• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Working on the new (.8) release

evildmguy

Well-known member
Greetings!

I thought I would put out a state of the update.

At this point:

  • Free Agent Resistance modifier is working.
  • Updated character sheet
  • Updated skill page display
  • Updated some Perks and Flaws to apply effects
  • Implemented some advancements

Really happy with this and how it is going! I am looking at implementing the level, which will allow me to implement the Tech Op extra points ability.

I also need to do a lot more testing to check many things. The layout, the rules, that things are implemented properly. I don't do enough of this.

I also have some ideas about how to handle Firepower on ammo without changing too many things. And I need to see how to add STR Damage modifier onto melee damage as well as adding helm/shield values to armor.

Also hoping to look at:

  • Adding FX points for Mindwalker.
  • Adding FX skills to their own area on the printed sheet, probably page 2.
  • Creating page 2 of the printed sheet.

My general idea is to get something out there as well as I understand Hero Lab at the moment. Then, as issues are found, I will hopefully learn more and improve it! I can talk about what I have learned in this process for anyone interested but it might fit the authoring area better.

So, that's my update and plan at the moment.

Comments and suggestions welcome!

edg
 
All I have to say is that I'm excited about what you have done. Your cooking in the aspect that you have done a lot and you seem to have a plan for the future. You are the man and keep up the great work. Your cheering section.
JBear

PS: In what sections are you wanting suggestion on - I might be able to give a little insight, if you give me an idea of what you are looking for.
 
Yeah, that was vague, wasn't it?

I guess anything. Things to make sure I check. Questions that anyone has.

"Have I thought about X?"
"What about Y?"
"This is my favorite thing so when will it happen?"
"Z is working right."

But, again, maybe that's still too vague.

I can say that releasing it in this state has really helped motivate me to get back into it and keep going on it!

edg
 
Well I would like to see the psionics finished, and then maybe adding the extra powers from the Mind-Walker book. not all the extra rules but the powers like teleportation to make the power more or less complete, But this is just a wish list. I understand you have a long ways to go, but I'm looking forward to Gamma World or a least the ability to add it in myself. LOL, but again this is just a wish list and not per say a request. Please don't rush yourself. Take your time and get it working the way you need it to work. I'm very patient.
 
Well, my original plan was to get the PH stuff in and then add in the others as source books. I was hoping to add code to do the source books in the editor as a way to test it so others could use it.

I do agree that I need to check the source books and see if there is anything I need to account for now.

Thanks!

edg
 
Well Like I said your doing fine, get done what you need to get done. My suggestion was that if some of the source book items can be added without adding more mechanics then what your working on right now to get the PH done. Then you might want to do them to save you time further down the road, but only if they are easy and quick and don't add any burden to you except time. That way you don't have to go back and add the mundane items when you add the source books and all you have to worry about is the extra mechanics and the items that needed the extra mechanics to use. Just a friendly suggestion is all. no biggie
Peace out,
JBear
 
As a suggestion, it sounds like evildmguy is at around the same point in development of this game system that we were started adding extra hands to our development process when we were creating Shadowrun.

Once you have enough capabilities finished for some type of content, say Armors, and have created an editor tab for them, and have added a few examples to test your mechanics and show the others what a finished item looks like, other people can handle the actual data entry of all the various armors in the game while the main person moves on to the next category of thing.

Even those who don't want to try their hand at any scripting can help out - the first step in creating anything for Hero Lab is simply to type in the name and copy in the description text. Usually, the next step is also easy - in most game systems, different categories of items have certain statistics that are universal to all those items - armor ratings, cost, weight, etc.. In most cases, in Hero Lab, those universal statistics will be easy to enter - they'll be boxes where you type in a number, or drop-down menus in the editor that will be easy to figure out, no programming experience required.

Helpers who don't want to try their hand at scripting can also search through all the books to create checklists of what items there are to handle, so that there are extra pairs of eyes on that task, and you're certain you didn't miss anything.

(I'd suggest a new Call for Volunteers thread if you want to do this)
 
I have checked out WAlter. I used it and SQuAT but this more. It was when I tried to add my own data sets that I messed it up. So, while I certainly appreciate what they did, I couldn't get new data into them very easily.

edg
 
That's what I was saying. That what you are doing is a god send. I didn't like the other programs very much. They worked ok but they were very limiting. As you said I appreciated what they did - but those programs came up wanting in the long run. What you are doing and accomplishing is one great program file compared to theirs.
 
Do I have to purchase anything to get Alternity to work in Hero Lab? I tried to save and it told me it was demo mode oly.

Thanks
 
Okay, not sure what to do about computers, in terms of buying them. It seems as if the idea was to have a "cyberpunk" like computer system, where you track data slots and the programs loaded. But I have not used it! So, I don't know if that's what people want or not? And then it seems that you can expand the data slots with a purchase? It's almost like a minion at that point, instead of gear?

At the moment, I have added in buying computers but no programs at this point, depending on what I have to do with them. If I do need to break it out with programs, it might needs its own tab. Or even something more, depending on how it is supposed to work.

Here are my release notes at the moment:

Fixed Free Agent Resistance modifier.
Updated character sheet.
Updated skill page. Now with color!
Updated some Perks and Flaws to apply effects.
Updated description view of gear, armory, skills.
Implemented some advancements.
Added campaign level pick.
Added in vehicles.
Added in computers.
Calculate level based on xp earned, up to level 100.
Calculate Tech Op bonus points due to level, up to level 65.
Updated skill summary panel.
Clean up ammo costs and weight. I automatically added some items to the ammo side when certain weapons were picked. However, I might not be able to leave it that way because then the added item is not available for stacking.

If I can get advances figured out, I might release early. Otherwise, it is planned for Thursday, 2/28/2013.

Still more to do but I'm really happy with what I have gotten done in this past month.

edg
 
Great to hear - looks Like you have been busy. Can't wait for the release to have some fun with. Keep up the great work. Thanks.
 
Skills

One thing I have notice on the HL sheet.

In programs like The Castle Alternity Character manager (www.thecastle.com) is that when you buy a broad skill then a specialty skill on the HL sheet the broad skill stays 0. So an ability like Medical Knowledge: Treatment might read on 14/7/3 on a HL sheet, on the sheet I refer to shows 15/7/3

Another program Squat reads the exact same way. I checked with my GM and this is correct how the Castle and Squat both do it as well as the Alternity site http://www.alternityrpg.net/onlineforums/index.php

Will this get fixed?
 
Hmm. Not sure I completely follow what you are saying.

I think you are saying that broad skills can be improved in HL and that's not allowed by the rules. That is the big thing I am working on at the moment, getting advances up and working properly.

Thanks! I appreciate the feedback!

edg
 
Hmm. Not sure I completely follow what you are saying.

I think you are saying that broad skills can be improved in HL and that's not allowed by the rules. That is the big thing I am working on at the moment, getting advances up and working properly.

Thanks! I appreciate the feedback!

edg

No You buy a Broad Skill, then you buy the Specialty Skill. The specialty skill when purchased has the exact same score as the broad skill and shows 0 ranks. Per page 61 of the PHB it says When a specialty skill is first obtained, the character character possess the skill at rank 1. In the HL sheet it shows 0 and the die roll is exactly the same as the Broad skill when it should be 1 point higher. SO 14/7/3 for the broad skill should not read 14/7/3 for the specialty skill it should read 15/7/3 for the specialty skill
 
I think I understand what they are saying now - broad skill should show and stay at the basic and when you pick a specialty skill which starts at rank 1 it should be showing one point higher then the basic. That's if I understand them correctly and if that is what they are saying, they are correct.
 
Back
Top