
New text for clearing the Combat Tracker. Sure, different icons might help here, and even an undo feature for accidents, but this is a nice quick win for removing the “delete entry / record - which is which” confusion.

New text for clearing the Combat Tracker. Sure, different icons might help here, and even an undo feature for accidents, but this is a nice quick win for removing the “delete entry / record - which is which” confusion.
A tweak-ette for the next version of SW ruleset. The difference between “delete Entry” and “delete Record” are probably quite hard to figure out mid-combat, so I’ve updated one entry to “delete combatant”.
V3.3 of Savage Worlds will really just be a small support release, but little changes like this make big differences, so I want to include them where possible.
With version 2.9 of Fantasy Grounds in alpha for the last few weeks, I’ve been able to do some testing with Savage Worlds Deluxe.
The new feature 2.9 offers (requested by me esp. for Savage Worlds Deluxe !) is the ability to say to Fantasy Grounds “Hey, I’m the Savage Worlds Deluxe players guide, and I am here to supersede the SWEX players guide”.
What this means is all the links (edges, hindrances, skills) you have on your PC should automatically open in the new SWD book, instead of the old SWEX book. The same should go for the GM too, so all those modules / campaigns you have should automatically convert to use the SWD book for the linked information.
With all that done, the only thing I have left to do before pushing it out for playtesting is write a chase tracker (which can also be used for the social conflict system too). After some design work, it seems there is not a large difference between the combat tracker and chase tracker in terms of requirements. The main difference is card dealing - this needs to be manual (to allow varied amounts of cards to be dealt each turn) and allow the players to pick their card, as they might choose a lower card to skip a dangerous club card.
All that is starting to come together in the following screen grab:

With the release of Fantasy Grounds 2.9 alpha, which contains a couple of key fixes I needed, I am now able to add the finishing touches required for the Savage Worlds Adventure Deck and the Savage Worlds Deluxe Edition module.
So my work, along with this blog, will bit spluttering back to life to get these two products released.
Meanwhile, I did get a pretty darn awesome DLR adventure released - Don’t Drink the Water - which I had a lot of fun playing. It’s got maps, a few tokens, speech boxes, and all the adventure content from the PDF, all nicely scaled to work with your DLR adventure ! https://www.fantasygrounds.com/store/product.xcp?id=S2P90005FG2
It’s out !
https://www.fantasygrounds.com/store/product.xcp?id=DGASW3
Now… what can I get done next ?!
Adventure Deck… SW Deluxe… version 3.3 (or 4.0)…
No bugs reported on the latest build(s) of SWEX (and DLR) which means after this weekends final test, I’m hoping this is the build.
So with a fair wind in the sails, we might make that November release. Let’s see…
Ok - PC token size can be dynamically chosen from the options menu now. Because someone just asked for it. And it was kinda next to the last minute bug fix I was making. Kinda.
The problem is… that I care too much :)=
Last minute graphical tweaks - official bennies are IN - new matching benny tool is IN - new clearer dice icons are IN - new hotkey bar is IN.
Got myself two fine playtesters, and along with my own group with cycled through some thorny bugs, mainly introduced by some last minute features (note to self : just say no - or “not until next release” !)
Things are ticking along well now, so hoping to get a final release candidate sorted in the next week or two. Can I get it out the door by end of November ? Not positive yet, but will be pushing for it.
In the meantime, I’ve got another extension in the works to spice up your daily SWEX adventure, which is also progressing nicely. Watch this space… (or Smitework’s space, as it’s going to be another commercial release)
So I finally figured out how to mark SWEX as 2.8 compatible, meaning it hooks into some useful extra events.
Downside is this means I need to recheck all the drag and drop stuff, as it’s got a couple more extra events here. Should make dragging less intensive on the CPU, but means I’m gonna need another test build.
playtesting continues, and my goal of a November release still stands!