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  1. #121
    Hey guys,

    v1.05 has been pushed to SmiteWorks:
    Changelist v1.05:

    Bugfixes:

    * There was two "Lacquered Silk Cuirass" in items

    * Armor modifiers were not parsed correctly. Flexible did not seem to work correctly.

    * Man-at-arms adept was not really applied correctly. It now blocks the negative effect armors have on defense.

    * Some fields in equipment was wrongly editable.

    * Berserk did not accurately set your defense attribute modifier to 5 when using berserker att novice/adept.

    * Poisonous duration is no longer 1



    Features:

    * Some page ref links were missing and are now added correctly.

    * The feature that moves the cursor from one field to another on the character sheet now moves in a more expected way.

    * Abilities are now correctly editable when dropped into an ability list that was set to editable.

    * The tables and vehicles buttons were updated.

    * Actions in abilities are now editable if you go to the ability-link in the character sheet.



    NOTE: Because of the changes that have been done with the editable actions (which still has some minor features to go), it would be wise for you to remove+add all the abilities/traits/mystical powers/rituals for your characters. This is because the ability is now completely copied instead of referenced from the instance in your character sheet. There are probably some undetected bugs with the new action-editing, and it doesn't fully cover all the features but more of them will be added to the system as we go.

  2. #122
    It seems this didn’t get into today’s update.
    The past is a rudder to guide us, not an anchor to hold us back.

  3. #123
    Did you try the test-branch? It should say v1.05 when starting up the chat then it's correct.

    SW mailed me about the recommended remove/add and suggested a way to handle that automatically. Unfortunately that method didn't work out, so I guess I'll try to look into this tomorrow morning and see if I can do the fix in the init of the element instead... although the only difference is that if you don't re-import your abilities/traits - the only thing that happens is that you can't edit them with the new action-editor.

  4. #124
    I run from the Live branch, I am not into experimenting with Dev/Test one for now.
    The past is a rudder to guide us, not an anchor to hold us back.

  5. #125
    New here in the forum. Starting to prep my first FG Symbaroum campaign, and using the Copper Crown Trilogy for that. The designer promised that they were working in some "unnamed" module that we should know what it is (and yes, we know). Any ETA on the project?

  6. #126
    Two things to report:
    1. The NPCs can't roll from their character sheet. The game in general requires players to roll, but under certain situations the NPCs have to roll as well. It will be convenient if you make the attributes entries rollable in NPCs panel.
    2. Table 22 is missing. Check the attached screenshot.
    Attached Images Attached Images
    The past is a rudder to guide us, not an anchor to hold us back.

  7. #127
    Pauloralves: Hi and welcome! Unfortunately we don't have any ETA on the project. It's going really well and a lot of the work has been done. There's still a lot to do and we're expecting some heavy amount of work from our day-to-day jobs the following two weeks. Progress during these weeks could be a bit slow :/

    Hi again Valyar! Thanks for the bug reports!
    In regards to 1 - the GM / NPC's should never roll any die in Symbaroum. The players should instead roll the die for the npc manually, and the GM should consider if it's a success or not. However - for simplification and ease of use I completely agree with you. I'm adding it on our tracker as a future feature that is toggleable from the options!

    I'm also adding the bug in regards to 22 to our tracker, thanks!

  8. #128
    Hi,

    v1.06 has been pushed to SW! Please check the second post for patchnotes!

    EDIT:
    Oh also, this one will be pushed to the LIVE branch in approximately one week if everything goes well!

    Cheers,
    Simon

  9. #129
    Hi all,

    V 1.07 has been pushed to SW! Here are the patchnotes (also appears in second post).

    Changelist 1.07:

    * Corruption is now rolled correctly for mystic powers (and modified by wizardry/witchcraft/teurgy)

    * Maps should no longer have all links shared by default

    * Survival Instincts adept has been implemented

    * Blight Born in Promised Land has correct armor calculated now. Armor calculations in general was diverging between rolls, npc sheet and combat tracker, this has been fixed.

    * Table 22 in core rulebook has been added

    * Characters are now automatically knocked prone if they take more damage than their pain threshold

    * Characters that are knocked prone automatically receive advantage.

    * Weapon / armor modifiers have been documented on the wiki.

    * A permanent corruption roll automatically happens when you pass your corruption threshold. (toggleable by options)

    * The items list is now categorized and can be sorted.


    Best regards,
    Simon

  10. #130
    I am looking forward to this update, as the current production (Live) is still 1.05. I got update of the ruleset today, but when I launch game it still says 1.05.
    The past is a rudder to guide us, not an anchor to hold us back.

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