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November 28th, 2020, 13:06 #1
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[Unity] SWADE bugs/clarifications
Hi,
I recently upgraded to FGU and I have the following issues for SWADE:
1) Players cannot see NPCs defeated (blood) markers (bug reported also here)
2) In FGClassic, SWADE showed the inches moved by tokens on map with a clear white number (well visible) when as GM moved them holding 'Ctrl' key. Whereas in FGUnity:
- I can't find a way to show inches moved by NPCs tokens on map.
- The inches moved by PCs are visible, but the graphic is not clear, since the inches are showed overlapping the token, with the colour of the PC dice: the inches are therefore scarcely visible, especially when dice colour and token colour/shape are similar..
3) Ammos are consumed also when the attack is re-rolled using a Benny: it's a bit annoying since the player must edit the ammo whenever it happens..
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November 29th, 2020, 07:41 #2
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1) I need to research generic tokens added to the map to see why the default settings might have changed. It's on my short list.
2) You need to use the Alt key to trigger planned token movement on the GM side when token locking is enabled. This is different than on FGC.
3) I'll pass on to SW developer.
Reagrds,
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November 29th, 2020, 21:32 #3
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November 29th, 2020, 23:37 #4
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Can you post a screenshot?
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November 30th, 2020, 12:22 #5
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I should wait for a session. Meanwhile, look (for a bare example) at this Immagine 2020-11-30 131439.png
The scarce visibility is even more emphasized when the dice colour is similar to token colour!
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December 1st, 2020, 00:26 #6
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Here is an example of scarce visibility of the inches moved (because overlapping the token): red.png
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December 1st, 2020, 01:46 #7
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I'm not following. I see the numbers for planned movement in both instances.
What are you seeing that is incorrect?
Regards,
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December 1st, 2020, 09:18 #8
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Last edited by Galdor; December 1st, 2020 at 09:21.
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December 3rd, 2020, 21:17 #9
Since the number is using the current character's die color, I have asked my players to choose bright die colors as a workaround.
I have no idea if it would work, but if the "number circle" on the pointer was the inverse of the character's color choice, i.e. die color for text and text color (black or white) for background, it would give better contrast.
It would also be great if the circle had a fixed scale so it would be readable even if you're zoomed out on a large map.
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December 3rd, 2020, 22:18 #10
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