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May 25th, 2020, 14:22 #231
I anticipate releasing the latest ruleset update within the next couple weeks.
One of the updates allows the ruleset to handle random durations for spell effects (see post #221). Updating the spell actions that populate when you drop a spell to the character sheet has been an enormous task. The randomness of spells in DCC is fun, but this has made me wonder if they went a little overboard
I created a basic Spells tab for NPCs (see post #208), but I doubt this will be ready for the next update. Looking ahead to future updates, I have a few other features in mind... I really want to restructure class and skill records to incorporate level advancement data so custom classes don't sacrifice that functionality. It would also be cool if casting table results for spells were pulled directly from the spell description rather than relying on a database file. The dice chain CT effect mentioned above is another good one.
I appreciate all the feedback. Don't forget about DCC Days next month!
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May 25th, 2020, 18:59 #232
- Join Date
- Jun 2015
- Posts
- 14
That is great news. You are doing a wonderful job listening to and adapting the program to the needs of the users. I appreciate it.
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June 3rd, 2020, 12:05 #233
I anticipate that the next release will be available on June 16. Adding all the new spell effect actions with random durations was a big job, but it’s a nice feature. DCC Days Online is running from June 11-14, and I don’t want to drop a bunch of updates on judges right before a big event.
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June 4th, 2020, 01:15 #234
Awesome new content Leo! Thanks for all the work. I’m looking forward to running a funnel for DCC Days Online! And I was able to get into two games; one run by Michael Curtis and the other, a Dark Trails game run by David Baity!
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June 7th, 2020, 15:19 #235
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June 7th, 2020, 15:30 #236
Since I am holding up the next release until after DCC Days, I am going to add the 'Spells' tab to the NPC record. It will take me a little more time to update the combat tracker to display the spells in the NPC entry, but it's progress at least.
I should also be able to set up parsing of the casting result chat message directly from the spell description. No more need for the custom spells extension, which will be very nice!
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June 7th, 2020, 20:17 #237
Awesome! Yes it will be very nice to be able to add new spells easily!
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June 12th, 2020, 20:58 #238
- Join Date
- Jun 2016
- Posts
- 28
Hello, just wanted to draw your attention to an issue I reported in the main FGU forum that seems to be specific to the DCC ruleset under Unity. In FGC, you can drag and drop features into the feature list on a character's abilities tab, e.g. from the class features list in a class entry or even from one character's feature list to another. This does not appear to be working in FGU, where the only way I've been able to successfully get a feature onto a character (other than manually typing one in) is by dragging a class onto them, which auto-adds all the level-appropriate features for that class. This behavior is working in both FGC and FGU for other rulesets, such as 5e.
https://www.fantasygrounds.com/forum...-Features-list
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June 15th, 2020, 22:47 #239
I have attempted to get in contact with the developer to investigate your bug.
Dominic Morta
Ruleset Developer
Smiteworks
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June 16th, 2020, 23:20 #240
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