Thread: Savage Worlds v5.2 released
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May 11th, 2020, 10:03 #31
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May 12th, 2020, 22:45 #32
Savage Worlds v5.2.4 released
Savage Worlds v5.2.4 update is released to live.
Changelog
[SWADE] Bull and Snake NPCs fixed
[SWADE] Iron Will Edge fixed
[SWADE] Injury table fixed
[SWADE] Range Power Modifier removed from Burst Power
[SavageWorlds] Attack type (Melee, Ranged, Thrown, Arcane etc.) can be used in effect to adjust Trait Dice
[SavageWorlds] $Ability effect support in CT effects. For instance "Warrior's Gift [$Quick]" to grant Quick Ability but label it as Warrior's Gift
[SavageWorlds] Melee sub-attack consumed main weapon's ammo. Fixed
[SavageWorlds] Ignore #Running effect did not work properly. Fixed
[SavageWorlds] Powers can be added to NPCs although they don't have Arcane Background
[SavageWorlds] Effects are shown in Ability record sheet"Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness
Post your SavageWorlds ruleset feature requests and issue reports here!
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May 13th, 2020, 02:54 #33
Hello,
I'm getting Lua script error if the NPC has [Parry+1] instead of [>Parry+1] in an equipped weapon. It worked without a problem in 5.2 and prior versions and stopped working in 5.2.3 and 5.2.4 I do not know if the error is intentional or a bug so I'm reporting it.
This situation happens, if the NPC has the Staff item in SWADE Players Guide.
Causality can be established by either deleting the staff or changing the parry text.
I've tested it with PCs and PCS appears to be working fine.
manager_string_sw.lua at 48th line, which corresponds to this function.
function isNotBlank(sContent)
return not StringManager.isBlank(sContent)
endLast edited by Xeonen; May 13th, 2020 at 03:06.
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May 13th, 2020, 07:38 #34My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
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May 13th, 2020, 08:20 #35
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May 13th, 2020, 10:33 #36
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May 13th, 2020, 14:17 #37"Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness
Post your SavageWorlds ruleset feature requests and issue reports here!
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May 14th, 2020, 07:57 #38
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May 15th, 2020, 00:07 #39
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Just a minor observation/issue in DLR with regard to the new auto ammo counter functionality. The SWADE rules regarding ammo consumption for autofire don't really translate to DLR setting. For example, the classic way to set up "fanning the hammer" is as a subattack for a single action pistol with 6 attacks (which produces 6 shooting die and 1 wild die). The weapon only has 6 shots of course and uses 1 bullet per attack but the ammo counter is expecting to consume 50 bullets in the operation! There are similar issues when setting up a subattack for a double barrel shotgun for when giving it both barrels which turns into 5 shots. I know I can simply turn off the ammo counter in options but its a cool new feature. My current workaround is just to tell players to manually put the required amount of ammo in the weapon box when fully loaded- these attacks are in such cases simply emptying a fully loaded weapon so 50-0 is no different to 6-0 in that sense. I did wonder though if the function could be made more adaptable by utilising the Rof field to set how much ammo per shot an individual weapon uses rather than adopt a blanket rule based on SWADE coe rules applicable to modern machine guns. As things stand at present in DLR, the Rof figure in the weapons entry doesnt actually seem to do anything other than be purely descriptive.
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May 18th, 2020, 22:50 #40
SWADE 5.2.4, no extensions loaded.
When I dragndrop a chat paragraph to a pj to wisper the text to the player, an error is thrown:
Script Error: [string "scripts/manager_character.lua"]:1154: attempt to call field 'processWhisper' (a nil value)Last edited by lozanoje; May 19th, 2020 at 08:59.
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