Thread: Lankhmar Feedback & Updates
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June 4th, 2021, 14:08 #81
- Join Date
- Mar 2017
- Posts
- 577
I realize that is more work on you folks on the development side but some of us on the consumer side still love FGC over FGU. It's a much more stable program to use and rarely has the bugs I run into on the FGU side. When I do run FGU, I often use FGC to build the campaigns to carry over to FGU. In fact, all of my SW games are FGC only. I only use FGU for PF and D&D. If FGC had the new FGU map features, I would otherwise never use FGU. I am personally grateful for the work you continue to do on it.
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June 4th, 2021, 14:20 #82
Posted yesterday in Discord by Doug (it's possibly here on the forum too; I didn't look):
Beginning on June 24, 2021, Fantasy Grounds Classic will no longer receive any product updates or DLC releases. Please consider upgrading to Fantasy Grounds Unity.
Edit: Official forum announcement was made a few minutes ago...Last edited by Talyn; June 4th, 2021 at 14:27.
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June 4th, 2021, 20:23 #83
Good news all around methinks. Apart from the Community Devs having to push the FGC finals....
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June 12th, 2021, 18:22 #84
Considering dropping the Lankhmar font (Windlass) from the product before the 24th... opinions?
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June 12th, 2021, 18:50 #85Got a Bug - Click & FOLLOW the procedure here, it will save time
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June 12th, 2021, 20:16 #86
Readability mainly. Generally speaking, I like the font, especially in the physical books, but I'm growing less and less convinced that Windlass works as well on FG.
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June 12th, 2021, 20:19 #87
My vote would be to keep it, it's part of the theme for the setting.
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June 19th, 2021, 14:54 #88
Player's Guide (SWADE)
- [Fixed] Lantern item linked to the wrong Hazard rule
- [Fixed] Typo on FG Edition Notes refpage
- [Updated] Powers revised from updated SWADE PG, including effects and modifiers, except the Additional Recipients and Area of Effect modifiers that are specifically not used in Lankhmar.
- [Fixed] Powers locked
- [Added] Disguise and Fly powers added
This will be the final update for Classic. I was hoping to get more done but we're extremely understaffed at work and I just didn't end up having the time to finish all the bits I wanted to do before the cutoff on the 24th. I have not uploaded this patch yet, as I am awaiting confirmation from @Ikael on the effects for two of the Lankhmar powers, but it will be uploaded by end of today one way or the other.
Note about the modifiers: just as they do currently already, the updated modifiers read the same as the SWADE powers, ie. they're expressed in Power Points. Per the Lankhmar rules, simply convert those into Casting Modifiers with the same number, just negative. In an ideal world, I would like to have those re-written purely in Casting Modifier terms but that's a larger project and would require approval from PEG for the re-writes since it's their copyrighted material. For the new Lankhmar powers, I added the generic (per SWADE) Range modifier to any power with a range greater than Touch. Disguise and Fly were my choice, and they are not on the Lankhmar power list but seemed like they'd fit in with the setting and were not overpowered or pewpew battlemage spells. Fly could be debatable, and I can always remove them in a later patch if GMs decide they don't fit.
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June 29th, 2021, 20:13 #89Got a Bug - Click & FOLLOW the procedure here, it will save time
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June 30th, 2021, 15:04 #90
I'm seeing the same behavior. The powers are there and can be seen in the master Powers window but they're not populating on the list in the Player Guide links. I'm looking into it.
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