Thread: Official Alien RPG Release Notes
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October 18th, 2020, 18:57 #1
Official Alien RPG Release Notes
Thread dedicated to Alien RPG release notes - hotfix, minor, major and known issues.
Please remember not to update right before a game starts.
In order for some of the updates to be visible, you may need to open the modules window from Library->Modules, right click on the module and select "revert changes". Be warned, any edits you've made will be lost.
Note: Hotfixes are to fix an immediate problem that prevents using a product. They are not fully tested and may introduce other issues. If you have issues with hotfix or any other update, please contact SW support or write in the official bug report thread for Alien RPG here.Last edited by lokiare; October 19th, 2020 at 20:14. Reason: changed but to bug.
The past is a rudder to guide us, not an anchor to hold us back.
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October 18th, 2020, 19:12 #2
Alien RPG v1.1 release notes
Bug fixes
- Fixed broken links to items and NPCs in Story and Reference articles in all modules (Core game, Chariot of the Gods and Destroyer of World).
- Fixed script error with the list from Vehicles library. It now properly displays dynamic list with the content.
- Fixed the "healing" armor property when the damage was reduced to negative value. Now the damage is reduced to zero properly.
- Fixed script-error related to removal of combatant from CT.
- Fixed bug in hidden GM rolls where under certain conditions they are not hidden. Now all rolls made by the host (GM) are hidden unless explicitly exposed via the "Show GM rolls" option.
- Updated chat reporting from Weapon rolls to be displayed the same way as Attribute/Skill/Gear rolls.
- Unity only: Drag & drop to Talent frame in PC sheet and all PC Ship sheet frames fixed.
Improvements
- Added ability for PC to increase the maximum health boxes outside of the rules enforced by the automation. The maximum boxes that can be added via +/- buttons is up to 10, taking into account the current health boxes. Reducing the maximum health boxes will remove only the temporary ones. Small demo is added as GIF to this post.
- Refactoring on the messaging infrastructure to better support multiple roll pushes from connected players
Known Issues
- Unity only: Issue with D66 and tables based on this custom dice.
The update hopefully will reach you in the following days.Last edited by Valyar; October 19th, 2020 at 07:30.
The past is a rudder to guide us, not an anchor to hold us back.
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November 8th, 2020, 16:33 #3
Hello all! The version 1.2 is now pushed to SW. Hopefully this week it will be available in the DEV channel and if everything is good next week the LIVE channel will get the new code.
Alien RPG v1.2 Release Notes
Enhancements
- [Added] D66 exposed as custom die. It can be dragged & dropped on tables now.
- [Updated] Cosmetic move of Push/Modifiers buttons several pixels down.
- [Updated] Novgorod reference manual represented also as Story pages
- [Added] Added Melee, Ranged & Protection dynamic lists to Gear Library
- [Added] Double-clicking skill name in character sheet will open the relevant page with skill information.
- [Updated] User Manual updated with the new features
Fixes
- [Fixed] Broken link to "Searching for Gear" table in Story and Reference manual pages.
- [Fixed] Die type to d6 for several tables in "Player's Section" and "Destroyer of Worlds" modules.
- [Fixed] Formatting discrepancies in some skill descriptions.
The past is a rudder to guide us, not an anchor to hold us back.
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November 21st, 2020, 11:43 #4
Hello all! Version 1.3 of the ruleset which is mainly bug fixes is pushed to SW. It will appear on the DEV channel first week of December and LIVE on the week after, as none of the bugs are reported by you as critical or game-breaking.
Alien RPG v1.3 Release Notes
- [Fixed] Script error in Table library caused by CoreRPG update fixed.
- [Fixed] Typos in Player Section.
- [Fixed] True Grit missing for Lyron Cham in "Chariot of the Gods" module.
- [Fixed] Morgan Hirsch pre-gen 1 stress on import removed.
- [Fixed] Dodge reaction now properly reports as [DODGE] instead of Block and Mobility skill roll reports as [SKILL]
- [Updated] Resize limits removed on NPC sheet. This will save some scrolling on monster attacks' description when enabled.
The past is a rudder to guide us, not an anchor to hold us back.
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December 17th, 2020, 23:21 #5
Next release is pushed to SW. If my timing was right it will reach test next week and live channel the week after. Updates are as follows:
Alien RPG v1.4 Release Notes
- [Fixed] Modifiers from mod box and quick mod buttons are now properly apply to Armor Rolls.
- [Fixed] Modifiers from mod box and quick mod buttons are now properly apply to weapon rolls from Active Equipment Frame.
- [Fixed] Script files generating warning in Unity console upon ruleset load.
- [Fixed] Static height for anchored elements on Combat tab.
- [Updated] Modifier stack reporting. All modifiers from mod box and quick mod buttons are now aggregated into single streamlined entry in the chat log.
- [Updated] Inventory controls positions
- [Updated] Column labels positions on Active Equipment list
- [Added] Scrollbar to Active Equipment list
Last edited by Valyar; December 17th, 2020 at 23:24.
The past is a rudder to guide us, not an anchor to hold us back.
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January 4th, 2021, 21:21 #6
Hey Valyar, I purchased the Alien ruleset. Where can I get the PDF for it?
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January 4th, 2021, 21:26 #7
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January 24th, 2021, 20:33 #8
Hello folks,
The last update planned before 2.0 is now prepared for shipping... with one 2.0 feature inside It will arrive in the LIVE channel in two weeks time latest!
Alien RPG v1.5 Release Notes
- [Added] Critical Injuries text box in PC Sheet has been adjusted to accept drag & drop effects from FX library. All effects are now applied to every skill roll done from the character sheet. Creating custom injury is allowed and follows the same rules as Effects. This means [Armor Rating] is also supported if desired. Please capture the effects from the old text frame before updating as they can't be transferred to the new format.
- [Added] Critical Injuries created in PC Sheet and Effects applied to PC in Combat Tracker stack together.
- [Added] Added filtering to PC Ship Sheet frames - Armaments, Int. Modules and Upgrades lists accept only drag & drop objects of the respective category.
- [Updated] Pixel perfection to lists for Add/Edit/Remove controls on Character Sheets & PC Sheets
- [Updated] Module load buttons in Campaign Setup window updated to one module per button
- [Updated] PC Ship & NPC token placeholder art
- [Fixed] Effects from the Combat Tracker are now properly taken into account when rolls are made from the Active Equipment frame in PC Sheet
- [Fixed] Effects applied to NPCs in CT now properly modify attack & skill rolls
- [Fixed] Skill list of Osterman in Last Days' of Hadley's Hope
Last edited by Valyar; January 24th, 2021 at 20:43.
The past is a rudder to guide us, not an anchor to hold us back.
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February 13th, 2021, 13:28 #9
Hey folks,
Small update in preparation for the big CoreRPG and FGU update next week:
Alien RPG v1.5.1 Release Notes
- [Updated] Compatibility with the CoreRPG ruleset update
- [Updated] Reporting of stacked effects from CT and PC Sheet improved
The past is a rudder to guide us, not an anchor to hold us back.
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June 15th, 2021, 07:04 #10
Alien RPG v2.0 Release Notes
- [Added] Ruleset manual now moved to Fantasy Grounds Wiki
- [Added] Token module to core ruleset (delivered ahead of 2.0, documented here)
- [Added] Prefix added to story groups (delivered ahead of 2.0, documented here)
- [Added] Panic levels are tracked in the Combat Tracker. When Panic roll is made automatically after yellow die lands on the ALIEN symbol or manually via "Make Panic Roll" button next to the Stress tracker, if the character is on the Combat Tracker, effect marking the panic level will be added. Further panic rolls will update the effect as per the rules. If the panic roll results in panic level lower than the current one, the panic level will increase with one level.
- [Added] When player receives or removes a condition on the character sheet, this is now reported in the chat if the character is claimed by a connected player.
- [Added] When player drags & drops an effect from the FX library to the Critical Injuries frame, this is reported in the chat for the connected player
- [Added] Hull Damage counter in character's ship sheet now behaves as PC Health - the maximum valid damage boxes are equal to the Hull value and the boxes are enabled/disabled dynamically
- [Added] Two colonial marines desktop decals available in the base ruleset
- [Added] Ship's Inventory enhanced with location & sorting capabilities as in PC inventory
- [Added] Global languages - English, Russian and Chinese
- [Added] Chinese decorative font for the Chinese language
- [Added] Initiative rolls by default no longer allow duplicate values for combatants. Switch in Options "Initiative: Allow NPCs to share initiative" allows to turn this behavior on/off for NPCs. PCs will never share initiative unless manually overridden by the Game Mother (example: ship combat to group combatants to the ship’s initiative)
- [Added] Receiving damage in combat now increases the stress with 1 point automatically
- [Added] Character sheet enhanced with "Ship" tab that facilitates ship combat. Based on position assignment done by the Game Mother on starship Crew tab, the appropriate crew actions are displayed. Rolls are taking modifiers from ship parameters and armaments.
- [Added] PC Ship sheet enhanced with "Crew" tab that facilitates ship combat from GM side in case of missing players or AI/NPCs taking certain crew positions. Rolls are taking modifiers from ship parameters and armaments.
- [Added] Player ships and NPC ships can be added to combat tracker. Player starships are references with Hull and Armor being linked values for starships. NPC ships are instances that can be modified.
- [Added] Pushed rolls that generate Panic Roll now trigger automatic roll on Panic table.
- [Added] Initiative sub-menu in Combat Tracker to automatically roll all PC, NPC initiative and reset combat (clears initiative and resets combat round to 1)
- [Added] Starship armor rolls can be made directly from the sheet
- [Updated] If PC Ship’s Passengers, Thrusters and Armor display zero if value is cleared
- [Updated] Active Equipment Frame in Combat tab updated with new gear information icon and extra column headers
- [Updated] iAdd/iEdit/iDelete buttons adjusted across the Character/Ship Sheets
- [Updated] Slow/Fast actions for PC can be now toggled by GM in the Combat Tracker
- [Updated] Party Sheet with global currency list
- [Updated] Starships library and sheet enhanced with links to AI/Armaments/Modules/Upgrades. Modules updated accordingly.
- [Updated] Vehicle library and sheet enhanced with links to Vehicle Weapons. Modules updated accordingly.
- [Updated] NPC sheet hides automatically the xenomorph-related values (Armor vs Fire, Acid Splash) when Type is not equal to XENOMORPH or OTHER.
- [Updated] New icon for roll buttons based on the Alien RPG original Base Dice art
- [Fixed] Party Sheet displays all currencies
- [Fixed] Party Sheet Loot Manager builds the currencies list in the coin parcel section
- [Fixed] Armor Rating roll from Party Sheet
- [Fixed] Pushed attack rolls now appear in combat tracker as separate entry
- [Fixed] Panic rolls can be pushed.
- [Fixed] Typo in table names (delivered ahead of 2.0, documented here)
- [Fixed] Console Error when reaction is rolled by the character while outside of combat tracker
The past is a rudder to guide us, not an anchor to hold us back.
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