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<blockquote data-quote="TheOverlord" data-source="post: 4806495" data-attributes="member: 83747"><p><strong>Feature Requests</strong></p><p></p><p>Wow, </p><p></p><p>You guys really got after it on those feature requests. My focus for this weekend's release is all the main classes that are common NPC fodder. Human, elf (multiple varieties), dwarf, half-orc, orc, etc. As well as most of the dragons. </p><p></p><p>The Random Encounter Generator right now is more of a truly "Random" creature generator right now but I have every intention of having that be one of the first things I upgrade due to the use it is getting. I was already planning on having several options such as frequency of template addition as well as narrowing the focus of the encounter by creature type and Environment. These will be coming soon...that random encounter generator was a flight of fancy shortly before release that really has been excellent. You will also eventually have the ability to decide frequency of any number of things in this generator so that, while random, it is more tailored. </p><p></p><p>As far as the main application...the class level selection options will appear on this page as well as on the final output so you don't have to guess that you will have the option for class levels later. This will avoid confusion there. Do take note that the front screen does not lose any of the data you have entered so if you generate a monster and then realize you forgot to add feats just select your feats and hit generate again. Voila, you have a new monster identical to the previous in all ways except that it now has feats. Because this window never closes you might also eventually realize that each monster has its own feat list so if you start by advancing an allip and create one sequence of feats and then start working on a ghoul and create a different set of feats...and then finally go back to the allip you will find your original feat selections still there. It keeps track of most things.</p><p></p><p>The stat reset was originally there because if you edited the stats in table there was no way to know what they were originally...thus a button that could reset to default stats. I suppose drop downs in each stat field that always had the default stat as the top option would work as well. I will give that a try and see what I think. I think I may need the space where that panel is for class level selections anyway. Especially if no one is using it at all.</p><p></p><p>Templates for familiars and animal companions and paladin mounts are also on the way. </p><p></p><p>Anyway, I will add all these to my upcoming features lists so that I make sure I don't miss any of them as I move forward. Keep it up, the Overlord's furnaces are fueled by the blood of...I mean by your suggestions!</p><p></p><p>The Overlord</p><p><a href="http://www.monsteradvancer.com" target="_blank">Monster Advancer 3.5</a></p></blockquote><p></p>
[QUOTE="TheOverlord, post: 4806495, member: 83747"] [b]Feature Requests[/b] Wow, You guys really got after it on those feature requests. My focus for this weekend's release is all the main classes that are common NPC fodder. Human, elf (multiple varieties), dwarf, half-orc, orc, etc. As well as most of the dragons. The Random Encounter Generator right now is more of a truly "Random" creature generator right now but I have every intention of having that be one of the first things I upgrade due to the use it is getting. I was already planning on having several options such as frequency of template addition as well as narrowing the focus of the encounter by creature type and Environment. These will be coming soon...that random encounter generator was a flight of fancy shortly before release that really has been excellent. You will also eventually have the ability to decide frequency of any number of things in this generator so that, while random, it is more tailored. As far as the main application...the class level selection options will appear on this page as well as on the final output so you don't have to guess that you will have the option for class levels later. This will avoid confusion there. Do take note that the front screen does not lose any of the data you have entered so if you generate a monster and then realize you forgot to add feats just select your feats and hit generate again. Voila, you have a new monster identical to the previous in all ways except that it now has feats. Because this window never closes you might also eventually realize that each monster has its own feat list so if you start by advancing an allip and create one sequence of feats and then start working on a ghoul and create a different set of feats...and then finally go back to the allip you will find your original feat selections still there. It keeps track of most things. The stat reset was originally there because if you edited the stats in table there was no way to know what they were originally...thus a button that could reset to default stats. I suppose drop downs in each stat field that always had the default stat as the top option would work as well. I will give that a try and see what I think. I think I may need the space where that panel is for class level selections anyway. Especially if no one is using it at all. Templates for familiars and animal companions and paladin mounts are also on the way. Anyway, I will add all these to my upcoming features lists so that I make sure I don't miss any of them as I move forward. Keep it up, the Overlord's furnaces are fueled by the blood of...I mean by your suggestions! The Overlord [url=http://www.monsteradvancer.com]Monster Advancer 3.5[/url] [/QUOTE]
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