Thread: Test Release v3.2.0
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October 15th, 2016, 23:13 #471
We have a bunch of the Savage Worlds stuff queued up to release on Steam as soon as we release 3.2. It doesn't make sense to release them now and then almost immediately do a massive replacement/update for them all. It should be there by mid-November at the absolute latest.
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October 15th, 2016, 23:18 #472
They will be featured pretty heavily within Volo's Guide and I just finished writing a bunch of them for use within the DMG update that will go with 3.2. I had to rework a handful of tables in the DMG, but they work pretty nicely now.
There are 17 available within the DMG Update. I plan to do a video walkthrough next week for these.
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October 17th, 2016, 14:10 #473

Crusader
- Join Date
- Oct 2015
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This weekend I found a bug where if I(the gm) was in the middle of moving a PC token on my map and then a player moved that same token that it would end up not allowing me to approve their moves nor could I select and move that token any longer.
Steps to reproduce:
1) Lock Tokens
2) The GM click on a PC's token and start moving it (not releasing the mouse button to finalize the move
3) The client (PC player) moves their token and get the customary distance line that must be then approved by the GM
4) The GM then releases the mouse button to complete the move of the token
5) GM can no longer select and move that token on the map, but the player can continue to move it for approval though the GM never see's those lines to approve.
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October 17th, 2016, 14:44 #474
Some expanded info on story templates.
As a simple example, try this scenario:
Create a table name NPC First Names and fill it with 4 names.
Create a story Template that has something like this
Name: Sample Story template
Introduction
[NPC First Names] walks to the head of the bar and greets you.
Then click the Generate Story button. You will see it create a new story record that says something like Bob walks to the head of the bar and greets you. You could expand it further if you had a table full of weapons and then wanted to roll on a chart to see what weapon the NPC is carrying.
Name: Sample Story template
Introduction
[NPC First Names] walks to the head of the bar and greets you.
NPC Inventory:
[NPC Weapon List]
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October 17th, 2016, 15:01 #475If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 17th, 2016, 15:33 #476
Here's a screenshot of the kind of thing Doug is talking about in his post above.
The template is on the right and the story entry which it generates is on the left. On the right the template is calling the tables named in the square brackets. The Tavern Name one is pulling information from the random Tavern name generator in the DMG.If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 17th, 2016, 15:55 #477
Found a bug with the new /importnpc feature. The NPC's imported do not show up in the list until I exit the campaign, return to the campaign selection screen, and re-select the campaign. This occurred in the 3.20 version, 3.5 ruleset, no extensions loaded.
To recreate:
- Start a new 3.5 campaign
- Import an NPC using the /importnpc command
- Open the NPC window - no NPC's are visible
Note that if you exit the campaign and restart it, the NPC shows up.
I have attached an NPC record for your convenience in testing this.
Regards,
~P
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October 17th, 2016, 16:30 #478
Thanks Doug and Zacchaeus, that clarifies Story Templates for me. Zacchaeus, is your example going to end up in the wiki? Maybe even as a module? Would be very informative for users down the road.
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On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
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October 17th, 2016, 16:55 #479
Agreed, that's why I suggested a module for the community earlier. Personally, I learn better from looking at the actual XML, and using it rather than a wiki post which is usually a combination of being too technical in language while simultaneously being too vague with the information I'd need to use.
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October 17th, 2016, 17:07 #480

Crusader
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