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Feature request

I would very much like to see an option to print the Spellbook with the content alphabetized without regard to the level of the spell. I love that the program will print a spellbook of all known spells, but find having to first find the appropriate level and then the spell inefficient. I would find it much more useful to have the spells contained ordered in a simple lexical sort on spell name.

Thank you;
 
(Copied from another thread now I've found this one again!)

So, a couple of thoughts came up over the last couple of days that would be nice to see.

1) Would it be possible to get a "Stack All Like This" option alongside the "Stack with next Above"/"Stack with next Below" on the equipment tabs? This would be extremely useful when making loot files from groups of monsters, as it can take some time to stack everything up at the moment. Similarly, a "Stack All Similar Objects" would be good.


2) Touch & Flat-footed. Would it be possible to get a listing that shows AC when both apply (so a touch attack whilst flat-footed)? Alternatively, would it be possible to change the Flat-footed condition so that it changes core AC and touch AC when selected rather than just highlighting the flat-footed AC?

I could probably script the latter method for the Flat-Footed, but a separate listing would be a better option.


3) Would it be possible to add an option to apply a specific set of hero configuration settings (and/or the default) to all characters in a portfolio? Following Shadow's example, I rebuilt my group's .hl pack to provide a better setup for source display this weekend, and it took quite a long time applying it to portfolios of npcs for games when I had to do each character/npc/monster individually.
 
One "nice to have" would be in the Character Configuration screen, to be able to set multiple default options. For example, it would be nice to be able to set different default options for PCs and NPCs, or change which splatbooks you use with different campaigns, etc.
 
One "nice to have" would be in the Character Configuration screen, to be able to set multiple default options. For example, it would be nice to be able to set different default options for PCs and NPCs, or change which splatbooks you use with different campaigns, etc.

Different defaults for NPC/PC heroes I hadn't heard before, but for different campaigns you can clone the game system and set a different bunch of defaults in each. That's how I keep my home campaign seperate and pristine from the main branch I work in every day.
 
One "nice to have" would be in the Character Configuration screen, to be able to set multiple default options. For example, it would be nice to be able to set different default options for PCs and NPCs, or change which splatbooks you use with different campaigns, etc.
Or keep what I call "Template Characters" around. Blank characters with just the specific "Configure Your Hero" options set to what you want for the specific campaign. These I send to my players to start new characters with. I also then use one for each NPC I create for that campaign.

Gives you the ability to keep a infinite number of "different Configurations". :)
 
Equipment

After players roll up their characters, I generally make one profile with all their characters and pets, etc... on it. It makes it easier to switch when giving out XP and such. The players however have come up with two suggestions regarding inventory.
1) Some kind of party loot sheet for things that have not been divvied out to characters yet.
1a) As I GM I would also like to be able to preset up all possible loot for the adventure, then just check mark it as they find it. The print up party loot sheet would only show the checked items. That way I can pre-create any special magic items. Also It would keep a running weight total of found items so the party members could divvy it up as needed.
2) Also a request has come in to be able to transfer items between characters on the same profile. So if Bob gives Jess his custom scroll with 7 spells on it and a +1 silver sword, I can just transfer it instead of having to recreate it.
2a) being able to transfer loot to characters from the party loot would be good too. Keep bookkeeping easy.
 
1) A new "spell list" thing that you could associate with any number of spells, allowing new classes to have their base spell list populated automatically regardless of whether or not their tag appears on each individual spell. That way old spells wouldn't need to be edited to accommodate new classes. The class would pull those spells from its spell list first, and then it would check to see if any newer spells were specifically tagged for it. This would be way easier on developers AND would be in better keeping with the way Paizo publishes anyway.

2) And of course ShadowChemosh's suggestion of being able to add scripts or tags to existing (even uncopiable) things without having to overwrite them entirely would go a long way toward helping with the above problem and many others.

3) The ability to have dropdown selectors where the choice is only made on the in-play tab, not the class tab.

4) Access in the editor to the ability to create a class that starts with all cantrips in its spellbook.

5) Conditional bootstraps that can check for tags, etc. on things other than the hero or current pick.
 
1) Some kind of party loot sheet for things that have not been divvied out to characters yet.
1a) As I GM I would also like to be able to preset up all possible loot for the adventure, then just check mark it as they find it. The print up party loot sheet would only show the checked items. That way I can pre-create any special magic items. Also It would keep a running weight total of found items so the party members could divvy it up as needed.
2) Also a request has come in to be able to transfer items between characters on the same profile. So if Bob gives Jess his custom scroll with 7 spells on it and a +1 silver sword, I can just transfer it instead of having to recreate it.
2a) being able to transfer loot to characters from the party loot would be good too. Keep bookkeeping easy.

Regarding item 1, I (as a player) maintain our party loot by having a PC named "party loot" within the profile for a game, and a plavehilder (or the true sheet) for all players.
That way I can keep an eye on weight, see everything, and, if we need output of it, I extract the "player" and throw out all the character stats (although a "print only gear list" output option would help)
2 is handled by making the imaginary character
2a already exists, in the same button used for stacking or placing an object in a container, you can send to other character within the profile

As well, it makes selling the loot easy, by making a loot(for sale) character, moving everything for sale to that PC, then selling everything once all the players have signed off on the list (via emails ooc)
 
6) Some sort of red flag when you roll a critical threat using the iPad dice roller. I play a lot of characters with high critical threat ranges, and I've had to stop using the dice roller on my iPad most of the time because it's too easy to focus on the final number and ignore the unmodified roll. When I use dice I necessarily interact with the unmodified roll, which means I'm much more likely to catch those 15+ rolls. If the dice roller brought critical threats to my attention, I could start using it again.
 
HL on the iPad feature request

Copied from: http://forums.wolflair.com/showthread.php?t=51984 per Aaron's request.

A few things I'd love to see in a future release of HL on the iPad:

1) Spell damage/healing dice. Like weapons attack and damage, it would be nice to roll your spell penetration/damage/healing right in the app. Channeling would also be a good one to have in there as well. Similar to the way the weapon attacks are done.
2) A dice roller. Like the one on the desktop version, this would be a good thing to have. Often you need to roll a d20 or d100 for GM randomness, and you can't do that in-app.

Jason
 
Is there anyway to add in the bbcode that Paizo's website uses for the stats readout on the iPad? I know the computer version allows it but not as far as I can tell the iPad version.
 
Suggestion from one of my players yesterday, that would be very good to see (but will likely be a bit of a headache to code, though I may have a play).


Would it be possible to get a tick box for magic items to denote that they are unidentified/identified, so that unidentified items can just state "Unidentified Amulet, DC 23" or similar?

With the fact a lot of people seem to use loot files in HL for handing out party treasure, it would allow players to track what has not been identified without knowing what the end item is.



Another suggestion: can we get this thread stickied?
 
I had thought about that as well, but might be pretty hard to not just implement, but use. What's to prevent a player from 'accidentally' checking the identified checkbox and getting the spoiler?
 
I would like to see if the windows in HL be adjustable, particularly the left main tab window. That is currently a fixed width. I think it would be nice to be able to fill the entire HL space if no summary windows are displayed. :)
 
I had thought about that as well, but might be pretty hard to not just implement, but use. What's to prevent a player from 'accidentally' checking the identified checkbox and getting the spoiler?

That is really down to the individual game. Personally, I don't have an issue with it - at the moment, with no availability of it, tracking loot that has been picked up but not identified is a bit of a nightmare - you can either just hand out a loot file and hope the players are honest about it, or you have to track everything they're carrying that isn't sorted.

In the end, there's nothing to prevent it, but at the same time, if you can't trust your players not to cheat, that's a whole new can of worms.

I've coded an adjustment for it for now, with intent to go to a mechanic. Unfortunately, doing more detail than "Unidentified ring", "Unidentified footwear", etc will indeed be a lot of work, and even then the only way to get a description that'll be correct every time would be to have a field in the item listing the base appearance.
 
That is really down to the individual game. Personally, I don't have an issue with it - at the moment, with no availability of it, tracking loot that has been picked up but not identified is a bit of a nightmare - you can either just hand out a loot file and hope the players are honest about it, or you have to track everything they're carrying that isn't sorted.

In the end, there's nothing to prevent it, but at the same time, if you can't trust your players not to cheat, that's a whole new can of worms.

I've coded an adjustment for it for now, with intent to go to a mechanic. Unfortunately, doing more detail than "Unidentified ring", "Unidentified footwear", etc will indeed be a lot of work, and even then the only way to get a description that'll be correct every time would be to have a field in the item listing the base appearance.
What I do is the players put in a "- Custom Magic Item -" and list it as "Magic Item XXXXXX". where "XXXX" is usually the Page number or Encounter ID value or any other "unique ID" to represent this item. Then when it gets identified they replace the custom magic item with the real one. Wouldn't that be easier to do and work with what is currently available.
 
What I do is the players put in a "- Custom Magic Item -" and list it as "Magic Item XXXXXX". where "XXXX" is usually the Page number or Encounter ID value or any other "unique ID" to represent this item. Then when it gets identified they replace the custom magic item with the real one. Wouldn't that be easier to do and work with what is currently available.

That would of course, work - its just a matter of what is the optimal solution. I suggested many years ago the ability to have a portfolio reference a character from another file - this would be, frankly, and awesome setup, if it was implemented - it would allow each player to have a portfolio set up that includes just their own character (plus companions/minions/etc), and then also allow the GM to have a portfolio that contains everything. It would require dirty file detection and auto-saving to actually work - but imagine the possibilities.

All files are accessed from a shared source.
GM has a portfolio with all characters, good or bad, plus loot characters, etc.
Each player's portfolio only shows their own characters.
When a state/pick is changed on a character, no matter while user is looking at it, the change is saved out automatically, and the change detected by the others who have it open, and it is refreshed there.
This would allow near-simultaneous viewing by the GM if live stats, inventories, skills, etc. It would allow moving items between characters from locations the players cannot necessarily see (like a special store of unidentified items, for this particular use case).
 
Currently an administrative headache, as (largely due to necessity as our playerbase is spread across a few hundred miles) we run full weekenders, going through about 2/3 - 3/4 of an AP book over each weekend. The sheer quantity of items that get picked up over that time make it a pain to try to track without being able to import stuff directly.
 
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