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<blockquote data-quote="Luke" data-source="post: 157818" data-attributes="member: 602"><p><strong>PreBeta 2 available for testers</strong></p><p></p><p>I've been hard at work, and the pre-beta testers are being e-mailed with a link to the latest release. I've packed all requests as reasonably as I could at this stage. There are other feature requests, but I'm a day late on my update promise already:</p><p></p><p><strong>Key Stability fixes:</strong></p><p>- You used to be able to sometimes get yourself into a broken state with adding new items/creatures, if you crashed out, or did an import. Major fix.</p><p>- Certain abilities used to cause problems with some creatures, where you couldn't move onto them in the list. Major fix.</p><p></p><p><strong>BattleMap</strong></p><p>- Action window has a "Grab BattleMap" option to merge the 2 windows together for combat. They work very well off each other this way.</p><p>- Creature colouring is done by party, so combats are far more obvious.</p><p>- A short name default makes the BattleMap much more readable now.</p><p>- !!! You can double-click on the map now to add creatures directly to that spot. If you add multiple creatures (eg: via the "List Grid"), they will be spread in a group around the spot.</p><p>- The currently selected creature is now obvious, with a white surrounding circle that shows 5' reach.</p><p>- A "Center on creature" option make the BattleMap automatically zoon in on the currently selected creature.</p><p>- As you move creatures on the map, you are told how far they've moved. Movement will result in either a "Step", or a "Movement" action, depending on how far you move.</p><p></p><p><strong>Action/Combat</strong></p><p>- Fixes with enabling the "Next" on creature actions.</p><p>- Dying creatures try to stabilize with popups where you can override the dice roll.</p><p>- Initiative/Actions buttons have been re-arranged to be more obvious, and flow more smoothly.</p><p></p><p><strong>General</strong></p><p>- CharGen: Fix of con modifiers for certain situations</p><p>- CharGen: Adding classes by "List Grid" is now case-insensitive.</p><p>- Better auto-updating between windows (List, BattleMap etc), as changes happen (create or delete creatures).</p><p></p><p><strong>Summary</strong></p><p>- Apologies to those caught out with stability issues. I've been dogged by 2 bad ones ("bad" meaning you're pretty much stuck), and I think they're fixed now.</p><p></p><p>- I'm glad there was a general call for expansion of "BattleMap" features. I wasn't sure how much peopl would use it, but the effort is well worth it.</p><p>I'm starting to see how very, very quickly encounters can now be created, visualized and played out.</p><p></p><p>** In particular, I'm very happy that masses of game rule detail is instantly available as you need it, yet it only takes a few mouse-clicks to work your way through it, whilst correctly following the game rules.</p><p>This is, to me, the most important thing about designing software to help out at the gaming table.</p><p></p><p>Regards,</p><p>Luke</p></blockquote><p></p>
[QUOTE="Luke, post: 157818, member: 602"] [b]PreBeta 2 available for testers[/b] I've been hard at work, and the pre-beta testers are being e-mailed with a link to the latest release. I've packed all requests as reasonably as I could at this stage. There are other feature requests, but I'm a day late on my update promise already: [B]Key Stability fixes:[/B] - You used to be able to sometimes get yourself into a broken state with adding new items/creatures, if you crashed out, or did an import. Major fix. - Certain abilities used to cause problems with some creatures, where you couldn't move onto them in the list. Major fix. [B]BattleMap[/B] - Action window has a "Grab BattleMap" option to merge the 2 windows together for combat. They work very well off each other this way. - Creature colouring is done by party, so combats are far more obvious. - A short name default makes the BattleMap much more readable now. - !!! You can double-click on the map now to add creatures directly to that spot. If you add multiple creatures (eg: via the "List Grid"), they will be spread in a group around the spot. - The currently selected creature is now obvious, with a white surrounding circle that shows 5' reach. - A "Center on creature" option make the BattleMap automatically zoon in on the currently selected creature. - As you move creatures on the map, you are told how far they've moved. Movement will result in either a "Step", or a "Movement" action, depending on how far you move. [B]Action/Combat[/B] - Fixes with enabling the "Next" on creature actions. - Dying creatures try to stabilize with popups where you can override the dice roll. - Initiative/Actions buttons have been re-arranged to be more obvious, and flow more smoothly. [B]General[/B] - CharGen: Fix of con modifiers for certain situations - CharGen: Adding classes by "List Grid" is now case-insensitive. - Better auto-updating between windows (List, BattleMap etc), as changes happen (create or delete creatures). [B]Summary[/B] - Apologies to those caught out with stability issues. I've been dogged by 2 bad ones ("bad" meaning you're pretty much stuck), and I think they're fixed now. - I'm glad there was a general call for expansion of "BattleMap" features. I wasn't sure how much peopl would use it, but the effort is well worth it. I'm starting to see how very, very quickly encounters can now be created, visualized and played out. ** In particular, I'm very happy that masses of game rule detail is instantly available as you need it, yet it only takes a few mouse-clicks to work your way through it, whilst correctly following the game rules. This is, to me, the most important thing about designing software to help out at the gaming table. Regards, Luke [/QUOTE]
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