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Tom B
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Old July 22nd, 2020, 05:12 PM
Is the Languages issue still being addressed? I selected the Multiple Languages option, and when creating a character it says I haven't selected Languages yet, that all slots are still open. But there's no place to select languages.
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CapedCrusader
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Old July 23rd, 2020, 10:55 AM
That validation has been removed in my working version. I'm awaiting a response on the solution for the Deny tags for the Arcane Powers.

_
Currently Running: Savage Fantasy
On Deck: Savage Seven Worlds
Currently on Pandemic Hold: Savage Grimnoir, Savage PsiWorld, D&D 5E, Savage Wearing the Cape
Setting Files: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Slipstream, Solomon Kane, Seven Worlds
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Tom B
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Old July 23rd, 2020, 03:11 PM
Okay. I see what was throwing me. If you add the skill, it uses skill points. But if you increase it to d8 (for native) or d6 (for an added language due the Multiple Languages option), it then removes the skill point it used.

Confusing.

I tried adding the language as a skill, but it put me over on available points...until I increased the rank.
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CapedCrusader
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Old July 23rd, 2020, 10:48 PM
I know, it's odd. But subtracting the points from the back end was the only way to do that given the variable nature of the Core Skills and the Language availability. And Languages don't qualify for the discount at d4. We also have no way of knowing which one is the Native Language so we just look for a Language Skill of at least d8 and subtract the appropriate cost.

If this proves to be too confusing, we'll look at another way of handling it. But this is one of those areas where the extremely variable nature of Savage Worlds bites us a bit. We have to be able to support so many different rule sets.

_
Currently Running: Savage Fantasy
On Deck: Savage Seven Worlds
Currently on Pandemic Hold: Savage Grimnoir, Savage PsiWorld, D&D 5E, Savage Wearing the Cape
Setting Files: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Slipstream, Solomon Kane, Seven Worlds
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CapedCrusader
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Old July 23rd, 2020, 10:53 PM
OK, status update:

1. Elderly - fixed
2. Linguist - I went ahead and removed the validation on this from SWADE. It doesn't really serve much of a purpose with Languages being Skills
3. Outsider is now has selectable severity
4. Toughness now shows Size on mouseover
5. Size affects Max Wounds now
6. The NPC Advance/XP count is fixed (yeah, Deluxe too lol)
7. Adding Skills is a half Advance
8. Armor already has Basliistic Protection as a field - not sure what is meant here
9. Deluxe version has had the Athletics Skill option replaced
10. hinHabit is fixed
11. Acceleration and Climb removed from InfoVeh
12. Went through and checked/fixed the Uniqueness on all revised SWADE Edges
13. I fixed the issue with the text on the Powers, it was some hidden characters.
14. Attractive Edge requirements fixed.
15. I went ahead and removed the Powers tracker in the header for SWADE. It doesn't fit with the multiple Arcane Backgrounds idea.
16. The multiple display of Minimum Strength in Armor is fixed.
17. The time frame tags on the weapons have been cleared up.

18. The GearAvail tags have been created and support for them set up including a Configure check box for enabling them.
19. The script macro appenddesc has been added.
20. OK, big one: I've added Arcane Power Modifiers as a complete tag set, tagged up the spells, and created a powModifiers field and populated it with a dynamic list of the Modifier names.
21. The Armory tab Modifications portal is now dependent on the Hero.UseMods tag.
22. Strength Requirements Die tags have been tied to Traits rather than Weapon Die to allow for expanded selections.
23. The Florentine Edge has been removed from Adventure Edition.

24. DenyTag structure modified to operate with multiple Arcane Backgrounds
NOTE: Powers will now appear on the list greyed out with a message indicating they are not valid for that AB
25. Added the 25-character arcTrackerName field to Arcane Backgrounds to support alternate Tracker names.
26. Fixed the Armor displays to include the asterisk for Ballistic Protection and remove the old Armor/Ballistic displays.
27. Fixed the Scholar Edge.

Anything else I need to look at?

_
Currently Running: Savage Fantasy
On Deck: Savage Seven Worlds
Currently on Pandemic Hold: Savage Grimnoir, Savage PsiWorld, D&D 5E, Savage Wearing the Cape
Setting Files: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Slipstream, Solomon Kane, Seven Worlds

Last edited by CapedCrusader; September 5th, 2020 at 01:15 PM.
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TCArknight
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Old July 24th, 2020, 01:54 PM
Quote:
Originally Posted by CapedCrusader View Post
OK, status update:
20. OK, big one: I've added Arcane Power Modifiers as a complete tag set, tagged up the spells, and created a powModifiers field and populated it with a dynamic list of the Modifier names.
21. The Armory tab Modifications portal is now dependent on the Hero.UseMods tag.
22. Strength Requirements Die tags have been tied to Traits rather than Weapon Die to allow for expanded selections.

I am still looking into a solution for the DenyTag issue with Powers.

Anything else I need to look at?
All definitely awesome to see.

Regarding the Power Modifiers, does the modifier affect the cost, range, etc of the power?

Working on -
  • (SWADE) WIP Savage Rifts
  • Savage Rifts (Deluxe): Update link in This post
  • Star Trek Adventures: Update link in This post
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CapedCrusader
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Old July 24th, 2020, 04:43 PM
No, this just provides a list in a single field. I'm not even really using it anywhere yet. I am looking into displaying this list on the printed character sheet. Power Modifiers aren't treated the same as other Modifications, and can be different each time the Power is used. In order to do that, we'd have to have a system set up to choose which were active at any given moment. That's an order of magnitude more detailed than we have now, just to support Power Mod management.

_
Currently Running: Savage Fantasy
On Deck: Savage Seven Worlds
Currently on Pandemic Hold: Savage Grimnoir, Savage PsiWorld, D&D 5E, Savage Wearing the Cape
Setting Files: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Slipstream, Solomon Kane, Seven Worlds
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TCArknight
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Old July 25th, 2020, 12:02 PM
Thanks, that makes sense.

Is it dynamic? Savage Rifts and other settings I’ve seen add new modifiers for powers, and it would be nice to be able to define them ourselves. (For SR, I’m thinking at least the Mega Power Modifiers some specific ones for the Mystic)

Working on -
  • (SWADE) WIP Savage Rifts
  • Savage Rifts (Deluxe): Update link in This post
  • Star Trek Adventures: Update link in This post
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CapedCrusader
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Old July 25th, 2020, 12:33 PM
Yes, I made it Dynamic.

_
Currently Running: Savage Fantasy
On Deck: Savage Seven Worlds
Currently on Pandemic Hold: Savage Grimnoir, Savage PsiWorld, D&D 5E, Savage Wearing the Cape
Setting Files: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Slipstream, Solomon Kane, Seven Worlds
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Sydeshow
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Join Date: Sep 2012
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Old August 1st, 2020, 02:27 PM
I've noticed when I try to load the half-orc with SWADE, it doesn't show as a link. Anyway to fix this? The editor won't allow me to add the race at all.
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