates


    SavageWorlds ruleset
    [Improvement] If encounter combatant doesn't have token, letter token will be used
    [Improvement] Effect expiration messages updated
    [Bug] Encounters does not populate combatant names correctly. Fixed
    [Bug] Vehicles should be able to sustain three wounds. Fixed
    [Bug] Tokens are not considered adjacent if they have size greater than one. Fixed
    [Dev] CombatManager and TargetingManager overrides refactored


    The Sixth Gun
    [Bug] Auto-apply fatigue was broken. Fixed
    [Bug] Arcane skill registration was missing linked attribute. Fixed
    [Bug] Arcane background registration override the whole arcane script. Fixed


    Millenium Knights
    [Dev] Announcement text added


    Shaintar: Legends Unleashed
    [Dev] Factions button registration updated
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  10. #10
    i use a 50inch 4k TV as my monitor i also used a 40inch 720p tv as my monitor before the current version has major scaling problems but this new test version works right with highdpi enabled with 100% scaling but if any other scaling % is used its all messed up and cut off. it looks like something was fixed but still not complete yet. the only listing i saw on the forum was problems with duel monitors and ive never used more then one but i do use large smart tv's as my monitor.

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