Thread: Test Release v3.1.3
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October 8th, 2015, 00:50 #1SmiteWorks
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Test Release v3.1.3
Note: As always, please make a backup of your FG data folder before updating and opening campaigns with a test release.
Please see the sticky thread on public testing if you want to be involved. The Test mode slot (available via the FG Settings dialog) contain this version right now.
We're a small company so we rely on our community to help sound out each new release. Thanks in advance to all those who pitch in.
Thanks,
JPG
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October 8th, 2015, 00:51 #2SmiteWorks
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Current Updates and Fixes
- [UPDATER] FG store purchase list is now scrollable, and will display 5E products as well.
- [UPDATER] If Steam DLC option checked and unable to access Steam, update will fail instead of removing installed Steam DLC content.
- Image links (i.e. pins, shortcuts) can be shared with players. When shared, the share state of the linked record will mimic the parent record.
- Formatted text links can be shared with players. When shared, the share state of the linked record will mimic the parent record.
- Image and formatted text links can be shared via the radial menu or by holding SHIFT and left clicking on the link/pin.
- Removed module force load option.
- Image links are now visible by default, and can be disabled via the radial menu.
- [CoreRPG+] Language feature added to chat window.
- [CoreRPG+] Hidden turn order option added.
- [CoreRPG+] Quest records added to CoreRPG layer as full-fledged campaign records available via link from Stories list.
- [CoreRPG+] Chat entry box will resize as you type (up to 8 lines of text), and has a scrollbar.
- [CoreRPG+] Changed chat portrait size from 30 to 40, and changed portrait token size from 50 to 100.
- [CoreRPG+] Store button added to library, token, image and portrait windows.
- [CoreRPG+] Updated options sidebar button graphic.
- [CoreRPG+] Math and dice expressions within brackets will be evaluated in table results.
- [CoreRPG+] Multiple rolls for follow-on tables in table results (use [#x] tag).
- [CoreRPG+] Parentheses in effects no longer stripped in CT summary and chat window.
- [CoreRPG+] Brackets in effects no longer generate error message when used.
- [5E/4E/PFRPG/3.5E] The TYPE conditional effect trigger has been changed to use OR logic instead of AND logic for types separated by comma.
- [5E] Creatures with the Avoidance or Evasion effect will "evade" damage, instead of being untargeted.
- [5E] Classes with more than one hit die per level are now supported, including ability to roll each hit die independently when resting.
- [5E] Default diagonal distance is set to 1 square (per DMG).
- [5E] House rule option added to adjust diagonal distance to 5 feet then 10 feet (per DMG optional rule).
- [5E] House rule option added to increase number of inspiration slots available per PC.
- [5E] Pact magic and Spellcasting spell slots are now separate on the actions tab. Pact magic spell slots refresh on short rest.
- [5E] Added healing variant rules for Healing Surges and Slow Natural Healing from DMG.
- [5E] Spell effects that granted extra damage are now set to apply to self automatically.
- [5E] Rarity field added to item sheets.
- [5E] Some spells that did not parse correctly have been overriden with a fixed list of actions when adding to PC sheets.
- [5E] Special handling of Dwarven Toughness, Draconic Resilience and Tough feat added for hit point calculations.
- [5E] Spell duration field will be checked when parsing spells to determine duration of effects generated.
- [4E] The Second Wind power automatically added to PCs will now self target the heal ability of the power. Only applies to newly created PCs.
- If image files with multiple uncondensed whitespace in the file name were used, image record changes would not be saved. Fixed.
- [CoreRPG+] Characters using default portrait token when exported would use wrong or missing portrait token on import. Fixed.
- [5E/4E/PFRPG/3.5E] The SIZE conditional in effects was treating all NPCs as Medium size in some situations. Fixed.
- [5E/PFRPG/3.5E] Commas within TYPE, SIZE and ALIGN conditional parentheses would cause these conditionals to be bypassed. Fixed.
- [5E] Ability specific effects (STR, DEX, ...) not being applied to saving throws. Fixed.
- [5E] Wood Elf Fleet of Foot speed adjustment not being applied. Fixed.
- [5E] DMGTYPE effects not being applied to untyped damage rolls. Fixed.
- [5E] Wounded and Bloodied conditional effect operators not working. Fixed.
- [5E] Using the decal extension for PotA would remove decal options for HotDQ. Fixed.
- [5E] Paladin smite spells were incorrectly generating a spell attack action. Fixed.
- [4E] Script error when multiple resist effects and at least one resist effect was vs. all damage. Fixed.
- [4E] The SIZE/TYPE/ALIGN conditionals were not being parsed correctly unless size/type/align were lowercase. Fixed.
- [PFRPG/3.5E] Spell CLC check button not using targets. Fixed.
- [PFRPG/3.5E] Spell CLC check not removing targets on CLC check failure when remove on multi-target miss option used. Fixed.
- [PFRPG/3.5E] Recursive script warnings when adjusting ability scores after viewing actions tab. Fixed.
- [PFRPG] Ability bonus penalty due to ability damage not being calculated correctly for rolls affected by effects that adjust ability bonus. Fixed.
- [CoC] Unable to drop NPC on character list for conversion to PC. Fixed.
- [CoC] Conversion of NPC to PC was not handling skills correctly. Fixed.
- [FateCore] Lots of script warnings about ignored height tags. Fixed.
- [DEV] All controls fall back to "defaultstringcontrol" and "defaultnumbercontrol" fonts if none defined.
- [DEV] Interface: Added isFont, getFonts, isFrame, getFrames, isIcon, getIcons
- [DEV] User: Added getActiveIdentities
- [DEV] imagesettings: Added global tag and subtag (shortcut)
- [DEV] textsettings: Added subtags (icon, font)
- [DEV][CoreRPG+] Drop down templates moved to CoreRPG layer.
- [DEV][CoreRPG+] Added new public link icons for images and formattedtext controls
- [DEV][CoreRPG+] Added new radial menu icons and menu text for public links in images and formattedtext controls
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October 8th, 2015, 00:51 #3SmiteWorks
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Developer Notes
This version makes some changes that ripple across all of the rulesets, as well as a good number of fixes. Most extension makers will want to take a look at the changes to see if it impacts their code. This version mostly replaces the chat language extension. (Just doesn't include fonts we don't have license or permission to use.)
I've documented all the files changed in this cycle, in case that helps the extension/ruleset developers out there.
Special Notes For Ruleset Developers
- Multi-line chat entry feature requires changes to chatbox frame graphic, chatbox frame definition, chat windowclass and local mode chat windowclass
- Shared pin/link feature requires addition of shared pin graphic, shared link graphics and radial menu public/shareable link toggle graphics
CoreRPG Scripts
- Global (ActionEffect, CampaignDataManager, CombatManager, CombatManager2, EffectManager, ExportManager, GameSystemManager, ItemManager, OptionsCore, OptionsManager, StringManager, TableManager)
- Linked (ct/scripts/clientct_entry.lua, ct/scripts/clientct.lua, desktop/scripts/chat_entry.lua, desktop/scripts/chat_window.lua, utility/scripts/module_selectionentry.lua)
CoreRPG XML
- / (base.xml, gameelements.xml)
- campaign (campaign_images.xml, campaign_story.xml, record_char_notes.xml, template_char.xml)
- common (template_common.xml, template_records.xml)
- ct (ct_client.xml, template_ct.xml)
- desktop (desktop_classes.xml, desktop_panels.xml, template_desktop.xml)
- graphics (graphics_fonts.xml, graphics_frames.xml, graphics_icons.xml, graphics_radial.xml)
- ps (ps_order.xml)
- strings (strings_campaign.xml, strings_common.xml, strings_utility.xml)
- template (template_campaign.xml)
- utility (template_utility.xml, utility_library.xml, utility_misc.xml, utility_modules.xml, utility_options.xml)
5E Scripts
- Global (ActionDamage, ActionEffect, ActionRecovery, ActionSave, ActorManager2, CampaignDataManager2, CharManager, CombatManager2, EffectManager, GameSystemManager, PartyManager2, PowerManager, VersionManager2)
- Linked (campaign/scripts/char.lua, campaign/scripts/char_labelframetop.lua, campaign/scripts/item_main.lua, campaign/scripts/power_page.lua, ct/scripts/clientct.lua, ct/scripts/clientct_entry.lua, desktop/scripts/desktop.lua, ref/scripts/ref_summary.lua)
5E XML
- / (base.xml, gameelements.xml)
- campaign (record_ability.xml, record_char.xml, record_char_actions.xml, record_char_main.xml, record_char_notes.xml, record_item.xml, record_quest.xml, record_power.xml, template_campaign.xml, template_power.xml)
- common (template_windows.xml)
- ct (ct_client.xml)
- desktop (desktop_classes.xml, desktop_local.xml)
- graphics (graphics_buttons.xml, graphics_fonts.xml, graphics_frames.xml, graphics_icons.xml)
- ps (ps_main.xml, ps_xp.xml, template_ps.xml)
- ref (ref_basicclasslists.xml, ref_class.xml, ref_equipment.xml, ref_equipment_list.xml, ref_feat_list.xml, ref_magicitem.xml, ref_manual.xml, ref_spell.xml, template_ref.xml)
- strings (strings_5E.xml)
- utility (template_utility.xml, utility_dialogs.xml)
4E Scripts
- Global (ActionDamage, ActionEffect, ActorManager2, CharManager, CombatManager2, EffectManager, GameSystemManager, ItemManager2, PartyManager2, PowerManager)
- Linked (ct/scripts/clientct.lua, ct/scripts/clientct_entry.lua, ps/scripts/ps_xp_enclist.lua, ps/scripts/ps_xp_questlist.lua)
4E XML
- / (base.xml)
- campaign (record_quest.xml)
- ct (ct_client.xml)
- desktop (desktop_classes.xml, desktop_local.xml)
- graphics (graphics_fonts.xml, graphics_frames.xml, graphics_icons.xml, graphics_radial.xml)
- ps (ps_xp.xml, template_ps.xml)
- strings (strings_4E.xml)
3.5E Scripts
- Global (ActionEffect, ActionSpell, ActorManager2, CombatManager2, EffectManager, GameSystemManager, PartyManager2)
- Linked (campaign/scripts/char_actions_details.lua, ct/scripts/clientct.lua, ct/scripts/clientct_entry.lua, ps/scripts/ps_xp_enclist.lua, ps/scripts/ps_xp_questlist.lua)
3.5E XML
- / (base.xml)
- campaign (record_quest.xml)
- ct (ct_client.xml)
- desktop (desktop_classes.xml, desktop_local.xml)
- graphics (graphics_fonts.xml, graphics_frames.xml, graphics_icons.xml)
- ps (ps_main.xml, ps_skills.xml, ps_xp.xml, template_ps.xml)
- ref (ref_equipment_lists.xml, ref_spells.xml, template_ref.xml)
- strings (strings_35E.xml)
CallofCthulhu Scripts
- Global (CampaignDataManager2, CharManager, CombatManager2)
- Linked (ct/scripts/clientct_entry.lua, ct/scripts/ct_entry.lua)
CallofCthulhu XML
- / (base.xml)
- campaign (template_campaign.xml)
- ct (ct_client.xml, ct_host.xml)
- desktop (desktop_classes.xml)
- graphics (graphics_frames.xml, graphics_icons.xml, graphics_radial.xml)
Castles and Crusades Scripts
- Global (ActionEffect, CombatManager2, EffectManager, GameSystemManager, PartyManager2)
- Linked (ct/scripts/clientct.lua, ct/scripts/clientct_entry.lua, ps/scripts/ps_xp_enclist.lua, ps/scripts/ps_xp_questlist.lua)
Castles and Crusades XML
- / (base.xml)
- campaign (record_quest.xml)
- common (template_windows.xml)
- ct (ct_client.xml)
- desktop (desktop_classes.xml, desktop_local.xml)
- graphics (graphics_fonts.xml, graphics_frames.xml, graphics_icons.xml)
- ps (ps_main.xml, ps_xp.xml, template_ps.xml)
- ref (ref_equipment_lists.xml, ref_spells.xml, template_ref.xml)
- strings (strings_cnc.xml)
Numenera Scripts
- Global (CombatManager2)
- Linked (ct/scripts/clientct_entry.lua)
Numenera XML
- / (base.xml)
- ct (ct_client.xml)
- graphics (graphics_radial.xml)
Fate Core XML
- campaign (record_char_listitem.xml, record_char_main.xml, record_npc.xml, template_char.xml)
- ct (ct_client.xml, ct_host.xml)
Last edited by Moon Wizard; October 27th, 2015 at 13:08.
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October 8th, 2015, 01:58 #4Grand Templar
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Great work
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October 8th, 2015, 02:58 #5
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October 8th, 2015, 03:04 #6
Thanks Moon,
And yes, the new handler call in ItemManager should work well
Edit: But it doesn't
Bug Report
The following error is generated when dragging an item onto a PC's Inventory (tested as a GM, without any Extensions loaded)
Script Error: [string "scripts/manager_item.lua"]:15: bad argument #1 to 'ipairs' (table expected, got nil)
Sorry mate
CheersLast edited by dulux-oz; October 8th, 2015 at 04:45.
Dulux-Oz
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October 8th, 2015, 04:57 #7SmiteWorks
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The force load module option has been causing client crashes, due to the increased number of modules available and a limitation in the FG architecture on the client. Also, GMs were also force loading adventures to players, which is most likely not desired. The best course of action seems to be to disable the option.
I'm open to feedback on any of the changes, and I can evaluate from there.
Regards,
JPG
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October 8th, 2015, 05:11 #8
Wow, that's a huge list of fantastic changes! Can't wait to start playing with them.
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October 8th, 2015, 05:42 #9
Ah, I see. That makes sense. Anyway to preserve the aspect of the GM setting certain modules as visible in the library when the player first opens it. It really helps with new players and for GMs that use custom modules to cut down on the confusion.
I never claimed to be sane. Besides, it's more fun this way.
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October 8th, 2015, 06:55 #10SmiteWorks
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Yeah, I've been thinking about revamping library to include module activation.
Cheers,
JPG
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