Thread: Test Release v3.2.0
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June 23rd, 2016, 23:37 #71SmiteWorks
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Updates
- [5E] Added CR and Type filter options to NPC campaign list.
- [5E] Added Type filter option to Item campaign list.
- [5E] Added Spell record type, list and filters.
- [UPDATER] Unable to switch fully back to beta mode after switching to beta then live mode first. Fixed.
- [4E] Combat advantage button in modifiers window incorrectly stacking with GRANTCA effect. Fixed.
- [DEV] windowlist: Events for onListRearranged(true) and onListChanged will be accumulated and fired once.
Cheers,
JPG
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June 24th, 2016, 01:08 #72SmiteWorks
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Updates
- [5E] Added Backgrounds, Classes, Feats, Races and Skills to campaign lists. These are read-only lists, and can not be used to enter information.
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June 25th, 2016, 08:26 #73
2nd-level spells dragged onto Actions tab are not being categorized as Spells (Level 2), although a group appears with that name. The spells are all in one group under Spells (Level 1).
[Edit]: If I go into the tab of any 1 of the level 2 spells and change it to level 3 ALL the Level-2 spells appear under the Spells (Level 2) category. I then get an empty Spells (Level 3) group header.
The magnifying glass in the heading of each group is not working (nothing happens when it is clicked).
5e v 3.2.0
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June 26th, 2016, 23:47 #74Grand Patriarch
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Hi Moon Wizard,
Another awesome update, thanks.
I was playing with the Call of Cthulhu languages and cannot make them work in the 3.2 test build.
No matter what I do, I cannot see any languages appear in the chat selction box.
I have debugged a little and see that the new code is being used to populate the spoken languages (and percentages) from the skills but the dropdown is never populated.
Have I not got all of the updates or am I missing something?
Cheers,
Ian
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June 28th, 2016, 08:11 #75
Is it just me, or is everyone noticing that the 4E Ruleset seems to be taking an awful long time to load (and unload back to the FG Launcher) - a lot longer than any other Ruleset (it feels like about twice as long).
Dulux-Oz
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June 28th, 2016, 19:54 #76SmiteWorks
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ianmward,
There aren't any definitive language lists in Call of Cthulhu, so I wasn't sure what to put here and then I forgot to follow up on it.
From what I can tell from the 7E PDF, here are the languages I found mentioned:
* Base: English, German, Dutch, Russian, Czech, Polish, Swahili, Zulu, Yoruba, Arabic, Greek, Burmese, Laotian, French, Italian, Chinese, (and a lot of etc.)
* Ancient: Phoenician, Latin, Egyptian, (ancient tongue)
* Special: Aklo, Hyperborean, Naacal, Ghoul, Muvian
So, I didn't want to try and dump a bunch of languages in the list that wouldn't be used. Any thoughts?
* Top 30 languages perhaps? (Mandarin Chinese, Hindi, Spanish, English, Arabic, Portugese, Bengali, Russian, Japanese, German, Panjabi, Javanese, Korean, Vietnamese, Telugu, Marathi, Tamil, French, Urdu, Italian, Turkish, Persian, Gujarati, Polish, Ukrainian, Malayalam, Kannada, Oriya, Burmese, Thai)
* Top languages from Wikipedia? (English, Mandarin Chinese, Hindustani (Hindi-Urdu), Arabic, Spanish, Russian, Portuguese, Malay, French, German, Bengali, Japanese, Lahnda (incl. Punjabi), Persian (Farsi), Swahili, Tamil, Italian, Javanese, Telugu, Korean, Wu Chinese, Marathi, Turkish, Vietnamese, Yue Chinese, Egyptian Arabic)
* Top languages learned in US? (English, Spanish, French, German, Sign Language, Italian, Japanese, Chinese, Latin, Russian, Arabic, Greek, Hebrew, Portuguese, Korean)
* Any definitive lists of "special" CoC languages?
dulux-oz,
I just tested on my machine. Here are the load times for a new campaign in the D&D rulesets: (3.5E - 7s, 4E - 8s, 5E - 10s)
Perhaps you have a large number of modules or graphics in those campaigns?
Regards,
JPGLast edited by Moon Wizard; June 28th, 2016 at 19:58.
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June 28th, 2016, 20:13 #77SmiteWorks
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Updates
- [PFRPG] Core modules updated to allow usage in new campaign lists.
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June 28th, 2016, 20:37 #78SmiteWorks
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Updates
- [PFRPG/3.5E] Added Spells to campaign lists.
- [PFRPG/3.5E] Added Classes, Feats, Races and Skills to campaign lists. These are read-only lists, and can not be used to enter information.
- [CnC] Added Spells to campaign lists.
- [CnC] Added Classes and Races to campaign lists. These are read-only lists, and can not be used to enter information.
- [DEV] Interface: onWindowOpened and onWindowClosed events will be called when a window is soft closed.
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June 28th, 2016, 23:29 #79Grand Patriarch
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That's what I thought but I wanted to be sure.
Given that there are hundreds of languages, I'm not sure it makes sense to limit them.
In my 7e work, I wrote some code to automatically update the list of available languages based on which skills were around. It works for PC skills (haven't extended it NPCs yet) but is a bit messy and I haven't updated it for the cool new obfuscation in 3.20.
What do you think? Is it better to hard code a list of available languages or to dynamically build it from the characters' skills?
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June 28th, 2016, 23:50 #80SmiteWorks
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I think it's better to hard code a limited set of languages (<50) that reflect the most common usage for CoC, and let GMs add additional languages to their campaign (similar to how I would suggest people add campaign specific languages for any D&D campaign).
What do you think about these as the default?
* Current: English, German, French, Italian, Spanish, Portuguese, Russian, Swahili, Arabic, Greek, Chinese, Japanese, Korean
* Ancient: Latin, Egyptian, Hebrew
* Special: Unknown (see below)
Does it make sense to specify any of the special languages, given that the players will rarely speak them? Or just add an Unknown option to let the GM speak in any unknown language?
That makes 16 plus a generic "Unknown" language, which makes it a manageable default size list.
If adventurous, we could add extensions to add additional languages for specific settings as needed. But, I figure that's a future endeavor.
Thanks,
JPG
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