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13th Apr 2005 - New update and datasets (
v4.4.2)
There's a number of key issues and
features or you in the latest update. A part of this is the issues and
requests from the Software/Support forum, and especially from e-mails
sent directly to me.
This news update is for those patiently waiting for their issues and
requests to be addressed. I have a new full install, an update, and new
Core 3.0 and 3.5 datasets.
There are some great new things to talk about in terms of things such
as mapping, and even some brand new stuff that turns RPM into an RPG
webserver. I'll post more details on those aspects soon.
Update or install, and Enjoy!
12th Mar 2005 - New update and datasets (
v4.4.1)
This is a follow-up update to the release
on 24th Feb. If you haven't read that news (just below), I recommend
that you do. This update further enhances features from that release,
and any other reported issues from the support forum, and from personal
e-mails to me.
Once again, there are improved features for players, DMs, and people
creating and maintaining datases. tHere are the main points:
- Dataset Skills feature: new
"VM_ForceClassSkills" list variable to designate certain skills as
class skills for all classes.
- Dataset domains/skills feature:
Different way of building list selections for things such as Clerical
domains, which allow for simple combining of different datasets.
- Monster Character classes :
some important work to support the new "race levels" concepts, for
playing and advancing monster characters. One of the key features is to
support gaining of certain abilities as race level progresses, with
extra flexibility for controlling how things such as HD, feat and skill
points advance - on the way.
- Advanced Character Sheet :
notes/graphics section now also included.
- Mapping Features:
- Fixed issue with hide/reveal
mode in the mapper.
- Better automatic selection of
creature pictures when dragged and dropped onto the mapper.
- Simplified creating a new
map, with instant availablity of setting a background image from a
file, copy/paste, or from the library of available images. You can also
go immediately into full edit mode.
- more mouse click options on
creatures, such as "to back", "to front", and "remove from map".
- <>Fixed minor issues
with
targeting opponents on the map (for attacks, skill checks etc).<>
24th Feb 2005 - Update v4.4.0 is
available, with great new features for everyone
Lots of goodies in this update, whether
you're a player, a DM, or you create and manage your own datasets. Get
the latest program update, and also the latest core rules dataset that
you play with (either 3.0 rules, or the revised 3.5 rules)
| Apologies to those
downloaders who were quick off the mark. Here is the file you are
missing: lk_zip.dll |
There are numerous changes, but the main
ones are listed below.
- Features for the player :
- The most obvious feature here is the new advanced character sheet. This great
new character sheet lets you choose how much detail you would like in
your official looking character
sheet. You can stick to the basic details, or get extra detail on feats
and abilities. Spell casters can even have a complete spell book
printed that includes full spell descriptions.
- There's also been plenty of work on calculations for
encumbrance, non-weapon proficiencies (for all race types), and you can
also select an image that can be used in the graphically enhanced
mapper.
- Features for the DM:
- A cleanup of the datsets, with particular attention to
non-weapon proficiencies.
- Lots of work on the graphics, for mapping generally, and for
representing creatures. You can have an extensive library of graphical
"symbols", and all these will now be included as part of an export for
things such as datasets, adventures, or NPC lists. If you use mapping
at the gaming table, you'll find point-and-click targeting for attacks
and opposed skill checks very quick and easy.
- The windows meta file (.emf and .wmf) is recommended above .bmp
and .jpg if you use a graphic for a map background. They zoom nice and
cleanly, so if you have any maps in something like CC2 (Campaign
Cartogapher ), be sure to use them as .emf files!
- You can always select individual creature pictures for your
NPCs and monsters, which will be automatically used when you drag them
onto a map, but you can now also select a general picture for a race,
which is automatically used if you don't select an individual one.
- The new mapper is more fully utilized now. You'll find that you
can do edits directly when you first add a new map, which is especially
great for those that don't use a background bitmap. Also, the Adventure
window map preview, and the adventure printout, now actually print the
mapper file you've created, rather than just the background bitmap (if
you happened to be using one).
- Features for the dataset creators:
- I've finally fulfilled my ambition to fully utilize the
generator tables for various types of lists defining races and classes
(especially for things such as class skills, weapon proficiencies,
compulsory equipment, random feats, random equipment and random
treasure). Creating or editing these generator tables will now
automatically update the appropriate races and classes, which have been
reworked to operate more quickly when generating or recalculating
creatures.
- The Race and Class screens now have an "Update" button which
allows you to quickly and easily recalculate the effects of all tables
involved.
<>I've moved much important script code from the main script file
into the database "Game Rules" scripts. This is important, because it
allows you to fairly easily use script
redirection to replace core scripts with specialized versions
of your own dataset. An example of this would be the different scripts
for the 3.0 rules and the 3.5 rules, which calculate things such as
magical item creation costs differently.
- Technical background stuff :
- I've done away with my recent "packages" innovation, which
stored files (especially graphics) in zip files. I've moved this into a
new database table, which makes it is much easier to include necessary
graphics in exports.
- The new database graphics file manager is both fast and space
efficient. Only files which benefit from compression (such as .bmp
files) are actually compressed (for maximum speed). Now there is no
need to use .jpg files instead of .bmp files for things such as
creature graphics. The background transparency works with the .bmp
files, and you can now have a massive graphics collection without it
gobbling up huge amounts of disk space.
- I've started using a more powerful database manager than
before, which gives me much greater flexibility when upgrading database
structures for putting better features into RPM. It works well, and you
should find that your database structures are automatically upgraded
when you get the latest version, no matter what particular version you
had before.
- If you upgrade, you may see a couple of messages about missing
a core export script. This will happen once, and is harmless.
23rd Nov 2004 -Latest update (v4.3.4),
and Core 3.5 dataset
The latest program update is available,
and there is also an extensive update of the Core 3.5 dataset.
- A new scripting facility is available to help those who
create their own datasets. You can now redirect scripts. For example,
the Revised 3.5 dataset using a different script to calculate the
prices of enchanted weapons and armor, from the script used to do
standard Core 3.0 calculations.
- The new mapper is looking pretty good. There's a lot of power
there, and future updates will make becoming aware of that power more
obvious (with a more intuitive interface).
7th Sep 2004 - New features: Now, and the
on-going development
Well it may be obvious that something like
work and business trips have consumed my life these last few months,
but I do actually have some very good stuff ready, and some even better
stuff on the way.
- Right now, I'm just about ready for the next release of RPM,
which has a strong focus on making life easier for those whi frequently
update their RPM program, and especially those that use other datasets
for different campaigns or genre (such as sci-fi or Modern). As well,
there are little touches with features such as hyperlinking information.
The new process for updating RPM, where you don't need to backup and
restore your personal information, is especially important to the 1000+
members of the unofficial yahoo fan-site - who have produced many, many
import packages.
- The other upcoming big thing is the new mapper I'm working on.
The idea is to bring together several very important RPG features,
including:
- Works with the old mapper system, where you can continue to
use maps you've already created.
- Advanced map editing features, with full pen, colour,
simplified layering, bitmap objects (for players and monsters), object
libraries etc etc.
- Ability to use bitmap textures and support full zooming in
and out to any required level, which gives you intelligent redraw and
font scaling, as with advanced GIS mapping systems.
- Fully enabled for a local network or the internet - giving
you a constantly updated and shared map amongst several computers. The
DM can easily control player visibility of map portions, and everyone
can easily move their own players around. Full chat facilities are
included, along with appropriate RPG features, such as the ability to
communicate privately to the DM and others.
- The possibility of implementing an RPG directory
service, similar to instant messaging, where you can easily get
hold of your RPG buddies on the internet at game time.
I'll make the new release initially without the mapper, but I'll
probably make the new mapper available first as a stand-alone progam
that people can use and make suggestions. It'll let you create maps,and
also connect to other computers to test out the networking features.
RPM has been so very stable for so long now, that I'm not about to rush
in any "half-finished" new features. Many may find the mapper quite
useful even in its early form, so I'll make it available very soon.
I'll wait a couple of days for any comments or feedback on the
up-coming new release before posting it.
27th June 2004 - Looking after your
computer
It sounds so obvious: "Make sure everything on your computer is
backed up!". Sometimes though, this is less simple than it
sounds.
My life-long lucky struck streak finally ended, and I got stung -
losing my disk drive.
In my case, its not just a question of backing up data, since I use my
machine for software development. Putting a disk drive back together is
about restoring data, e-mail repositories and a whole bunch of
installed applications that often need to be re-registered.
Its taken just over a week to finally put everything back together.
Which brings me to a point relevant to
RolePlayingMaster and backups. Please, back up your roleplaying data
regularly! Also, if you've registered RPM, make sure that you have a
copy of your registration code handy.
During a typical week, I get a handful of e-mails from people who need
to rebuild their disk drive for one reason or another, because
they have lost all their e-mail, and their registration key along with
it. With all the spam and virus problems in today's computer world,
it happens so easily. In my case, I lost my drive just after
applying a Windows update to my computer to avoid virus problems! Go
figure...
15th June 2004 - Updates for datasets,
RPM, and a better way to do program updates
I'm almost finishing updates for
the datasets and the next version of RPM itself.
- The major improvements in RPM are a to do with much improved hyper-links for navigating
through all your information, and also for the structure to datasets and program updates.
- The main point about the new structure is that the old v3.0 3rd
edition rules will not be the "central starting point" for an RPM
installation. The 3.0 rules will be a very distinct 'Core 3.0' dataset,
which the truly common information being kept in 'a dataset called
simply 'Core'. The The new datasets will have updated features, and be
structured as follows:
- 'Core' will be little more than some key scripts used by the
core RPM program.
- 'Core 3.0' will be the full dataset for the original 3rd
edition v3.0 rules.
- 'Core 3.5' will be the full dataset for the revised 3rd edition
v3.5 rules.
- Any other official datasets (such as Psionics, D20 Modern or
DragonStar) will operate seamlessly as before.
- The many different datasets from the Yahoo Fan Site will
operate seamlessly as before. Many have been recently updated.
- The update procedure will be
vastly improved over the old procedure. In the past, a program
update would either contain a full database, or a partial database.
This would mean that you would possibly need to do a full export of
your existing adventures and characters, and then re-import them after
an update, along with any other datasets you were using.
Undoubtedly, the import/export requirement for updates was an
unfriendly approach, and you needed to be careful when you updated to
get the latest and greatest program version.
In the new update procedure, the
update process will not wipe
out your current data. Instead, any newly updated core
information (such as core scripts) will be automatically imported from the update,
leaving all your original information intact.
You'll be able to get updates to the datasets you use separately, and
update them when available.
- Anyone with a registered copy of RPM that is interested in trying out the new system soon
(including program and dataset updates), is welcome to e-mail me and
get an early look.
It's perfectly safe, since you can always simply make a full copy of
your current RPM installation, and then update the copy, and play with
that to your heart's content.
- Its been 3 months since since my last RPM update, which has been
good testament to the stability of the program. Its an unusually long
time between updates for me. Thats being just as well, since I have
been absolutely madly busy with my "day" work. I'm now ready to take on
the next set of feature improvements for RPM.
16th Mar 2004 - Generator examples with
the latest features
RPM supports a wide variety of generator types, flexible enough to
let you easily customize them to your own campaign setting or genre.
You can check out some very useful XML exports here.
29th Feb 2004 - Message board and new
update
Version v4.2.15 is
available. Again, I've followed the suggestions from the forums.
19th Feb 2004 - Message board and new
update
An update version v4.2.14 is
available. I've followed the suggestions from the forums.
6th Feb 2004 - Improved services and some issues
I'm putting together a brand
new, super duper forum, to make it a lot easier for
the
community to discuss things, request features and seek guidance.
My old bravenet forum was okay-ish, and I find the yahoo forums
difficult to read.
I wanted something that was modern, has different forum areas for
different reasons, allows people to post without having to register,
and is just generally more fun.
I think I'll offer the RPM yahoo fan moderators moderator status in
this new forum. The yahoo fan community might find it easier to manage
their files on yahoo, but meet and discuss on the new forum.
Its not properly set up yet, but please feel free to visit a leave any
comments that you feel appropriate by clicking here.
Some issues to be aware of.
A couple of things have crept in and been uncovered. I'm working
to get an update out to address these issues, and that should give the
result we're after with the recent quality efforts.
- Strange mouse movement/freezing
behaviour. when using the wizard to add PCs: Simply ensure that
you already have the creature window open before you start the add PC
wizard. The [Alt+C] hotkey will do that for you in a single stroke.
- Problem with editing skill
ranks in the creature grid: I recommend that you use the more
correct way of using "Level Up" until the next release.
- Possible problem with
installing RPM with the full install: Please ensure that when
you run the full installation program, you install RPM into an empty
directory. I've had a few reports of people having a problem if they
install a new, full RPM over an old copy. Apparantly, the installer
sometimes won't over-write old DLL files with new ones, even
though the date stamp is different. Seems silly (not to mention
difficult to track down), but there it is.
If anyone out there knows why a standard installer should sometimes do
this, please feel free to enlighten me!
22nd Jan 2004 - Extensive
Updates Available ( program, revised 3.5 dataset,
adventures,
NPC packs etc)
Looks like we've covered all
important issues that needed
addressing,
and I've decided to do a massive update
of all the free add-ons
as well. Many thanks to the yahoo fan site, and especially Adam M!
The latest version (v4.2.12), is available as a full install and as
a much smaller update.
Be sure to grab the latest versions of all your add-ins as well!
15th Jan 2004 - Latest update
is available
Focused feedback continues. The latest full download is v4.2.10, and
the latest update is v4.2.11
Please note that you do not import
the old 3.5 rules
dataset
into the latest version. If you are using the 3.5 rules, then please
get
the latest copy available from the Software Library section.
For those who are testing out the new 4.3.9 version, here is a small
"executable and script file only" update. Just unzip it into your
v4.2.9
installation, and check it out. The update is here.
Thanks.
11th Jan 2004 - Stability
update
(v4.2.9).
I'm currently working on a plan with the yahoo fan site, and doing
any
littlefixes and enhancements as requested (see yahoo site messages). No
need to update if you already have v4.2.8, unless you've experienced a
problem that is now likely fixed.
3rd Jan 2004 - Happy New Year!
Another update (v4.2.8). A few
fixes, and some very useful new features.
There are some very good features and adjustments made to RPM in
this
release. Its all about making the program quicker, easier and yet more
powerful. I'm very pleased to start off the New Year with this release.
I'd also like to thank all those that pointed out issues, and made
suggestions during 2003. I'm very pleased with how its driven the
on-going
development
of RPM into what I believe is the most powerful and useful tool for 3rd
edition roleplaying (echoed by many of you!). My thanks, and please
continue
with the feedback!
- Fix: First up,
apologies for
an annoying bug in the last release introduced by the new options
feature
(some had problems creating PCs or creatures). This has been fixed,
along
with a few other annoyances with options.
- Generators: Text
generators has
now being merged with Table Generators, so that one window now does
them
all. This is actually a powerful synergy, and I advise you try out
playing
with all the new options. Its great fun! To sum up the changes:
- All generators are now
combined, so
you can assign them to datsets/sources, and you can make eexport
packages
out of them.
- The old TableSmith text
generators that
used to be stored in a "Tables" sub-directory are gone, and are now
referred
to as "textscript" type generators. These are the generators used to
generate
things such as names (many different genre), book titles, inn
descriptions,
rumours and adventure ideas.
- The standard generators
(of
types like
"items", "race", "spells", "feats", "skills" etc) still generate "real"
items that you can double-click on to get details. There are currently
about 500 generator tables in all.
- There are so many
genrator
tables in
RPM now, that I've increased the filtering capabilities to help you
focus
in on the most useful stuff. A default "Main Generator" flag now
- I'd rate this the
most
powerful RPG
generators system available, but there are bigger plans on the way!
- Grids for User
Interface:
I've
switched all the important lists over to use the new grid component.
This
gives the following:
- Easy scrolling and quick
key
typing
to search.
- Flexibility with sorting
things the
way you want them, with simply clicking on column headings.
- A new copy/paste facility,
whereby
you can select multiple copies of things in a list, and paste them to
another
list. There are many ingenuous ways to use this facility, for lots of
time
saving. Use a right-mouse-click to access the new functions.
Examples
following:
- You can copy a selected list of creature equipment to the
equipment
list
of another creature (and continue to paste to yet others).
- You could do the same with other creature lists, as with
their feats or
skills (for quick DM preparation).
- You don't have to
copy and paste from the same type
of list to
itself
(as with copy from one creatures feat list to another. RPM is smart
enough
to
let you copy from other lists (such as the general Feats maintenance
window),
and then paste them to other lists (such as the Creature List window,
or
the actual feat list of a given creature).
- General Speed: Well,
its simply
all faster. You'll notice that moving through huge lists of creatures
is
a lot faster, as is bringing up the Race description window. Creature
generation
isn't the fastest if you have automatic smart equipment, feat, spell
list
and personality generation turned on - but then smart genration will
take
more time. You can, however, generate standard NPCs and creatures very
quickly and correctly without all thee fancy options.
- Other: There
are also
the usual
bits and pieces, small and numerous changes (though important to those
who requested them!).
If you have already examined
RPM
for
its standard 30 day shareware limit, you are welcome, and encouraged,
to
have another look. Just drop me line...
If you use, or have used, a
recent
version of RPM (preferably this v4.2.8), please take a moment to let me
know what you think of it at luke_jones@roleplayingmaster.com.
Enjoy, and Happy New Year!
17th Dec 2003 - New update
(v4.2.7)
gets serious with preferences and options - especially for NPC
Generators
and statblock formats
With all the flexibility and
options
behind RPM, the key feature behind v4.2.7 is clearly the ability to set
up RPM exactly how you want it, and have those preferences saved for
you:
- See a quick overview
description of
the new Options feature here.
Its also a reasonable example of the table wordprocessing capabilities
in RPM.
- As a consequence of
options,
you now
also have great control over configuring and saving your preferences
for
NPC generation, and also for how you like your statblocks formatted.
- You'll also find
improvement
with the
latest "quick lookup" features.
- In the creature window,
you'll
find
new options with right-mouse clicking on grids. One improvement is the
ability to easily trade equipment between creatures.
- The "(none)" adventure how
has
some
useful note link examples, which actually provide quick and useful
commands
(such as to generate a random dungeon, or an encounter group).
- On a similar note, check
out
the new
"Preface" section in the Sample Combat tutorial. YOu may find it far
more
easy and useful as it now utilizes linking (image and text) to
demonstrate
use of the interface.
- New features have also
been
added to
support the wider RPM community, with their on-going datset and
adventure
creation work.
- Clicking on the report
icon in
the PC/Creature
window is far more friendly, now offering you a simple choice between
the
character sheet and the statblock reports.
- Very important news for
those
with computers
running Win95/98 or Me. These older operating systems are not very good
with programs rich in using GDI/User resources (having more RAM doesn't
help).
Somehow, code I use especially
to
manage resource usage on those operating systems became deactivated a
couple
of versions ago. I have now corrected this.- In general, you'll find RPM
much faster
now with managing very large numbers of creatures.
4th Dec 2003 - New usability
features in v4.2.5
Thankfully a number of people
has
sent in suggestions recently. This has resulted in some new features
for
players, and especially for DMs. Look out for:
- Smoother double clicking
on
list items
to get information popups (such as when working with lists of feats or
skills in character generation.
- Smoother point spending on
skills in
Level Up.
- Greater use of the new
"super
grid",
to enable user sorting and incremental key searches in more key areas.
Also, quick popup search grid for screens suchas feats and spells.
- Better organization of the
Adventure
Builder section - convenient creature lists for encounter groups, and
other
"tidy-ups".
- Other minor issues that
were
reported.
Thanks to those who have made
suggestions.
When you add them all up, they make a big difference!
Keep 'em coming!
13th Nov 2003 - New
"Consolidation"
Update (v4.2.2):
This release is mostly about
addressing
reported issues arising from the new features in last 2 updates. It
addresses
reported issues, but also implements some important new features.
- Summary: I'd sum
up
this release
as been a nice "finisher" for those who are after the best RPG tool for
doing all the important things they need in a quick and easy way. Its
the
"stability release" which brings together the quality of advanced word
processing, powerful and adaptable generators, sound and music - all
with
the power of a dedicated 3rd edition (and 3.5) RPG engine.
- Various Changes: Thanks
to a
number of people that made various suggestions. Whilst some of these
may
seem quick and simple, they can make a large difference to those
preparing
for their game, or using a computer at the gaming table.
- Managing Combat at the
gaming table: A bit of key
work on
the "Execute
Action" window. The options to run fully managed combat, and especially
standard combat management have been streamlined. The options for
"Targeting"
and "Review" can now give extremely quick action results - especially
for
detailing the results of multiple attacks in a round.
- The Guide and tutorials
are now in the Campaign
Encyclopaedia:
Given
the latest capabilities in the new advanced wordprocessing features,
this
is a very easy and logical step, for the following reasons:
- Printing from any entry is much improved, allowing you to
obtain
tutorials,
or Guide reports, with a simple mouse click.
- The improved hyperlink capability means that the Guide can do
far more,
allowing you to (for example) click on commands embedded within a table
of described features.
- Its easier to add or modify content. Community effort is a big
part of
the total RPM picture, and I'd be happy to review any new Guide
information
or tutorials, for inclusion.
- Stability! : Sadly a
few issues did creep into the last
2
releases.
Whilst you could generally (and safely) ignore those issues, they were
certainly annoying, and left many with an uneasy feeling.
Anyway, those issues have been addressed, and thanks to those who
reported
them.
- D20 Designers and datasets:
As always, there is the
ongoing need
and requests to make RPM more flexible for the variations of D20 out
there!
A number of changes have been made to help this.
- Yahoo fansite:
Andre Jamke is leading an effort to
encourage more
community effort for developing resources. Its a great initiative,
which
I'm supporting with rewards for those making a decent contribution.
Check
out the fansite if you haven't visited lately.
Enjoy!
20th Oct 2003 - New Update
(v4.2.1):
Equipment Generator!
This release implements minor
features
and fixes, along with some key generator capabilties.
- Generators: The
spell,
feat and
equipment generators are now fully functional. Equipment generators are
the crowning glory. They examine the race and classes to determine what
the most appropriate equipment is (magic and ordinary). Typically the
creature
level is used to determine the value of equipment, and that money is
used
to purchase generated equipment. The generation tables associated with
races and classes (like all tables), can be very easily configured to a
particular campaign setting, or even a different genre (such as
DragonStar
or StarWars).
New buttons are available on
appropriate
windows (such as the PC generator wizard and the standard Creature
window),
to generate different stuff.
Spell lists were never this easy!
- Adventure
Building: Fixed an
issue with adding items (such as treasure, traps, or features) to
locations.
Also corrected an issue with cancelling a request to delete an
adventure.
- Datasets: Changes
implemented
to support datasets such as StarWars and Wheel of Time. Also corrected
an issue with exporting the full details for classes and races (such as
feats and items).
- Advanced Wordprocessor: fields
with advanced wordprocessing capabilities now have a distinctive
cursor,
making it obvious that a right mouse-click can unlock advanced features.
Done lots of advanced
wordprocessor
table editing (such as for tables in skill descriptions). Check out
skills
such as
- PC/NPC/Monster
generation
and maintenance:
Fixed an issue with calculating
equipment weight.
Also reworked the effects that
apply
to magic weapons (such as Icy Burst, Chaotic, Disruption,...). You now
also get the effects applied even when used without in-game targeting.
5th Oct 2003 - "Must
have" - great new update (multimedia, hyperlinks, advanced
wordprocessing,
generators, and more).
- Advanced Wordprocessing
- RPM
now has very serious wordprocessing capabilties built in to it.
This is to provide you with the best tool for producing the highest
quality RPG work, whether creating
adventures, or creating your own world setting.
- The new wordprocessing engine, with a simple right click of the
mouse, unleashes all the new functionality for things such as the
encyclopaedia, adventure notes, or descriptions for PCs/creatures,
encounter groups, maps, player and DM location details, skills, feats,
spells etc.
- You now have virtually total style control over things such as
paragraphs, general text, graphics and tables.
- Tables are a
particularly
great feature, with capabilities like cell splits, individual cell
colouring
and formatting, tables within tables, and total border shadowing
control
etc.
- You can be excused for
thinking
that you're actually using Word for Windows!
- If you're upgrading your
RPM
system,
note the difference tables make to the readability of skills such as
concentration
and disable device.
- The new wordprocessing
system
blends
in old text, the old rich-text format, and the powerful new text format
capability, in a seamless and trouble-free way. The numerous tables
from
the 3.5 rule encyclopaedia are suddenly nicely formatted, and very
readable,
as well as print friendly.
The blended results are
particularly
nice when you print an entire note set from the encyclopaedia, to
generate
reports or web pages. Not only does it all come out nicely, and a lot
faster,
but you also get your graphics coming through now - even for your old
rich-text
format notes!
I've been advised in the past
that
even on its own, the Encyclopaedia would make a great and useful
product.
Well, it just got a whole lot better!
- Multimedia - you can
now add
real atmosphere in-game, with sound, music and video! Your installation
comes with a collection of background music ranging from the eerie, to
the chase, to the boistrous tavern, but you can easily add your own
files
(such as mp3, midi and wav). With sound, you can now hear the
dice
rolls RPM makes (which you can still, of course, edit with your own
dice
rolls), and you can hear the swish of weapons, along with cries when
damage
is dealt.
By default spells
have a
mystical
tinkle as they are cast, but you can get specific with spells, such as
the explosion sound for a fireball.
- A Player Window
has
been added
to RPM. This is something that is particularly useful if you DM, and
have
a second monitor. With a quick button press you can show the Players a
snapshot of the BattleMap, and also the player description for the
current
location.
- You can also copy/paste any
other
piece of text or grahic into the player window, making it useful to
store
things such as pictures in the adventure notes. You can also do things
such as click on any available monster graphic in the race screen, and
paste the picture for the players to see.
- Hyperlinks get
serious attention
in the new release, and are useful for much more than simply jumping
around.
Any wordprocessing note can now link to webpages, encyclopaedia notes,
adventures notes, and also to NPCs/creatures, music, sounds and even
little
scripts. For example, you may wish to create links to prepared speach
or
sounds in a map location, encounter group description or even a
specific
NPC/creature.
- Generators are
finally appearing
in RPM in their most useful form! These are generators for things such
as equipment, feats and spell lists. I've gone to a lot of trouble to
produce sensible
results that can be *easily* configured to your own campaign
setting.
- There is also the more
"mundane" (less
revolutionary) set of typical improvements in this latest version. They
include:
- A much better character
record sheet
- now displaying any available graphic of your PC/NPC, and
displaying
extra info in the AC details and special defenses.
- A better statblock
format,
with the
statblock report having a nicely hyperlinked contents (useful for long
printouts).
- Generating creatures
is
pretty fast
now, generating a creature in anything from 1 to 2 seconds (useful
when generating large encounter groups).
- Item selection now
uses
the new grid,
which makes searching and selecting items a much quicker and smoother
experience.
- You can now use an "Add
Untrained"
button to instantly add all skills that don't require training to a
PC/creatures
skill list. A lot of people like having the stats for *all* usuable
skills
in their statblock or character sheet.
- Be sure to try out
printing an
entire report from the encyclopadia of an entire set such as the 3.5
rules,
or EveryOne Else. It will give you a great idea of how you can easily
build
up your own RPG world and use it either on the computer, or as a report
or generated webpage. There's actually very little taking advantage of
the full capabilities at the moment, but the beauty/wow factor should
slowly
appear. I should be able to create PDFs as well, if the interest is
there.
8th Sep 2003 - New Update
(program
and revised 3.5 dataset)
- Great news for everyone
with
the latest
improvements to RPM - especially those that may have found some user
interface
challenges with previous versions.
Details are here.
5th Aug 2003 - 3.5
Rules available,
and
new update
(but what about the old 3.0 rules?)
- [14th August]
Firstly
apologies for
delays in responding to requests. Due to problems in the internet
itself,
I've been unable to access my own website for the last 1.5 weeks. The
news
just below is what was actually ready to upload on 5th August.
- Amongst all the 3.5
chatter,
and other
things going on, its pretty much "business as usual" if you simply want
to get the latest and greatest version of RPM. As usual, and inspite of
3.5 work, and still taking suggestions to improvements for the "old 3.0
rules".
In fact, to make things clear,
the
3.0 and the 3.5 program are exactly the same program. With the
way
RPM is designed, they are simply different "sources", or "datasets".
- When an update is available, it
generally applies to you, whichever rules you use!
- Future improvments to the RPM
program
apply to both the 3.0 and the revised 3.5 rules !
- The latest update
of RPM
is available here.
This fixes an important issue with importing new classes (needed for
the
3.5 rules dataset), and has nice improvements for things such as the XP
info you get for your characters, and an especially nice improvement
with
the XP calcaultor.
- The XP calculator changes are an
excellent example of the game play and design philosophy behind RPM, as
follows:
- If, you manage both the PCs and the NPCs/monsters in RPM, you
can
simply
press the "Auto" button, and have all the details in XP calculation
completely
worked out.If you don't manage the PCs in RPM (fairly common), you can
simply edit
in the number of PCs and average PC level, with everything else worked
out for you.If you don't have much entered into RPM at all, but
just
want to
take quick advantage of the superior XP calculation, you can directly
fill
out a grid, entering any combination of oppenent CRs and numbers.
You can also edit in other details (like PC numbers and average level),
to get all you need. RPM has a superior XP calculation ability,
that can work with any CR/numbers combination.
If you've ever tried to match an encounter group to the very limited
DMG table, you'll know what I mean. As a side-effect, you can see
the Encounter Level (EL) worked
out for any
NPC/monster combination.Lastly, if you have your own method for
calculating XP, and
want to get
fancy, you can change the way RPM works. All D20 game mechanics in RPM
are open to change by you!
- The full 3.5 source
dataset is
now openly available, meaning that you don't need to e-mail me
to
get it. Installation is very simple, and I've produced some
info
to answer common questions. You can get the download, and the info here.
Let me know if you find any
issues,
so that I can quickly fix it!
23rd July 2003 - 3.5
Rules
available, and beta of full source/dataset
- I'm very pleased to
announce
that the Software
Library now has the 3.5 Rules Encyclopaedia available
for
download. This is an extremely easy and useful way to become familiar
with
the new rules, and you can keep your 3.0 game fully intact!
- The full 3.5
source
dataset (for
full PC, NPC and monster generation) is currently in beta, and is
available
by request.
- Its all free. Click
hereformore
detail about the the 3.5 encyclopaedia and the source dataset.
21st July
2003 - RPM update, RPG software library, and 3.5
- Firstly, you can grab the latest
v4.0.5 update from here. This release
has
a very strong focus on quality, and also new features.
- Check out the new RPG
software library. We're building up a nice varied collection of
RPG supplements to make your gaming easier than ever. These accessories
can certainly multiply the usefulness of RPM to your gaming needs!
If you've done something good
you'd
like to make available there, let me know.
- Only a few days now to
the officialrelease
of 3.5 !! Then I can get busy releasing the free 3.5
dataset
(source) for RolePlayingMaster. Thanks to the very easy and flexible
ReCalculate,
you should be able to instantly switch to the 3.5 ruleset, and
automatically
convert your characters and creatures.
- Star Wars brilliance.
Congratulations
to John Cook, who has almost finishing implementing Star Wars on RPM.
Virtually
without any assistance, he has put in all the classes, skill, feats,
special
items etc. I will help him finish off a few curly details (such as the
different XP chart working in RPM), but its great to see somebody
downloading
RPM and being able to do something like this virtually unaided.
- Get more details on
the
update and
3.5 here.
8th July
2003 - NPC Pack 1000 available for download
- pure
convenience.
- NPC Pack 1000 is a
free
RPM import
download. It contains over 1000 NPCs ready to use in your game. They
come
complete with classes, equipment, defined attacks, feats, skill, known
spells, and even personalities.
As per usual, you can quickly
change
anything you like (even the race), or add templates, and instantly
ReCalculate
any NPC.
I recommend using the new Creature
Organizer feature in RPM to find the NPCs you want and move them
into
your game or adventure.
More details are available here.
- The very latest RPM
update
is 4.0.4a,
which contains some changes that better support handling massive
numbers
of creatures in RPM - with greater speed and less memory.
- There are also other
new
downloads available,
such as the "Beeyond" adventure (demonstrating good use of CC2 maps),
and
also a massive update at the Unofficial
Yahoo fan site.
2nd July 2003 - Version 4.0.4
available - easier, more correct, and with new features.
13th June 2003 - Joe Sweeney
does
updates tutorials
- I'm very happy to report
that
Joe Sweeney
has been very quick to update his tutorials for the new look and feel.
The following PDFs are
available,
and if you're like me, you may prefer to right click on the links and
save
them to your local hard-drive, rather than view them directly in your
browser:
- More good news: Joe plans
to
update
his sample combat tutorial very soon as well.
- Yes, I know, there's a lot
more to RolePlayingMaster
than this, but once you've mastered these excellent
step-by-step
tutorials, you'll find that getting your way around the rest of RPM is
a breeze!
- Joe's pretty serious about
his
roleplaying
world, and a multi-media whizz to-boot. I recommend treating yourself
by
checking out his website at http://www.storyweaver.com
10th June
2003 - Official release of version 4, with advanced new skins interface.
- For details about the new
interface,
and other features, get more info here.
- This is a very important
milestone in
the evolution of RPM. Version 4 finally leaves behind the old "utility"
interface, for something more modern and much easier to use.
- Get the download
here.
- Check out the new
screenshots,
and features.
18th May 2003 - Update
for
Gui beta download available, and website downtime.
- Firstly, apologies to
those
who have
been frustrated trying to get to this web-site over the past few days.
ENWorld, Mortality and myself are all on the same system, and have all
suffered from problems by the internet service provider.
Whilst we're back up now, there
may be occasional problems during the next week.
- If you're waiting for the beta to become official before
updating, check
out the screenshots! They've all been updated to show off the new skins
GUI. In fact, most screens look even better with the latest update -
but
you'll get a very good idea of what's up.
- On the good side, an
update
to the new
"skins" GUI beta ( v3.2.3) is available here.
The repsonse to the new look-and-feel has been very, very good! Even
hard-core
RPM users, who I thought might prefer the old "utility" look, have
taken
to the new look.
You should backup your "db"
sub-directory,
and use Import/Export to transfer your personal information into the
new
system.
I needed to do some structural
database
changes. Most notably, the size of the "Source" field for various data
tables has been increased greatly, to allow for more flexibility
in naming conventions.
Apparantly, people are doing a
lot
of work entering information from various source books.
3rd May 2003 - New Gui beta
download
available !
It's been a while now,
having
taken a fair bit of time and effort, but a beta of the new GUI release
is available. This is for those who already have RPM installed.
It's not yet available from the
normal download page, but you can get it here,
along with details explaining what its all about.
(see the picture below).
9th Apr 2003 - Joe Sweeney's
excellent tutorial is available
SampleCombat.pdf
4th
Apr
2003 - What's being happening...
- Andre Jamke is
doing
an excellent
job at the unofficial
RPM fan site of helping with questions and pushing me to put in
features based on your needs, as well as help out with making more free
download supplements available. I've also answered a few questions
there
on how to hook into RPM for putting in your own source material and
house
rules. More to come...
- Joe Sweeney has
put
together
some excellent RPM tutorials, which I've yet to put on-line (thanks
Joe!).
Fighting a heavy (day) work load, along with the standard change of
season
sickness (entering winter down-under), I've been struggling with
catching
up on everything. Despite upcoming changes (see below), these tutorials
will still be relevant and useful.
- There's a few other people
putting together
great material, and I'll pass on more when it becomes available.
- Along with all this, I'm,
trying to
"quickly" put together some great interface changes that should have
the
following benefits:
- Very stingy use of
Windows
resources.
Great news for those using Windows 95/98 or Me, who like to have other
resource intensive apps running at the same time as RPM.
- A more obvious and
friendly
user interface
- much less "utilitarian" than what it used to be.
- Well, its "prettier".
Whilst
very few
people have indicated to me that RPM looks far more like a utility,
than
a fun game app, I watch the various RPG forums. User interfaces like
that
from the original Player's Handbook disk are well loved.
Even those who are happy with
the
old "utilitarian" interface of RPM should see benefit from the new
approach.
More happy RPM users should mean more material shared for everyone.
- Whilst I normally do
fairly
frequent
updates, the next one has been delayed for a while, due to the massive
nature of the changes. I will probably make a beta available to those
who
are keen, before I make the update official. My thanks for the patience
of those eagerly awaiting the next release.
- Click on the image above
for a
bigger
picture of whats on the way. Please send any possibly useful comments
to
me :)
10th
Mar
2003 - Update 3.1 available, including random
dungeon
generator and internet voice.
-
Firstly, an unofficial
RPM fan site has started as a yahoo group. I have no official
capacity
there (not a moderator), and like it that way. This is is an
independant
RPM community initiative, and a great place to chat with other RPM
users,
and share export files that you've created. I'm assured that copyright
issues will be respected here, and encourage the sensible sharing of
information.
A number of people have
recently
put up their hands to help out development of RPM, via tutorials, data
entry, and in other ways. I'll be acknowledging them soon, and perhaps
the unnofficial forum would be a good venue to work through.
-
Good news for anyone
interested in registering
RPM, to get the full benefits of everything available (as well as
support
on the on-going development). I'm currently offering a 20%
discount sale on registrations. Hopefully this will encourage
some
keen interest on the new features, and spark requests for more features!
-
The update has 2 great new
initiatives
in it, including the ability to create random dungeons, and use
RPM to talk over the internet for roleplaying. Both of these
initiatives
are useful, and good fun! I do, however, want to greatly extend their
features,
and will wait on community interest to focus my next round of
development
effort.
-
I've been pretty busy. Apart
from the
above initiatives, the latest release has a number of important
improvements
and fixes - some key things that will make people very happy! Get all
the
details here,
to
find out more about the new features, and all the fixes. Show the
interest
in what's most important to you, and I'll spend the effort making it
happen!
-
Lastly, the release of 3.0
with the
industrial-strength database has lived up to all hopes. According to
all
reports, and my own extensive hammering, gone are the days of
corruptions
or data loss!
7th Feb
2003 - Clarifications on 3.0
-
Joe Sweeney has created a
tutorial for
creating PCs, and I've put it on-line here.
Nice work Joe! Thanks!
- The screenshots are now
old. I'll hopefully
find time to update them soon...
-
To get the Text Generators
to work you
need to download the "tables.zip" file from my download section (see
"Text
Generators Pack") and place it in your RPM install directory.
- If you're installing into
the same directory
as an old copy of RPM, be sure to uninstall the old version first.
- Due to complaints about
wizard-type
characters automatically recieving inappropriate weapons and armor
according
to their race type (as per the monster manual), I stopped the automatic
equipment generation. Well, that has caused even more complaints (can't
win!), so I'm putting it back next release. When the new generators
capability
is fully working in this area, none of this will matter anymore.
6th
Feb
2003 - On the 3.0 release.
Thanks for all the very
positive
comments pouring in. It seems that stability issues under the previous
system affected more people than I realized.
I can tell you that replacing
the
database manager was no walk in the park, but its definiitely well
worth
it!
2nd Feb
2003 - Version 3.0 info
My thanks and gratitude to
all the
testers who have been testing the latest version of RPM.
This is a very significant
release
with a completely new database manager - put in to address stability
and
corruption problems that seemed to plague many people.
Testing for corruption seemed
to
be easy for testers - it simply doesn't happen anymore! What we ended
up
with was extremely thorough coverage of all the other functionality in
RPM, which included the new generators capabilities.
All the other free downloads
have
been changed to suit the new database manager.
Existing export data from the
old
system will need to be converted to the new system by me. Naturally I'm
happy to convert anything e-mailed to me by registered users.
I'm very happy with this
release,
as reports of corruptions have been dogging me for months. As I
guessed,
the problem was wider than I expected, since people seem to put up with
issues rather than complain about them.
New things to look out for
(a
few samples):
-
Generators! This
covers "lists"
as well. Now RPM has a very strong capability to generate lists of
feats,
spells, abilities, magic items, weapons, etc. The uses go on and on,
covering
generation of encounters and spell lists through to items for magic
shops.
You can easily copy and modify existing tables, or build new tables
from
scratch.
Check out the following
generators
as examples:
-
Random spell list
generation for each
spell casting class by every level.
-
How RPM is being tailored
in a way that
allows you to define things such as class skill proficiencies, random
feats,
random skill point selection, random equipment and compulsory
equipment.
This will enable you to put as much campaign-specific custom generation
behind any class or race of focus in your game.
-
Random encounters by CR,
standard DMG
Dungeons, or by climate (hills, underground, etc).
-
Equipment generators, from
a fighters
weapons and armor package, through to a "magic shop" where you can
decide
how many items to have, and generate from various magic table types.
Try
your own variations with weightings for different table types (eg a
Wizard
shop focussing on staves, rods and wondrous magic, or an armourer
focussing
on weapons, armr and potions).
-
D20 Modern NPCs can
randomly determine
occupations. Tinker with the numbers to get a weighting suitable to
your
own world.
-
Character/Creature
Generators:
Levelling up now uses the generators/lists when adding feats with
subtypes.
As an example, when you take "Exotic Weapon Proficiency" feat, a list
of
exotic weapons pops up to choose from. Lots of little convenience
functions,
like:
-
By default, create an
attack description
whenever you add (buy) a new weapon.
-
A skills "max out" button
to bump up
points in a selected skill to its max.
-
Quick execute action
buttons for Creature
tabs in areas like Attacks and Skills.
-
Nice word-processor
capabilities now
more widely used, for things such as statblocks, skill descriptions and
the game log. This works particularly well with the game log which
gives
you all the in-game numbers (for stuff like attacks), but now
highlights
things such as AC hit and damage caused.
-
Preview the "New Reports"
which allows
you to easily create or modify all sorts of reports, with a
professional
quality finish. This will be very useful for customizing your own
character
sheets.
-
Speed. The new system is a
lot smoother
and faster - particularly in you're shuffling creature counters around
the BattleMap, and executing actions.
-
A simple, common approach to
selecting
and setting pictures for characters/creatures, races or maps.
Be sure to try out the
generators. They're
good fun, and allow you to quickly make use of RPM's extensive database
(and search/filter capabilities) to build whatever table you need.
16th
Jan
2003 - Ultimate
Generators
- at long, long last!
RPM is having a very strong
generators
(and lists) capability being built into it.
This is to cover everything from
quick character and NPC generation, to fully generated encounters, and
beyond.
Nothing brings power and time
saving
capability to your roleplaying hobby more than well done generators.
You can play with it the current
version (beta, as mentioned just below), but I welcome any thoughts or
advice you may have on it.
Explanations can be found here.
15th
Jan
2003 - Status on current work (see 13th Jan) is
available
here.
Current patch is v2.1.2
13th
Jan
2003 - Revolutionary pre-release available on
request
I've put RPM through a bit of
a revolution,
going as far as to replace the entire database manager that runs
underneath
it. This is not yet part of a normal download, as I'm looking
for
people to verify for me that it works in the various versions of
Windows
and RAM sizes etc. Please e-mail
me to get the link.
Here are the details on the
new version:
-
Completely new database
manager:
Although many people will be wondering why I've done this, I think that
many others had problems due to the unwieldly nature of the previous
system
- leading to instabilities and corruptions. I think this was mostly due
to the previous system comprising over almost a crazy 450 separate data
disk files.
Anyway, the new system looks bomb-proof.
As a developer, I would have done the equivalent of "pull the power
plug"
over a hundred times, and I've never had to rebuild, or lost
any
data!
The main benefits of the new
database
system are:
-
Rock solid protection of
your information.
-
Much faster, smoother user
interface.
-
Programming-wise I was
hampered, but
now have much greater freedom for future development.
-
There were a number issues
caused by
my "clever" resource management for those using resource sensitive
versions
of Windows (Window 95/98 and ME). These issues have now been fixed,
and include the following:
-
After you printed a
report, and closed
the report window, you couldn't see any more reports.
-
After you closed down the
Guide, you
couldn't see it anymore.
-
Occasionally, when you
closed a window,
RPM would switch to another app you had open.
-
The following are exciting new features/changes:
-
Better use of fancy wordprocessing, that give an even nicer polish than
I expected. Check out the Game Log, the Statblock and the Skill
descriptions.
-
The "New Reports", which produce high quality reports, with full
capability
for you to change them, or add your own new reports.
-
Various mechanics fixes, such as:
-
Rule subtlties for light weapons, 2-handed use and extra strength
bonuses.
-
Fixes to CR calculation - needed since I introduced variable racial hit
dice for monsters.
-
Smooth creation and automatic stat updates for creatures.
-
Some important restructuring in the use of abilities, tables and
generators.
Much more on this later...
-
New documentation available - especially doco to explain setting up
your
own campaign rule systems.
Hopefully I'll get back good reports from people on various Windows
machine
configurations soon, and I can then roll the new system out as the
official
version.
If you're not registered, and have already spent your fair month
playing
with old versions of RPM, don't worry, just e-mail me.
If you're somebody that previously experienced some kind of
stability
or corruption problem, please let me know if the new version fixes
everything
for you.
Thanks,
Luke
22nd
Dec
2002 - Report Generator in the works
After some feedback, I've
started
a report generator that will allow you to easily create your own
reports,
or modify RPM's existing reports. Any feedback on this is very welcome.
You can see some sample
screenshots
and some sample reports (as PDF exports) here.
I think they're pretty good!
This is an important, because
it
allows you to:
-
Customize your own character
sheet (or
even have different ones for different needs).
-
Similarly customize your
"Adventure"
report, to suit your style.
-
Gives you open flexibility
to add a
professional touch to your own campaign material. So you will be able
to
produce a nice report of your personal list of feats, skills, classes
etc.
10th
Dec
2002 - Update 2.0.10
available.
E-Tool import feature!
A few minor fixes, but the
major
reason for this release is the ETools XML Import capability!
You can build on your ETools
work
by importing you creatures to RPM and then:
-
Easily add templates!
-
Use them in RPM-built
Advnetures.
-
Add new prestige classes,
feats, skills,
or just about anything to your creature, using free RPM source
downloads,
or using material you've added into RPM yourself.
-
Use the combat managing
facilities in
RPM using your ETools creatures.
You add your
characters/creatures into
RPM using the new menu option under "Add Creatures". Simply pick the
XML
file that you've exported from ETools, and its all automatic from there.
I saw some differences
between the
original ETools creatures and after they were imported into RPM.
This was basically in ability modifiers, saves, attacks etc. It
was
due to th fact that RPM had equipped high-level characters with their
magic
equipment, and RPM had applied all the proper effects - so its all good!
This is a start to ETools
integration,
and I plan for more if there's sufficient interest. I'm keen to work on
any issues or new features that anyone can identify.
Have Fun!
3rd Dec
2002
- Update 2.0.9 available.
A
few minor changes
Update details:
-
Just a fix of a few
problems people
were experiencing. I tidied up some data, and removed the need to
ReCalculate
when you play around with chaging Race, or adding/removing templates to
characters and creatures.
27st
Nov 2002
- Update 2.0.8 available. A few
major
changes
Update details:
-
A revamp of the skills,
when levelling
up or creating characters/creatures. You now get the full picture on
maximum
class ranks, and overspending of your points.
-
Fixes to a number of
issues reported
in the last couple of weeks.
-
An update to the D20
Modern supplement.
-
The "Core" source has now
been split
into "Core" and "Core Fantasy". If you want to play D20 Modern, or
other
campaigns, without all the core magic (items, feats, classes, races
etc),
you can turn off "Core Fantasy".
-
Significant revamp in the combat
manager. RPM now has options for "Opponent" and "Review". If you
have
review turned on, RPM will take you through every action step by step,
allowing to change dice rolls and make other relevant choices. If you
have
"Opponent" turned on, RPM will properly work out both sides of the
interaction
for things such as attacks, or opposed skill checks.
A lot of people will get
a
great deal out of turning "Opponent" and "Review" off for in-game play.
This gives you a quick button press for attacks, saves and skill
checks.
Its perfect for the player managing his character at the table, or the
DM managing encounters when he doesn't have the PCs entered into the
computer!
You can make your usual calls to the DM or players, with RPM
having
quickly calculated your side of the mechanics for you!
For example, a button
press will
tell you what AC your attacks will hit, and for how much damage
(including
type of damage, and other specials). A quick press for skill checks or
saves, will tell you what DC you'll make.
You'll find these changes
very useful
right now, and there will be more refinements to come in the future.
On-going development:
There's some components I want
to
purchase for the next development stage of RPM.
This is quite important work,
and
I rely on software registrations to fund on-going development.
So, if you're continuing to
enjoy
using RPM, and especially if you want to help take it onto the next
stage,
please register your copy. A decent
amount
of time for evaluation has just about passed, since the full release.
21st
Nov 2002
- Update 2.0.6 available.
Update details:
-
Apparantly people using
Windows 95,
98, or Windows Me are still having some issues related to running out
of
Windows resources. I did put out in a resource meter warning system,
but
some people simply need to run lots of other apps at the same time.
This release is mostly about
some
key fixes to the core program to absolutely minimise the use of Windows
resources. I thought that it may slow down the program a bit, but the
speed
is still very good, with no apparant slow-down.
If you've been
experiencing general
weirdness, this update should fix it up :)
- There were also some
other minor issues
reported which have been fixed. This includes an update of the "D20
modern"
download supplement.
15th
Nov 2002
- D20 Modern Available !, Update
available.
-
D20 Modern is available
as a free
supplement.
This is exciting news!
Even if you're not sure
about trying
the modern day rules any time soon, there are some interesting
variations
on current rules, well worth a look. You can see an example, along with
an Encyclopaedia report of D20 Modern here.
The supplement has 6 new
basic classes
and 12 advanced classes, along with a swag of new skills, feats, and
items
(modern weaponry!).
- Update 2.0.5 is
available. You
can grab a full install, or the small patch. You'll need it to create
any
D20 Modern characters ot creatures.
The update includes:
-
A nice interface for
setting up game
mechanics for abilites (class features, racial traits etc).
-
By default only classes
and feats you
qualify for are shown in levelling up now.
-
A fix with for the
automatic popup "Edit"
button, for when you're editing rich text fields.
-
Correct exporting of
class and racial
abilities when exportin a source.
-
Some minor stability
fixes.
3rd Nov
2002
- Update available, DragonStar,
registration
discount.
-
Update v2.0.3 is
available. You
can grab a full install, or the small patch. Thanks to all those that
gave
suggestions on how to make RPM friendlier and generally more usable.
I'm
pretty happy with the results.
-
DragonStar is now
available as
an RPM download, thanks to the work of Michael Breaux.
-
Special! For the
following week
you can register RPM at a discount for $20.
Here's a list of all the
improvements
since the full release...
Character/Creature
Generation and Maintenance:
-
Speed improvements -
especially when
recalculatiing, or using the BattleMap.
-
Adding new
attacks will now do
sensible things in automatically setting the "Attack Style", to save
you
the effort. For example, adding a second weapon will automatically set
the style to "Multi-weapon" if it's a natural attack, and "Two Weapon"
if it's not.
-
There's a "Buy"
option now in the window
to add items. If you're in the default "Buy" mode, you can see the
creature's
current funds, and items bought will be paid for.
-
Some fixes in
the class abilities
area, particularly for Monks and all their special attack options.
-
You can preview the
half-finished "chartest.html"
report, to see what's happening with some future statblock/character
sheet
work.
-
Crucial fixes to a
bug some experienced
when creating new creatures.
-
A fair bit of work
with templates, and
in particular with defenses (such as resistances, immunities, and
spell/damage
resistance). These defenses are, of course, particularly relevant when
adding templates to standard races. The statblock has changed to show
these
better.
-
The Modifiers system
(currently used
for races, class features, feats, items etc) is now extended to Race
Types.
This means that if you create a new Race of type "Dragon", or "Undead",
the Race automatically inherits things like special immunities from its
type (and so, of course, do any creatures you create of that race
type).
If you create a new Undead, for example, it automatically gets the 11
or
so immunities for being undead.
|
Adventure
Preparation
-
The Adventure
detail, maps and locations,
and encounter groups are being re-organized to fit together in a much
more
obvious and friendly way. It's a lot easier to see how everything fits
together...
-
You can use the
BattleMap now to click
directly onto the map for entering location descriptions, much as you
can
create creatures, (or encounter groups) on the spot.
-
I've added key
detail templates that
you can select from when creating a new adventure (Introduction,
Background,
Synopsis etc). These contain rich text descriptions to assist you in
building
your adventure skeleton. You can edit the templates to suit yourself
(eg.
Put your standard e-mail, web-site address and graphic, in the
"Credits"
detail for your adventures).
|
In-Game Play
-
The BattleMap itself
is being re-organized
to be more friendly in the way everything fits together. In particular,
you have a much better way of viewing relevant location, creature and
action
information as you work with the map.
-
You now see more
detail on creatures
as you move the mouse over them on the map.
-
The "Game Log" is
being organized in
a more friendly manner with regard to showing rounds, creature actions,
attack of opportunity, and results (of attacks, damage, skill checks,
saves
etc).
-
An "Encounter Done"
button has been
added to the other 4 buttons controlling combat initiative management.
It shoots you off directly to the screen that calculates XP for the
party.
Prior to now, some weren't even aware that RPM can calculate and
distribute
XP for you after an encounter.
In a later release
I'll have the
"Encounter Done" step optionally enter the Game Log details for the
encounter
into the outlook-style Campaign Calender/Diary. You'll be able have a
campaign
diary with a full record of events.
You can also edit
directly into
the Game Log now.
|
24th
October
2002 - Get your feature requests in. "Mini
Update
patch" available.
If you have
suggestions
for on-going feature work (or especially useful tweaks), have a look here.
Although I intend to
release a full
patch update within a week, I've recieved a few reports about
some
nasty bugs when adding creatures, or starting up the BattleMap.
If you're affected, and want
to
fix now, you can get the mini update here.
Details about the patch (and
other
new features) are here.
4th
October
2002 - Full release available for download!
Beta
finished.
I'm very pleased to
announce
that the first full release of RPM is available for
immediate
download!
The long-running beta is
now over,
and there are a number of important things to note:
-
After a long beta, RPM is
now very ready
to be properly supported as a full shareware release.
-
To avoid confusion from
numbering, the
full release will actually start from version 2.0
-
You no longer need to
register for a
password to use RPM. That was an important part of maintaining contact
with users to get feedback during the beta.
-
There are a number of
excellent new
features and stability fixes. Please see the download section for more
details.
-
Work on RPM is *not
finished*. Your
suggestions and any issues are very welcome! I'm currently working on
some
excellent features.
-
I'm keeping the current
Registration
list as a mailing list. Feel free to sign-up for on-going news and
annoucements.
Now optional.
-
You can now choose to
officially register
as an RPM user.
Registration Benefits:
-
No more expiries! These
were necessary
during the alpha and beta releases, to support only the latest releases.
-
Priority support for
requests.
-
Free updates to any future
RPM releases.
-
Full access to all
features (import/export
capability).
-
No more registration
window on initial
startup.
-
You get a better program.
I need to
pay for shareware components I use in RPM, and there are other
componentsI
want to buy to make further improvements. There are many great features
I have in mind. In some ways I could go on adding things "in beta"
forever,
but it's reached the point where RPM is very useable, and some funds
are
needed to realize full it's potential. Unfortunately, the donation
concept
just didn't work.
-
There are a wide, very
secure number
of ways to register. You may even send a personal cheque, if don't like
the more standard methods of internet payments.
-
Hopefully people will feel
more inclined
to make change requests once they've registered. Suprisingly, despite
my
strong attempts to get criticisms for improvements, I've had
comparatively
few requests for more features or improvements. I suspect that people
just
don't feel comfortable asking for more things when it's free.
If you have made a donation,
or some
other contribution to RPM during it's development, please contact me
for
a free registration. If you would like to register, and enjoy using
RPM,
but simply aren't in a position to pay the (cheap) registration fee -
please
contact me.
If you use RPM, your
support in registering
will be greatly appreciated, and will definitely make a difference to
the
quality of your future free updates.
3th
October
2002 - RPM on a magazine cover
I'm very pleased to
say
that RolePlayingMaster has appeared on the front cover of the excellent,
flagship Australian PC Games magazine PC PowerPlay. You can
see the blurb
here. Sure, the RolePlayingMaster screenshot using a standard Windows
interface
looks a little out of place amongst all the 3D graphics of the other
programs
- but it's what works best for a tabletop utility.
Of course, I'd recommend the
latest
website download, but if you're in Australia, the DVD is a quick
install
and check out option, and there's plenty of other RPG goodness in there.
14th
September
2002 - Stability fix!
I've been taking a
long,
hard look at stability, and there were big issues if you're on
Windows
Me, 98, or especially Windows 95. These versions of windows do not
manage
system resources very well (unlike NT, 2000, and XP). Having lots of
RAM
doesn't
help. You're particularly prone to problems if you have apps like
Outlook,
Internet Explorer windows, and RolePlayingMaster all open at the same
time.
RolePlayingMaster does a
very good
job of having large amounts of information instantly available at your
finger tips (especially with rich text wordprocessing capabilities),
but
this comes at a resource cost.
I rarely use these versions
of Windows,
and had no idea of how bad the problem was until a few days ago... When
it went bad, it was very, very bad.
I've done work on the
resources issue,
and think I've fixed the problem. If you are a Windows 95/98 or
Me user, and you've experienced wierd issues or instability problems,
you
can e-mail me
for
a special upgrade to see if it's now working well.
11th
September
2002 - Lest we forget...
 |
The
courage
of those who spent their last moments fighting back against terrorism...
The
bravery
of those who gave their lives in rescue...
The
strength
of those left to face the loss...
The
lessons
of humanity for all of us shown in the aftermath...
|
9th
September
2002 - End of the beta / Thankyou / Help!
By now you've
hopefully
had a chance to look at the latest release, and perhaps downloaded and
played with the new "Burning Sage" adventure. If not, and especially if
you don't like to use computers at the gaming table, check out the
Adventure
report here.
You can print it out, or
shrink
your browser window to about 3" by 5" across to get a feel for using it
in your Palm or PocketPC. It's well worth a look - especially for
clicking
between location description links! It took about 2 hours to
copy-and-paste
this adventure into RPM.
The feedback is that RPM is
definitely
very useful and very ready for it's first full release. It's my
intention
that the next update will be the first full release. No more beta
releases!
This will hopefully be within 2 weeks.
This will have several
benefits:
- I'll be tidying up some
documentation
and other issues for the next release.
- Registered users won't see
expiry
messages anymore!! If you like your current version, you can keep it,
and
not worry about being forced to get updates! Avoid the export/import
issues
with updates!
- I'll be happy enough with
the
first release to support it as a stable release. The primary reason for
all the expiries before was for me to avoid chasing down any problem
reports
from very old versions. People seemed to accept that this was fair for
a program in alpha/beta development.
A big thankyou:
Big thanks to everyone who has
actively
helped the development of RPM to this point - especially the pre-beta
testers,
and those who have filled out the survey/questionnaire forms! This has
provided me with invaluable information for focussing development and
features
appropriately. RPM today is a *very* different program from what is was
even 6 months ago.
Of course a program of this
size
and complexity experiences some painful growth in the earlier stages,
especially
when you let so many people download and use it, whilst trying to
maintain
consistency as it evolves. I've been kept focussed by a constant stream
of very happy and positive RPM users along the way which kept me going
(especially once I got the user interface sorted out!).
Of course, any help with
RPM results
in a better program for us all !
Request for Help:
I'm very keen to polish off
RPM
for the first release in the best possible way, and would appreciate
any
focus you could give me, based (mostly) on the survey results. No new
features
after "first release" though!!
In the past I've had many
offers
of general help from people, but with the stages of development, it's
been
too hard to take advantage of it. With the release of a stable version,
that can change!
The diversity of what
different people
want is quite large, but the important bits turns out to be the things
that you'd mostly expect. I'm still very much about producing a
*complete*
RPG support program. This starts off with the basics of
character/monster
generation, builds up to adventure building, and culminates with highly
extensible, automated, and scriptable in-game support.
The complete in-game end of
the
road is far off, although you can *just about* see spell effects
automatically
applied, and automatic adjustments for creatures applied (eg fire does
no damage/double damage, no criticals, special resistances or
immunities).
As always, the key goal is
about
saving you as much time as possible in preparation and in play, and
making
the mechanics as easy as possible, so that you can focus on the
enjoyable
roleplaying!
Here are the top hot spots
I've received
the most feedback about, and any help you could provide would be much
appreciated,
and beneficial to yourself!
-
Improve Reports:
I need some detail here, as
to which
reports we're talking about. I've already started on the "Adventure"
report.
I assume that character sheets would be a popular mention, so if it's
important
to you, give me specifics of what you're after.
- More Downloads / Want
other Sources:
This would include
adventures, personal
campaign settings, and published campaign settings/splatbooks ( FR,
Tome
& Blood, etc).
If people could make, or
find good
downloadable adventures, and put them into RPM, I would be very happy
to
make them available from the website. It only takes an individual
effort
from a few dozen people to build up a significant library for the
benefit of everyone.
Published campiagn settings
or books
need to be released as open content, or with the owner's permission. If
you have anything specific in mind, you can let me know. I'm having a
talk
with Wizards of the Coast about permission to use their books, but that
will take quite a while, if it's possible at all. Feel free to
contact/e-mail
any publishers yourself, and ask them for permission to use their
material
in RPM. Nothing stops you from providing RPM download modules from your
own website (or some other)!
- Speed:
This is a general comment
often
made, but I need specifics. I need to know *which* features need to be
speeded up, and how critical it is. If it's important to you, please
let
me know...
- Better Info Lookup:
This featured highly, and I
already
addressed it in the last release. Hopefully you've discovered that you
can double-click on almost any list item, and get a comprehensive
window
popup for it. If you need more than that (I can't imagine what...), let
me know.
- Table
Generators/Random Treasure:
I'm onto it! There's many
ways to
do this, so if you have a great idea for *how* to do it, let me know...
- Stability:
This was somewhere near the
middle
of the list, but I mention it because it's obviously *extremely*
important
to those affected by it!
If you're affected, *please*
tell
me, and let me know exactly how things go wrong. Tell me your operating
system and RAM details.
People running Windows 95,
98 and
ME are exposed to operating system resource problems. This is
*especially*
true if you have programs like Explorer, Internet Explorer and/or
Outlook
running at the same time.
"Stability" is probably the
most
important issue, so if you can find the time to tell me about just one
thing - make it this!
I'm not intending to fix and
tidy all of the above for release 1, especially with regard to new
features
such as random treasure and table generators. If I get any adventure or
other downloadable modules from you, though, they could certainly make
it in!
After the full release, I'll
remain
focussed and commited to further RPM development (as long as the
support
for it stays this strong). I'm keen to attend to the vision I have for
further generators and treasure/equipment!
I've "talked the talk"
about "RPG
Community" on my website for over a year, and from the point of a full
release 1, this could become a reality.
Remember, small efforts from
lots
of people will result in something great for all of us!
7th September
2002
- PDA adventures, free adventure download, new
update
Update 1.92b is available, with new adventure features
mentioned
below, and fixes to feat modifiers, and well as some of the more
esoteric
attack and damage calculations. I forgot to mention last release that
info
lookup has improved, with you being able to double click on almost any
list item to get a full description window up. This is particularly
useful
when levelling up, since you can click on class, skill and feat lists
to
get any detail you need.
"Dark Deciever" e-mailed me the other day, explaining that he runs
his
RPM adventures from his PDA, and asking me to put some links in.
Excellent
idea! Wish I'd thought of it...
If you have a Palm or Windows CE handheld, but can't use a full
desktop at the gaming table, you can copy your HTML "Adventure" report
to your PDA, and use it by viewing in your browser!
To support this great idea, I've restructured the "Adventure" report
to be more PDA-friendly. There are now lots of links for jumping
between
adventure details, maps, encounter groups and full statblocks.
A new adventure download is available from the download
section.
The "Burning Sage's Demense" is an quality ENNIE winner, entered into
RPM,
complete with maps, locations, story plot, details, encounter creatures
etc. You can use it in the following ways:
-
Modify it if required to suit your own adventure campaign and play
group.
-
Simply print out the adventure and take your notes to the gaming table.
-
Save the "Adventure" web page report to your PDA and play it from that.
-
Use RPM in-game for full Battlemap and adventure lookups.
-
Use RPM in-game and make full use of combat and encounter management
facilities.
I've done a fair bit of work on the "Adventure Builder".
The user interface for managing the tree-view of adventure detail has
some
issues fixed up, and is now far more intuitive to use.
You can download the update here,
along with info about what's changed. Be sure to export any of your own
information before applying the update.
28th August
2002 - Update 1.91b Available, and new Source
downloads
I've got the latest update available, and also updated the full
installation.You
can download it here,
along with info about what's changed. Be sure to export any of your own
information before applying the update.
I've also included a couple of new "source downloads" in the
downloads
area - the "Daemonforge" campaign setting, and some Netbboks material.
These 2 downloads basically add a lot of content to your Campaign
Encyclopaedia.
Apart from being good RPG material, they are also an excellent
demonstration
of what you can achieve using the Campaign Encyclopaedia functionality.
Since that functionality has also been recently made available in the
Adventure
Builder, all the more reason to check it out!
Thanks to those who've already filled out the questionnaire. The
results
are starting to become very useful. Although I have just over 90,
that's
under 4% of total registrations in the last 2 months, so I'm keen to
hear
something (anything) from the rest of you :) The more I find out
from you how well RPM is working for you, the better it is for everyone!
16th August
2002
- Update 1.9b Available, Survey/Questionnaire,
and other news
Update 1.9b is now available, with some important fixes and some really
good new features.You can download it here,
along with info about what's changed. Be sure to export any of your own
information before applying the update.
I have a new questionnaire/survey which you can do here.
Please take a couple of minutes to fill it out. It's short and simple,
and all about your needs and your experiences with RolePlayingMaster.
Filling
this out will give me a pretty good idea of where to focus my energies
for future work, and make RPM even better.
I've had a few reports of stability issues which turned out to be
related
to Windows resources. This can apply to Win 95, 98, or ME (it's not an
issue for NT4, 2000 or XP), and can happen even if you have a large
amount of RAM. Basically, RPM uses a lot of resources (like
Outlook,
or Internet Explorer), so if you are having any problems, try running
RPM
without any other apps open, and see if things improve. Windows 95 is
the
operating system most susceptible to this kind of problem, and you may
even need to reboot once you have a situation of lost of low resources.
Please, if you have any problems with RPM (crashes, error
reports
etc), let me me know here. If you get
any
error messages, tell me what the message was, along with what you were
doing at the time.
6th August 2002
- Update 1.8b Available
An update for the beta is now available, which you need to download
here.
Be sure to export any of your own information before applying the
update.
12th July 2002
- Update 1.7b Available
An update for the beta is now available, which you need to download
here.
Be sure to export any of your own information before applying the
update.
The major fixes are:
-
A very enhanced reworking of abilities (Str, Dex, etc). You get so see
the individual dice roll, along with effects of templates, aging, and
racial
modifiers. The racial modifiers (obeying reasonably complex rules), can
generate you fully calculated creatures based on 3d6 ability dice rolls
- much increased flexibility. It's also very good for creating PCs from
unusual races.
-
General notes (such as adventures, maps, location, PCs/creatures) all
now
have the same wordprocessing capabilities as the Campaign
Encyclopaedia.
So you could, for example, store a picture of your PC in the notes
section!
Just right-click on the edit field and choose "Editor".
-
I've put a hyperlink capability into the Encyclopadia and the other
notes
fields. At the moment you can reference Enclopaedia entries and jump to
them with a mouse click, or web pages/files. In the future I plan to
support
references for maps, locations, PCs/NPCs/monsters etc.
I've only had a handful of issues raised from well over 1500 downloads
since the beta release. Be sure to let me know if you had any issues
with
the initial beta, or with the update. With this many downloads I should
be able to ensure that RPM works for everyone, for all versions of
Windows.
Like me, you may well be enjoying the recent release of
NeverWinterNights
:)
I don't include a lot of the Netbooks, sample adventures and the
Daemonforge
campaign setting in the update (to reduce the size of the download).
I'll start to make these available as separate downloads for those
who actually want them.
Let me know if you have entered adventures yourself into RPM, that
you'd like me to share!
7th June 2002
-
Registrations page worked - limit fixed.
I've just fixed up the registration page. Apologies to a fair number
of people. There was an unexpected run of registration attaempts on
Saturday/Sunday
(depending where you are in the world), and I ran out of space! All
fixed
now though...
25th June 2002
- Preparing a beta update
I'm now looking out for things that need to be fixed in the beta.
From over a thousand registered downloads I have a handful of issues
so far to fix in an update.
I'm already doing some interesting work for character/creature
generation
and also for the campaign encyclopaedia.
Details are available here,
in the "Ongoing work" post. Feel free to contact
me, or post in the forum.
23th June 2002
- Mailing list changes, and the beta
There has been an extremely good response to the beta. In just over
a week there have been almost 1000 downloads, and beta registrations.
Pretty
good going, especially with all the NeverWinterNights buzz going on at
the moment. I've decided to terminate thye old mailing list, since all
current users are now on the beta mailing list. If you haven't yet
downloaded
the beta, I recommend that you do, and register for the new mailing
list.
If you've played with the beta for a while now, feel free to send
me
an e-mail of any problems or suggestions you may have!
There is an awful lot inside RPM now, and the way I decide which bits
to enhance and improve, is by your feedback.
12th June 2002
- Beta release available!!!
After a year and and half of concentrated development, and following
an
intensive 2 month PreBeta program, incorporating feedback, issues and
suggestions
- the RPM full Beta is available for download!
Development could go on forever... but RPM is an extremely usable
and
valuable program right now!
Get it, and further details, here.
16th May
2002 - Generators!, the Beta release, etc.
-
I'm very close to releasing the beta as a public download now.
I'm
just waiting for the last set of comments and issues to come in from
the
PreBeta testers.
- I gather I'm at a point now where completing the help and
adding
a few more tutorials are the most important aspects to release in the
Beta.
The PreBeta showed me that many now find RPM very easy to use, but many
are also looking forward to the full help/tutorial set.
- About the only thing I don't currently do in RPM is integrated generators.
Sure there's a whole batch of generators available, but they just
produce
text - not "real" items. I promised myself that I wouldn't add any more
features before release 1, but there seems to be a strong call for
generators,
and I should at least consider a cut-down version for release 1.
I'm talking about generators for NPC equipment, based on class (adds
polish top the integrated Jamis generator), generators for different
wandering
monster tables; that sort of thing...
Check out this thread
for more details. Leopold (PCGen moderator) was kind enough to declare
RPM as the best NPC Generator, based on it's current functionality.
If you think generators are important enough to include in release
1, and/or you have some suggestions, e-mail
me, or post to the thread. I'll
need
to know pretty soon.
- It's slowly dawning on me that I haven't communicated the full
power of
RPM very well, or that you can use it in very simple ways without
bothering
about the full power.
As a result, I've updated significant sections of the website, if you
want to check out areas such as features.
- If you haven't yet checked out the new screenshots,
or tester feedback, I recommend it!
9th May 2002
- "You
Said It!" - PreBeta testers respond to the latest in RPM
I've compiled a
summary
of responses from those involved in the PreBeta test. There are 3 good
reasons you may want to look it over:
-
You've been
impressed by the
new screenshots, but you wonder if it's all a bit complicated, with a
steep
learning curve.
-
You're keenly
following the
developments of RPM, but don't want to "get your hands dirty" until the
first full release.
-
You're simply
interested in
finding the best RPG utility out there, and wonder if this might be it.
Yes, I am sounding
pretty
confident. I've waited a long time for a moment such as this, and I've
earned it though!
Check out the RPG
community's
response here.
7th May 2002
- Revamp of Screenshots
I've completely
re-done
all the screenshots - long overdue. This new set gives you a good
picture
of how RPM hangs together, with explanations.
This incorporates the
very latest features. Click here.
29th
April 2002 - PreBeta update 3 available!
PreBeta update 3 has
just
being released to the PreBeta testers. Looking pretty slick and quite a
bit faster now. Details are available here.
The public release version has
expired,
but you can get around it by pre-dating your computer before Apr 14.
I'm currently supporting those helping
me with the pre-beta releases, and just don't have time to create an
updated
public release.
Another option is to
become
a pre-beta tester, giving you the latest and greatest. This will get
you
a much more stable and featured program! - but for that I'd expect you
to give me some feedback within a week.
22nd
April 2002 - Progress
The prebeta is
progressing
very well. A release 2 update has already gone out, and I'm hard at
work
with release 3.
In particular, a very
inclusive and encompassing formula is used to work out and display
Encounter
Levels (EL) in the release 3 update, making it much easier to create
appropriate
encounter groups.
11th
April 2002 - Pre-beta in progress
See
here for pre-beta message board news started by one of the
testers.
There's some pretty respectable RPG programmer types there commenting.
Feel free to add any comments you feel appropriate.
The pre-beta has been
out
for a couple of days, and I've already had some good responses. A
smallish group of about 30 are putting it through it's paces this week,
and giving me some encouraging feedback. I'm sure there'll be plenty of
tinkering between now and the final release, but it's good to see that
the basics all seem to be right.
The sort of feedback
I'm
getting is that DMs think it's going well. Players think it's going
well.
Others are keen to start using it (including building full adventures)
during their games. "Principles are good" (important, and not to be
taken
for granted!).
The combat manager and
new outlook interface are well recieved. No significant comments on
import/export
or the new calendar/planner (except as below).
I'll make a pre-beta
update
available for the testers soon, based on issues that have been raised.
The main ones are:
-
Stability Issues:
-
Fixed bug to
"Update Classes"
when you edit class levels for spells.
-
Issue with "Jamis
NPC Generator"
import fixed.
-
Issue with
rebuilding the
database fixed.
-
Creating database
objects
(creatures items). An important fix. The system could become unstable
if
you killed the program, or imported other people's data.
-
"Groups" and
"players" now
included as part of adventure import/export.
-
The combat
tutorial has been updated to be easier to follow.
-
Critical damage
rolls fixed.
-
Automatic initiative
sorting
for all cases ( start of round, and skipping defeated creatures ).
-
Racial subclasses
get properly
cleared if you change the race in character/creature generation.
-
Registration of
RPMnetworkPrj.ocx
on startup (not important anyway).
-
When you create a
wand, you
can select the spell effect and caster level for it now.
-
"Auto-complete"
optional button
for attacks and damage.
-
BattleMap features:
-
Eliminate
"jerkiness" when
clicking/moving creatures.
-
Show distance
moved as you
move creatures, and update stepped/moved.
-
Show important
status info
(active, can act, can act full,...).
-
"Missing File"
issue addressed.
Working my way through a good play tester recommendation now...
8th
April 2002 - Pre-beta preparation
Thanks to those
who've
already responded to the call for pre-beta testing. I'm finalizing the
tutorial walkthrough, and preparing the download.
I'll e-mail you all as
soon as the download is available.
I've decided that a
read
through the tutorial will give anyone a keen insight into what RPM can
do for them, and how it can make your game flow with the best possible
computer assistance. So, even for those not involved in the pre-beta
test,
a preview of the tutorial here,
and other details can be found
here.
The combat tutorial
is
at the heart of why I started RPM in the first place, and I'm hoping
that
the pre-beta testers can tell me how well the vision is fulfilled with
the current format.
RPM should enhance
the
tabletop roleplaying experience by:
-
Assisting the
running of the
game by allowing quick and easy generation of encounters.
-
Allowing for
enhancement of
simple encounters by quick and easy means (adding class levels and
items
easily)
-
Fully
understanding and
applying the rules, as a time saving that helps correct play.
-
Doing all the above
in the
quickest,
least intrusive way, so that the computer doesn't become a
distraction.
Allowing the DM
full
control, without taking over proceedings, or limiting options.
4th
April 2002 - Beta soon! Pre-beta testers wanted! "Adventure
writers"
wanted too...
Thankyou: First up, a huge thankyou
to "Jughead"
for creating an RPM splash screen graphic. This is one cool piece of
work,
and I'm thrilled to have this unexpectedly professional startup for RPM
!!
Stability issues:
whilst configuring a new machine (with IExplorer 5.0 on it, instead of
IExplorer 6.0), I discovered some big stability problems with RPM. I'm
sure that this is the cause of some bug reports I've received, and that
quite a few downloaders were probably affected. I've changed my
scripting
to be compatible with IExplorer 5.0, so look forward to much increased
stability in the next release.
Testers, and Easy
combat:
I've been doing extensive work on combat management lately, and I'm
pretty
close to the beta release now. There's a bunch of new features that I'm
interested in getting feedback on, before I do the beta release.
If you're interested in
getting a private copy of the latest release, to get feedback to me
within
a week, just e-mail
me.
As part of this private
release, I plan to do make my first available tutorial walkthrough
available - for managing a quick and dirty combat!.
Adventure Writers:
I'm
also interested in hearing from those who think they may be interested
in creating adventure modules in the next release, for
exporting,
to share with the RPG community.
Click
here for more details on the private release, and beta progress.
28th
March 2002 - Preview: Import/Export features, saving your info between
RPM updates!
Probably the biggest
complaint
lately has been that you lose the information you put into RPM, when
you
update your release.
Click
here for a preview
of the latest work. I've done significant work on the import and
export.
Whilst this allows you to save your information when you get an RPM
update,
it also allows you significant flexibility to transfer your characters
between systems, and even share complete adventures with the RPG
community
22th
March 2002 - Preview: Revolutionized "Outlook" interface and Campaign
Planner/Journal
Click
here for a preview
of the latest work. This is firstly about using an "Outlook-style"
button
interface to reduce screen clutter and organise buttons more clearly as
you need them.
I've also implemented
a
campaign Planner/Journal - also like outlook. There are many
possibilities
for extending the basic framework in the "preview", but I'll wait for
feedback
from those who see a good use for it.
19th
March 2002 - Release 0.757 available!
This release contains
the
new "awesome features" already previewed. The download is working again.
Detail and discussion
can be viewed here
(note at the page bottom that several pages are viewable). I
"had"
to make a release now, so didn't get to put quite the amount of polish
on the new features as I'd have liked, but this should be a very
helpful
and useful release.
The main points
of
note are:
-
The new "Attacks
Screen",
for easily adding weapons and attack forms, then being able to see the
breakdown for all atatck and damage modifiers.
-
The whole new
approach to
in-game management, particularly targeting, for combat ( attacks ),
skills
and spell casting. A "must get" for in-game play.
12th
March 2002 - Awesome new features preview !!!
Click
here for a preview
of some awesome features I've recently worked on.
I haven't been able
to
find anything remotely as powerful as this for computer assistance to
compare
to, so I'd appreciate any comments after looking at the preview.
Current
News
23rd
February 2002 - New release
This release is the
culmination
of a month's worth of major and minor fixes and features. Details are
available
at the download page, with more detail found in this
message thread. This runs over multiple pages - check the
"Pages"
list near the bottom of the page.
The long-awaited
birth
of "little Lachlan" has definitely effected my ability to progress work
on RPM, but I'm hopeful that I'm now turning a corner, and will soon
get
the beta release under way.
Click
here (daily) Latest news concerns new
work
done on classes, player/creatures options, and skills.
This points to news on
the beta features phase of RPM development. This will get you to a
message
board thread that will be constantly updated with the feedback, my
news,
and your own input. If you are not already a registered member in the
EN
World message boards, I highly recommend that you register! Apart from
anything else, you can post your own thoughts directly and publicly for
beta features.
18th
January 2002 - New release - "The Hitchhiker's Guide to RPM"
This new release
focuses
on one thing - a better user interface to provide a simple guiding
framework
for using RPM.
It's two main
features
are that it makes RPM much easier to navigate and use, and that it has
the words "Don't Panic" in large friendly letters on the front.
Although I'm looking
for
feedback on what is really wanted for release 1 (and hence the beta
release),
it became clear that many people are struggling with the current user
interface,
and aren't even sure where to begin, in terms of saying what they want
polished for the beta test.
The user interface
complaints
were very valid , and several people offered good suggestions as to how
these could be overcome. The "Guide" is the result of putting all these
ideas together, to get what I hope will be the final solution for "ease
of use".
More details are
available
in the release notes in the download section.
Have fun! I look
forward
to hearing from you about:
-
Whether or not the
guide is
the answer to easily managing the complexities of RPM.
-
What you think of
the new
"Generators".
-
What you think needs
to be
polished for the first (beta) release.
10th
January 2002 - New release (Generators and other features) , and
feature shutdown - time to speak up!
News Summary:
-
A new release is
available!
Summary details are below, and more at the download section.
-
I've fixed the
mailing list
problem. Those who had problems can register now.
-
I'm keen to shutdown
features
for the impending beta release. I'm very keen for feedback on
what
you feel needs to be in the beta for release 1. Assume that
help/tutorial
information will be available. From this point on, until the
beta
release, I'm looking to polish up various areas, rather than take on
new
work. My expectation is that most people are interested in polish on
game
prepartion functions (for printouts), than on in-game (BattleMap and
CombatManager)
features. Good feedback at this point can make a big difference to the
quality of the final release. The very large majority of people
(mailing
list and website downloaders) are silent users, but now is the time to
have
your say (especially on the subject on generators!). The right
feedback
here should have a significant effect on the quality and
appropriateness
of the first release. Less popular features that aren't yet complete
will
be polished up after the first release, and possibly disabled
during
the beta!
New Release Features
Summary:
-
Character/creature
management:
Improvements to determing skill point counts, and to assigning bonus
ability
points.
-
Generators for
many,
many things - and important decisions to be made on how to progress
this
work in the future. See the download section for important details.
-
More standard info
for creating
"Adventures", and a more comprehensive adventure report (printout).
-
Time saving features
with
"copy current creature" and "copy current Race".
Questions are welcome!
5th
January 2002 - Mailing list, Donations, TableSmith generators and
Generate
Adventures.
-
Firstly, I'm about
to run
out of mailing
list space again. If you try to join, and have problems, just
e-mail
me. I'll try to keep you informed until I get something better sorted
out.
-
You can now make a
web-site
donation
to the RPM cause. It's secure and fast. This will help me with on-going
charges, 3rd party components I need for RPM, and internet services
(such
as the mailing list). Also, should RPM get to the point of being
registerable
shareware, or something similar, past donations will count towards that.
-
I've done previous
background
work on basic generators. Just recently though, I've investigated Bruce
Gulke's TableSmith, and discovered that his ideas and design
are
very similar to my own. I'm all for integrating with the best RPG
utilities
out there, I'm just deciding now how fully to support the TableSmith
format
(currently with over 300 various generator tables available!).
Any
comments are welcome, for ideas or to support this. I've already
got
the basic generators working, and it's looking good! I should point out
though, that this is only a partial version of the full, very powerful
version of Bruce's excellent utility! The major benefits of this
to RPM would be:
-
Masses of
generators available,
from various categories of names, to spell books, to towns etc.
-
Integrated as an
engine to
RPM, this could be used to really fill out NPC details generation.
-
As an in-game
utility, it
could be used to generate on-the-fly things from many categories, such
as random events, encounters, or even wheather.
-
As a "well-known"
format,
any could create their on tables, especially for their specific
campaigns!
-
I'm currently doing
some work
on expanding "Adventures". It's time for a more professional output
that
conforms to the "standard" better. I've updated the "Adventures"
screenshots
and reports to reflect the "halfway point" , and if you have any
comments
or suggestions, now is a good time to tell
me. Current work includes:
-
Expansion of the
descriptive
fields available for adventures.
-
The report now
includes creature
descriptions (tactics etc) by map location, and a full statblock
listing
at the end. More work to follow.
-
Improvements to
the report
generator itself, to enable all this, including cleaner presentation by
not printing anything where sections are blank.
In all, a busy start to
the
New Year!
3rd
January 2002 - Happy New Year!
I'm currently doing
some
work on expanding "Generate Adventure". It's time for a more
professional
output that conforms to standard better.
I've updated the reports
to reflect the "halfway point" , and if you have any comments or
suggestions,
now is a good time to tell
me.
31st
December 2001 - Christmas release update
Following feedback
for
numerous issues, I'm releasing another update. The major issue was that
automatic calculation for a number of things were not working correctly
when generating characters. Numerous small issues that were reported
have
also being fixed.
24th
December 2001 - Christmas release!
The Christmas release
is
now available. The quick summary of changes is:
For preparation:
You now have equipment and attacks automatically created (by race) in
the
character/creature generator. This is particularly useful used in
conjuction
with the integrated Jamis NPC Generator, resulting in rapidly
generated,
fully ready-to-go, characters/NPCs/monsters!
For in-game play:
Lots of improvements in generating, managing, and playing out
encounters.
This includes applying damage to creatures, maintaining their health
status,
and providing lots of right mouse click popups everywhere to easily
achieve
what you need.
There are actually
many
changes, and the details are available in the download section release
notes.
Happy Christmas!
14th
December 2001 - Christmas release requests
In addition to the
features
mentioned on the 12th, I've got the following requests so far:
Items to include
fully
in the release:
-
Fix issue for
"Rebuild Database"
-
Fix issue with
taking multiple
skills (eg. multiple Profession or Craft skills)
-
Change the startup
so you
only have to press "I Agree" once
-
Put an enchanment
number into
magic weapons, armor and shields. Also name them properly, with the '+'
at the front.
-
Make the "Item
Screen" more
friendly
-
Provide easier acces
to the
item maker. {I'm putting buttons in all the relevant areas}
-
Add "Attacks" to the
statblocks.
Items to complete
partially
in the release
-
Include weapon
damage variations
by size. {I'll have the GUI mostly done (for comment), but may not get
the automatic damage recalculation done.}
-
Increase general
stability
{I can't guarantee that issues will disappear altogether at this point,
but I (have already) put in a feature to stop the database from being
corrupted.
You will simply need to restart RPM if you have a problem}
-
Have option wizards
when you
first start up the program {what I will do is put more work into the
"Preferences"
later, which pretty much get you to the same place}
-
Generate random
equipment
by race {No full random generator for a while, but any (non-random)
equipment
will automatically come across. You'll see that weapons and armor are
automatically
equipped by race type now. If you want to add other equipment to the
Race
template - go for it!}
-
Implement time
trackers, for
things such as a "Bless" spell" {you can see the start of that in the
new
"Expiry timers" screen. Significant work will be done on streamlining
and
automation before this is actually completed}
You'll be lucky, but
I'll
try for this release:
-
Allow for a number
in the
add creature wizard that will create multiples {For now, an easy option
is to cut-and-paste multiple lines using the "Jamis Generator" screen}
-
Fix for Monk Attacks
and AC
variation {perhaps AC, just for now}
-
Various requests
related to
executing actions (attacks, spells, skills etc) {Not in this release.
This
release is about "core" features. You may want to play with what's
available
in some skills - such as "Jump"}
It's a lot of work, but
at
least I've already done the massive job of editing all the Races to
incorporate
their armor, weapons and attacks.
I have to say that the
community request to focus on "core issues" (instead of psionics), has
been an excellent thing. Although I try to paint the picture of what a
completed RPM will look like feature wise, I'm having a lot of fun
seeing
the core stuff work in a much slicker way now...
Last chance to
mention
any other little issues for inclusion! With a lot of luck I might get
the
release out by the end of this weekend.
12th
December 2001 - Christmas release
I should be ready to
do
my "Christmas release" in a few days.
Seeing that it's
Christmas,
I'll give a couple of days for any special requests. If you have a
small
pet peeve, or good idea, that you think I might be able to fit in, let
me know.
The current
"Christmas
release" list of fixes and enhancements is as follows:
-
Fix to spell
"memorization"
ability bonuses
-
New "Add Item"
buttons at
convenient places.
-
Fix issue with
adding a new
class.
-
Implement equipment
usage
(equipped, carried, or stored).
-
Re-calculate
modifers so they
only include equipped items.
-
Configure base races
with
items and attack modes.
-
Automatically assign
racial
equipment and attack forms to created characters/creatures.
-
Streamline adding of
attack
forms. for both the characters/creatures screen, and the Races screen.
-
Automatically fill
out attack
details when choosing weapons for attack forms.
-
Polish up the "Level
Up" screen,
implementing proper purchase of skills. Assign points correctly from
the
actual classes, taking class skills and cross-skills into account.
-
Re-work the "Class
Skills"
section for both the Skills and the Classes maintenance screen, with a
nice and simple screen to designate skills as being class, or cross.
-
Tidy up the BAB
calculation
and presentation.
7th
December 2001 - Lots of changes!
-
This is the first
news
installment
for RPM!
-
I'm now hosted
at EN World!
I consider EN World to be the premier 3rd Edition site for resources
and
community support, and I'm honoured to be hosted here!
-
It's a good time to
thank
Morrus publicly for this, and for his support of the 3rd Edition RPG
community
at large. Thanks Morrus!
-
I have updated the workplan,
to reflect the current on-going work to RPM.