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August 14th, 2020, 18:33 #641
I really should have subscribed to this thread earlier.
Is the first post the place to go to see if there's been an update and what's changed since the last one?
I am excited to see this come together, especially if the existing Star Wars material can be merged with it. It just so happens to be the system my group plans on sticking with regardless of genre.
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August 14th, 2020, 19:29 #642Saint
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- Apr 2009
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Oh unfortunatelly i did not keep all updates into one place... it is too much.
Every since i started, a lot changed. This project started as a simple "lets update the ruleset to work with modern FG", to a complete rebuild.
I think except for the dice rolling system which still has code from the wfrp3/star wars (but heavily modified), everything ended up new.
As soon as i am done (maybe in a couple of weeks or less) i will work on the star wars one.
I believe i can put a working star wars ruleset in a matter of days after that, since everything i have been doing, i do it thinking about it.
I will try to compile all new stuff in the first post, later
When we work on the new star wars, i believe Sevrick will put together modules containing data, the same way he did for genesys, so it will be all up and ready for playing
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August 14th, 2020, 19:35 #643
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August 14th, 2020, 20:41 #644Saint
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- Apr 2009
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August 14th, 2020, 20:48 #645
I just re uploaded them just incase. BTW I am almost finished with Secrets of the Crucible. It should be out sometime this weekend.
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August 15th, 2020, 09:44 #646
When you said you would do it later after work, I just meant that I wasn't working on anything so I wasn't in a hurry as I was just checking out progress and and stuff and when I got to RoT careers I didn't see any, but after your upload/re-upload, the RoT careers are there now. Awesome!
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August 15th, 2020, 12:45 #647Zealot
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- Sep 2016
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- 99
Wanted to congratulate you both on a fantastic job on this ruleset so far. I never thought I would see this ruleset updated, let alone improved, and the work on the modules cannot be underestimated either, they are so important to making the ruleset come alive (and helping people get up and running very quickly!). So great job by both of you.
I thought I would try them out, specifically using the Terrinoth extension to start with and see how things go. Any bugs, typos, will report back; hopefully won't repeat already known issues. I am using the lastest versions of the modules and rulesets/extensions (downloaded and installed today; 15th Aug 2020).
First off, the ruleset and modules are brilliant and things are working well for character creation etc.
Here are some things I have found:
Ruleset errors = NONE
Ruleset features (that I think may be missing):
1. Armor: soak-defence are not updated when the armor is set to equipped/unequipped in the inventory.
2. Actions Tab: Powers do not have a description/results field so you know what the effect/spell does.
3. Encumbrance: There is Total encumbrance (and adding a backpack does effect this, love this improvement), but there is no Maximum encumbrance for the character.
Modules:
1. Realms of Terrinoth: Bedroll is spelt Beadroll.
2. Genesys Core: Light Spear has Skill of Melee(Heavy), instead of Melee(Light)
3. Realms of Terrinoth: Crossbow using Melee(Heavy) instead of Ranged.
Suggestions (Only my thoughts, many may disagree, which is cool):
1. Combat Tab: Move the Initiative frame above the Combat Weapons frame.
2. Notes Tab: Move the Experience frame above the notes frame.
3. Abilities Tab, Talents: Maybe temporary, but add the Tier to the list and order by it. This makes it easy to see how many of each teir you have (the ranked ones put a spanner in the works on this, but it may still help)
It is quite possible you already know these and have fixed them, so sorry if I have duplicated already known stuff, but hopefully there is somthing above that is useful.
JoeLast edited by joeblack1863; August 15th, 2020 at 13:15.
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August 15th, 2020, 14:23 #648Zealot
- Join Date
- Sep 2016
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- 99
Another suggestion:
1. Combat Tracker. - Setback/Boost die assigned via combat to characters/monsters. I set up 4 effects in the effects table: Boost, Setback, Lower Difficulty by 1, Raise Difficulty by 1. For example, when the die results gives the option to "boost" another player I just drag and drop the effect "Boost" on to that player. When that players turn comes around, I can see I need to add the boost die to his roll. The nice thing is it also has a duration, so it will delete itself at the end of the turn (or you can remove yourself).
I personally prefer this over the original method in EotE, as it allows all effects to be used; e.g. you could add an effect of "dropped weapon", "out of ammo" etc.
JoeLast edited by joeblack1863; August 15th, 2020 at 14:28.
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August 15th, 2020, 15:01 #649
1. Fixed
2. Fixed
3. Checked and it said ranged for me. Open open your Campaign open the the Relms of Terrinoth Library, right click the crossbow and select revert changes and see what it says.
Thanks they will be changed in the next update.
Actualy there is. Click the button in the bottom left till you see display toggle it till you see summary.
As for the rest Johniba said that more automation would come later.Last edited by sevrick; August 15th, 2020 at 15:19.
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August 15th, 2020, 15:02 #650Zealot
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- Sep 2016
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POSSIBLE BUG/ERROR
While playing around with the Combat Tracker:
Dragging and dropping effects on characters.
Sequence to reproduce:
1. Open combat tracker with characters monsters in it.
2. Open effects window and drag on drop an effect on a character. (You may need to open the effects and drop directly on that as I found it was hit and miss dropping on to a character)
3. Drag a second effect on to the same character.
4. The following error should occur:
Script Error: [string "scripts/manager_string.lua"]:81: attempt to get length of local 'set' (a nil value)
This error prevents more than one effect from being placed on a character/monster in the combat tracker.
JoeLast edited by joeblack1863; August 15th, 2020 at 16:14.
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