Thread: Release v3.1.6
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February 12th, 2016, 23:08 #1
Supreme Deity
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Release v3.1.6
Fantasy Grounds v3.1.6 is now available via the FG updater or via the FG installer on the Downloads page.
Here's a list of what is included:
- ...Lots of minor features, bug fixes and data patches...
It you want the details, a comprehensive list of patch notes is available here.
Cheers,
JPG
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February 13th, 2016, 03:26 #2
Magic weapons are still broken. For example take a werewolf and try to apply damage with a magic weapon
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February 13th, 2016, 03:38 #3
Supreme Deity
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It will only add the magic damage type to the magic weapon entry, if the magic weapon was added since the v3.1.6 update. It does not update existing campaign data, since the magic property was not included in the DMG data until this update.
To update existing weapons entries, just append ",magic" to the damage detail of the weapon entry on the PC Actions tab.
Regards,
JPG
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February 13th, 2016, 11:53 #4
It's not the magic weapons that are broken in this case but rather the monster's resistances aren't being set up properly in the Combat Tracker. It should read IMMUNE: bludgeoning, piercing, slashing, !silver, !magic
I can't honestly remember if it used to properly create the correct effect. I notice that others, such as the Helmed Horror aren't adding in the !magic bit too.If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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February 13th, 2016, 12:53 #5
Thanks for the update Moon Wizard. Different question: is there a wiki instruction set someone can link to here that explains "dragged strings"?
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February 13th, 2016, 13:03 #6If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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February 13th, 2016, 17:28 #7
Supreme Deity
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Just posted some quick hot fix items that were identified since last night; also included in the patch notes now.
- [CoreRPG+] Table text values are now draggable.
- [CoreRPG+] Modifier stack not accepting specific roll types (attack, damage, etc.). Fixed.
- [5E] Party sheet ability order different than PC sheet. Fixed.
- [5E] The NPC damage immunity parsing was only identifying "nonmagical weapons", not "nonmagical attacks". Fixed.
JPG
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February 13th, 2016, 17:31 #8
Well done M W. That was quick
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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February 13th, 2016, 22:41 #9
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February 15th, 2016, 18:56 #10
CoreRPG - Table die calculation incorrect if number range for a row is blanked
With this release there has been a change in how the auto calculation of which dice to use within a table if there are unnumbered rows.
Take the following example. A table with 8 rows, 1-8 rolls a d8 (correctly):
However, if I remove the 8 die roll number allocated for row 8 (#1 in the screenshot), the die changes to d8-1(#2):
I'm assuming this is because FG sees the "eight" row as being 0 rather than blank and so calculates a range of 0-7 which is 1d8-1.
In previous versions, any blank rows wouldn't have been included in the die roll auto calculation.
So, with this new calculation there are two issues:
- It is not possible to remove a row temporarily from the table - the row would have to be deleted completely.
- It completely breaks the Basic Cards Extension: https://www.fantasygrounds.com/forum...les-Extensions which relies on removing rows (cards) temporarily from the table (card deck) by setting the number range to 0.
Is this change to the way the auto die roll is calculated absolutely necessary (i.e. it's been implemented to cover other functionality) or could it be put back the way it was, please? Or, is there a way this could be worked around somehow?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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