By default with my tool no one starts suprised, but you can add suprise to one or the other. It's just a toggle to set enemy suprised or set ally suprised. i believe this is what you mean?
Somewhat. In HeroLab's tactical console, all participants begin as Flat-Footed automatically. That's somewhat correct.. in that all participants are considered Flat-Footed until they act in combat. The problem is that there is no way to selectively clear some of them, except by cycling through the initiative. There is no checkmark to remove from the checkbox of the condition.
In the "surprise round", some of the participants may be able to act (because they were not surprised, or because they have a special ability that allows it). These participants.. and *only* these participants, should lose the Flat-Footed condition before round 1 begins with the initiative in order.
The work-around to do that in the Tactical Console is to cycle through *all* participants initiative and manually re-add the Flat-Footed condition to the appropriate participants.
It would be nice if your combat manager had a more elegant way to manage surprise situations.
quick rolls has sections for all allies, all enemies, and all combatants, so that's already in there
Great !
The spell system that is being worked on for it has plans to have a visual display of where a spell would hit and if your settings have auto damage targetted area selected it would auto roll saves and apply damage. (however for this feature you have to manually put in what the spell damage is since there's no way to read that from the .por files)
example Fireball
Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius spread
shows a circle that is 20ft radius that you can drag up to 400ft + 40 per level
when you place it it pops up with a window asking for damage, you type in 6d6
everyone in the circle auto rolls the save and takes damage afterwards.
If this is what you mean it's already being worked on. if not please clarify.
Partially, yes. That's one example. But there are others, such as spells that allow selection of a number of targets...
hold person, for example.
There's also the issue of spells that affect only allies or only enemies (
bless,
doom) or even only certain types of enemies (channeled energy) ... so in the end, it may be better to allow the user to click on a number of "tokens" to be selected for damage/healing/conditions to be applied.
Auto-rolling will not sit well with some GMs.. you would need a way to over-rule the results, as well, especially if you wanted to sell the application at some point.
I do not believe herolab supports files being edited like that. but i'm more than willing to mess around with it and see if i can save in the same .por format hero lab uses, but i think you would need to re import the characters every time. this is something i was quazi planning on working on anyway cause i want to be able to create a fake "loot chest" character after combat is done to be imported into hero lab with randomly generated treasure based on the enemies that are killed that could then be distributed via the container control inside hero lab, but like i said i don't think it will be possible with the way hero lab works so no garauntee on that.
Yes, that's why I started with it probably not being possible.

Still, it doesn't hurt to mention it in case someone wants to prove me wrong.
In the end, some of these are things even commercial VTTs with full-time paid development staff find it difficult to implement. Being focused on Pathfinder gives you an edge ... as they must try to build a core that supports multiple rule sets. So my suggestions are just that.. things I'd like to see in a tool, even if only some are feasible.
