Thread: The Fantasy Trip
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April 12th, 2020, 18:36 #21
Version 1.6 - range mods are now displayed on the map for Missile and Thrown.
The remaining items on the TODO list are "nice to haves," and I am going to take a break on trying to add features. Instead I'm going to build a sample library and maybe an adventure or two as a proof-of-concept. I'll still take requests for bug fixes or urgently-needed features, but I think the ruleset is now fully playable with about as much automation as is really needed. Anyone else who would like to contribute, please contact me. Besides more features, some sprucing up of the look and feel would be nice if anyone has graphics skillz.
Since SJG is now taking an interest in Fantasy Grounds as a platform, I'd really appreciate hearing reports from actual play, or links to TFT games in progress.
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April 15th, 2020, 17:11 #22
I got this error in FGU when I open any note in the player sheet (no extensions loaded)
[4/15/2020 10:19:08 AM] [<color="red">ERROR</color>] font: Unable to load file (graphics/languages/Ladino.ttf) for font (Ladino). [GURPS BANESTORM LANGUAGES] [graphics/graphics_languages.xml]
[4/15/2020 11:02:15 AM] [WARNING] formattedtextcontrol: Could not find normal font () in control (text) in class (charnote)
[4/15/2020 11:02:15 AM] [WARNING] formattedtextcontrol: Could not find title font () in control (text) in class (charnote)
[4/15/2020 11:02:15 AM] [<color="red">ERROR</color>] Could not find font for fontName[FGU ULTIMATE LICENSE HOLDER][BRAZILIAN][GMT-3]
[RPG PLAYER]
[TWITCH] [YOUTUBE]
[Core RPG - Package] [Leather Theme Addition] [Rolemaster (Classic) - Shopping Stores] [Rolemaster (Classic) - XP Tab]
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April 15th, 2020, 17:58 #23
Okay, there is a problem with the charsheet notes - I also get error messages. Trying to track that down now.
I have no idea why you are seeing references to GURPS Banestorm and Ladino, though. That appears nowhere in the TFT ruleset. Are you sure you didn't have some other module loaded while testing it?
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April 15th, 2020, 20:30 #24
Forget the GURPS source, I used the same log and it was wrong.
[FGU ULTIMATE LICENSE HOLDER][BRAZILIAN][GMT-3]
[RPG PLAYER]
[TWITCH] [YOUTUBE]
[Core RPG - Package] [Leather Theme Addition] [Rolemaster (Classic) - Shopping Stores] [Rolemaster (Classic) - XP Tab]
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April 15th, 2020, 20:31 #25
Okay, I think I fixed the charsheet notes problem. Will have a fix uploaded shortly.
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April 15th, 2020, 22:48 #26
Updated: Version 1.7
Version 1.7 should fix the font problem in FG Unity. I've also changed slightly the TODO list.
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April 16th, 2020, 16:58 #27
Posting comments from my playtest thread, so I can consolidate feature requests on one place:
Right now, not everything is handled automatically - defensive bonuses for Expertise is one of the things that will have to be manually applied in play. I've been discussing this with David Bofinger. We have a couple of different ideas about how (e.g.) Shield Expertise, facing, etc., should be represented, so one of the purposes of this playtest is to solicit input.
I intended the IQ column to represent the minimum IQ for each talent/spell. I hadn't really thought about adding up the point costs, since after character creation, you spend XPs. Should there be a separate column for how many points are spent during character creation?
Yes, moving cost and weight off the front page is on my todo list.
Cost (and total cost) is also on the todo list. I tried to do that yesterday, but found out adding a new column to the inventory list is a pain because it inherits from CoreRPG, and I haven't figured out an easy way to extend it.
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April 19th, 2020, 21:12 #28
Version 1.8 is now up.
Following our first actual playtest, I made a few changes in the combat sheet - weight and cost has been removed from the combat list, and cost for each item was added to the Inventory list. Additionally, the inventory list now summarizes the total cost of a character's equipment.
Changed the attack rolls to account for 4-5 dice attacks when calculating critical/automatic hits and misses.
The TODO list describes roughly what I will work on next. David Bofinger has proposed a number of changes to the sheet which we are discussing, including where and how to represent things like adjDX and hits stopped that varies according to relative facing, showing different weapon ranges, whether defenses should be toggled individually, etc.
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April 22nd, 2020, 04:06 #29
Version 1.9.
Modifiers and Effects have been added!
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April 22nd, 2020, 04:27 #30
You and your team are really on this. Thanks for all the hard work!
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