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What changes/enhancements would you like to see?

Hmmmmm... That could be assembled with a foreach loop from the name fields of the attached Modifiers...
Is that a thing for Arcane Powers? It looks like there's just a comment in the description about modifiers...

I do see Power Modifiers for Super Powers, but not for the simple Arcane ones....

I guess I could have clarified that point.... Is there a way to set things up similar for Arcane Powers?
 
Let me see what I can come up with.
I know being able to do modifiers as a separate thing and add them to a power (say like Vehicle Modifications does to a Vehicle) would be fantastic. :) (creating a separate power with specific modifiers already applied is a simple workaround though...)

More SWADE settings are using components that previously were part of the Sci-fi Companion (Vehicle Modifications, Spaceship Modifications and Spaceships in Deadlands: Lost Colony, Cybernetics (at least) in Interface Zero 3.0, Cybernetics, Power Armor and Robot Vehicles at least in Savage Rifts).

Using DL: Lost Colony as an example, I can duplicate the tab_sf_heavy_gear.dat, remove the Power Armor, Robots and Walkers panels, duplicate the starships portal and rename it “Spaceships”. If the original portals and tab were more tag-driven for visibility than just the Sci-fi source, it would be a lot easier to not have to create a whole new tab. :)
 
Yeah, I was thinking of those mods. The Powers did not get set up that way because they can change each time the spell is cast. So there is no persistence at all.

And you probably want to create a new tab. Some of the existing ones are getting pretty crowded lol. And I haven't seen IZ3.0 yet.
 
[SWADE] Possible to add a Weapon.UseAthletics tag that pulls the Athletics skill value for determining the attack die instead of Fighting or Shooting?
 
Use the Weapon.Thrown tag. That will work for Thrown weapons that should use the Athletics Skill. Why would you need it for melee weapons?
 
Could we get the free default native language at d8 skill for characters who's default language isn't the default for a setting?
 
Jobe, I'm not sure what you mean. You get to define what each Language is. There is no default language. It simply rebates the 3 points spent on a Language rated at least d8.
 
What about adding a CountsAs.? Tag for edges that is used for determining prerequisites?

I think we’re going to see, like in the new Deadlands, versions of say Arcane Backgrounds that are used in place of the default backgrounds. Such as Arcane Background (Blessed) counting as Arcane Background (Miracles) or Arcane Background (Mad Scientist) counting as Arcane Background (Weird Science).

(In cases like this, would it be possible to simply change the livename and shortname in a Mechanic?)
 
Nope. They are already created as separate Arcane Backgrounds. With the expansion of the ability to have more than one Arcane Background, they have to exist as separate entities.
 
Currently, the arWpnPick template on the armory tab has this bit of code
Code:
      [B]if (hero.tagis[source.SciFi] + hero.tagis[source.SuperPowr2] <> 0)[/B] then
        if (tagis[Modificatn.Modificatn] <> 0) then
          portal[edit].visible = 1
          ~position the edit portal to the left of the gear button
          perform portal[edit].alignrel[rtol,gearmanage,-8]

          ~position the special portal to the left of the edit button
          perform portal[special].alignrel[rtol,edit,-6]
          endif
        endif
Would it be possible to change out the bolded portion to simply look for the Hero.UseMods tag instead?

This would allow use of modifications in settings for SWADE where modifications are present.

I'm guessing that the same check is present on other tabs as well?
 
User Content - SWADE versus Deluxe.

Select the Configure Hero Window.

We have "User Content". We now have Deluxe and SWADE rules editions. Many of us appear to be converting settings to SWADE, some new settings exist ONLY in SWADE. Some groups will stick to Deluxe, so I can see the list of supported settings getting long AND confusing. How would someone know which setting supports which by just looking at the "User Content" window?

So throwing this out there, not sure how to implement really, but there could be a tag or something to add to a .1st file that separates under the "User Content" settings in a folder for Deluxe and a folder for SWADE. Users expand the top level field of Deluxe or SWADE and then can drill down and see what settings are supported across editions.

Just a thought. Even as I am converting something like Beasts & Barbarians for myself I am getting confused. I have to make a series of .1st files to keep them separate. And this setting has two different core books for Deluxe: Steel and Golden. So that is two different versions to roll over to SWADE.

Meanwhile, another setting I am working on, Crsytal Heart is only SWADE. But everything rolls up under "User Content" at the same level. I hope I am explaining this well enough to make sense :)
 
User Content - SWADE versus Deluxe.

Select the Configure Hero Window.

We have "User Content". We now have Deluxe and SWADE rules editions. Many of us appear to be converting settings to SWADE, some new settings exist ONLY in SWADE. Some groups will stick to Deluxe, so I can see the list of supported settings getting long AND confusing. How would someone know which setting supports which by just looking at the "User Content" window?

<snip>)
You can always add this to your .1st files:
<source
id="sepSWADEUser"
name="SWADE-Specific User Content"
selectable="no"
parent="AdventureEdition"
sortorder="10"
description="Content specifically for use with SWADE">
</source>
That gives a folder under Adventure Edition to drop your settings...
 
Also, possible to increase the ArmorStrReqDie.xxx up to d12+5? Savage Rifts has some armors that need a d12+1, d12+2 or a d12+4 tag...
 
More Rifts stuff... :)

There are some melee weapons that have multiple dice (2d6, 3d4, etc.) for their damage value. Would it be possible to add a Helper.DieMult# tag and modify the finalize scropt of the wpShowDmg field to add that in front of the die value? Such as:
Code:
~use the weapon die to display the damage, else use the explicit damage
        if (tagis[component.WeapMelee] + tagis[WeaponDie.?] < 2) then
          @text = field[wpDamage].text
        else
          var die as number
          [B]var mult as number[/B]
          if (@ispick = 0) then
            die = tagvalue[WeaponDie.?] * 2
          else
            die = field[wpDie].value * 2
            endif
          [B]mult = tagvalue[Helper.DieMult?]
          if (mult > 1) then
            @text = "Str+" & mult & "d" & die
          else[/B]
            @text = "Str+d" & die
            [B]endif[/B]
          endif
 
Last edited:
OK, two updates here....

On making ModType.xxx tag dynamic - that's a problem as Regular Armor is not set up to support Modifications. I haven't seen any rules for that. All other gear that uses Modifications has rules about how many mods can be used, etc. Melee Weapons are allowed a single mod. Ranged Weapons aren't even allowed Mods at all. Neither is Armor. So, there are larger implications than simply adding more type tags.

On adding a Damage Die multiple, that's usually what the Special Damage field is for...
 
On making ModType.xxx tag dynamic - that's a problem as Regular Armor is not set up to support Modifications. I haven't seen any rules for that. All other gear that uses Modifications has rules about how many mods can be used, etc. Melee Weapons are allowed a single mod. Ranged Weapons aren't even allowed Mods at all. Neither is Armor. So, there are larger implications than simply adding more type tags.
Very true. However, by making ModType.xxx tag dynamic, it opens up the possibility for those settings that may have use for modifications in general. It would also allow for Firearms accessories such as silencers and scopes to be treated as a modification and output with the weapon they are attached to (modifying the overall cost and weight of the weapon).

The SWADE version of the companions I'm thinking are not far off, plus, this would allow those folks that wanted to create their own (for example) Ranged compset that included Modifications to do so. (And, I'm thinking that might be a way to implement the Manufacturer Modifiers for a weapon from the Savage Rifts: Empires of Humanity book)

It definitely would be a nice to have, but can work without it. :)

On adding a Damage Die multiple, that's usually what the Special Damage field is for...
True, I guess what I was thinking of has an easy workaround. :)
 
One big change in the latest version (v1.3) of the core Savage Pathfinder is to revert to languages as a "have it or not" thing instead of a skill.

So we if this is the way things will be going, we will need an optional configuration on the SWADE rules to allow for that kind of a thing in settings...
 
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