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Disteeler

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  1. Thanks
    Disteeler reacted to Bitterman in Imperial Assault Tools - List Builder, Card Editor, more...   
    Download the Imperial Assault Tools Suite here!

    The Imperial Assault Tools Suite is a collection of Windows apps, including:

    Imperial Assault Skirmish List Builder

    - Build your Skirmish lists from all the official Deployment and Command cards.
    - Intelligently filters out cards you can't take (such as Rebel cards in an Imperial list).
    - Export to images, PDF (various options), Word, or the Tabletop Admiral web app.
    - Lots of cool little features to help you build your lists; for example five-star ratings for Command cards.
    - And more!


    Imperial Assault Skirmish List Organizer

    - Keep track of all your skirmish lists; just tell it which folder to look in.
    - At-a-glance view of what each list contains.
    - Tag and filter lists.
    - Export multiple lists into the same PDF.
    - And more!

    Imperial Assault Card Editor

    - Make your own completely custom (deep breath) Deployment, Command, Skirmish, Hero, Agenda, Side Mission, Reward/Class, Equipment, Companion, Condition, or Form cards!
    - Start from scratch or clone existing cards.
    - Insert special Imperial Assault symbols using <tags>.
    - Export cards as images. Print one or more cards at the right size.
    - And more!



    Imperial Assault Card Viewer

    - Not big, not clever: just lets you view entire sets of cards at once.

    ...and more to come!

    The tools suite is under active (if irregular) development, and I plan to add even more useful stuff to it at some point (including a Mission Editor, Campaign Tracker and Dice/Stats App). Check back occasionally for new features!
    One more time - download the Imperial Assault Tools Suite here!

    P.S. No, the tools suite does not work on web, Linux, MacOS nor anything other than Windows. No, it never will. Sorry.
    P.P.S. If you use this tool, and like it, and felt like you wanted to make some kind of concrete recognition for the work that went into it, you can now send me money by PayPal... if you want. No pressure.
    (Reposting as the previous thread mysteriously vanished without explanation.)
  2. Like
    Disteeler reacted to Ceodryn in Anyone converted the Beginner game character to Full game?   
    I am coming back to SW EotE after 2 years hiatus, with brand new players who are new to roleplay. I plan to use the Beginner Game adventure to introduce them, but would prefer to use the full set of rules vs. the beginner rules.
    Has anyone converted the beginner game characters to full set of rules & obligations/motivations?
    Thanks
  3. Like
    Disteeler reacted to Helix1188 in [Survey] Which of these SWRPG rules do you struggle to understand?   
    https://www.surveymonkey.com/r/2VVNYNV
     
    I've created a one-question survey to try to understand what fellow GMs and players struggle with in the system. We all have to look up rules for a quick refresher from time to time--"What was that vehicle's stat?  What's the table for crafting Cybernetics say again?"--but which of these rules do you often struggle with or fail to understand?
     
  4. Thanks
    Disteeler reacted to OggDude in Another Character Generator   
    The pre-release seemed pretty stable, so here's the official 2.3.2.0 release (Manual Install and Web Install).  My new copies of Cyphers and Masks and Dawn of Rebellion just came in the mail yesterday, so I'll be working on those for 2.3.3.
    Here's the 2.3.2 release notes:
    Release 2.3.2.0:
    New/Changed Data:
    Added all new information from "Knights of Fate", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. In crafting, maximum speed by silhouette rules are now enforced only if using an engine template.  If modifying a custom vehicle without changing out the engine, it will no longer top out the speed using the rules if the base speed of the custom vehicle is higher. New Features/Enhancements:
    Added rewards to the character generator.  Rewards can cost XP, but can also grant talents, skill ranks, and die modifiers to skills.  The following reward types are supported (found in various sourcebooks):  Ally, Apprentice, Battle Scar, Campaign Medal or Ribbon, Follower, Honored Title, Maker's Mark, Medal of Honor, Military or Civilian Decoration, Proven Expertise, Reputation, and School.  Rewards are not tied to any specific career in order to provide flexibility to the GM. In crafting, a character with the Maker's Mark reward will have the Advantage cost of a chosen improvement lowered by one. Added a Rewards editor to the Data Editor. Modified editors in the Data Editor to add a standard description based on the name and source information for the item being added.  Armor, weapons, gear, and vehicles will use Header 3 for the title, while other items will use Header 4, as is the current standard. Modified the skills pane.  The rank sources have been removed and columns re-spaced to be less cluttered.  A complete list of rank sources will now appear in a tool tip when you hover over a skill. Restricted ships will now display the restricted symbol after the cost/rarity on the printed sheet. In the Data Editor, the Force Ability editor now supports innate weapons.  Innate weapons configured in this way will show up in a character's weapon inventory when the Force ability is selected. When the Conjure basic Force power ability is selected, two innate weapons will be added to the weapon equipment list: a Basic Conjured Brawl Weapon and a Basic Conjured Melee Weapon.  They can be selected to show on the first page of the character sheet as a reference when a character has the Conjure Force power. Bug Fixes:
    Innate Brawl weapons (such as from a species, gear, or an attachment) were not getting properly combined with the default Unarmed attack.  They now will. When new innate weapons were being added, there was a chance that the "Show" flag would not get properly set on existing innate weapons, or get set on the new innate weapon.  Innate weapon keys are now calculated differently, which should eliminate this issue. Ad hoc (innate) vehicle weapons would be displayed as using personal scale if they were set to planetary scale.  Planetary scale ad hoc weapons will no longer display as personal, while personal ad hoc weapons will continue to properly display as personal. In GM Tools, adversaries with the Flyer ability were always being classified as mounts and being given the mount Flyer talent instead.  This will now only happen if other mount abilities are found, as non-mount adversaries may have the Flyer ability as well. For vehicle weapons, changed weapon descriptions to use proper hyphenated grammar for mounted weapons (i.e., "Forward-Mounted" instead of "Forward Mounted"). When crafting vehicles, if a new vehicle was selected, it's assembly template would not be updated until the assembly was selected from the drop down.  Because of this, the crafting costs were calculated using the previous frame's assembly template.  Now, the assembly is automatically updated when the crafted vehicle is being created without having to first select the assembly template (there can only ever be one assembly template based upon silhouette). When crafting vehicles, the value of a custom vehicle only considered the cost of crafting it.  It will now also include the original cost of the vehicle, as well as additional crafting costs. In crafting, the Craft Summary sheet had some formatting issues with vehicles if the template names exceeded the size of the label.  These have been fixed. In crafting, the Craft Summary sheet would crash if you removed the hull or engine from a custom vehicle.  This will now work properly. In many screens and printouts, fixed minor formatting and spacing issues such as centering, font sizes, etc.
     
  5. Like
    Disteeler reacted to OggDude in Another Character Generator   
    The pre-release for 2.3.2 is now ready.  You can find it here.  Please run it through its paces and let me know if you find anything that needs changing or fixing.
     
    Pre-Release 2.3.2.0:
    New/Changed Data:
    Added all new information from "Knights of Fate", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, droids, attachments, etc. New Features/Enhancements:
    Added rewards to the character generator.  Rewards can cost XP, but can also grant talents, skill ranks, and die modifiers to skills.  The following reward types are supported (found in various sourcebooks):  Ally, Apprentice, Battle Scar, Campaign Medal or Ribbon, Follower, Honored Title, Maker's Mark, Medal of Honor, Military or Civilian Decoration, Proven Expertise, Reputation, and School.  Rewards are not tied to any specific career in order to provide flexibility to the GM. In crafting, a character with the Maker's Mark reward will have the Advantage cost of a chosen improvement lowered by one. Added a Rewards editor to the Data Editor. Modified editors in the Data Editor to add a standard description based on the name and source information for the item being added.  Armor, weapons, gear, and vehicles will use Header 3 for the title, while other items will use Header 4, as is the current standard. Modified the skills pane.  The rank sources have been removed and columns respaced to be less cluttered.  A complete list of rank sources will now appear in a tool tip when you hover over a skill. Restricted ships will now display the restricted symbol after the cost/rarity on the printed sheet. In the Data Editor, the Force Ability editor now supports innate weapons.  Innate weapons configured in this way will show up in a character's weapon inventory when the Force ability is selected. When the Conjure basic Force power ability is selected, two innate weapons will be added to the weapon equipment list: a Basic Conjured Brawl Weapon and a Basic Conjured Melee Weapon.  They can be selected to show on the first page of the character sheet as a reference when a character has the Conjure Force power. Bug Fixes:
    Innate Brawl weapons (such as from a species, gear, or an attachment) were not getting properly combined with the default Unarmed attack.  They now will. When new innate weapons were being added, there was a chance that the "Show" flag would not get properly set on existing innate weapons, or get set on the new innate weapon.  Innate weapon keys are now calculated differently, which should eliminate this issue. Ad hoc (innate) vehicle weapons would be displayed as using personal scale if they were set to planetary scale.  Planetary scale ad hoc weapons will no longer display as personal, while personal ad hoc weapons will continue to properly display as personal. In GM Tools, adversaries with the Flyer ability were always being classified as mounts and being given the mount Flyer talent instead.  This will now only happen if other mount abilities are found, as non-mount adversaries may have the Flyer ability as well. For vehicle weapons, changed weapon descriptions to use proper hyphenated grammar for mounted weapons (i.e., "Forward-Mounted" instead of "Forward Mounted").
     
  6. Haha
    Disteeler reacted to ddbrown30 in List of Modular Encounters   
    Haha, check my username.
  7. Thanks
    Disteeler reacted to OggDude in Another Character Generator   
    Here's the 2.3.1.1 bug fix.  This has all of my latest bug fixes, which hasn't really changed much in the last month or so (haven't had much time to work on anything).  This will be the only bug fix release for 2.3.1.  2.3.2 will probably just be Knights of Fate, plus anything else that needs fixing that's brought to my attention.
    My FLGS has stopped carrying SWRPG books (boo), but I'm going to be ordering  Cyphers and Masks and Dawn of Rebellion online, so those will be added down the road a bit.  Anyway, here's the latest (link can be found in my Profile/About panel):
    Release 2.3.1.1 Bug Fix:
    The Thisspiasian, Vurk, and Tholothian species had a misspelling for their source.  This has been fixed. In GM Grants, specializations could not be checked.  This has been fixed. When the Tinkerer talent was unselected, items with extra HP's would have all of their attachments removed.  This was by design, but not always needed.  It will now only remove attachments if the new total HP is less than used HP.  And even then, it will remove attachments one at a time until under the proper total, rather than remove everything. The equipment pane and new vehicle dialog in the character generator, and the equipment pane in the add companion dialog, didn't use the source selection from the Options dialog.  They will now respect source selection.  Note this will work only in the character generator, not in the GM Tools. Fixed a potential bug in the translate class where a bad locale ID specified when loading the translation object could cause an exception. Fixed a potential bug in the settings class where a non-existent locale ID would return 0.  It will now default to 1033 (US English).
  8. Like
    Disteeler got a reaction from Frankenstrat77 in FFG Spain not supported   
    +1
    FFG Spain business towards some of the lines is really questionable. For example, Star Wars RPG lines are really lagging:
    Less than 50% of the books have been published in spanish (19/40, counting starter sets). The last one, mask of the pirate queen, was published 18/05/2018, 30 months after the english version. An it was published without any marketing or communication whatsoever (not a single news on the website). Only two other books are in the works ( Chronicles of the Gatekeeper and Keeping the Peace), or so we are being told by moderators in the forum for a year already, but they are not "in the works" website, so we'll believe it when we see it. Anyway, if they were to be published today, it would mean 40 month after the english version. How can you keep people engaged with those timings?
    The point is, it's really difficult to believe we're going to get them translated in time...but FFG don't say anything, so we're -at least me- stuck deciding if buying the english version or waiting for the translation (after all, we want to buy the books).
    Please, take action: tell us the plan so at least we can decide.
  9. Like
    Disteeler reacted to Frankenstrat77 in FFG Spain not supported   
    Greetings FFG America: my complaint is due to the poor support given to Spanish-speaking users by FFG Spain. Users feel totally unattended as we lack the translated documents on the web, there is not enough support for the games we buy here and we are not well taken care of from the forum.
  10. Like
    Disteeler reacted to OggDude in Another Character Generator   
    Version 2.3.1 has been released.  Download links are in my "About Me" page.  Web installs should automatically update.  Note that the files are still copying, so give it about 10-15 min from this post.
     
    Release 2.3.1.0:
    New/Changed Data:
    Added all new information from "Unlimited Power", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, lightsaber crystals, attachments, etc. Fixed a number of errors for various items and data. For crafting, the Ion Drive Array engine had 1 increase speed optional mod instead of 2.  This has been fixed. For crafting, the Distinctive Style improvement cost 1 advantage instead of 3.  This has been fixed. For crafting, Lightly Armored Hull was misnamed and was missing its optional +1 handling.  This has been fixed. For crafting, the airspeeder's max altitude should have been 100, not 10 km. Added the "Blaster" category for the Custom Grip attachment. Fixed the name of the Alter Force power's Mastery node. For crafting, changed the attachments for vehicle engines and hulls to enable them to work with custom vehicle frames.  This may cause some problems with current crafted vehicles.  If so, please recreate them using the new attachments. For crafting, added two new templates for Powered Melee weapons, one for a cutting-edge weapon, and another for a bludgeoning weapon.  The original entry (without either one) still exists. The text for the Merr-Sonn Model 31 Palm Stunner has been updated to use Stealth, rather than Resilience, for the opposed check, as per F&D errata. The Now the Master talent is now a Force talent, as per F&D errata. The Ion Blaster has been changed to rarity 3 and the Ion quality, rather than Stun (Droid Only). Removed Disorient quality from thermal detonators. Updated many older items to use base mods and other newer features for listed effects.  This will be an ongoing task. Updated many vehicles to fix minor errors in stats, weapons, etc.  This will also be an ongoing task. Updated the documentation PDF to include new features descriptions for version 2.3.1. Added an updated German language file.  This file should be up-to-date as of release 2.3.0, but does not have new phrases added for this release.
    New Features/Enhancements:
    For crafting, added alchemical potions and talismans from "Unlimited Power".  This includes adding Force points to the pool.  Potions and talismans only show up in the Crafting dialog if the character has a Force rating.  Force points show up in pool and in the cost count only if a potion or talisman is being created. Added tinkered items to talent description. All item types (gear, armor, weapons, and vehicles) now support built-in attachments.  Data editors should now support this new feature. For crafting, vehicles now support a "Custom" frame.  This frame can be any vehicle supported by the system.  Custom vehicles have the option of removing the engine and hulls to gain extra hard points for customization.  When you remove an engine, besides gaining 2 hard points, it will remove the vehicle's speed, defenses, and system strain.  When you remove a hull, besides gaining 3 hard points, it will remove armor and handling will change to 0.  Unlike standard frame templates, the custom template supports the option of not including engine and/or hull attachments when you customize an existing vehicle type. Support for crafting-only item descriptors.  Currently, these descriptors are "set"-type descriptors that will set certain aspects of a custom vehicle to a particular value, such as speed, handling, armor, defense zones, etc.  Crafting-only descriptors will only be displayed during crafting: in other parts of the system, their results show up in the stats, but the mods themselves won't be displayed so they don't overly-complicate vehicle descriptions. The dataset import feature of the Data Editor will now support dataset ZIP archives created with programs that do not include the base directory at the top.  This includes Windows' "Send To Compressed File" and other popular ZIP archivers. Added support for civilian vehicle retrofitting from "Fully Operational".  This comes as a new attachment that can be added to any vehicle (although it is meant for civilian vehicles being retrofitted to use for military purposes).  This attachment will add a hard point to the vehicle, but will also have a degrading effect on the vehicle.  The GM may choose any of the optional mods (or more than one) as an undesired consequence of the hard point upgrade. Added support for civilian refit bases from "Fully Operational".  All base types, except the rebel base, can be upgraded to work as a secret rebel base.  You can optionally conceal up to three civilian refit upgrades.  If your base contains unconcealed civilian refit upgrades, the number of boosts that a character receives to detect rebel activity will be displayed on the base sheet. In the Data Editor, the base upgrade dialog now supports the "Civilian Refit" flag.  Checking this makes the upgrade a refit upgrade for civilian bases.  Refit upgrades make it easier to spot rebel activity at the base, but also makes the upgrade eligible for concealment. GM Grants now supports the Dedication talent.  When Dedication is selected, clicking "Choose" will allow you to choose one characteristic for each rank of Dedication. GM Grants now supports a filter for each grid.  The filter is applied to the name of the appropriate item in the grid. Two new buttons have been added on the GM Grants dialog.  Suspend will save all of your grant changes, but turn off grants temporarily.  You can turn them back on by going back into GM Grants and clicking Grant.  Reset will remove all grants and allow you to start over.  In all cases, hitting Cancel will now revert your grants back to what they were when the dialog was first opened. Bug Fixes:
    If two or more equipped pieces of gear each had a built-in weapon, and then you tried to "Show" the weapon in the Weapon grid, only one would keep the "Show" checkmark intact.  This was because the two built-in weapons had the same key.  This has been fixed. If a talent modified a weapon's qualities or other mods (such as Defensive Training), they would not be applied to defense.  This has been fixed. For crafting, selecting an integrated attachment for vehicles did not always recalculate the vehicle.  So, certain changes would not always appear after selecting at attachment.  The changes would still be there after vehicle creation, however.  Now, vehicles are always recalculated after adding attachments. Made sure the crafting attatchments for vehicles do not show up as purchasable (they are for crafting only). Removed the "()" in weapon descriptions.  This was caused by the new scale description for weapons. Made a number of minor fixes and tweaks. If an external application was used to compress a dataset file, depending on what software was used, the resulting file sometimes had issues during import.  This was due to some ZIP software including the base directory in the archive, while others did not.  Both formats should now work during import. When importing datasets in the Data Editor, if a data set's archive file was created by hand (that is, not using the Data Editor), then depending on the app that was used to create it, there was a chance that it wouldn't be recognized as a dataset.  This is because different ZIP programs use slightly different formats.  This should be fixed now.  However, it's generally a better idea to just use the Data Editor to create your datasets. The tool strip on the Print Preview window was always showing the default Edge of the Empire color.  It will now match the color for the chosen skin.
     
  11. Like
    Disteeler reacted to OggDude in Another Character Generator   
    This should be the last pre-release of 2.3.1.  The link for it is the same as the other one.  Please test the custom vehicle in crafting, the GM Grants (especially Dedication), and the civilian base refit in GM Tools/Groups, as those had some changes since the last pre-release.
     
    Pre-release 2.3.1.0  (Build 2)
    New/Changed Data:
    Added all new information from "Unlimited Power", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, lightsaber crystals, attachments, etc. Fixed a number of errors for various items and data. For crafting, the Ion Drive Array engine had 1 increase speed optional mod instead of 2.  This has been fixed. For crafting, the Distinctive Style improvement cost 1 advantage instead of 3.  This has been fixed. For crafting, Lightly Armored Hull was misnamed and was missing its optional +1 handling.  This has been fixed. For crafting, the airspeeder's max altitude should have been 100, not 10 km. Added the "Blaster" category for the Custom Grip attachment. Fixed the name of the Alter Force power's Mastery node. For crafting, changed the attachments for vehicle engines and hulls to enable them to work with custom vehicle frames.  This may cause some problems with current crafted vehicles.  If so, please recreate them using the new attachments. For crafting, added two new templates for Powered Melee weapons, one for a cutting-edge weapon, and another for a bludgeoning weapon.  The original entry (without either one) still exists. The text for the Merr-Sonn Model 31 Palm Stunner has been updated to use Stealth, rather than Resilience, for the opposed check, as per F&D errata. The Now the Master talent is now a Force talent, as per F&D errata. The Ion Blaster has been changed to rarity 3 and the Ion quality, rather than Stun (Droid Only). Removed Disorient quality from thermal detonators. Updated many older items to use base mods and other newer features for listed effects.  This will be an ongoing task. Updated many vehicles to fix minor errors in stats, weapons, etc.  This will also be an ongoing task. Updated the documentation PDF to include new features descriptions for version 2.3.1. Added an updated German language file.  This file should be up-to-date as of release 2.3.0, but does not have new phrases added for this release. New Features/Enhancements:
    For crafting, added alchemical potions and talismans from "Unlimited Power".  This includes adding Force points to the pool.  Potions and talismans only show up in the Crafting dialog if the character has a Force rating.  Force points show up in pool and in the cost count only if a potion or talisman is being created. Added tinkered items to talent description. All item types (gear, armor, weapons, and vehicles) now support built-in attachments.  Data editors should now support this new feature. For crafting, vehicles now support a "Custom" frame.  This frame can be any vehicle supported by the system.  Custom vehicles have the option of removing the engine and hulls to gain extra hard points for customization.  When you remove an engine, besides gaining 2 hard points, it will remove the vehicle's speed, defenses, and system strain.  When you remove a hull, besides gaining 3 hard points, it will remove armor and handling will change to 0.  Unlike standard frame templates, the custom template supports the option of not including engine and/or hull attachments when you customize an existing vehicle type. Support for crafting-only item descriptors.  Currently, these descriptors are "set"-type descriptors that will set certain aspects of a custom vehicle to a particular value, such as speed, handling, armor, defense zones, etc.  Crafting-only descriptors will only be displayed during crafting: in other parts of the system, their results show up in the stats, but the mods themselves won't be displayed so they don't overly-complicate vehicle descriptions. The dataset import feature of the Data Editor will now support dataset ZIP archives created with programs that do not include the base directory at the top.  This includes Windows' "Send To Compressed File" and other popular ZIP archivers. Added support for civilian vehicle retrofitting from "Fully Operational".  This comes as a new attachment that can be added to any vehicle (although it is meant for civilian vehicles being retrofitted to use for military purposes).  This attachment will add a hard point to the vehicle, but will also have a degrading effect on the vehicle.  The GM may choose any of the optional mods (or more than one) as an undesired consequence of the hard point upgrade. Added support for civilian refit bases from "Fully Operational".  All base types, except the rebel base, can be upgraded to work as a secret rebel base.  You can optionally conceal up to three civilian refit upgrades.  If your base contains unconcealed civilian refit upgrades, the number of boosts that a character receives to detect rebel activity will be displayed on the base sheet. In the Data Editor, the base upgrade dialog now supports the "Civilian Refit" flag.  Checking this makes the upgrade a refit upgrade for civilian bases.  Refit upgrades make it easier to spot rebel activity at the base, but also makes the upgrade eligible for concealment. GM Grants now supports the Dedication talent.  When Dedication is selected, clicking "Choose" will allow you to choose one characteristic for each rank of Dedication. GM Grants now supports a filter for each grid.  The filter is applied to the name of the appropriate item in the grid. Two new buttons have been added on the GM Grants dialog.  Suspend will save all of your grant changes, but turn off grants temporarily.  You can turn them back on by going back into GM Grants and clicking Grant.  Reset will remove all grants and allow you to start over.  In all cases, hitting Cancel will now revert your grants back to what they were when the dialog was first opened. Bug Fixes:
    If two or more equipped pieces of gear each had a built-in weapon, and then you tried to "Show" the weapon in the Weapon grid, only one would keep the "Show" checkmark intact.  This was because the two built-in weapons had the same key.  This has been fixed. If a talent modified a weapon's qualities or other mods (such as Defensive Training), they would not be applied to defense.  This has been fixed. For crafting, selecting an integrated attachment for vehicles did not always recalculate the vehicle.  So, certain changes would not always appear after selecting at attachment.  The changes would still be there after vehicle creation, however.  Now, vehicles are always recalculated after adding attachments. Made sure the crafting attatchments for vehicles do not show up as purchasable (they are for crafting only). Removed the "()" in weapon descriptions.  This was caused by the new scale description for weapons. Made a number of minor fixes and tweaks. If an external application was used to compress a dataset file, depending on what software was used, the resulting file sometimes had issues during import.  This was due to some ZIP software including the base directory in the archive, while others did not.  Both formats should now work during import. When importing datasets in the Data Editor, if a data set's archive file was created by hand (that is, not using the Data Editor), then depending on the app that was used to create it, there was a chance that it wouldn't be recognized as a dataset.  This is because different ZIP programs use slightly different formats.  This should be fixed now.  However, it's generally a better idea to just use the Data Editor to create your datasets. The tool strip on the Print Preview window was always showing the default Edge of the Empire color.  It will now match the color for the chosen skin.
     
  12. Like
    Disteeler reacted to OggDude in Another Character Generator   
    It's not letting me download it.  Could you email it to me?  And thanks for taking the time to update the translations   There will be new ones in the upcoming release as well.
  13. Like
    Disteeler reacted to OggDude in Another Character Generator   
    Here's what I have so far for fixes, etc., for the upcoming release.  New changes or features will be highlighted.  Please continue to hammer away at it and let me know if you find something else.  I'll do another pre-release so the changes to vehicle crafting can be tested.  I'll let you know when I'm ready.
     
    Pre-release 2.3.1.0:
    New/Changed Data:
    Added all new information from "Unlimited Power", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, lightsaber crystals, attachments, etc. Fixed a number of errors for various items and data. For crafting, the Ion Drive Array engine had 1 increase speed optional mod instead of 2.  This has been fixed. For crafting, the Distinctive Style improvement cost 1 advantage instead of 3.  This has been fixed. For crafting, Lightly Armored Hull was misnamed and was missing its optional +1 handling.  This has been fixed. For crafting, the airspeeder's max altitude should have been 100, not 10 km. Added the "Blaster" category for the Custom Grip attachment.* Fixed the name of the Alter Force power's Mastery node.* For crafting, changed the attachments for vehicle engines and hulls to enable them to work with custom vehicle frames.  This may cause some problems with current crafted vehicles.  If so, please recreate them using the new attachments.* New Features/Enhancements:
    For crafting, added alchemical potions and talismans from "Unlimited Power".  This includes adding Force points to the pool.  Potions and talismans (and Force points) only show up in the Crafting dialog if the character has a Force rating. Added tinkered items to talent description. All item types (gear, armor, weapons, and vehicles) now support built-in attachments.  Data editors should now support this new feature. For crafting, vehicles now support a "Custom" frame.  This frame can be any vehicle supported by the system.  Custom vehicles have the option of removing the engine and hulls to gain extra hard points for customization.  When you remove an engine, besides gaining 2 hard points, it will remove the vehicle's speed, defenses, and system strain.  When you remove a hull, besides gaining 3 hard points, it will remove armor and handling will change to 0.  Unlike standard frame templates, the custom template supports the option of not including engine and/or hull attachments when you customize an existing vehicle type.* Support for crafting-only item descriptors.  Currently, these descriptors are "set"-type descriptors that will set certain aspects of a custom vehicle to a particular value, such as speed, handling, armor, defense zones, etc.  Crafting-only descriptors will only be displayed during crafting: in other parts of the system, their results show up in the stats, but the mods themselves won't be displayed so they don't overly-complicate vehicle descriptions.* Bug Fixes:
    If two or more equipped pieces of gear each had a built-in weapon, and then you tried to "Show" the weapon in the Weapon grid, only one would keep the "Show" checkmark intact.  This was because the two built-in weapons had the same key.  This has been fixed. If a talent modified a weapon's qualities or other mods (such as Defensive Training), they would not be applied to defense.  This has been fixed. For crafting, selecting an integrated attachment for vehicles did not always recalculate the vehicle.  So, certain changes would not always appear after selecting at attachment.  The changes would still be there after vehicle creation, however.  Now, vehicles are always recalculated after adding attachments. Made sure the crafting attatchments for vehicles do not show up as purchasable (they are for crafting only). Removed the "()" in weapon descriptions.  This was caused by the new scale description for weapons. Made a number of minor fixes and tweaks.
  14. Like
    Disteeler reacted to OggDude in Another Character Generator   
    The pre-release for 2.3.1 is now available here.  Change history isn't as completed as other versions because I was kind of lax in keeping track of various tweaks and changes.  More was done than might meet the eye  
    Please give it a good test and let me know about any problems you find.  When I'm reasonably sure that no major problems exist, I'll do an official release (including a web install).
     
    Pre-release 2.3.1.0:
    New/Changed Data:
    Added all new information from "Unlimited Power", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, lightsaber crystals, attachments, etc. Fixed a number of errors for various items and data. For crafting, the Ion Drive Array engine had 1 increase speed optional mod instead of 2.  This has been fixed. For crafting, the Distinctive Style improvement cost 1 advantage instead of 3.  This has been fixed. For crafting, Lightly Armored Hull was misnammed and was missing its optional +1 handling.  This has been fixed. For crafting, the airspeeder's max altitude should have been 100, not 10 km. New Features/Enhancements:
    For crafting, added alchemical potions and talismans from "Unlimited Power".  This includes adding Force points to the pool.  Potions and talismans (and Force points) only show up in the Crafting dialog if the character has a Force rating. Added tinkered items to talent description. All item types (gear, armor, weapons, and vehicles) now support built-in attachments.  Data editors should now support this new feature. Bug Fixes:
    If two or more equipped pieces of gear each had a built-in weapon, and then you tried to "Show" the weapon in the Weapon grid, only one would keep the "Show" checkmark intact.  This was because the two built-in weapons had the same key.  This has been fixed. If a talent modified a weapon's qualities or other mods (such as Defensive Training), they would not be applied to defense.  This has been fixed. For crafting, selecting an integrated attachment for vehicles did not always recalculate the vehicle.  So, certain changes would not always appear after selecting at attachment.  The changes would still be there after vehicle creation, however.  Now, vehicles are always recalculated after adding attachments. Made sure the crafting attatchments for vehicles do not show up as purchasable (they are for crafting only). Removed the "()" in weapon descriptions.  This was caused by the new scale description for weapons. Made a number of minor fixes and tweaks.
  15. Like
    Disteeler reacted to Ruakar in Ships, Maps, Weapons   
    Ok, Finally did it.   I will post all my ships, maps and stuff here.    I hate to re-post all this stuff again but check back regularly for the new stuff, (actually did the Jawa skiff this morning).  
     
    Many things are not 100% accurate.  Headhunters are one seaters,  the tie bomber needs some changes and so on.  Forgive the R's, and I guess i should add that i use Roll20 for my players so they are all PNG's
     





















     
     
     
  16. Like
    Disteeler reacted to flipperoverlord in X-Wing Beginner's Guide   
    [updated 12/27/2017]
    [This Guide is also found under MajorJuggler's pinned post: "Index of Useful Links"]
    Hello all,
    A friend of mine recently got into X-wing, and she was very excited to play, but she was overwhelmed by the plethora of choices that X-wing has. With all of the various ships and upgrades available, sorting through all of it can be a daunting task. I made this guide to help her decide on which squads to play and to help show the various strengths and weaknesses of the various ships in the game, as well as some foundations of X-Wing.
    It dawned on me recently that others in the community who recently bought into X-Wing may be in a similar situation, so I thought I would share this guide for the internet to see. I do not claim to be an expert on anything X-Wing related, but I did read a lot of information presented by those experts (like MajorJuggler and Theorist to name a few). That being said, there were many places in the guide where I was sorting through information on my own, without having any “expert” information to base my guide on. Therefore, please do not be too harsh if you find that a specific ship or upgrade is not represented completely correctly. Instead, TELL ME, so I can change it.
    My goal is to help the community, and hopefully some people find this useful. If not, it’s not a big deal, as it was created to help my friend, who still uses it a lot. I will continue to update it with new releases. Let me know what you think and how I can make this guide better!
    Note: This current guide contains ships and upgrades from everything from wave 1 through wave 13. I’ll add new expansions post-release, once I’ve done my research on the release.
    12/22/15 V2.0 Edit: I have updated the guide; I also added the new Force Awakened ships.
    01/04/16 V2.2 Edit: I have edited some typos and I added the new ships and upgrade from the Imperial Assault Carrier Expansion.
    03/24/16 V3.0 Edit: I have added the wave 8 ships and upgrades.
    05/16/16 V3.3 Edit: I added a few clarifications to some of the strategy section. I also added a suggested errata section; this is small update before Imperial Veterans comes out.
    09/22/16 V4.0 Edit: So sorry for the long delay! My summer months consist of 80 hour work weeks, so working on the guide becomes impossible. This update was also HUGE! I added Imperial Veterans, Wave 9, and ALL upgrade cards in the game. I found that more and more, the fact that upgrade cards were not discussed directly was hampering the guide, so I added them. I also added the suggested casual play errata to each individual ship and upgrade that is affected by it; feel free to ignore the errata if you only play competitively. ... my next step is to revamp the "Suggested Squads" sections to incorporate all of the new ships, but I'll wait until Heroes of the Resistance drops for that update.
    09/28/16 V4.1 Edit: Fixed a handful of typos and added the maneuvers for the wave 9 ships.
    10/22/16 V4.2 Edit: Added some new errata and the errata handed out by FFG. I updated about a third of all of the suggested squads as there were a lot of dated squads. Also, I added a few things in the strategy section at the beginning of the guide.
    10/29/16 V4.3 Edit: Added the Heroes of the Resistence pilots and upgrades as well as updated a few of the optional suggested casual errata. I still need to add the Heroes of the Resistence cards into the Suggested Squads sections, but the Suggested Squads are updated excluding HotR. Also, official errata is in red while suggested casual errata is not.
    1/21/17 V4.5 Edit: I skipped uploading my 4.4 edit, because the new mini-wave of U-wing and TIE Striker came out before I could upload the changes. Sorry I am so late getting this uploaded! The TIE Striker, U-wing, and all upgrades from those expansions are included throughout the guide. I modified the Suggested Squads throughout the guide accommodating for the new ships as well as Heroes of the Resistance. I also included some new suggested errata for casual games (ignore for competitive play of course!). Remember, the official errata is in red!
    1/21/17 V4.5 Edit: Whoops... I noticed a formatting error after I uploaded. Yikes! I have fixed it.
    5/13/17 V4.6 Edit: I added the new wave X ships (Upsilon, Quadjumper, and Rebel TIE Fighter), as well as updating the errata list (both official and suggested). I updated some of the Suggested Squads too, as well as all of the upgrades.
    5/14/17 V4.61 Edit: I fixed a few typos and I forgot to include the coordinate action in the overview.
    5/24/17 V4.62 Edit: I updated a few things to the Suggested Upgrades section.
    6/4/17 V4.63 Edit: I updated a few suggested erratas for casual play. Nothing too substantial.
    11/11/17 V5.0 Edit: I added the new wave XI ships and the Guns for Hire expansion. This is a pretty substantial update, as I have shifted the guide to be completed geared towards casual play and fully incorporating my suggested casual errata in every facet of the guide. I understand that this makes the guide much less useful for some, but as the guide was originally designed for my play group, our group takes priority. 
    11/14 V5.1 Edit: I fixed a couple typos.
    12/24/17 V5.2 Edit: I added the two new waves of ships (wave XII and XIII). This is as normal of an update as can be, with the new ships, upgrades, and casual errata added. 
    12/26/17 V5.21 Edit: I corrected a few typos and some of the suggested upgrades. I changed a few of the suggested erratas, including some cost reductions on most T-70 X-wing pilots.
    12/27/17 V5.22 Edit: I underestimated how overpowered Harpoon Missiles are haha. Added a second nerf that should allow them to still be played in some lists (with all other errata taken into account), but without overshadowing all other ordnance types.
    12/28/17 V5.23 Edit: I keep noticing typos, so this update fixes a handful of them. Nothing substantial.
    1/27/18 V5.24 Edit: Changed the way primary firing arcs are nerfed. 
    Please click on the link below to view the guide:
    https://drive.google.com/open?id=1cW2dnGY0wUoqdN4ZopayXt1SIhqoZ-EF
     
     
     
     
     
  17. Like
    Disteeler reacted to NicoJMont in Legends of the Galaxy - Orginized Play   
    LEGENDS OF THE GALAXY

    http://www.LegendsoftheGalaxy.com

    Legends of the Galaxy is an Organized Play Event for the Star Wars Roleplaying Game created by Fantasy Flight Games. Each event will host a minimum of 3 tables.

    Edge of the Empire:
    Survive deep in the depths of the Outer Rim and get entwined in a growing Hutt Turf war. Smuggle your cargo through harrowing blockades, Hunt down some of the worst Scum and Villainy as a Bounty Hunter, Build your own Criminal Enterprise making a name for yourself, or simply learn to survive on the Edge of the Empire. From one port filled with the wretched hive of scum and villainy to another, our Heroes survive on their wits, skills, and sense of adventure. Legends of the Galaxy has you working for a mysterious benefactor known as THE BARON. The Baron is a Kel Dor Crimelord who looks to increase his intelligence and contact network gaining power as the Hutt Cartels do battle with one another.

    Age of Rebellion:
    With the destruction of the GALACTIC EMPIRE'S Battle Station known as the DEATH STAR our Heroes must move quickly to evacute their base on Yavin IV and look for a new save haven to call home. Gathering intelligence on Imperial Activities, searching for new potential bases, building alliances, you a Freedom Fighter in an Alliance to Restore the REPUBLIC. Our Heroes find themselves working for a Rebel Cell who is affiliated with a known as a Terrorist by the Empire. He goes by the name of THE BARON. He sponsors this Rebel Cell to gain vengeance over the Empire's genocide of the Baran Do Sages. Help the Baron gain influence and grow his intelligence network so that he may use it to help overthrow the Empire and Restore Peace and Justice to the Galaxy...

    Force & Destiny:
    The Jedi are all but extinct. Their light has gone out of the galaxy. In Legends of the Galaxy you are one of the few remaining Force Sensitive individuals in the known galaxy. Assembled by an Mentor known as Romund who is allied with Lor San Tekka and the Church of the Force. Scour the ancient tombs and temples across the galaxy in search of any Force knowledge before the EVIL GALACTIC EMPIRE can extinguish all Light in the Galaxy. Partner with an Ally of the Church of the Force known as THE BARON who seeks to find the missing members of the precognitive force tradition known as the Baran Do Sages. Grow strong in the Force and become a Legend of the Galaxy...

    Common questions:
    Can anyone play? - Yes, Legends of the Galaxy is open to the Public and anyone can come and enjoy a Galaxy Far Far Away...

    Is it free to play? - Yes, we do not charge anyone to play in Legends of the Galaxy. We simply ask that you own at least 1 of the 3 CORE Rule Books, Edge of the Empire, Age of Rebellion, or Force & Destiny.

    What if I don't own any product? - No Problem, during your first few sessions you are not required to own any books or product. We just want you to come and enjoy the game. I am confident you will love it. Once you play I am sure many of you will want to support the product line.

    Can I bring my own character? - Yes, you can bring your own character. Please use the standard character creation rules laid out in the CORE Rule Book. When creating your character determine you have a starting party size of 5. Starting characters only. Knight Level play is open for convention play only during the beginning of Legends of the Galaxy. We only ask that if you bring your own character you have at least 1 of the 3 CORE Rule Books and either the Supplement Book or the Character Deck for the Class Specialization you wish to play.

    What if I don't have a character or dice? - No Problem If you don't have a character or dice we still want you to come and play. We have pre-generated characters for you to choose from and table dice for you to use. This is a great way for new players to come and try out the game for free.

    What if I don't know how to play? - No Problem, the first 30 min of every scenario will be a Learn to Play Session.

    Can I bring a friend? - Of course you can. We love seeing new faces join our community of gamers.

    How old do I have to be to play? - At Legends of the Galaxy our games are Family Friendly events and accept people of all ages. Disruptive players may be asked to leave so you can feel comfortable bringing Star Wars Fans of all ages.

    Do I need to know anything about Star Wars? - We allow anyone to play. You may be new to Star Wars, only seen the movies, or know every detail about the Extended Universe. We accept all who want to come and play no matter your knowledge of skill level of play.

    What is the Timeline for the Living Campaign? - This series of adventures is set during the Galactic Civil War. The Death Star was just destroyed by Luke Skywalker, Ace pilot of the Rebellion and soon to be Jedi Knight. It is located in the time between Star Wars Episode IV A New Hope and Star Wars Episode V The Empire Strikes Back.

    How do you verify my character experience? - After each scenario you will be given an adventure log filled out by your game master and sent to you. This will detail your game experience, equipment, story rewards, obligation, duty, morality, contacts, enemies and so much more. Simply bring your Adventure Logs with you to each session in case a Game Master wishes to look up your adventure history.

    Can I help run an event? - Of course, Legends of the Galaxy is looking for experienced Game Masters, Adventure writers, and Hosts interested in participating in and running their own events. We only ask that our Game Masters keep us informed, reporting their Adventure details to help influence and shape the future of the galaxy.

    So if you are ready to adventure in a Galaxy Far Far Away, then Join and become a Legend of the Galaxy...
  18. Like
    Disteeler reacted to GM Hook in EotE Dice Roller for Google Hangouts   
    This is a bit late in coming, but I thought I'd start a dedicated thread for my EotE Dice Roller app on Google Hangouts. Currently, discussion has been on the same thread as the Hangout EotE Tools thread (https://community.fantasyflightgames.com/topic/80113-playing-remotely-try-hangout-eote-tools/page-5) but I wanted to start a fresh one for the EotE Dice Roller to hopefully make information a little easier to find.
     
    The roller can be launched in Hangouts from: https://cjhooker.github.io/eote-dice-roller-release/hangout-button.html
     
    There is also a Beta version of the roller, which can be launched from: https://cjhooker.github.io/eote-dice-roller-qa/hangout-button.html
     
    Features currently in Beta:
    Add fixed symbols (e.g. an Advantage or Success) to your dice pool Add a caption to your roll explaining what it's for So use the Beta if you want the latest and greatest, and use the release version if you have any issues with the Beta.
     
    If you have questions, requests, or feedback, there are a few ways to contact me:
    This thread Email me at eote-roller@bncnetworks.net The issues list on GitHub: https://github.com/cjhooker/eote-dice-roller/issues If you're interested in contributing to the app, definitely check out the GitHub repository: https://github.com/cjhooker/eote-dice-roller
     
    Hope you enjoy it!
  19. Like
    Disteeler reacted to GM Hook in Playing Remotely? Try Hangout EotE tools   
    I'm sorry I didn't respond to this sooner. For some reason I stopped receiving notifications on this thread.
     
    I'm the developer of the second roller.
     
    I have made some accessibility improvements, which are currently available in a QA version of the app at https://cjhooker.github.io/eote-dice-roller-qa/hangout-button.html.
     
    Mostly all I've done is add a lot of ALT tags that were missing. Please let me know if this addresses your issues, or what more I can do. I'd rather make the current version more accessible than create a pure text-only version if possible. Also, I am far from an expert on accessibility, so any guidance is much appreciated. I definitely want as many people as possible to be able to enjoy the app!
  20. Like
    Disteeler got a reaction from Tear44 in FFG Galaxy Map PDF/Physical Map Poster   
    Searching into EDGE studio (the spanish publisher, but also the game line graphic designer) I've arrived at the online portfolio site:
     
    http://edgestudio.prosite.com/385717/5421025/our-works/star-wars-edge-of-the-empire-graphic-design
     
    And if you go down you can find the english map in jpg, but not in a high resolution as the spanish one.
     
    https://mir-s3-cdn-cf.behance.net/project_modules/fs/5a268b22542171.56314669cbc0a.jpg
     
    Migh want to ask directly for a higher resolution version
  21. Like
    Disteeler got a reaction from Jaspor in FFG Galaxy Map PDF/Physical Map Poster   
    Searching into EDGE studio (the spanish publisher, but also the game line graphic designer) I've arrived at the online portfolio site:
     
    http://edgestudio.prosite.com/385717/5421025/our-works/star-wars-edge-of-the-empire-graphic-design
     
    And if you go down you can find the english map in jpg, but not in a high resolution as the spanish one.
     
    https://mir-s3-cdn-cf.behance.net/project_modules/fs/5a268b22542171.56314669cbc0a.jpg
     
    Migh want to ask directly for a higher resolution version
  22. Like
    Disteeler got a reaction from devinebovine in FFG Galaxy Map PDF/Physical Map Poster   
    Searching into EDGE studio (the spanish publisher, but also the game line graphic designer) I've arrived at the online portfolio site:
     
    http://edgestudio.prosite.com/385717/5421025/our-works/star-wars-edge-of-the-empire-graphic-design
     
    And if you go down you can find the english map in jpg, but not in a high resolution as the spanish one.
     
    https://mir-s3-cdn-cf.behance.net/project_modules/fs/5a268b22542171.56314669cbc0a.jpg
     
    Migh want to ask directly for a higher resolution version
  23. Like
    Disteeler got a reaction from bradknowles in FFG Galaxy Map PDF/Physical Map Poster   
    Searching into EDGE studio (the spanish publisher, but also the game line graphic designer) I've arrived at the online portfolio site:
     
    http://edgestudio.prosite.com/385717/5421025/our-works/star-wars-edge-of-the-empire-graphic-design
     
    And if you go down you can find the english map in jpg, but not in a high resolution as the spanish one.
     
    https://mir-s3-cdn-cf.behance.net/project_modules/fs/5a268b22542171.56314669cbc0a.jpg
     
    Migh want to ask directly for a higher resolution version
  24. Like
    Disteeler reacted to RebelDave in Operational Costs - A New Fan Supplement   
    I hereby present you with something that I and RusakRakesh have been working on for the better part of a year.

    Operational Costs gives a basic breakdown and a method for tracking the everyday costs involved with running a startship, from Fuel and Maintenance to feeding the crew, be it a Starfighter, Light or Heavy freighter. (It does not go as far as covering the operation of Capital scale ships, but thats like comparing Cars, Trucks and Aircraft Carriers... totally different beasts)

    They have been designed to work within all the rules presented within the FFG publications, so no adjustments or tweaks are required, and a tracking sheet is included to make tracking these costs easy.

    I am fully aware that this level of detail is not intended to be covered in the core rules, and thus may not be of interest to everyone. I developed these after I wanted to include this level of detail in my game, as it is something some of my players enjoy.

    I must also say a HUGE thankyou to Shay Blechman (RukashRakesh) who has helped refine, edit and organise this final product. Without his help, it wouldnt be anywhere near as refined as it is now.

    Any feedback is welcome, on both the content, layout and appearance.

    I hope some of you might find some use for this!

    We would appreciate if anyone does use this, to give us feedback on the process and numbers, this is a v1 of the doc.
    I have an artist lined up, so new and original artwork should follow sometime in the next few months (hes abit back logged), and changes may crop up based on any feedback provided. ANy contributors will be credited as Playtesters of course.

    https://drive.google.com/file/d/0B-cK7UE7hkkcTzJocVowQnJwRkk/view?usp=sharing

    In addition, I hope this will stand almost as my CV or Resume. I am more than open to doing layout work for others, depending on time. size and mental health, I am more than happy to lend my efforts to others projects, I don't ask for compensation as I know fan made projects are born from passion rather than commercialism. And I am perfectly happy to work on projects non Star Wars RPG related. Keep in mind however, I am not an artist, creating images and backgrounds is not my forte, but provide me with art and graphics, words and an idea, and I can put things together

    Cheers!
    RD
     
     
    PS: Anyone wishing to help develop this further, adding the suggestions made in this thread, please PM me for a link to a working document.
  25. Like
    Disteeler reacted to OggDude in Another Character Generator   
    Here it is!  Merry Christmas, everyone
     
     
    Release 1.6.0.0
     
    Special Thanks! 
     
    This release supports complete language translations of all windows and dialogs in all three of the apps into the Spanish, German, and French languages.  This would not have been possible had it not been for the tireless efforts of my translators.  They diligently translated over 3,700 different phrases (!!!).  It was a labor of love and goes to show how great the support is from the Star Wars RPG community.  Thanks guys!
    Spanish:  Josep María Sàbat Hernández and Alberto Camargo García
    German:   Jürgen Heinemann, Christopher Schwalb, Sagur (and his friend), and Emmanuel Papst
    French:   Guy Blavin, Syber Douarph, Pascal Bousquet, and Marc Sauber
     
    New/Changed Data:
     
    Added all species, weapons, armor, gear, attachments, and vehicles from "Strongholds of Resistance".
    Modified the Verpine species to make it the official version from "Strongholds of Resistance".
    Modified the Quarren species to have both the "Fly Casual" and "Strongholds of Resistance" sources.
    Added a new import containing all adversaries and modular encounters from "Strongholds of Resistance".
    Added the "Warde's Foresight" Force power from "Chronicles of the Gatekeeper".
    Added the Sathari species from "Chronicles of the Gatekeeper".
    Added the diiro weapon from "Chronicles of the Gatekeeper".
    Added a new import containing adversaries and encounters from the "Chronicles of the Gatekeeper" adventure module.
    Added the Cutlass-9, Interceptor IV, and StarViper M-2 starships from the "Mask of the Pirate Queen" adventure.
    Added the Engine Ring Stabilizer vehicle attachment from the "Mask of the Pirate Queen" adventure.
    Added a new import containing adversaries and encounters from the "Mask of the Pirate Queen" adventure module.
    Added a new import containing adversaries and encounters from "Lure of the Lost", the downloadable sequel to the Beginners Game's "Mountaintop Rescue".
    The top left talent in the Shien Expert tree was incorrect.  It is now correctly the Side Step talent.
    Fixed Marksman Barrel attachment so it's unusable by heavy blaster rifles.
    Added "Rebel Base" duty.
    Extended hilt's HP cost was incorrect.  It is now correctly set to 1.
    The "Final Word" Secondary Missile System had the wrong Cumbersome value.  It is now propertly set to Cumbersome 2.
    The Inquisitor's "Intimidating Presence" had a spelling error.  This is fixed.
    The tripod mount attachment had several incorrect settings.  These should now be fixed.
    The Dressellian species had a couple of misspellings in its abilities.  These have been fixed.
    The starfighter text for the Marauder-Class Assault Corvette wasn't showing up.  This has been fixed.
    Added the two special effects to the refined cortosis gauntlets.
    Added "Bludgeoning Brawl" as an acceptable category for the Stun Pulse attachment.
    Restuctured the Age of Rebellion and Edge of the Empire imports so that adversaries are organized by category.
    Updated all Edge of the Empire imported adversaries to include "Edge of the Empire" as the first part of their category.
    For the RZ-1 A-wing, the light laser cannon now properly has the Linked 1 quality.
    Updated the Superflare, Needle, 4R3, 8880 landspeeder, J-Type barge, and Keldabe with their special features, using vehicle mods (see below).
     
     
    New Features/Enhancements:
     
    All applications now support language translation.  You can change the language and edit translations through the launcher or the data editor.  The translations support all text displayed in any of the apps' forms and in the printed sheets.  The translations do not include data, however, except for characteristics, skills, and item descriptors.  Those three data files can be translated through the new translation mechanism.  The following languages are currently supported:
    English (United States)
    Spanish (Neutral)
    German (Neutral)
    French (Neutral)

    The data editor now supports language data sets.  These data sets will only be loaded if they match the current language.  All language-specific customization should go into an appropriate language data set if you want to support multiple languages for the apps.
    This release also now includes a language data set import for the following language:
        German (partial)

    This data set is not complete, but should be a good start for doing your own data translations.

    You may now grant free talents from the GM Grants dialog.  Just select the talent to grant plus any ranks.  These talents will be added to the character if they don't already exist, and any ranked talents will have its ranks added to any existing ranks.  Certain talents that require user interaction, such as Dedication, are not included.
    Added support for Jury-Rigged (checkbox) and "Raise Hard Points with Check" (used by Intuitive Improvements) to the Talent editor.
    The Talent editor will now keep all settings on a talent, even if the setting isn't currently supported by the editor, such as the Signature Vehicle talents.  Before, if you customized such talents, the non-supported options were removed.
    For compact character sheet, skills will include any skill, ranked or not, that has some sort of a modifier, such as a boost, advantage, remove setback, etc.
    For compact character sheet, modified the way talents and Force abilities are added.  In order to even out distribution, the list with the most items will be shortened each pass, instead of each in its turn.  So, if there's 10 talents and 5 Force abilities, Force abilities won't be touched until talents are whittled down to 5 or under.
    For compact character sheet, if a weapon has a quanity more than 1, it'll be shown in the second line.  Likewise, gear counts will only be shown if higher than 1.
    Reworked weapon categories to be a bit more useful and straightforward.
    In the skills pane, sorting by career status had stopped working.  You may now, once again, sort on career status, and by dice pool as well.
    For group resources, when you add a rebel base as a resource, it will now automatically give your group the Rebel Base duty.  The size of the duty will depend on the number of group members, but can be changed just like any other duty or obligation.
    To allow for the lightsaber hilt construction rules found in the Force and Destiny GM's Kit, a new attachment was added called "Lightsaber Hilt Construction Modifications".  This is a zero-cost and zero-HP "attachment" that can be used to apply special results of a construction check of a lightsaber hilt, such as added/removed HP, or added/removed encumbrance.
    The dialog to select a Signature Vehicle should be displayed much quicker now.
    Any holocron in the inventory of a group that a character belongs to will now give any career skill benefit to the character when using the generator.
    Added species features to compact character sheet.  If the only features that a species has are mechanical (such as added skills or talents), it will not be shown.
    For GM Grants, you may now grant up to 5 Force rating instead of just one.
    You can now use unarmed with itself when creating a Two Weapon set.
    Innate weapons (including unarmed) can now have their names changed like normal weapons.
    Changed the way caching works so that items such as characters and adversaries should load faster.  This should cut down on the time it takes to load the generator and the GM Tools.
    Vehicles now support base (built-in) mods.  This can be used to add special rules or features to the vehicle.  Mods can be added using the add vehicle dialog in the data editor.  Vehicle sheets will now display any mods under the action panel, while vehicle summaries display them as "Features".
    When printing trees (talents, Force powers, and Signature Abilities), the character sheet and GM Tools' print trees feature will now intelligently vary the size of the font used in order to fill up the page as much as possible.  The displayed tree in the generator should now be a bit clearer.
    In the add adversary dialog, you may now type in a filter for skills, talents, and force abilities.
    In the add adversary dialog, if you currently have an adversary category filter selected from GM Tools, that category will be used by default for a new adversary.
    In the add adversary dialog, the description and preview for custom items has been removed, since they were never used for anything.
    In the add encounter dialog, if you currently have a campaign or adventure filter selected from GM Tools, they will be used by default for a new encounter.  Additionally, the location from the last previously-edited encounter will be used for the location.
    In the dialog for inserting previous custom items for adversaries, you may now type in a filter for the item name.
    In the dialog for inserting previous custom items for adversaries, you may now preview the text before inserting the custom item.
    In the equipment pane, double-clicking an item for sale will bring up the purchase dialog.  If the Purchase button is not shown, it will bring up the add dialog (or automatically add the item) instead.
    In the data editor, you may now change the name of an item as well as its description from the main window.  Both the name and description will be used for "DescOnly" type custom items.
    In the data editor, if you blank out the name of an item (delete all characters), the name will automatically be replaced with the base name (assuming it's not an added item).  This will happen for the description as well.  If both the name and descripition of a "DescOnly" item are the same as its base item, the customization will automatically be removed.  This will not happen for "Added" or "CustomItem" items.
    When changing the source of an item being added or updated in the data editor, checking any existing source will automatically uncheck the "User Data" source.
    The tool tip for talents in the specialization pane now includes a count of how many times the talent shows up in each specialization listed.
     
    Bug Fixes:
     
    Certain characters with multiple Dedication talents being applied to multiple characteristics did not translate correctly over to PC Adversaries in GM Tools.  Final characteristic scores were off, since Dedication was not being applied correctly.  Talents such as Dedication that change characteristics are no longer added to the adversary version of a PC.  Instead, the "purchased" ranks of the characteristic are just increased to compensate.
    In shown weapons, if a weapon had multiple sources of the Superior quality, it was showing more than one added advantage.  It will now show at most 1 advantage for the Superior quality, no matter how many times it's included.
    Mods that lower encumbrance will always do so to a minimum of one encumbrance.  Zero encumbrance items are not affected by such mods.
    Modified the numeric up/down control in the grids.  It should now register changes to the value immediately, instead of requiring the control to lose focus first.  This should work both with using the spinners, and with directly changing the value of the text.
    Career skills from group bases weren't showing up properly on characters.  This has been fixed.
    If a droid bought into a FaD specialization and selected a Force-only lightsaber technique talent, it still brought up the skill char dialog, even though the talent could not be used.  Additionally, when another specialization was selected, then the FaD specialization was selected again, an error would occur.  This should no longer happen.
    When adding a new source using a data editor, an exception would be thrown.  This will no longer happen.
    If a character had a Signature Vehicle, typing in a new name for the character would cause delays between each keystroke.  This was because a name change caused the Signature Vehicle attachment to be re-created each time you pressed a key.  This behavior has been changed to only rename the attachment (ie, "Bob's Signature Vehicle") if your Signature Vehicle is part of your character.
    If you clicked the "New" button to create a new character, adding a Signature Vehicle would cause an exception.  This has been fixed.
    If you loaded a character with a non-FaD career, then subsequently loaded a character with an FaD career, the character's career skills would no longer be checked.  This was because the new career skills hadn't been updated yet in the career pane, and the check logic took the discrepency between the old count (4) and the new count (3) as a problem and wiped the career skills.  The career pane is now updated before this check can occur, so the problem has been resolved.
    There was a possibilty that the compact character sheet would print with very poor quality if the symbol key was included.  This ended up being due to a corrupted graphic in the symbol key.  This should no longer happen.
    When the Jury Rigged attachment was purchased, multiple options were allowed to be selected.  It will now correctly allow you to choose only one Jury Rigged option.
    Again, with the Jury Rigged attachment, the "Failed" check boxes were functional, even though they made no sense for Jury Rigged.  They will no longer be displayed for this attachment.
    When a previously-selected attachment option was "failed", the attachment cost was not updated.  It will now be properly updated.
    If you enabled and disabled Shown, Carried, or Equipped multiple times on the Unarmed weapon (or any innate weapon), the changes would not always take effect as they should. This has been fixed.
    If an adversary had an ability or talent that added special dice to a combat skill that it did not possess, they would not show up in the weapons list if a weapon used that skill.  They will now show up properly.
    The calculation for determining your final melee and ranged defense values was incorrect based on a recent developer-answered question.  Now, only one equipped item will contribute to melee or ranged defense at a time.  For instance, if your armor gives you a total of 1 melee and 1 ranged defense, an equipped melee weapon (maybe a shield) contributes 2 melee defense, and an equipped lightsaber has 1 melee and 3 ranged defense, your final defense values will be 2 melee (from the melee weapon) and 3 ranged defense (from the lightsaber), assuming you always have the weapon and lightsaber in-hand during combat.  "+ Defense" mods (such as from the Defensive or Deflection qualities, or from talents) only stack for a particular item, not for your final defense values.  Soak values will still stack, with the highest figured soak from each of four "source types" (armor, cybernetics, weapons, gear) contributing to the final value.
    In the dialog for inserting previous custom items for adversaries, double-clicking was supposed to automatically add the item to your adversary.  It will now properly do this.
    When using a vehicle attachment with ad-hoc weapons defined, the ad-hoc weapons would not always show up properly with the vehicle.  This has been fixed.
    Default settings in GM Tools (such as last-used filters, etc) would no longer save properly.  They should now save once again.
    If you created a Force character and selected a technique, but kept the base characteristic (Brawn), the next time the character was loaded, it would ask for characteristic again.  If you, once again, selected Brawn, an exception would occur.  This was due to the order in which I updated the GUI after a character was loaded.  The exception will no longer occur, and selecting the base characteristic (Brawn) will no longer cause the system to prompt you for a characteristic upon load, or after switching specializations.  If you wish to change the characteristic used for your lightsaber, just click the "play" button on the technique talent, or click the "Skill Char" button at the top, as usual.
     
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