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  1. #1

    Beta Release v3.3.8

    FG v3.3.8 is now in beta testing. The plan is to push the new version in about 3-4 weeks.

    As always, 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.

    Please see the sticky thread on public testing if you want to be involved. Only the Test mode slot contains this version. I will update this thread as I release new iterations of the test version.

    Key Things
    1) Always backup your campaign data before running the test version.
    2) If the GM is running on test then all of the players will also be running on test.
    3) If you encounter an issues log them in the relevant testing thread - don't use the generic House of Healing, but use this thread.

    Thanks,
    JPG

  2. #2
    Updates List (Updated 7/17)
    • [CoreRPG+] Updated token effect icon graphics.
    • [CoreRPG+] Token effect icons made larger by default, and option added to adjust size smaller/larger than the default.
    • [CoreRPG+] When activating a PC from Character Selection window, the character window is automatically opened.
    • [CoreRPG+] When releasing a PC, the character window is automatically closed.
    • [CoreRPG+] Sort by name and filter by name added to Pregenerated Character Selection window.
    • [CoreRPG+] When GM is importing characters in the Import Selection window, the window no longer closes after each import.
    • [CoreRPG+] Effects applied from NPCs by GM will use NPC as the effect source, instead of the active CT entry.
    • [CoreRPG+] Module permissions in module activation window can be clicked to toggle permission level.
    • [CoreRPG+] Clicking on permission icon in lower left of module activation window will toggle permission level for all available modules.
    • [CoreRPG+] When adding a category group in a campaign record list window, the category will get focus immediately.
    • [CoreRPG+] (Copy) suffix only appended to record copies within the same category.
    • [5E] Added rarity and attunement filters to campaign items list.
    • [5E] Added Ability field to Skill record.
    • [5E] If only concentration tag left after apply effect immunities considered, the effect will no longer be applied.
    • [5E] Added token effect icons for ADV/DIS effects.
    • [PFRPG/3.5E/4E/d20Mod] Added token effect icons for CA and GRANTCA effects.
    • [PFRPG/3.5E/4E/d20Mod] Cover and conceal effect icons not displayed unless effect modifier used. Fixed.
    • [PFRPG/3.5E] Added aquatic and gnoll as recognized subtypes for IFT: TYPE() effects.
    • [PFRPG/3.5E] Stable effect automatically removed/added when healed via rest/ability, based on actor health status.
    • [CnC] Added token effect icons.
    • [Cypher+] Add languages to PC sheet Notes tab.
    • [Cypher+] Remove cypher types/slots, since they are no longer used in game system.
    • [Cypher+] Adjusted armor fields to use latest rules of game system.
    • When image grid defined and token locking enabled, token animation speed adjusted to provide consistent speed across the grid regardless of map size.
    • Tokens auto-generated from portraits are not displaying on maps after reload. Fixed.
    • Movable desktop panel window positions not being saved. Fixed.
    • Player drawings not being saved on host until host starts drawing. Fixed.
    • Formatted text tables not always displaying correctly when first cell spans multiple columns. Fixed.
    • [CoreRPG+] Turn effect announcements shown for non-friendly or hidden PC records. Fixed.
    • [CoreRPG+] Module activation window updated to sort by module display name, instead of file name.
    • [CoreRPG+] Clicking on speak button in NPC record did not respect NPC identification state. Fixed.
    • [CoreRPG+] PC items could be seen as identified when imported into Manage Characters mode. Fixed.
    • [CoreRPG+] Help button in background image window not working. Fixed.
    • [CoreRPG+] Token health and effect tooltip option setting removed, since it exposed GM data to players.
    • [CoreRPG+] Health bars in party sheet didn't update correctly when maximum health updated. Fixed.
    • [5E] Add Sunbeam spell override data to correct Blinded effect and add separate concentration self effect.
    • [5E] When performing a critical using fixed damage option with multiple damage type attack, wrong dice were applied. Fixed.
    • [5E] When performing a critical using fixed damage option, the critical dice were not colored green. Fixed.
    • [5E] When the first spell added to a PC contained a save action, the magic flag was not getting set on that save action. Fixed.
    • [5E] Auto-generated spell entries and dropped spell entries on NPCs appeared differently. Fixed.
    • [5E] Concentration and system shock saving throws were not accounting for CON effects. Fixed.
    • [5E] Fractional ability multiplier in damage action would cause damage to become untyped. Fixed.
    • [PFRPG/3.5E/d20Mod] Immediate action reset occurring at start of turn, should be end of turn. Fixed.
    • [PFRPG/3.5E] Automatic save success/failure not working. Fixed.
    • [PFRPG/3.5E] Fast healing no longer triggers when actor status in CT is Dead.
    • [PFRPG] If actor status is Dead when taking damage that disables regeneration for one turn, the regeneration effect is deactivated instead.
    • [DEV] Implemented merge="delete" attribute for importinfo tag and importinfo.acceptfrom tag.
    • [DEV] onIdentityStateChange event not triggered when automatically activating new identity after releasing current identity. Fixed.
    • [DEV] OptionsManager callback functions were called twice for GM-only options when using setOption function. Fixed.
    • [DEV] Crash could occur when windowinstance.close API called multiple times within a single user interface event cycle. Fixed.
    • [DEV][CoreRPG+] Moved blue, green, purple and red die icons into CoreRPG
    • [DEV][CoreRPG+] Moved common token effect code and icon graphics to CoreRPG layer.


    JPG
    Last edited by Moon Wizard; July 18th, 2019 at 02:21.

  3. #3
    Developer File Modification Notes (Updated 7/17)

    CoreRPG
    • Global scripts: CampaignDataManager, ChatManager, CombatManager, EffectManager, LibraryData, OptionsCore, OptionsManager, TargetingManager, TokenManager
    • Specific Scripts: campaign/scripts/characterlist.lua, campaign/scripts/characterlist_entry.lua, campaign/scripts/charselect_import_entry.lua, campaign/scripts/imagewindow.lua, campaign/scripts/masterindex_list.lua, campaign/scripts/masterindex_window.lua, common/scripts/progressbar.lua, ct/scripts/ct_target.lua, ct/scripts/ct_token.lua, ps/scripts/ps_token.lua, desktop/scripts/chat_entry.lua, ref/scripts/ref_blocklayoutmanager.lua, utility/scripts/module_selectionentry.lua, utility/scripts/moduleselection.lua, utility/scripts/pointerselection.lua
    • Window Classes: charsheet, moduleselection_entry, modulesetload, modulesetload_entry, pregencharselect, table
    • Strings: library_recordtype_empty_image
    • Templates: button_activateid, button_imagepanel_help, list_modules, modulepermissioncontrol, tokenbag_tokens
    • Dice: Added d2/d3, Added blue/green/red/purple versions of dice


    3.5E
    • Global Scripts: ActionDamage, ActionRecharge, CombatManager2, DataCommon, EffectManager4E, PowerManager, TokenManager2, VersionManager2
    • Window classes: charsheet, npc, referenceclass, referencerace
    • Dice: Removed d2/d3, Removed blue/green/red/purple versions of dice


    4E
    • Global Scripts: ActionDamage, ActionSave, ActorManager2, CharManager, CombatManager2, DataCommon, EffectManager35E, TokenManager2
    • Window classes: item, npc, reference_npctemplate
    • Dice: Removed d2/d3, Removed blue/green/red/purple versions of dice


    5E
    • Global Scripts: ActionDamage, ActionSave, CampaignDataManager2, DataCommon, DataDesktop, DataSpell, EffectManager5E, LibraryData5E, PowerManager
    • Specific Scripts: campaign/scripts/npc_main.lua
    • Window Classes: charsheet, npc, npc_combat, reference_background, reference_class, reference_npc, reference_race, reference_skill
    • Dice: Removed d2/d3, Removed blue/green/red/purple versions of dice


    PFRPG
    • Global Scripts: DataCommon


    Castles and Crusades
    • Global Scripts: DataCommon, EffectManagerCnC, TokenManager2
    • Window Classes: charsheet, npc, referenceclass, referencerace
    • Dice: Removed d2/d3, Removed blue/green/red/purple versions of dice


    d20 Modern
    • Global Scripts: ActorManager2, CombatManager2, DataCommon, TokenManager2
    • Window Classes: charsheet, npc, partysheet_client, partysheet_host
    • Dice: Removed d2/d3, Removed blue/green/red/purple versions of dice


    Call of Cthulhu (6E)
    • Window Classes: charsheet, npc
    • Dice: Removed d2/d3


    Cypher
    • Global Scripts: CharManager
    • Specific Scripts: campaign/scripts/char_invlist.lua, campaign/scripts/item_main.lua
    • Window Classes: charsheet, charsheet_actions, charsheet_inventory, char_invitem, charsheet_main, charsheet_notes, item_main, npc
    • Dice: Removed d2/d3
    Last edited by Moon Wizard; July 18th, 2019 at 02:27.

  4. #4
    celestian's Avatar
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    Quote Originally Posted by Moon Wizard View Post
    [CoreRPG+] Effects applied from NPCs by GM will use NPC as the effect source, instead of the active CT entry.
    Thanks!
    ---
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  5. #5
    Kelrugem's Avatar
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    Quote Originally Posted by Moon Wizard View Post

    • [PFRPG/3.5E] Automatic save success/failure not working. Fixed.
    Ah, thanks for that fast fix (and also for the other features)
    Last edited by Kelrugem; May 30th, 2019 at 01:05.

  6. #6
    Very nice fixes and additions.
    David Middleton
    SmiteWorks USA, LLC

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  7. #7
    JohnD's Avatar
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    Does the removal of the d2 and d3 mean we can no longer assign those to damage or other rolls?
    DMing since 1979. Ultimate License holder.

    Currently GMing:
    * Yggsburgh and Castle Zagyg - Castles and Crusades Greyhawk (Mon/Fri - on hiatus)
    * Temple of Elemental Evil - Castles and Crusades Greyhawk (Thursday - on hiatus)
    * 2e Greyhawk (Wednesday)

    Thanks for 7+ years of gaming via FG my friends (2e / 3.5e / Rolemaster Classic / Castles & Crusades / Pathfinder / Savage Worlds / 5e).

    There/Their/They're are all different words and do not mean the same thing.

  8. #8
    Trenloe's Avatar
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    Quote Originally Posted by JohnD View Post
    Does the removal of the d2 and d3 mean we can no longer assign those to damage or other rolls?
    They're added to CoreRPG, that's why they're removed from rulesets that are layered on top of CoreRPG.

    Quote Originally Posted by Moon Wizard View Post
    CoreRPG
    ...
    Dice: Added d2/d3, Added blue/green/red/purple versions of dice
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  9. #9
    JohnD's Avatar
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    Ah... right. OK.
    DMing since 1979. Ultimate License holder.

    Currently GMing:
    * Yggsburgh and Castle Zagyg - Castles and Crusades Greyhawk (Mon/Fri - on hiatus)
    * Temple of Elemental Evil - Castles and Crusades Greyhawk (Thursday - on hiatus)
    * 2e Greyhawk (Wednesday)

    Thanks for 7+ years of gaming via FG my friends (2e / 3.5e / Rolemaster Classic / Castles & Crusades / Pathfinder / Savage Worlds / 5e).

    There/Their/They're are all different words and do not mean the same thing.

  10. #10
    Trenloe's Avatar
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    Quote Originally Posted by Moon Wizard View Post
    CoreRPG
    • Dice: Added d2/d3, Added blue/green/red/purple versions of dice
    Any chance of adding the d0 from 5E to CoreRPG please?
    FG Con 15 Fantasy Grounds Online RPG Convention - Nov. 8-10, 2019
    Register at www.fg-con.com for all the latest info.

    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

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