Thread: Savage Worlds v5.2 released
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May 19th, 2020, 20:07 #41"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 20th, 2020, 20:56 #42
New Beta features
More feature are now available in Test Mode. See the first post for more information about new features!
"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 27th, 2020, 19:26 #43
Savage Worlds v5.2.5 released
New features available in live:
[SWADE] New Setting Rules option: "Unarmored Hero"
[SWADE] Injury table results can be dragged as effects into CT
[SWADE] Shotgun damage was not prepared correctly after drop. Fixed
[SavageWorlds] First Action Card Handler support
[SavageWorlds] Empty placeholder for Crystal records
[SavageWorlds] CT effects can be changed to be visible only for GM
[SavageWorlds] CT effects can be toggled to have different state: on, off or skip
[SavageWorlds] Middle-mouse click on attack/power section to quickly open Attack Info sheet
[SavageWorlds] Effects can be applied from hotkeys with a click"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 28th, 2020, 02:53 #44
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Nice. Love the hotkey effect already (my boys ALWAYS Wild Attack)
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May 28th, 2020, 03:07 #45
- Join Date
- Feb 2009
- Location
- Columbus, Ohio
- Posts
- 301
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May 31st, 2020, 07:22 #46
The latter with be support for Crystal hearts ruleset.
My 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
Get Savage
First GM to post a game for the original FG Con!
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June 4th, 2020, 19:45 #47
Savage Worlds v5.2.6 beta is now available in Test. See second post in this thread!
"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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June 16th, 2020, 10:56 #48
I don't know if you've seen the recent clarification on the PEG Inc forums (here), but this means that every RoF 2+ weapon, and all Shotguns (using shot) need to update their fumble ranges to 2. Simple enough to do on the user end, hopefully simple enough for you to do on the official end.
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July 6th, 2020, 10:02 #49
Bug: "Natural weapons" are affected by STR cap for damage as normal weapons.
Example: a character has STR 1d8, Brawler + Martial Warrior, so he does 1d8 + 1d8 damage. He lost one die type in STR due to an incapacitation, now STR is 1d6. His damage should be 1d8+1d6, but in fact FG rolls 1d6+1d6 (I suposed due to STR cap).
Also, is Brawny implemented in the ruleset?, because this character also has Brawny, but looks like it does not apply.
Note: to circumvent is problem, you can set the Min. Str field of "Fists" to d4 to calculate damage properly (d6+d8). I supose that when there is no Min Str field, then Min Str=damage die.Last edited by lozanoje; July 6th, 2020 at 17:34.
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July 7th, 2020, 08:20 #50
That is not a bug, that is how Savage Worlds works, if your strength is less than the extra damage dice, the extra damage dice drops to match the strength.
If you want to override that setting you needs to use (I cannot remember which, so you will need to test) Str!+d8 or Str?+d8My 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
Get Savage
First GM to post a game for the original FG Con!
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