Test Release v3.3.2
by , September 11th, 2017 at 07:56 (9500 Views)
Updates
- Main window and desktop panel positions saved on exit, and restored on start.
- Sharing state of read-only module content will be remembered between sessions.
- Campaign passwords can be changed during a session by using the /password chat command.
- [CoreRPG+] Page navigation buttons added to reference manuals and reference manual pullout pages.
- [CoreRPG+] Reference manuals and reference manual pullout pages support window re-use when clicking on reference manual links.
- [CoreRPG+] If a creature is hidden in the combat tracker, any results applied to that creature target will be hidden from players, regardless of Show Results campaign option.
- [CoreRPG+] Whisper messages updated to use new icon and blue speech bubbles.
- [CoreRPG+] Effects can be turned on/off or removed by the user who added the effect from within the player combat tracker.
- [CoreRPG+] Effect targets can be adjusted by the user who added the effect from within the player combat tracker.
- [CoreRPG/CoC/Numenera/FateCore] Duration and adjustment initiative added to combat tracker effects
- [5E/4E/PFRPG/3.5E/CnC/d20Mod] Effects that apply ongoing damage or regeneration that are only GM-visible, or applied to creatures hidden in the CT, will hide the damage and healing rolls.
- [5E/4E/3.5E/d20Mod] Add house rule option to roll initiative at the beginning of each round.
- [5E/PFRPG/3.5E] Armor and Weapons overview table added to campaign Items list.
- [5E/PFRPG/3.5E] NPCs by Letter, CR and Type overview tables added to campaign NPCs list.
- [5E] Saving throw rolls generated from spells or NPC magical abilities will check for Magic Resistance.
- [5E] Damage rolls generated from spells will include the magic damage type if physical damage specified.
- [5E] NPC spells with a duration of concentration will include a "(C)" note on those spell's effects.
- [5E] When a creature in the CT takes damage and it is the source of any effects containing the concentration tag (C), then a concentration roll will be made. If the roll fails, any concentration effects applied by that creature will expire.
- [5E] The reroll weapon property will no longer apply to effect dice.
- [5E] Hidden modifier button removed, since it did not do anything special.
- [5E] NPC spellcasting attack rolls and DCs will be calculated based on spellcasting ability and CR if not explicitly stated in spell text.
- [5E] NPC spell descriptions will no longer be automatically modified to add DC and attack modifier information when added to NPC records.
- [5E] When spell added to PC actions tab, the Actions tab mode will be set to Standard so that all spells are visible.
- [5E] Item templates have been moved to their own record section available through a new button in the campaign Items list.
- [PFRPG/3.5E] Added link to proficiency entries on PC sheet to track more detail.
- [PFRPG/3.5E] NPC size and effect conditional size can be specified using a single letter (F,D,T,S,M,L,H,G,C).
- [PFRPG/3.5E] PC encumbrance fields are auto-calculated from Strength score and size.
- [PFRPG/3.5E] Spell cast actions have option for half damage on save. Existing spells will need to be re-parsed or edited to pick up option.
- [PFRPG/3.5E] Evasion and Improved Evasion effects will apply damage reduction to subsequent spell damage rolls for Reflex half save spells.
- [PFRPG/3.5E] If NPC spell modules specified with (DC #) at the end of spell names, a modifier will be added to spell cast action for saves if different than default save for spell of that level.
- [PFRPG/3.5E] Class abilities, racial traits and feats can be dropped on any list in the PC Abilities tab.
- [PFRPG/3.5E] PC sheet can be resized.
- [PFPRG] AC effects with the size bonus type will be ignored for CMD calculations.
- [CnC] Added section for class abilities on the class record.
- [CnC] Added section for racial traits on the race record.
- FG would stop accepting mouse input after reverting module while module image open. Fixed.
- Records shared by GM in modules not loaded by player would not be accessible via wildcard links. Fixed.
- [CoreRPG+] Script error when clicking on image record header link. Fixed.
- [CoreRPG+] If module activation window opened from Token box and Modules button pushed in Library without closing activation window, then only token modules are shown. Fixed to display the most recent choice.
- [5E/PFRPG/3.5E/d20Mod] Half damage type subtotals would not add up to damage total if half damage selected and more than one subtotal was odd. Fixed.
- [5E] If target had resistance applied to a damage roll which had more than one damage type subtotal with an odd subtotal that was resisted, then an extra damage point would be dropped. Fixed.
- [5E] Pre-built reduce effect for Enlarge/Reduce spell would incorrectly be tagged as Enlarge but with the correct modifiers. Fixed.
- [5E] Class specializations would overlap when exporting custom classes. Specializations are changed to match by class name, instead of class data path.
- [5E] Cold-forged iron damage type not supported in NPC attacks. Fixed.
- [5E] Save DC calculation incorrect for PC spell actions that use the "Base" ability for the DC calculation. Fixed.
- [PFRPG/3.5E] Standard equipment from core and OGL modules are incorrectly marked as unidentified when added to PCs. Fixed.
- [DEV][CoreRPG+] Added yellow reference manual block frame
- [DEV] Changed ruleset initialization so that onModuleLoad callbacks will be triggered when loading campaign, not just when modules loaded after loading campaign.
JPG
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