scpredmage
First Post
Ah, sweet feedback, how I've missed you...
The color thing, though... that would require some not-insubstantial changes. I might work on that down the line, but it's low priority, at best.
That being said, I can add a mechanism so that you can specify an effect to automatically add when you use a power. For stances, I might give you the ability to tie into the custom conditional bonuses that are currently on the to-do list (also on the list: automatically toggle "when bloodied" conditions when you become bloodied/unbloodied).
Also, it happens to the vision list, too; both of these have been fixed.
Also of note, the MRU list will only hold somewhere around 24 files, so the character list can't exactly get that large, to begin with. Parsing out a separate "recently used" view seems like more trouble than it's worth, considering the small size the list is restricted to.
Yeah, I guess it IS in a pretty bad place, and being able to add/remove effects by tapping on them makes enough sense that I probably should have done that from the beginning. Consider them on the to-do list.Okay, I've had some time to put it through its paces, and here's some feedback mixed with some feature requests.
Also note that this list was going to be twice as long, but your last two updates fixed and upgraded a lot of stuff.
CONDITIONS/EFFECTS
I think the place you put this makes it really easy to overlook. It gets put in between the basic combat stats and the ability scores, and it could be easily missed. I'd recommend moving it up to just below the name/race/class/level section and making it pop up with a color highlight or something to make it stand out (maybe like a yellow highlight or user-determined highlighting for each effect/condition; I use Alea Tools and it'd be nice to match these colors to the ones I assign conditions).
It would be nice to be able to tap/click on the condition section while you have a condition to be able to remove it/edit it/see details.
The color thing, though... that would require some not-insubstantial changes. I might work on that down the line, but it's low priority, at best.
Actually, the Action Point and Second Wind power cards are special objects, which are hard coded into the app, and not taken from the character file; it'll pull data to update them (like adding your Paragon Path's action point benefits), but the basic stuff is hard-coded (Also, you might notice that using the Action Point card will deduct an AP, and using Second Wind will actually spend a surge).Some powers provide conditions/effects and add to this section, but some don't. For instance, Second Wind adds the +2 bonus to all defenses, but clicking a stance like Battle Wrath doesn't. I know there would be some logic work to make stances replace eachother and such, but this would be awesome to have.
That being said, I can add a mechanism so that you can specify an effect to automatically add when you use a power. For stances, I might give you the ability to tie into the custom conditional bonuses that are currently on the to-do list (also on the list: automatically toggle "when bloodied" conditions when you become bloodied/unbloodied).
Consider it on the list.Also, would it be possible to tie the default durations into the rest system you have? So, if I have a condition that is EOMNT or EoEncounter, if I hit Short Rest, it will remove it?
Never did quite find a good place to put those, and that's as good a place as any.SUMMARY
It doesn't list Paragon Path or Epic Destiny for any of my characters. Maybe clicking/tapping on the Race/Class/Level would do a pop-up that gives you any particulars like Subrace, Theme, PP, and ED. Maybe add them to the headers of "Theme Features" and the like so it says "Alchemist Theme Features" instead?
A popup like that seems like it'd have the potential to be obnoxious; as an alternative, I'll have it say "DEAD" instead of "BLOODIED".Death Saves - When you click all three, maybe give a popup that says "You're dead" or something?
Yeah, that's a known bug, and one I found while the last update was in certification. I didn't have it clear the list before it rebuilds everything after a CBLoader merge, so it ends up getting duplicated. This only happens after the merge, so completely closing the app and relaunching will fix it.I have this strange issue where some characters list their languages twice (only confirmed with CBLoader characters), but it comes and goes.
Also, it happens to the vision list, too; both of these have been fixed.
The first two shouldn't be an issue, but with the arbitrary height of the power cards, the third may cause more problems than it's worth.POWERS
Would it to be possible to customize the way powers are displayed a bit more? Right now, you click one and the header turns black, and that's your indication you used it. Some ideas to let someone tweak it:
- Check box instead of turning header black. Multiple check boxes for powers like Power Strike instead of a percentage of the header turning black.
- The text of the power gets greyed out.
- A diagonal text overlay that says EXPENDED.
To be honest, I haven't been terribly happy with the way those looked, either; I've just been spending more time elsewhere to sit down and figure out how I DID want them to look. I'll keep your suggestions in mind when I go back and redesign them.With the small secondary power list, would it be possible to make them sized and shaped ala the normal Live Tiles? They are some tiny little tabs at present, and it'd be nice to have something a bit bigger. That screen feels really empty with a lot of wasted space in it. Another option would be to put a little power display section below the power tiles, so you click/tap one and it pops up the details and then you click/tap the power description to use it.
Already on the to-do list.The ability to hide powers in the main power screen. If I'm not using Grab or Bull Rush very often, I won't want them on there. The ability to tap-and-hold or right-click and choose to hide it (but it still appears on the smaller power list screen) would be nice.
The reason I grouped so many items together is because I didn't want the app bar itself to get too cluttered; I can always add in an option to switch between the styles, though.BOTTOM/TOP BAR
Could you break out some of the features on the bottom bar that are merged? Surges and Action Points are a prime example, and separating temp HP gain from normal damage/healing would be good. Also, just for consistency, I'd change the "Healing" to say "Heal Damage" to be consistent with "Take Damage." Maybe even put a + next to Heal Damage and a - next to Take Damage.
Having gear be there seems a bit... odd, to me, so that's another thing I'd want to leave up to user choice. But I DID just make a change to how I handle that flip-view, so adding in a new panel based on a setting would be simple enough.The Gear button feels really weird being on the bottom bar. It feels like it should be part of the left-hand-side character sheet summary (like the last page). It would just feel more consistent if it was like the Feat page, with the pop up for description and details. And since its part of the Pro purchase, it could just be blank or greyed out or covered with a "BUY ME!" note.
Yeah... I get enough complaints about things not being discoverable enough, I think I'm just going to stick with the one app bar...One consideration is to use the top-bar and bottom-bar, but one for combat tracking stuff (take/heal damage, surges, action points, rest) and the other for other character tracking (journal, etc).
Yeah, technical issues with that. By default, it's not actually possible to select between the light and dark themes on the fly; that has to happen at start up. There are work-arounds, but from what I've read, they've got MASSIVE performance penalties attached to them.OTHER FEATURES
Ability to change the visual theme. Some people might want a light theme, some might want a dark one. It'd be nice to be able to choose, and possibly even set a custom background (I could see setting a parchment-style background with a light theme, so that the text is dark on it).
Oh, "Open File" isn't going to be the only item on that app bar for long; downloading characters straight from you DDI account is slated for the next update.On the character loading screen, instead of having to bring up the bottom bar to open a file and add them to the list, it might just be better to have an "Open File" selection before any characters listed. Just strikes me as a waste of motion to have to bring up a bottom bar with a single choice.
I've been wanting to do something like that for a while (although I'd go for role, instead of class), but it's pretty low priority for me.Or, if you are going to keep that bottom bar, add some options for sorting characters by Name, Level, Class, and Race?
The live tiles thing might be a bit of a pain, but I may be able to implement a semantic zoom to make the items appear similar to how they show up in the snapped view.Also, maybe make those tiles for the characters like normal like tiles (with small and large versions). Small just lists basic info (Name, Race, Class, Level), while the Large tile includes portrait.
Due to the sandboxing Metro apps have built-in, I pretty much have to revolve that list of characters around the Most Recently Used file list, which basically ends up getting sorted by order of use automatically as a consequence of adding the files to the list every time you load a character.Maybe instead of moving the most recently viewed character to the top of the list, have a Recent Characters section separate from the main character list?
Also of note, the MRU list will only hold somewhere around 24 files, so the character list can't exactly get that large, to begin with. Parsing out a separate "recently used" view seems like more trouble than it's worth, considering the small size the list is restricted to.
THAT has been on the to-do list since before the first release; I also want to include familiars and custom companion tracking.COMPANIONS
I made a Beastmaster Ranger and there's no place to check out his companion.