Thread: Savage Worlds v5.3 released
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June 29th, 2021, 19:32 #11
That would be because the product was created for an older version of Savage Worlds Duluxe ruleset, that did not support changing the run-die automatically.
My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
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June 30th, 2021, 01:50 #12
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- Apr 2020
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I found a bug with the way the Night Vision equipment mod works.
I have a custom map that I made using tips I learned watching Josh's live stream on Saturdays, and added some extra textures. It looks great for Low Light vision (ability), Darksight (power) both work fine. But the night vision mod didn't look very good. I have some images and a video below.
Low light vision looks fine
Lowlight is ok.png
But Night Vision shows the transparent area on textures I added (dirt patches) are visible.
Night vision issues.png
I do have a 7 second video if you want to watch it. I can put it on my google drive or something similar.
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July 1st, 2021, 12:50 #13
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July 1st, 2021, 13:33 #14
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Wow. Losing the ability to collapse groups on the combat tracker is a bit of a killer for me. The interface was already somewhat difficult and clunky, and now maneuvering on the CT is even worse.
Last edited by Claybor; July 1st, 2021 at 17:28.
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July 1st, 2021, 18:42 #15
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Two things that would really help with the CT:
1) The ability to go from a token on the map to its item in the CT list. I can double-click an icon in CT and it moves me to that token on the map, but I can't go from the map token to the CT. When I have a token on the map, I have to hunt through the CT to find its entry. What about a right-click radial menu option, and/or a key + mouse click combo (e.g. alt+left click).
2) A search box at the top of CT, like we have in other lists (edges, gear). There's space for it at the top. This would help tremendously in finding characters. Filtering on a mob type means I could more efficiently see statuses, add effects, update conditions, etc.
These two tweaks would make the CT even more usable, and alleviate some of the unhappiness with the design changes.
And thanks Ikael for all the work on the CT. My whole group noticed it running more quickly.
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July 1st, 2021, 18:49 #16Got a Bug - Click & FOLLOW the procedure here, it will save time
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July 2nd, 2021, 10:22 #17
Users concerned regarding removal of CT group collapse feature are recommended to join v5.3.x beta testing and continue discussion there. You can find the beta discussion thread from here.
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Post your SavageWorlds ruleset feature requests and issue reports here!
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July 3rd, 2021, 06:30 #18
EDIT: I didn't see the new Beta thread. This seems fixed there
The Party Sheet troubles continue - bennies counters do not change dynamically as the characters gain or spend bennies.Last edited by Valyar; July 3rd, 2021 at 06:38.
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July 4th, 2021, 17:54 #19
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Ganging Up Issue
I noticed ganging up was not working quite like I thought it should. One issue looks to me the offsetting adjacent defender was not working. I tried it both squares and hexes. See attached screen capture.
The second item might be a rules interpretation. I always viewed the GU to be relative to the attackers. So if 2 attackers were Adjacent with a 3rd attacking from Reach, the two adjacent each got +1 Ganging Up bonus while the one with Reach got +2 (Reach guy does not add to others, but he gets the benefit of those adjacent). FGU is just providing the +1 GU to the Reach attacker in this example. But that might be different under SWADE. I did post a clarifying question to PEG to be sure.
https://www.pegforum.com/forum/savag...racters-part-2
Regard.
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July 10th, 2021, 18:08 #20
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