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Latest update now under review

CapedCrusader

Well-known member
OK, here's the list of fixes in the update currently under review. Check and see what is being dealt with...

Savage Worlds Bug Fixes

1) Overflow has been expanded on the printed sheets to include Derived Traits, Skills, Racial Abilities, Racial Properties, Hindrances, Edges and Creature Abilities

2) The Hard of Hearing Hindrance has been corrected to subtract from Notice

3) The Edge Killer Instinct has been added

4) The Professional and Expert Edges now apply their bonuses in all Settings

5) Equipment on the Gear list can now display a checkbox to choose Equipped status by having the Equipped.Equippable tag attached to it. Exoskeletons from the Sci-Fi Companion now use this to activate their Strength modifications.

6) The Hero Statblock Major Hindrances now show a (*) symbol to indicate Major Hindrances

7) [FC] The Barbaric Blood and Scamper Edges now work with the Adaptable Edge

8) [FC] Magic Weapon attack bonuses now apply exclusively to that weapon

9) [HC] The "Angel" Race in the Horror Companion has had the Arcane Background: Miracles removed

10) [SFC] The Standard Gear tag has been added to all stock equipment from the Sci-Fi Companion

11) [SFC] Crew Reduction for Starships has been changed to calculate additional modification slots correctly

12) [SFC] The Particle Accelerator vehicle weapons on page 25 of the Sci-Fi Companion are available now

13) [SFC] Personal Force Fields now stack with Armor - Programmer's Note: A new tag has been created, Equipment.StackArmor, that allows Defense values to stack on top of the normal Armor value

14) [SPC] Edge: Scholar (Worm) has the correct source set now

15) [SPC2] The Switchable Power Modifier from Super Powers Companion now works properly when evaluating cost of Alternate Slots versus Base Slots

16) [SPC2] The Super Edge: Trademark Weapon and Super Edge: Improved Trademark Weapon powers were added as separate entries to handle the extra selection of the weapon

17) [SPC2] Invention is now a selection under Power Modifiers, in the same fashion as Sorcery, to zero out the cost

18) [SPC2] The Matter Control power now allows for the Power Type to be specified

19) [SPC2] The Armor Power has had the Power Level descriptions corrected, along with some other Powers that had their descriptions edited a bit

20) [SPC2] The Power Modifier Limitations is now not unique, and can be taken multiple times

21) [SPC2] The Ranged Touch and Projectile power modifiers have been added to the Healing Power

22) [SPC2] The Champion, Mentalist, and Mr. Fix It Edges now do not require the Arcane Skills


Did I miss anything?
 
I think the Killer Instinct note was for Seeley, not me. Definitely some good fixes in there, though. You've been busy. :)
 
This hit a small delay. We're trying to think of a better way to handle Edges that include Gear. The Equippable Gear hit a snag during testing, and the same thing that caused us to create the EdgeWep component set* is looking to cause us to create another compset to account for Gear that's equippable. Unless we can think of a better way.

Question to the community: For Edges that grant gear, is it enough to say "Buy x gear, and ensure the 'buy for free' box is checked", rather than actually bootstrapping the gear? If the gear is bootstrapped (in addition to the timing issue it creates) it can't be gotten rid of. And Edges shouldn't actually "contain" gear anyway, really. This would allow us to get rid of the EdgeWep comp set and clean that up.

* - For those just joining, this all boils down to the Fantasy Companion issue where Edges couldn't be disabled because they were not designed to be shut off. Magic Items that grant Edges have to be able to have the Edge turn off when the item is not being used. Rather than have to go back and re-code all of the individual Edges to include an on/off switch (and also force the re-coding of all Edges in all Setting files...) we installed a switch on the Edge architecture itself. This is what everything is crashing into, timing-wise.
 
Well, while I haven't gone back to recode any data files to handle bootstrapping gear I will admit it is a bit of a pain not being able to do that. For instance we just started up a Weird Wars Rome game with my group and, like pretty much all Weird Wars games, the unit type you choose to be defines what gear you're given. In this case none of the gear costs anything anyway but it's been an experience getting everyone used to the idea that that have to switch back to the text description every time to then go hunt their way through the gear to add it. WWR makes it a tad worse since the gear names are all latin and if you're not familiar with the terms you aren't really sure what type of gear that is (is a hasta Armor, a Ranged Weapon, a Melee Weapon or some type of Gear? Things like that.)

Being able to just load gear from other things, like Edges, would be a big help for my players when working with HL. That kind of automation is exactly what they want to use a program that is going to help them with character creation and management for, IMHO. That may be especially true for a game system like Savage Worlds where character creation is fairly easy... well, outside of trying to code it for all of the very flexible use cases the system allows for.

I don't doubt it's a royal pain to code, and maybe even would take a hard look at doing a rebuild of some of the underlying code structure, but my vote would still be for seeing if it could be made to work. My experience would suggest to me that it really would be a very helpful feature to have.
 
I have to say its better if the edge can do the job itself, but its easy for me to be blase when I don't have to do any of the heavy lifting to make it possible.

I thought I remembered there was a way other than bootstrapping to do that, but I could be confused.
 
What? Bootrap gear? As in gear that can be removed from a character? No way. I have shown an example to auto add it to a character in the pat when I was doing things with my Deadlands data set.
 
That's one of the methods we're looking at. I was curious about the "buy free" button question and wanted to see what everyone thought.
 
The down side to auto adds is that if the user chooses several Edges before settling on one, like some folks do, there will be excess gear for each choice deposited on the character.
 
I can see that, but surely its at least as easy to delete it in that case than it is to add it in when its supposed to be there without it?
 
Yes, that is true.

Maybe put a note on it "Adding this Edge will add equipment to the character, which will need to be removed manually if the Edge is removed".
 
They ran into this same issue on some items in D&D 5e. What they've done for 5e is to have the Feat (Edge, in our case) create text field that displays in the appropriate tab (Armory, Gear, etc) basically saying "You are entitled to buy X for free". These text fields disappear once character creation is locked. For us, we'd have to rig it a little differently since Edges can be picked up any time, not just during creation. I'm thinking that these would display as long as the note was present, meaning the note would have to be deleted once the equipment was acquired.
 
We fixed that bootstrapping issue by removing the issue from the other end. There's no conflict on Edges now, and everything that was coded for compset EdgeWep can be reset back to Edge. So, bootstrap away!
 
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