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  1. #101
    Okay. Found that thread now. Will do.

  2. #102
    Please allow me to complain about the new 2E combat tracker.

    Rather than take the standard internet approach of doing my best impression of a rabid lion receiving a proctological exam, I'll attempt to keep this to constructive criticism.

    Meet Asheria, an intrepid first level wizard with a desire for adventure, loot, and a lifespan exceeding 5 minutes in her first dungeon.
    Asheria.png

    Asheria has a wonderful spellbook, and the memory capacity of a Commodore Vic 20, having 1 spell available.
    A look at the new combat tracker shows me that spell is ... um ... let's just see here ... Oh, it's magic missle. The one with a "x1" in the middle of the text.

    That wasn't too bad.
    Until she's 18th level, with upwards of a hundred spells in her spellbook, of which one or two of each level is memorized and the combat tracker becomes a giant Wall 'O Text.

    Could we please have the ability back to turn off display of spells that aren't memorized?
    Do it for Asheria.
    Do it for the children.

    Or maybe just please do it for my sanity?
    Thanks.

  3. #103
    The reason I did not "hide" unmemorized spells is because NPCs do not NEED to memorize them to use in many cases and a lot of the spells on npcs in various products have the spells present for them but do not memorize.

    However, PCs are their own thing which I'm guessing is what you're referring to and in 99% of the cases DM will not be using spells from a PC... NPCs will have books but will only ever have a set number ready to use so are not loaded onto the NPC proper (or shouldn't be).

    I did test out having spells hidden that were not memorized but I quickly saw how, as a DM, I didn't like it being removed for various reasons, one of which was if you cast and then need to do damage...

    PCs on the other hand will always present their own issues and more than once I came close to not showing their actions in the CT for that reason like most of the other rulesets do... but, I think having it there is better than not even with those issues.
    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    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.

  4. #104
    At first I was against it (the way you did CT-new things bad!) but after playing a game it actually speeds up combat quite a bit. Especially with a new player to FGU. Plus you can see stuff without having to open their character sheet. I saw the same thing with spells but the player can just use their powers tab.

  5. #105
    Is this the right place to report an apparent bug?

    I'm playtesting (no players connected) so this is just the DM view.

    If I roll damage from the character sheet action tab damage box, it works correctly, rolling 1d8+6 (blue box in attached image).
    If I roll damage from the combat tracker DMG button bracket thingie (the technical term) it instead rolls 1d8+4 (red box in attached image).
    Error.png

  6. #106
    Quote Originally Posted by RespawningPleaseWait View Post
    Is this the right place to report an apparent bug?

    I'm playtesting (no players connected) so this is just the DM view.

    If I roll damage from the character sheet action tab damage box, it works correctly, rolling 1d8+6 (blue box in attached image).
    If I roll damage from the combat tracker DMG button bracket thingie (the technical term) it instead rolls 1d8+4 (red box in attached image).
    Error.png
    it was reported in discord, I am planning to look into it this weekend. Missed this because most people do not run pc powers from the CT as the players do it from their end.
    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    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.

  7. #107
    Quote Originally Posted by celestian View Post
    it was reported in discord, I am planning to look into it this weekend. Missed this because most people do not run pc powers from the CT as the players do it from their end.
    Found the issue, was not properly applying the weapon prof adjustments to weapons in the CT.
    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    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. #108
    When correcting a bug found in the ruleset using FGU Auras I also noticed this.



    FGU ignores .5 distances.

    Because of that... auras will trigger if you're "just" outside of them also (i.e. your range == aura range) in FGU.

    In FGC we don't have to do that but if I do not, in FGU it wont work in you're half-in (in the above example you'd still be 10 ft away) the aura. Because of the way FGU measures (ignores .5) then I had to set it to trigger when "touching" distance also.

    This is mostly an FYI.
    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    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.

  9. #109
    There is an update on the Test channel that contains the updated version of the ruleset for the new 2021-02 updates coming out. 99% of the changes to that are developer updates. Meaning, you guys will not notice most of the changes but they are very deep in the system so could cause unforeseen issues if everything was not addressed as needed.

    Because of that I'd like to ask if you can please try the Test channel out and see if things do work as expected. Make SURE to not run it on any of your actual campaigns (copy the campaign folder to another name and use that for testing). Always always always backup your important data. I do not expect there will be any issues but, always backup.

    There are some changes in this, specifically more to try and improve performance when you have a lot of tokens (even ones not active in the CT) on the map. I've implemented a new "cache" system and for me it seems to be a big improvement. I will test further but I am hoping this opens the door a bit wider so that you can use the active/deactive tokens on larger maps with lots of encounters.
    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    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.

  10. #110
    There was a discussion in discord one day about "I really would like to be able to have a point blank range for missile specialist." and it got me thinking how to do that.

    The update for this should be available April 27th.

    The effect works like this: IFT:RANGE(30);ATK:2

    If the target is within ## range it applies the following effects. In this case, +2 to hit. In the screen shot below you can see it applies the [EFFECTS +2] on one of the creatures but not the other because its > 30.

    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    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.

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