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D20PRO v3.7 & Updates

Discussion in 'Announcements' started by Krilion_GD, Jul 14, 2017.

  1. Krilion_GD

    Krilion_GD Community Manager
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    [​IMG]


    http://d20pro.com/2017/07/14/d20pro-version-3-7-now-available/

    The latest version of D20PRO adds an enhanced rules engine, a bunch of gameplay automation features, better support for 5th edition D&D, a new network connection option and more. Download it now!

    D20PRO version 3.7 is here and it introduces a TON of exciting new features and gameplay enhancements. You can download it now from the Get D20PRO page. Read on for feature highlights and a peek at what is coming next.

    New Features in D20PRO 3.7
    Check out the release notes for a full list of the features and enhancements packed into D20PRO version 3.7. Below are some of the most significant highlights:

    1. Revamped Rules Engine – Our new modular Rules API and Rule Library enable the creation and customization of rule systems and gameplay behaviors within D20PRO. This includes defining – and interrelating – stats, modifiers, attacks, spells, abilities, items and more. The Rules Engine provides a powerful set of features that will allow D20PRO to support virtually any RPG rule system out there with automation. See below for more details.
    2. Better support for 5th edition Dungeons & Dragons gameplay – D20PRO now natively supports advantage/disadvantage, passive skill rolls, death saves, proficiency, inspiration, class features (including paths, archetypes, domains, arcane traditions, etc.), racial traits, character backgrounds, armor class, immunities, and other core 5th edition D&D rules.
    3. Improved Pathfinder experience – Now that the Rules Engine is in place, we can better separate out gameplay behavior and UI elements by rule system. That means when your GM creates a Pathfinder campaign, the UI will no longer share space with other game systems (no advantage/disadvantage or inspiration on your Pathfinder character view, for instance). It also means that a lot more Pathfinder-specific customization and automation features are now possible.
    4. New network connection option to host and join games – You now have the option to host and join games using a publish / subscribe model. No more fussing with firewall and port-forwarding settings!
    5. Speed by movement type – You can define a speed for each movement type (e.g. base, flying, swimming, burrowing, etc.). You can then select which movement type is active. The game log will display the appropriate description (e.g. “Zaltran flies 40 feet”).
    6. Ammunition system for weapons – Make every shot count! Keep track of consumable ammunition like arrows, darts, and bullets independent from the weapon itself. So, for example, once you run out of arrows, you still have your bow – you just won’t be able to use it without restocking your supply of arrows.
    7. Overcasting – This feature allows for spells or abilities to be used at a higher level or cost. For example, under 5e rules, this would enable a wizard to cast magic missile (a 1st level spell) using a higher-level spell slot to gain an additional effect.
    8. Ability to equip and unequip items – Thanks to our new Rules Engine, items can now have defined features like attacks, modifiers, abilities, and ammunition or charges. The equip/unequip UI takes this a step further, controlling when an item’s features are in effect. For example, if a character picks up a magic sword, all the sword’s attacks, modifiers, and abilities are now available to that character. If the character unequips the sword, all the sword’s capabilities go away.
    The New D20PRO Rules Engine
    The biggest enhancement introduced with version 3.7 is the Rules Engine. In fact, the Rules Engine is what powers many of the features listed above – and it will enable several more going forward.

    The new D20PRO Rules Engine has three primary parts:

    Rules API – This is a programming interface to define a rule system and the associated rules logic (modifiers, attacks, effects, etc.). The Rules API will make it possible for us to offer new game systems for use within D20PRO. It will also enable members of our community who know a little JavaScript to create their own rule systems.

    We’ve released the basic Rules API framework with 3.7. Future releases will further expand and refine this foundation (for example, allowing a new ruleset to have its own character sheet and UI elements).

    As you can imagine, the Rules API sets the stage for some very exciting things for D20PRO!

    Rules Library – This is a new menu area within D20PRO where you will be able to edit and create rules and gameplay behaviors for a specific game system (as defined by the Rules API).

    The Rules Library menu item consists of five tools:

    • Features – Defines actions that occur on the map, whether decisions or attacks, backed by game mechanics. This includes items, special abilities, traits and so on that are not level dependent.
    • Spells – Like Features, this tool defines actions that occur on the map, but with a provision for class or level dependency. Think spells that depend on the caster’s level or spell-like abilities.
    • Templates – These are usage containers where you can bundle Features and Spells as well as their associated costs (e.g. charges or spell slots). Templates can then be assigned to a Trait or Item (below).
    • Traits – You select the appropriate Templates to define and control the usage of associated Feature and Spells by a given class or race. This is where you define what it means in gameplay terms to be a cleric or an elf, for example.
    • Items – Like Traits, this tool defines and controls the usage of associated Features and Spells by an Item.
    Putting it all together, here is how you would use each tool: Features and Spells are where you create an action and its effects. Templates allows you to bundle Features and Spells while defining usage costs. You assign those templates to Traits or Items so that players and creatures can use them in your campaign.

    We’ll have some tutorials to help clarify how this all works in the near future.

    Rules Editor UI – The gameplay logic of Features and Spells is editable from within D20PRO using a new Flow view, which is basically a visual scripting editor. Each aspect of a Feature or Spell is defined by adding “nodes” to define the appropriate behavior. This includes things like effect, save, status, area of effect, duration, and flavor text. You can edit the description, short description and GM notes via a rich-text editor.
     
  2. Krilion_GD

    Krilion_GD Community Manager
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  3. Krilion_GD

    Krilion_GD Community Manager
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    this is very important;

    You'll want to install this in a fresh location as it contains new and pruned java libraries. If you install over an old (even the most recent beta) directory, you may have mixed results.
     
  4. Krilion_GD

    Krilion_GD Community Manager
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    3.7.1 Hotfix

    http://pubs.d20pro.com/Production/3.7.1/

    ### *** v.3.7.1.0 ***
    ** Service update
    * Fixed issue with new pub/sub networking
    * Fixed various issues with marketplace access to traits and features
    * Temporary fix for windows popping behind the main D20PRO window when editing traits and items
    * Preview of the scripting library added for power users interested in exploring the upcoming features

    You can grab the file at
     
    #4 Krilion_GD, Jul 20, 2017
    Last edited: Aug 27, 2017
  5. Krilion_GD

    Krilion_GD Community Manager
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    Beta 3.7.1.4

    http://pubs.d20pro.com/Public_Beta/3.7.1.4/

    addes some lighting improvements and enhancements to the feature system such that you can now put your own text in the effect line via the feature node -- sub-decisions (effects) can also have manual entry effect lines defined for each effect.

    we'll continue working a good feature parser, but for now this is a solid solution to the problem of getting information where it needs to be -- in your hands.

    it also addes a magnifing glass icon to the spell and feature decision which lets you pull up the description like you would for a trait.

    This build also fixes a scripting error for players connection which was preventing some players from syncing scripts with the GM.
    so with this mornings network fixes, and these additional fixes, this should be a pretty stable build.

    One caveat, this build has a "Cancel on Save" check box for Effects. This does not work yet, we added it to this build to let folks work with the full feature UI while we finish the back-end logic.
     
    #5 Krilion_GD, Aug 14, 2017
    Last edited: Aug 27, 2017
  6. Krilion_GD

    Krilion_GD Community Manager
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    Beta 3.7.1.5

    http://pubs.d20pro.com/Public_Beta/3.7.1.5/

    This should fix the osx jxbrowser issue, but still needs additional testing.

    ### *** v.3.7.1.5 ***
    * Added 'm' hot key for move-to creature behavior. To transfer a creature from one location to another without a PC
    update or to move creatures between maps quickly, you can select one or a group of creatures, press the M key, then
    select the target location (on the current map or another open map) to move them too.
    * Continued refinement to the execution order and execution delay options for triggered effects (flow nodes)
    * Added cancel condition to effect nodes. This helps to streamline some of the concepts of how triggers work pre-
    documentation.
    * Initial game lobby (sans security/protection for sessions); allowing for sessions names to be reserved and persist
    between runs. Please note currently anyone can delete a session. Be respectful until we roll out the full system and
    try not to grief others unless there is good, solid humor value and all parties will find said, humor in such
    activities.
    * Added new javascript bindings for Console, Map and Role.
    Role - the PC or GM role of the current script executor (usually GM)
    Console - Access to the console tools associated with the Map view
    Map - Access to the Map view
    Targets - Access to the full target list as an array list
    * Fixed issue with legacy abilities not showing more than the first ability
    * added stubs for features which teleport or summon creatures -- wip
     
    #6 Krilion_GD, Aug 26, 2017
    Last edited: Aug 27, 2017
  7. Krilion_GD

    Krilion_GD Community Manager
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    Beta 3.7.1.8

    http://pubs.d20pro.com/Public_Beta/3.7.1.8/


    ### *** v.3.7.1.8 ***
    * Fixed positive HP effect for legacy (and new feature system) -- found a case where some resistance options prevented
    healing incorrectly.

    ### *** v.3.7.1.7 ***
    * Added "ahhh" sound for critical miss (1 on the die when miss is selected from the Attack Action Card)
    * Fixed JxBrowser calls for Mac OSX
    * Fixed several window maximize bugs for OSX Sierra

    ### *** v.3.7.1.6 ***
    * Disabled the on-launch PSA which has been causing issues on Mac and Windows. Will re-evaluate PSA post 3.7.2
    * Disabled manual broadcast of Rules Library with the "broadcast" button. We'll add a separate broadcast ability to
    allow for a manual push of rule library changes.
    * Disabled Shadow Repair script for fixing shadow cast object edges. this appears to have been running at less then
    optimal performance -- will need to test thoroughly to see if we can leave it off or add an option to toggle the
    repair function.
     
    #7 Krilion_GD, Aug 27, 2017
    Last edited: Aug 27, 2017
  8. Krilion_GD

    Krilion_GD Community Manager
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    d20pro_b3-7-1-9.jpg

    Beta
    3.7.1.9


    http://pubs.d20pro.com/Public_Beta/3.7.1.9/

    ### *** Known Issues ***
    * Warlock is still not quiet right (5e)
    * 5e resistances for physical attacks is not quite right yet -- still working on it.
    * 5e has an issue for bonus spells for casters who get them -- we should have this fixed in 3.7.2, after all the weekend
    is young!
    * D&D Beyond SRD Plugin's table of contents page does not currently link to the appropriate areas of the site
    * The HeroLab Native importer is still a work in progress. It is not ready for primary use but is included in the RC.
    * Armor bonus from shield is not shown in the mini view, however the AC bonus from shield is correctly applied

    * Game Log entries on Effect nodes play even when the success condition of the effect isn't met.

    ### *** v.3.7.1.9 ***
    * Fixed bug with targeting zero targets with a feature -- was throwing a null effect.
    * Fixed bug related to null game log entries. This was likely the root cause for occasional report we've seen regarding
    save game state failing.
    * Updated campaign templates with updated default Scripts and Templates (pools)
    * Updated 5e campaign templates with fixed classes.txt file
    * Fixed several issues with concurrent modification issues related to features
     
    #8 Krilion_GD, Aug 29, 2017
    Last edited: Aug 30, 2017
  9. Krilion_GD

    Krilion_GD Community Manager
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  10. Krilion_GD

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  11. Krilion_GD

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  12. Krilion_GD

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    Since this is in the Unstable branch I am gonna post the info for those who are interested in such things.
    I'll give it the full Beta treatment once it moves from unstable/alpha to Beta.

    Alpha: http://pubs.d20pro.com/Unstable/3.7.1.17/

    upload_2017-10-28_19-0-30.png
     
  13. owlbear

    owlbear Administrator
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    http://pubs.d20pro.com/Public_Beta/3.7.1.19/

    This build is a release candidate for 3.7.2. Barring major fundamental problems, this build will launch as 3.7.2 later this week!

    Work still left to be done before 3.7.2 can go live includes:
    • Tuning and cleanup of campaign templates -- there are too many and the default resolutions are not configured properly.
    • Set up of a default "Guide" reference plugin when no rules reference is selected for a campaign.
    • New installers for windows and mac!
    Other than those, the changes in 3.7.1.18 are detailed below.

    upload_2017-11-6_18-23-50.png

    Updates to the lighting engine provide a radius approximation in game units in addition to the more granular grid unit entry:
    upload_2017-11-6_18-28-6.png

    Right click context menu lets you add things easily and quickly to the map:
    upload_2017-11-6_18-30-12.png

    Place Marker provides access to existing markers and presets
    upload_2017-11-6_18-30-48.png

    Presets are shared between the host and connected players. An example preset is shown below:
    upload_2017-11-6_18-33-2.png

    Right clicking on a stack of map objects will result in additional menu items:
    upload_2017-11-6_18-34-59.png

    Please note. Lights require you to click in the MIDDLE of the light object to access the menu for lights. While not ideal, this is where we're at with this for now.

    upload_2017-11-6_18-36-20.png

    Finally,

    double clicking on any element will select that elements context and allow you to control it with direct, context driven options. These are things like picking up a template and moving it (and any associated features attached to the template). Cloning or deleting a marker, erasing a painted square, or deleting or disabling a light source.

    Please note that lights tethered to a creature are still controlled via the creature's light menu.
     
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  14. owlbear

    owlbear Administrator
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    d20pro-3-7-1-22-Beta_Release.jpg

    [EDIT: The mac release does not launch correctly from the D20PRO.app and must be launched from the data/D20PRO.jar for now. If this does not work for you, you can try to hold down "Control" while launching and this will provide an "Open" dialog to launch the app.

    We will fix the Mac D20PRO.app launcher soon as I figure out how it's altering access to the browser cache directories]


    3.7.1.22 is available with network speed fixes, an updated launcher UI and firm collection of bug fixes and speed improvements.

    BETA http://pubs.d20pro.com/Public_Beta/3.7.1.22/

    The change summary for this one is as follows:

    * paizo store API integration for publishers
    * fix zoom quality for light inner radius
    * fix for player movement to prevent "snap back" behavior
    * work in progress preview of edge object visibility to players; effected by lights and fog of war
    * fixed bug related to tcp/ip shutdown null
    * mac jfx fix to support chromium engine
    * update to support currency changes between rule sets
    * fixed issue with bloated gamestate due to feature expansion
    * hero lab importer update to process immunities and resistances; still needs injection
    * hero lab importer update to handle 5e vs Pathfinder/3.5 formatted imports
    * refactored HL importer to use generic wrapper rather than hard coded fields
    * fixed null condition in join launcher panel
    * updated launcher to clarify optional settings; network style; oversized interface
    * update to build process to clear out old jar files prior to full build
    * fix to feature tab to ensure it updates correctly
    * added custom traits solution to handle additional Rules specific traits via Rules
    * updated library object windows to show object name in header
    * prototyped GPU based 2d volumetric lighting (OpenGL)
    * Added web extensions UI to support discord and other user set web pages
    * Help text updates
    * updated threading model
    * updated autosave model to use native byte code rather than xml

    Known Issues **
    * pubnub lobby session defaults to first session -- need to click lobby and select appropriate session
    * campaign template updates are still work in progress for 4e
     
    #14 owlbear, Dec 8, 2017
    Last edited by a moderator: Dec 9, 2017
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  15. owlbear

    owlbear Administrator
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    LAUNCHER UPDATES

    3.7.1.22 includes several launcher refinements not least of which is clean up of the options area so it is very clear as to which options are on or off.

    upload_2017-12-9_9-24-39.png

    EXTENSIONS PANEL

    Next we have the "Extensions" Menu item. (Main Menu->Extensions)

    This system is designed to allow you to add any web resources to your campaign that you'd like to have readily available without needing to switch windows. The browser state for each tab is maintained and can be enabled or disabled from the "+" tab -- just check or uncheck the entry.

    Later, we'll extend this so content from web pages can be integrated into the application in other ways, character data from a partnered character builder, game log chat piped directly to your discord channel, and so on.

    The Extensions panel is available to both Players and GM's. The browser support most WebGL enabled sites in addition standard flat content (last example below)

    upload_2017-12-9_9-35-24.png

    upload_2017-12-9_9-35-50.png

    upload_2017-12-9_9-45-29.png


    EDGE OBJECT VISIBILITY OPTION

    To allow for cleaner Fog of War shapes and visibility, we've added the option to make edge decoration on edge shapes visible to players through fog of war and lighting.

    upload_2017-12-9_9-51-41.png


    As you can see, the player is shown green segment lines using their light source as a filter. This allows for creation of new maps and art either attached or detached from the grid. Additionally, these objects can be set to block or ignore lighting (interactive or passive). The result is the ability to draw dungeon walls and objects which will cast shadows from in-game lights while providing a visible edge to the players which can assist in answering the "is that a wall in front of me?"

    This system will be enhanced further as we move forward, post 3.7.2, to enable color and opacity selection as well as line thickness.

    WHAT ELSE?

    Hero Lab Native importer is moving along nicely.

    upload_2017-12-9_9-59-21.png

    The importer is able to import from Hero Lab's native .por (portfolio) format allowing for import of multiple characters simultaneously.

    Work left to do on the import include merging of ER/DR and Spell List/Book selections.

    Despite these missing bits, the system is live and can handle portraits, stats, equipment, feats, skills, traits, and much, much more.

    We will be retiring the old D20PRO HLXML importer with 3.7.2.

    UI Refinements

    As with other builds, we are continuing to refine and refactor UI as we move through the system. To this end, we've updated the Main Menu so maps can be managed without pushing menu options off the bottom of the screen.

    upload_2017-12-9_10-3-6.png

    this change also gave us the option to build out a few usability changes such as a "close all" for maps and if no maps are open, an "open map" button.

    There are lots of behind the scenes performance and usability tweaks I won't go into detail here and now, however, 3.7.1.22 is definitely a major step forward and is definitely worth checking out!

    - Owlbear and team
     

    Attached Files:

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  16. owlbear

    owlbear Administrator
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    upload_2017-12-9_10-58-53.png

    3d dice using extensions -- more on this soon!
     
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  17. Krilion_GD

    Krilion_GD Community Manager
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  18. Krilion_GD

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