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Colen
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Old March 3rd, 2017, 01:16 PM
Hi everyone,

We're planning to release our next Pathfinder update on Monday, but until then, I wanted to give everyone an early look at the features I mentioned in an earlier thread:
  1. Starting cash is more robustly implemented and can now be changed on the Classes tab, after you pick a class for the character. Level 1 PCs can have Hero Lab roll their starting cash (using the correct value for their class), while NPCs and higher-level PCs can have their starting cash automatically set to the appropriate values. (You can still set your own custom starting cash values if you want, and we're not changing any starting cash values on existing characters.)
  2. The Journal tab now shows a transaction log of the purchases and sales you've made, including the items that were bought and sold, and their cost.
  3. You can now customize the names, values and weights of the coins used for purchasing, and define up to 4 additional coin types (if you wanted to rename "gold pieces" to "steel pieces", for example, or to define additional coin types entirely). See the Mechanics tab in the editor for more information.

You can grab the beta here. If you have time this weekend, please take it for a test drive and let us know if you run into any problems!

(Please note: after importing this beta, you'll be able to go back to the January Pathfinder release by installing it from Hero Lab's updates mechanism. However, if you save a character using the beta, then load it with the January Pathfinder release, any starting cash for that character will be lost.

We recommend not saving your characters with this beta if you're planning to go back to the January release afterwards. If you don't plan to go back to the January release, you shouldn't have any problems.)
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Azhrei
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Old March 4th, 2017, 12:51 PM
Quote:
Originally Posted by Colen View Post
[*]The Journal tab now shows a transaction log of the purchases and sales you've made, including the items that were bought and sold, and their cost.
Whoa, that's cool.

Are there other "easy" things being worked on? Like a red/green background when rolling a Nat1 or Nat20 combat roll on the iPad? It's the little things like this that make it so convenient.

Thanks for the heads-up!
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Silveras
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Old March 4th, 2017, 02:00 PM
Starting Cash: The Starting Money display in the Classes tab seems to use a lot of the space there... and more of that is used for instructions (including "don't use this to add money after starting"). It seems to me that a one-time thing like starting cash should be a floating screen.. its footprint on the Classes tab reduced to a button "Set Starting Cash" or the like.

Purchase/Sale History: This is of little to no interest to me in general (though I expect people in organized play situations may find it very useful). That it requires me to continue to use the Journal as a means to enter transactions eliminates what little interest I had (I find the Journal mechanism clunky).

Renaming Coins: The process involved - creating a new Mechanic and possibly replacing an existing one - seems more convoluted and risky than is worth the benefits (at least to me).

Summary: Of the things I would find useful, it seems that the coin Gear Items solution provides me a much better result. With the Gear Items, I can create "Steel Piece" as a copy of Gold Piece far more easily than messing with a Mechanic. And I can accomplish tasks that are far more common that these enhancements don't address: allocation of money to specific containers, and transfer between characters in the portfolio.
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ShadowChemosh
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Old March 4th, 2017, 02:27 PM
Quote:
Originally Posted by Silveras View Post
Starting Cash: The Starting Money display in the Classes tab seems to use a lot of the space there... and more of that is used for instructions (including "don't use this to add money after starting"). It seems to me that a one-time thing like starting cash should be a floating screen.. its footprint on the Classes tab reduced to a button "Set Starting Cash" or the like.
I don't feel so strange now. My first reaction to this on the "Class" area and only after I selected a class was that it was TOO MUCH info in my face. I like minimalist UI stuff and this is just feels like too much info.

For something that I am going to use "one" time only for a character it is taking up allot of room in the UI. I much prefer the little existing area on the "Configure Your Hero" window. That is an area that is used pretty much rarely which makes sense as 99% of its settings you set one time.

By leaving this on the Class tab I guarantee you my players will constantly change there money using this section of HL instead of the journal.

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
- Realm Works kickstarter backer (Alpha Wolf) and Beta tester.
- d20 HL package volunteer editor.

Last edited by ShadowChemosh; March 4th, 2017 at 03:26 PM.
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ShadowChemosh
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Old March 5th, 2017, 07:54 AM
Playing around I found something that displays incorrectly I think. I have a level 1 character and took the Rich Parents trait. The starting cash area changed to this:
Starting Cash.jpg
A level 1 PC has no value on pg399 of the core rule book. The wording is assuming we have progressed past level 1 not taken a trait that set our starting cash.

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
- Realm Works kickstarter backer (Alpha Wolf) and Beta tester.
- d20 HL package volunteer editor.
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ShadowChemosh
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Old March 5th, 2017, 07:56 AM
Next issue. Same character as before with Rich Parents. I then added a 2nd level and it said my starting cash is 1000gp. The bad is it actually added 100gp to my character for just being 2nd level. I am sure my players WILL love getting free cash for leveling but as a DM not so much.

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
- Realm Works kickstarter backer (Alpha Wolf) and Beta tester.
- d20 HL package volunteer editor.
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ShadowChemosh
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Old March 5th, 2017, 08:05 AM
Another test case. This time created a level 3 Barbarian and I was correctly given 3,000gp for starting cash. I went and purchased some gear etc and was left with 391gp.

At this point I play the character and everything seems good but I then level up and add level 4 Barbarian. I was then listed as starting cash of 6,000gp and suddenly had 3,391gp to spend.

Its like a button needs to be added to say "I am finished character creation mode do not add free money anymore".

From playing with the journal it appears HL is assuming I will spend all my starting cash. If I got to the journal and subtract out -391 gp then the "starting cash" from the Classes tab goes away. But that is not realistic that a player spends 100% of there starting cash.

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
- Realm Works kickstarter backer (Alpha Wolf) and Beta tester.
- d20 HL package volunteer editor.
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Colen
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Old March 5th, 2017, 05:33 PM
Quote:
Originally Posted by ShadowChemosh View Post
I don't feel so strange now. My first reaction to this on the "Class" area and only after I selected a class was that it was TOO MUCH info in my face. I like minimalist UI stuff and this is just feels like too much info.

For something that I am going to use "one" time only for a character it is taking up allot of room in the UI. I much prefer the little existing area on the "Configure Your Hero" window. That is an area that is used pretty much rarely which makes sense as 99% of its settings you set one time.

By leaving this on the Class tab I guarantee you my players will constantly change there money using this section of HL instead of the journal.
Having starting cash in the Configure Hero window works great if it's something you set before building a character. Unfortunately it's dependent on character class and level, so it needs to be something you choose after you pick your class (for level 1 PCs) or level (for NPCs and level 2+ PCs).

We considered putting it behind a button (i.e. a "starting cash" button that opened a separate window with the details) but I didn't think that was discoverable enough - too easy to miss the button if you're not paying attention. The UI disappears as soon as you add money via the journal, so you shouldn't see it for long.

Your point about players using this to record money found during the game is well-taken, and one we're trying to avoid. I think we can solve that, and the other issue you found of starting cash changing as you level up, by adding an "accept starting cash" button, like you suggested in your posts after this one.

Thanks for your feedback, we appreciate it!
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Silveras
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Old March 5th, 2017, 01:29 PM
I don't know that this is specifically related, but since installing the beta I have had a number of "ACCESS VIOLATION" issues with "Bad Read" messages while using HeroLab from Realm Works to access the Rise of the Runelords Encounter Library.

Specifically, after successfully importing several encounters, the next encounter has a problem.

The first time it happened, I tried again and had the same result. Then I launched HeroLab separately, and had the same thing happen. Re-downloading the beta HL file "fixed" it, but...

After successfully importing a few more encounters, the same error occurred. In that case, launching HeroLab externally allowed me to access the Encounter Library. Returning to Realm Works and trying again the succeeded.

After successfully importing a few more encounters, the same happened. Exiting "Edit More" and then returning to it, I was then able to launch HeroLab from Realm Works and succeed in importing the desired encounter.

After successfully importing a few more encounters, the same happened. Exiting "Edit More" and then returning to it, I was able to launch HeroLab from Realm Works but did NOT succeed in importing the desired encounter. In that instance, launching HeroLab externally was again able to access the Encounter. Re-launching from Realm Works, I was able to import the encounter successfully.

I am not seeing anything consistent in terms of what clears the condition. Poking at a few re-tries in various ways has been good enough to resume work for now, but it is annoying, and did not start until Saturday, after I downloaded this beta Friday evening.

Naturally, crash files and emails sent.
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Colen
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Lone Wolf Staff
 
Join Date: Dec 2008
Posts: 4,690

Old March 5th, 2017, 05:39 PM
Quote:
Originally Posted by Silveras View Post
I don't know that this is specifically related, but since installing the beta I have had a number of "ACCESS VIOLATION" issues with "Bad Read" messages while using HeroLab from Realm Works to access the Rise of the Runelords Encounter Library.

Specifically, after successfully importing several encounters, the next encounter has a problem.

The first time it happened, I tried again and had the same result. Then I launched HeroLab separately, and had the same thing happen. Re-downloading the beta HL file "fixed" it, but...

After successfully importing a few more encounters, the same error occurred. In that case, launching HeroLab externally allowed me to access the Encounter Library. Returning to Realm Works and trying again the succeeded.

After successfully importing a few more encounters, the same happened. Exiting "Edit More" and then returning to it, I was then able to launch HeroLab from Realm Works and succeed in importing the desired encounter.

After successfully importing a few more encounters, the same happened. Exiting "Edit More" and then returning to it, I was able to launch HeroLab from Realm Works but did NOT succeed in importing the desired encounter. In that instance, launching HeroLab externally was again able to access the Encounter. Re-launching from Realm Works, I was able to import the encounter successfully.

I am not seeing anything consistent in terms of what clears the condition. Poking at a few re-tries in various ways has been good enough to resume work for now, but it is annoying, and did not start until Saturday, after I downloaded this beta Friday evening.

Naturally, crash files and emails sent.
Sorry you're running into problems! Can you please send me your fogbugz case number so I can have a look?
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