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Public Beta Announcements 3.6.11.x

Discussion in 'Announcements' started by owlbear, Jun 3, 2017.

  1. owlbear

    owlbear Administrator
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    I should have done this the first time! This is our shiny new thread for announcing the public beta and updating folks on status and such.

    To kick things off right, I am happy to announce Public Beta 3.6.11.21.

    Download 3.6.11.21 here!

    Changes of note:
    • Experimentally moved Fog of War tools to Main Menu->Draw Tools so it is with the other map manipulation tools.
    • Fixed numerous bugs with DR, ER and Attack Qualities which were caused by the migration to the Rules API (dynamic types)
    • Added GM Options to control when Effect Triggers cause Decision pop-ups
    • Added Effect option to automagically target the Caster
    • Overhauled the Trigger and decision system to provide the ability to retarget effects as they are being handled -- great for cloud effects which need to roll across the battlefield
    • Improved and updated the Speed and AC handlers -- still a work in progress but getting there
    • Added support for On-Equip effects for AC and Speed
    • Behind the scenes we've added movement types -- UI is in progress to see these values on the creature view
    • Fixed Attack Node Critical Multiplier and Cascade selections -- they are no longer off by 1
    • Attempted to update the default scroll position on the gamelog to be "bottom" first -- results of this change may vary (we have the gamelog scheduled to be rebuilt in the very near future)
    • Added stub to Options to support the Paizo store API -- still waiting on authentication from Paizo to get started

    Bug fixes (handled by the changes above):
    • Fixed the issue some folks were having when attempting to attack/target a creature and not seeing any results. This was caused by the custom ac handler not scaling with Rules -- fixed.
    • Fixed the issues with Adamantine (and the misspelling 'Admantine') which were causing damages to be incorrectly calculated by type.
    • Fixed the bug where features which provide an attack via the Attack Node would have the wrong crit multiplier and cascade value when equipped.
    • Fixed several bugs with applied effects and duration. The symptom was effects which "lingered" on a creature after the duration had expired.
    • Some fixes were put in place to limit the Game Log spam that occurred when features were used with the Repeat Node.
     
  2. owlbear

    owlbear Administrator
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    Another big update as we zero in on release!
    You can see the release notes over here

    And the download for 3.6.11.22 is here

    The highlights are as follows:
    • Massive overhaul to the publisher tools to support the Rules library and Rules API hotjars. This system is designed to allow for Game System to be distributed via the Marketplace and downloaded on-demand into existing campaigns.

    • A large pile of usability updates and consistency issues between rule sets. Most notable are the fixes that went into the Modify Types for Effect Nodes. All possible options for applying status effect, damage and other "conditions" are available from this drop down now. So you can have Holy, Adamantine, Poisoned actions if you want too.

    • A lot of work was put into adding the Ammunition system to weapons. Basically, with this system you can use Templates to create ammo for items. This could be darts for a blow gun, bolts for a crossbow or bullets for a pistol. The items live as separate listings allowing for consumable ammunition while the player retains the firing mechanism when appropriate.

    • We've also added the first round of auto-importers to convert legacy items and feats into feature backed traits and items. For an existing campaign, you'll get a pop-up asking you to import the elements into Rules Library (and Content Library for Items). This can take a little while as there's a lot going on behind the scenes. Please be patient while this process completes. In the beta, it is probably not a bad idea to restart the session after a successful import just to make sure everything is lined up -- we're still working on the live resource update for Rules.

    • AC Overhaul phase 1 is underway. For Pathfinder, 3.5, 4e and "default" you won't notice a different but the truth is AC is being generated from a dynamic model based on Rules. This new system lets a Rules file define what are valid AC components for your game system and then present them as string statements such as "Base", "plus", "Armor", "plus", "Shield", "plus", "Dex". The "plus" keyword is turned into a unicode character defined in the Rules.AC classes lexicon. The lexicon can be extended fairly easily, however, adding custom labels has mixed results if you switch game systems or import/export a creature between systems. This will get refined further as we move along allowing for in-app editing of statements such that a single creature can have any number of AC combos assigned.

      Along these lines, we'll also be migrating the Custom AC's to a "Standard AC's" method which allows a GM or Rules author to define default AC types for the game system. These will then be available for selection by the Player as their default or current AC -- adding in things like SR, CMD and PR are easy to handle with this new system.

    • Along the same lines, we've added in a new Speeds UI. This system lets you define speeds for creatures with various movement types. You can select the active movement type as well and when the next release drops, you'll be able to see the movement type reflected in the map instrument. For now, the UI works for tracking purposes, but the map is still reading from the base/normal movement -- close though!
    We'll be releasing demo content through the marketplace for the new beta in the next few days. As soon as the content is available, I'll post another update as well as post to discord!

    - Owlbear
     
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  3. owlbear

    owlbear Administrator
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    We're nearly there now. .26 has most of the Feature fixes in place and is ready for some hardcore testing.
    Beta 27 is already under works to complete the list. In the meantime here's the link for 26 and some release notes!

    Download 3.6.11.26 here!

    v.3.6.11.26 (Public) Beta
    • Fixed damage issue between player and GM
    • Fixed mini-view/mergeable saving throws so they handle a somewhat more dynamic range of options
    • Global fix for -127 (NONE/NO_ABILITY) entries across Rules, Engine and other items using these byte values
    • Completed work on Trigger importers
    • Fixed AC Types. Dodge had gotten lost in translation. It has been restored.
    • Fixed issue with traits not being shown based on "Features=" definitions in the classes.txt file
    • Updated Items to use Features and provide group selection for map placement -- place stacks of items!
    v.3.6.11.25 (Public(ish)) Beta
    • fixed issue where spell universe was not be made visible to caster classes
    • updated spell universe to use lower case names even when not lower case in the source files (ManuallySpecified)
    • Added durability to support dynamic spell name adding via the classes.txt spell list definitions -- if the master spells list does not contain an entry this system will add it to the universe for the creature class.
    • Removed the sandbox and tutorial campaign templates
    • reverted the 5e classes.txt to use _Cleric, _Druid, _Sorceror (with spelling error) and _Wizard for SpellCastingTemplates
    • Fixed sorting by "Tab" value for traits rather than "Source"
    v.3.6.11.24 (Public(ish)) Beta
    • Fix for content developer tools handling items as traits
    • Fix for content developer tools to support selective recovery of products
    • Fixed some spelling errors
    v.3.6.11.23 (Public(ish)) Beta
    • Combined Abilities and Legacy Abilities into one UI
    • Auto import existing Feats on a creature into Traits
    • Removed the Abilities and Feats tabs from creatures; Abilities tab will still be displayed if the creature already had old-style Abilities
     

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