Jarl Gnargorak

Tabletop Giant's page

451 posts. Alias of Hollister Gorgonton the Lich.


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The racial traits redo is done! The UI and design of racial traits is now in line with the rest of the system; any feats gained from a racial trait will now be chosen and configured on the 'Feats' tab along with all other feats.

With this release two new races are also available - Androids and Catfolk.

Some bug fixes next, and then on to Clerics!

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Ferious Thune wrote:
As much as I'd like to see some of the advanced classes implemented, I'd suggest sticking with the core rulebook classes first. That would get it up and running fully for Core mode, which might help build a user base.

Completely agree; plus, it lays out the design pattern for all the classes that follow. After core classes are done we'll go by user enthusiasm (again, kineticists are looking good for the next choice so far).

GinoA wrote:
Another small issue. The button/textbox to add a profession doesn't seem to actually do anything. I've tried it several times. It pops-up a wait box for a few seconds, but nothing about the character changes.

Found the bug and was able to hotfix it - should work now :)

Faelyn wrote:
Also found another glitch... Heirloom Weapon trait is causing a data table error. I think it's the area that allows to to specify the weapon, because I can select the additional options such as +2 bonus to combat maneuvers, but when you go to th section to select the weapon it just Thinks and Thinks.

Also was able to hotfix!

GinoA wrote:
I'm showing no armor proficiency on a Weapon Master fighter.

I would love to know how it got into that state! I created a Weapon Master to test, and he ended up fine. Somehow all of your bonus feats were purged; if you hit that state again, try to recall the last changes you'd made and let me know.

For the moment though - I was able to directly attribute the proficiency feats to the character. Looks like they took; if for some reason they do not show on the character sheet, clear the cache (just make a change, any change) and they should appear as appropriate.

As far as current status - I'm pretty deep into restructuring Racial Traits so as to use the new design. I'm past what I would call the 'hard part' (where I have to think) and am entering the phase of just work work work. This changes are pretty deep - requiring db schema updates - so it's taking a bit of time (though, not *that* much longer).

After those racial traits are redesigned and they're stable, the Cleric will be next :)

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Faelyn wrote:

Hey TG, found another bug for you to check into... I *think* the source is the Sacred Tattoo half-Orc racial trait. I was trying to edit my half-Orc kineticist with that trait and the site kept giving me the "Whoops something went wrong error." So I thought perhaps something happened and when I attempted to remake him I suddenly got the message immediately after I selected Sacred Tattoo again...

Also, I second the request for expanded kineticist! :)

Got it - the error was being thrown anytime the character model had a luck bonus - which the Sacred Tattoo grants. I cleared it up and your half-orc is now free of the terrible bonds of the 9th level Whoops spell. :)

The kineticist appears to be very popular! What I'm humoring putting together is some sort of polling system where folks can rank which classes they'd like first and that can help to establish the implementation order. Might use an external site - depends which is easiest and still efficient.

!

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GinoA - you've some great feedback in that list. Some of them (such as removing levels 'mid' build) would definitely be some work, and will likely have to be looked at after all the character UI's are made (getting that done is pretty important for obvious reasons).

A few notes:

GinoA wrote:


2: There needs to be a way to enter unusual stuff. For example, there are several boons available that provide a permanent, untyped or inherent boost to an ability score. There is no way to update the PC to reflect this.

Agreed! For those sorts of boons, I'd like to add a means to add a modification to the character sheet which the player can declare to be 'PFS Legal'. The character sheet would still list the character as PFS Standard (or core, if that is the case), with the footnote that this modification was made (so the GM can see it if reviewing the sheet).

Though again this is one that'll probably be post character UI effort.

GinoA wrote:


5: Some of the "pretties" are a big hit performance-wise. Particularly the "you're as strong as a" flavor text on abilities. An option to turn off some of this stuff would be nice.

Chagrins me to admit this, but the bottleneck there is actually reconfirming the attribute totals. When you change values, the system checks over everything to total the new values. What needs to be done is an optimization pass (more caching, etc) to make this routine more efficient.

GinoA wrote:


Overall, still an incredible accomplishment in the time you've been working. Thanks a lot for your effort.

Thank you so much! This thing has been quite a job. It's fun.

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Got it - I think it's just not checking for skill points < 0. Should be easy to fix ;)

Edit: should be good now - give it a shot and if it's still off let me know!

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My poor Paladin managed to get his butt surrounded by three touch attack mooks that damage 1-4 wisdom each hit. He has 8 wisdom and a 12 touch ac. The math was way against me.

To his credit, he stayed up way longer than he rightfully should have and managed to do some damage as well. The rest of the party did save the day, so my Paladin eventually (eventually) stopped making motorboat sounds and running in circles.

GinoA wrote:


A simple list showing remain points at each level somewhere on the main page would be great. Maybe just a line like below at the bottom of the instruction box:

I put in a patch that should help with this. In the bulleted lines at the top, one of the items lists those levels where you have available skill points. If you've used all the skill points for a level, it won't be shown in the list - when you've used all skill points for all levels, this line will let you know.

If that's not quite right, let me know and I'll tinker with it.

Faelyn wrote:
TG, just noticed that the prerequisites for Pummeling Style are off. It appears to be coded as requiring Improved Unarmed Strike, BaB +6, and Brawler's Flurry or Flurry of Blows... Whereas it should be IUS; BaB +6, Brawler's Flurry, or Flurry of Blows.

Nice catch! Fixed :)

aristalis wrote:
Seems like a bit of a project; kineticists selections past their initial blast are not in. Thanks for the help with my account!

Unfortunately the only class that can make class dependent selections past level 1 are Fighters - updating all other class pages will take a bit of time, but we're definitely on the path!

Thanks all!

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That shouldn't be too hard to fix - I'll take a look at it late this evening or in the morning. Gamex is on today and I'm actually playing for once - sending my angry and obligatorily morally confused Paladin out to smash things weeee.

Thanks!

--TG

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GinoA wrote:

The new skills page is nice, but I have one complaint. I can't see what points I've spent/have available anywhere but in the pop-up. Even there, I can only see where I've got some number of points free, not the actual number free.

A simple list showing remain points at each level somewhere on the main page would be great. Maybe just a line like below at the bottom of the instruction box:

Skill Ranks remaining/total per level:
1:0/4 2:3/4 3:4/4 4:4/4 5:4/4...

Completely agree. I think this one is simple enough that I can tinker something together before really diving into the race updates.

I did look more at the Archetype filter and it's a bit complex due to what I'll call 'Partial special replacements' such as a special that replaces 'Bonus Feat (1)' but not the others. It's something I'd like to do and is certainly possible but I need to fit it in the schedule.

!

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GinoA wrote:

I just noticed something else. Searched this thread but couldn't find anything about it.

I can't seem to change my first level. It seems to be set to the first class you choose as a Favored Class.

Edit: Nevermind. I just found it. You have to go to the new class you want for first.

That's exactly it. The system needs to be at least level 1 in *something*, so it just assumes the favored class for the first level. But if you want to switch it, just visit the class page for a different class, and hit the 'level 1' button and it'll swap.

!

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Chris Rathunde wrote:
Am I missing how to add Ranger combat styles, or has this not been implemented yet?

It's not implemented - this is one thing I'll have to make a bit more obvious on the site so as to avoid frustration for everyone.

At the moment, the Fighter is the only 'completed' class within the app (which is awesome - we have a completed class!). By 'complete', we mean that you can add as many levels as 20, and the class page will have a complete UI to make class dependent selections (e.g., ranger combat styles, rogue talents, barbarian rage powers, oracle revelations, etc). In the case of the Fighter, this means he can pick all of his weapon mastery's as well as his bonus feats.

Each and every remaining class is going to have to be reworked to bring it to being 'complete'.

This week has been spent working on the flurry of bugs that the update revealed, and it looks like we've gotten on top of them and the worst are gone. Next week I can start pushing new progress.

Here's what is likely to be next - race selection and racial traits need to be reworked. The bonus feats gained through certain racial traits are not implemented well with the new system, and currently are even being ignored as feat prerequisites. The racial traits and all of their bonuses need to be revisited to bring them up to the same design pattern as the existing feats and bonuses.

While this is being done, I also plan to add the Catfolk and Android races, just for fun.

I'm going to suppress the urge to estimate how long that upgrade will take - once I'm able to dig into the task and see some progress, an eta will be more reasonable. I *suspect* it should be about the same effort as when the skills page was reworked (see the last one or two pages of this thread). If it makes sense, I will also post screenshots while they are being worked for feedback (that input REALLY helped with the skills page).

After that is done, I believe I'd like to do the Cleric next, so that we have two complete classes.

After the Cleric - not quite sure. It maybe go straight into another class, or the Equip page. If it is a class, tentatively, those would be Rogue, and then Wizard (to complete the standard Fighter-Cleric-Rogue-Wizard pattern), and then likely other core classes. It is intended that the core classes will be the first to be done.

As was done with the Fighter, each class will also have its archetypes completed while it is being brought up to level 20. Also, tentatively - unless it is shown to be unwise - I'm likely to try to implement the Unchained versions of any class as I work on them (the only exception to the core classes being first).

Good times :)

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DrakeRoberts wrote:
Things seem to be working better now! I'd been struggling after the update.

Me as well, haha. I've been doing this for quite awhile so have come to expect problems; big changes always have big side effects that are unforeseen. It is the nature of code.

That said - three days after the update most things seem to be working as intended now. Not so bad!

DrakeRoberts wrote:
Thought I'd let you know that the Two-World Magic Trait keeps giving me a table error as, I believe, it's trying to load up the spells that you can choose from.

Fixed :) It was coughing on an old function. I straightened it out and it appears to be behaving. Thanks for letting me know!

--TG

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Not sure about the Oracle - I'm just glad it's working!

Someone had asked about such a UI for the archetypes before, but the way you've phrased it gives me an idea. Not sure when I can fit it in but I think we can come up with something.

We'll see how many new tickets are waiting for me in the morning, lol.

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gatherer818 wrote:
Just a very minor nitpick, Obscuring Mist doesn't seem to be an Oracle spell. It's a key spell for a build I'm working on, so it's kind of important.

Fixed :)

gatherer818 wrote:


Actually... I don't seem to be able to pick my first level Revelation as an Oracle either.

I tried a test Oracle and it looks like it's working; however, Revelations don't show up until you select a Mystery (as they are related). Check to make sure you have a Mystery selected - if you do, and revelations are still hidden, let me know the character name and I'll figure out what's gone awry.

Thanks!

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Added to to-do list :)

Should be able to knock that one out easily.

Besides the bad bad terrible one yesterday, all of the bugs have been mostly been about tightening up a bit of logic - not that bad. Just a matter of ticking through them.

!

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Sorry about that Claude! As Michael said this one should now be fixed. But, to repair the character, you'll have to remove the fighter levels - all of them, sadly - just go down to 1, then switch it to some other class, then back to fighter, then re-add the levels, and it should be fine then.

The biggest problem this update is having - and it's one that surprised me - was the character sheet update to allow the setting of the 'Active' level. It had a number of unintended side effects, including breaking Fighter bonus feats. Fixing the issues as they're spotted.

There's about five new tickets I'm about to chew through atm - I will take a look at the Remember Me issue too (I saw it on my Android earlier - strange).

Thanks!

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claudekennilol wrote:
It also looks like I'm getting a fighter bonus feat for every level instead of 1st and every even level. It also doesn't look like I'm eligible for any feat, requiring me to steal any feat desired.

That doesn't sound right - hmmmm!

Fighter bonus feats are selected on the 'Feats' tab now (all 'bonus feats' will be migrated so that feat selections are done on this single page).

You click the toggle of which feat you wish to select. It should look like this: Screenshot

The label of each toggle shows what feat it will set - you can see is a bonus feat for Fighter level 1, then 2, then 4, 6, and so on for even numbers.

Where it says "Feat (1)", and "Feat (3)" - those are your standard feats that you get for level - one feat every odd level.

Are you seeing something different than that?

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Lots and lots of bugs! There was a pretty bad bug in the system that was causing newly created characters to be mangled; that's been cleared up. A few others as well. My morning coffee was a busy one.

Please do keep an eye out for other things going wrong and do point them out; this update is rather large and it is very difficult to test all that it influences.

As far as what is next - I would honestly like to rework the race and racial traits menus next, and then the equip page, before then moving on to the various class pages. Note - as part of the race redo, I'd like to add Catfolk and Androids, so there would be something new.

Also, we also need to implement a way to add +1 to an ability score at every four levels - not a hard feature to code and a necessary one.

After those pages, it probably will be mostly a matter of ticking through the class UI's. I'd like to do the core classes first - just feels natural to me - and I was considering doing the Cleric next. Handling a spellcaster will give me the opportunity to lay out how spell selections, which can actually get pretty complicated given how I'd like to approach it.

What I mean by that is - the intent will be to establish a system where you can pick your known spells per level. This is to support the 'Active Level' feature on the character sheet - the spells you might like to have known at any given level are likely to change as you progress.

However - first things first - while I fixed a number of bugs this morning, I know there are others lurking. This first week or so will probably be spent ironing out problems found within the update itself. Further, I know the Adopted trait isn't working all that well, and Unchained Summoners have a messed up spell list (pointing at standard summoners), so these issues should also be resolved first.

Work work work! Thanks everyone :)

--TG

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What a day - the update is live. Please do give it a try.

I wrote a fairly long description of all it contains in a thread on the site titled The State of the Tabletop Giant.

However, for the click-lazy (you know who you are), I'll summarize at least the 'good parts' here:


  • Build Plans: You may now create your entire build plan. On the 'Class' page, you can now add levels in all available classes up to level 20, establishing the entire path for your player character.

  • Feat Selections: You may also select all non-class specific feats on the Feats page, up to level 20. As you all know, all players - regardless of class - receive a feat at every odd level. As you add levels to your character in your Build Plan, you may also add feats for that particular level on the Feats page.

  • Skill Selections: You may set all of your skill points up to level 20, or as many character levels as you add to your build plan. The UI was went over pretty exhaustively with the community at Paizo (thank you everyone for that!), and the result will allow you to set all skill levels in a single skill with a minimal amount of clicks.

  • Build Now, Level Later: Tabletop Giant is designed under the notion of creating your entire build plan before hand, and then simply 'upping' your level on your character sheet. This has been implemented. At the top of the character sheet is a simple 'Set Active Level' drop down, that you may use to set the current level presented in the character sheet. Leveling mid-game has never been easier than this.

  • Tabletop Giant's First Complete Class: I am really proud to be able to say that TG now offers full class support for one of the oldest core classes in the game - the Fighter. This class was admittedly chosen for its simplistic structure; however was valuable in helping to establish the patterns that all other classes will follow.

  • Fighter Archetypes: With the completion of the Fighter also comes with the completion of all Fighter archetypes. With the exception of the Viking - who's rage powers will be implemented when we work with the Barbarian - all archetypes have had their UI designed and are available for use.

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Okay, unless someone sets something on fire near me that causes me to run away, on fire, in a panic, looking for a way to put out the fire - because fire really hurts - the update is going to up today.

There is some setup both with code as well as the DB, so to keep things clean, I will be taking TG down for approximately 30-60 minutes to perform the update.

Once everything is up and at least appears to be working as it should, I'll post an update describing all that is included.

Thanks!

--TG

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The lack of counter suggestions tells me that we might be onto something - perhaps its time to let people try it out themselves soon :)

As many of you likely know, TG is the 'official' scheduler for Gamex 2016, and I would really like to get this update up and out there before the convention begins on May 27. I will be endeavoring to do so and may end up burning vacation time to get more work in so that we can move on to the next big phase.

I'll get on it - will report back when I have something to show. Thanks!

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Take a look at this one and let me know if it's a bit more obvious how it works.

Screenshot

The '+' sign raises a skill, the '-' sign lowers it.

A half-star means the HD max has been hit. A full star means all skill points for that level have been consumed.

If ranks were added any given level, then they show within parenthesis after the total above the control buttons.

So, in this screenshot, one rank was added at level 4, 2 ranks were added at level 5, 3 ranks were added at level 8, and finally 4 ranks were added at level 10, which hits the HD max of that level (and so forces the HD max of all previous levels).

This particular character gets a mere 4 skill points a level. Since 4 points were used at level 10, it gets a full star.

I'm still going to think about it a bit - it does need to be intuitive - suggestions are quite welcome!

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Jon-Enee Merriex wrote:

You click the arrow to add ranks. You can now add multiple ranks at one level (see level 3 and level 7).

EDIT: I fail at refreshing. One suggestion, have the arrow be a + sign. I initially didn't understand the pointing down

Your interpretation is exactly correct. ;)

I do think the icons I used are a bit confusing (my fault for trying to be 'fancy'). A plain '+' sign might be better than the hammer and anvil, and something else for the crown and trophy as well.

Another revision soon (this one won't take long - it's just cosmetic).

!

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Michael Hallet wrote:
I'm not sure I get how it works just by looking at the picture.

Well, that's not a good sign.

Here is a close up of the entry form

This character is level 18, so there are 18 levels in which you can assign ranks. Each square for each level has a running total of how many ranks have been placed into the skill.

The 'Up' button conveys information through icons and color.

Green: Trainable - as long as there is a skill point
Blue: the skill has been maxed, either at that level or later in the build

Hammer and anvil: Skill point is available - hit the button to add a rank
Crown: Skill is maxed and cannot be raised further
Trophy: No more skill points are available

The icon choice wasn't really the best; working with what I have for the moment! Edit: I'll tinker a little bit with the icons/colors and see if I can make it more obvious.

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Next round! Let's see if this version lasts longer than two posts (lol).

This new version retains the philosophy established in the last; clicking on a skill will generate a popover which contains an entry grid to set ranks in that skill throughout all levels of your character. This allows you to set all ranks for a single skill with a single form entry.

The grid is guided - it will not allow you to overspend skill points, and it recursively checks forward and backwards to make sure you are not exceeding the HD (level) boundary.

Take a look and let me know if this looks to settle most concerns - if there are any further ideas or suggestions, please do make them. This is important to get correct.

Screenshot

Thanks!

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DrakeRoberts wrote:
It still allows multiple ranks taken at some levels, right?

There's always one last use case :)

From the hip I think I'll come up with a way to add multiple skill ranks by repeated button pushes of the same level (which will circle back to 0 after the max). There is going to be some 'herding of cats' to get this last use case to work, but I'll get it done.

I'll shuffle back off to my cave and figure this one out - not quite done yet! Thank you for pointing that out!

!

--TG

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Based on Michael's feedback about the great number of clicks to do a high level character, I've come up with another pass. This was a pretty extensive rework and changes the general philosophy of how skills are to be entered into a character.

Here's a screenshot of the new system.

As it is now, the setting of the levels at the top is mostly cosmetic; it is merely to set the level the skill bonuses are shown within the table, so that you can see different skill totals at different points in the character's growth.

Skills are now selected in a popover 'grid'. Hit the 'train' button on any skill, and this grid will appear in which you enter the levels you want to train the skill. Levels that no longer have skill points available are disabled with the little red circle and cross on them. Hit 'Set' when done, and all skill ranks for that particular skill are saved all at once.

This is a compromise so that 1.) the system can tell which skill ranks are assigned at which levels and 2.) you can enter them all at once instead of the far more tedious click-wait-click-wait-click-wait method it was prior.

Setting of the levels at the top of the page does have one minor function influence. When you create a 'custom' Craft or Profession skill, such as 'Craft (Taco)', it will initially be saved with a rank in the currently level you are viewing. After its initial creation, it will show within the table like any other skill and you can adjust it as you wish.

Hope this is better! If it isn't, let me know - it's important to get it right. Character sheet update is next :)

!

--TG

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claudekennilol wrote:
Tabletop Giant wrote:

Edit: Already in - here's a screenshot using the 'All' toggle with the table set to '100'. Seems to work fine.

What tool did you use to capture that whole page at once? Or do you just have that many monitors stacked up for a huge resolution?

Wow would I love that many monitors. You may have given me a new life goal. :)

I use a nifty little Chrome plugin called Awesome Screenshot. It's free, very convenient, and lightweight. When I make web pages, it's nice to take a screenshot of the whole thing so you can see it all at once - gives a 'higher level' sense to the layout.

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Michael Hallet wrote:
That definitely helps. I tend to edit PCs on my desktop rather than a mobile device, so I prefer options that load more data onto the screen at once and save clicks.

I have an idea that I'm going to look into to make it even better. It'll take a day or so but I think it'll work.

I'll report back ;)

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TG is an evolving creature so anything is possible. This is just the first pass (well, more like the third pass - but you get the gist). A 'free input' is something that could be worked on in the future.

With the new layout, there is only a single table - but it's also true that it loads the different skill selections by toggle.

Perhaps - here's a thought - what about an 'All' toggle which loads all skills at once?

Edit: Already in - here's a screenshot using the 'All' toggle with the table set to '100'. Seems to work fine.

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Michael Hallet wrote:
If I'm entering my pre-existing 7th level PC, I'd rather just type in the total ranks I have rather than make close to the hundred clicks it might require.

I do see what you're saying, but the system is as it is for the benefit of a useful feature.

One of the features of the full level-20 app is that you can set your character sheet to any level, any time, and the stats will automatically adjust to your build selections. The only thing that is intended to be 'global' with your character is your inventory and gold.

The intent of this is to allow a player to create an entire level 20 build plan right from the start, and then simply 'bump up' their level as they play and gain experience. Keep in mind 'cloning' will still exist (and a new 'character factory' type mechanism is in the plans too), which means players can also simply copy builds they like and adjust them to fit their needs.

For this to function properly, skill ranks must be assigned *per level*. It's a design requirement for this feature. Otherwise, if someone makes a level 10 character and has a total of, say, 100 skill points, then then they drop 7 skill points into 'Perception', the problem is - what levels were those skill points assigned? Levels 1-7? Or levels 1-2, and then 5-10? It becomes mathematically impossible to tell, which renders the philosophy of following a build plan impossible.

It *is* a lot of clicks as it is, and the 'Maximize' was to help with that (a lot of people put a point into Perception every level, for example). I'll work to think of other shortcuts as well (and am open to suggestions!).

claudekennilol wrote:
One thing about the iconography for Train vs Maximize. I think it would benefit maximize to have a different icon, maybe a double plus so that at a glance the icons are more descriptive to the action being performed.

That is an excellent idea and it will be done :) I do believe I'll also add a 'confirmation' box for Maximize - it would be unfortunate to accidentally click it!

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Skills are looking good! Here is a screenshot.

As can be seen in the screenshot - you toggle which level you wish to set your skills, and then do so appropriately.

Each skill also has a 'Maximize' button which will cause a skill rank to be put into the skill for every level (if a skill rank is still available, of course).

This improvement only took the last week; many other things have been improved since our last update.

Next is a new feature for the character sheet which should not take very long, and then some cleanup and release. This big-big update is getting close :)

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I'm here - we're pushing forward as always :)

I apologize for the larger than usual gap in updates. It definitely has gone longer than I had intended, but it is for a good reason - there is just a ton of work being done which amounts to a good deal of progress.

When I originally set upon this update - which is to setup the design for the full level 20 manager - it was to pretty much 'Complete task X'. However, task X immediately opened the door to task Y - another portion of the full manager - which then made task Z very obvious in how to approach it.

In other words, this update is taking longer simply because I keep cramming things into it. Things are falling into place in a good way.

However, the limit to that has been reached. I am currently revamping the Skills page to be geared towards leveling to 20, and then the character sheet is going to be worked so that you may set the current level of your character (the idea there is that you'll create your entire build, but then can set the level of your 'sheet' which will cause it to ignore all build selections of a higher level).

Again I do apologize for the gap, and I really appreciate the enthusiasm. When the skills update is complete and I start on the character sheet, I'll drop a note here so that you'll know that only one task is left, and then the update itself shouldn't be that much longer.

Thanks!

--TG

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claudekennilol wrote:
Also as soon as "the big update" goes live I'll input some of my more complicated characters and let you know how it holds up.

Very cool. To be clear - it won't be finished. You will be able to enter much of a character, but not all.

However, the road to it being finished will be made clear with this update. It will be very obvious that "oh, now just this this and this needs to be done!". This is important as it establishes that our goals are attainable.

!

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I wanted to drop by to post an update.

I'm very excited that Tabletop Giant is going to act as the official event planner for the upcoming Gamex 2016 convention in Los Angeles, California. I've been working very closely with VO's Jon Merriex and Ashley Shields in order to create a planner that is customized specifically for PFS. It's still being worked on as feedback continues to come in, but so far I am pretty happy with it.

The planner for Gamex 2016 can be found here: https://tabletopgiant.com/groups/gamex-2016-pathfinder-society.

The big update is still in work, and obviously some breaks had to occur in order to support Gamex (I have been quite busy). However, I'm really excited about the progress that we've achieved with this update. When we roll this out live, you will see real and tangible progress towards a full level 20 character manager. I'm reluctant to give an ETA for this update as it has been evolving; one task opens up the immediate progression of another. We're shooting for a matter of weeks. Please stay tuned :)

Thanks!

--TG

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claudekennilol wrote:


Is there a publicly viewable of stuff that has yet to be implemented? Also, I'm making a character with an archetype from Heroes of the Streets. So if the data from there could be implemented that'd be awesome.

No - but we're thinking along the same lines. With the next big update, I'm going to create a discussion thread on the Grand Lodge forums that will contain a rough list of major tasks and their order of implementation.

This will help give everyone an idea of what is coming up and the order of events. Further - it will be open to discussion. I'm very interested in hearing what functionality people would prefer to have next, and so there will be some flexibility in this schedule and it is possible something can be bumped in priority if enthusiasm (and practicality) warrants.

claudekennilol wrote:


Also, I'm making a character with an archetype from Heroes of the Streets. So if the data from there could be implemented that'd be awesome.

I know I'd linked this thread to you over on TG just minutes ago, but I'll link it again here for everyone else as well. This thread will keep track of missing content - including Heroes of the Street. The push-to-20 has me absorbed for the moment, but we're definitely going to work to bring in this missing material in due time.

!

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Faelyn wrote:
...its still showing the standard Encumbrance for a Medium character as opposed to a small character.

Nice catch! In the back of my head I was aware size affected carrying weight, but somehow applying it here escaped me.

It is fixed on the dev server and will migrate over with the big update. :)

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claudekennilol wrote:
I didn't want to create an issue on-site for this as it's something you either know isn't implemented or it's just something I can't figure out. Are familiar archetypes implemented?

They are not; they will be done, but I don't have a firm plan as of when they are to be implemented. Quite possibly it could be as we rework the classes for the push-to-20; when I get to a class with familiars (likely the wizard), perhaps we can add the familiar archetypes.

I know I've mentioned the big update coming up, and with its release I'd like to come up with a roadmap for future tasks that can be commented upon or even influenced by site members. This next update will roll out the basic design for the full level 20 character manager, and following tasks will add to it in blocks. After the update, I'd like to compile a list of 'major' tasks - including familiar archetypes - and list them out in their tentative order of implementation. This order of implementation will be open to discussion and possibly things can be re-ordered based upon enthusiasm/desire for various features.

I've said 2-3 weeks for this big update in the past, but it may be more like 3-4 (I'll struggle for it not to go longer than that). It is large and it is going to change things. I can't wait to make it live!

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Thank you for the feedback!

For the moment items that come in lots are only kept track of via their name; an arguably clunky method, but it works for now. I updated Shurikens to reflect their lot number - you'll now see them listed as "Shuriken (5)".

At a future time I would like to handle lots in a bit more sophisticated way so that they can be given consumable tracking features on the character sheet.

I also updated the list at the top of our missing data thread - I do believe everything from Distant Shores needs to be added.

Special materials are not yet implemented :\ I have a plan for how to do this, and it will allow the full functionality of making custom magical weapons and armor available. But - it will be a little while. I feel like that feature is less important than the actual push-to-20, so I'd like to get that going before working on special materials.

Similarly, we need a proper 'magic shop' that sells all magic items; but that, too, should wait until we have better progress into a full level 20 character manager.

That all said - the next update, as mentioned above, will make a bit step towards the direction of supporting level 20 characters. A lot has been done. I'm pretty excited about it!

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claudekennilol wrote:
Basically I want to pick "this archetype" and then see what other specific archetypes are still available (as in don't replace any of the same class abilities so I can also be that archetype). If you could incorporate that somewhere I'd be forever grateful.

I'm happy to say that Alyksandrei is right - you can already do this :)

Head to the Archetypes selection for any class, and then look towards the top for the 'This helpful toggle can show or hide invalid archetypes:' and the toggle that follows. It defaults to 'off', so that the default is so show all archetypes.

Turn it to on so that it filters out invalid archetypes, and then you can take an archetype and - after it refreshes - it will show you the remaining archetypes for which you still qualify.

For many of the newer classes (which only have a handful of archetypes) often you can only take a single archetype; but for the other classes that have been around for awhile you can sometimes sneak in quite a few.

I'm working hard on the next update and I'm looking forward to getting it live. I will say that it takes a big tangible step towards making this a full level-20 character manager. I'm pretty excited about it!

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We're back alive - so good to be back alive.

There were some issues in the migration to the new server (there are always issues) but those are now mostly dealt with. Once things are completely ironed out, we'll be able to enjoy our new faster far more stable home.

The new IP is taking some time to propagate. If you view the site and you see something about the migration being done soon - it's the 'old' site. If you see 'migration complete!' - it's the new site. This will be corrected as the new IP hops around the globe - perhaps another day or so.

I'll be working to smooth remaining migration issues out here this week, and then we'll renew efforts to refactor the various areas of the site into shape in preparation for the push-to-20.

Thanks!

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Tabletop Giant wrote:


(note: at least one thing always goes wrong)

Sometimes, I hate it when I'm right.

There is a technical issue with the server provider I am working with that has shut the site down; it has nothing to do with the application. It is a hardware failure.

Once the technical issue is resolved, the site will migrate to the new dedicated server. Then it will be rock solid and won't be going anywhere and it will be reliable.

Unfortunately I don't have an ETA - I'll bump this thread with hopefully good news once the migration is settled.

Thanks!

--TG

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Upgrade to a dedicated server is underway! Fear not with the error message - it's the the dust of the migration, and hopefully, if nothing goes wrong (note: at least one thing always goes wrong), TG will be back alive soon.

!

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Hello all!

The new traits redo is live and I'm pretty happy with it so far. Please do give it a shot; while traits are a fairly small part of character creation, this new UI is important as it is establishing the methods used for interacting with the website.

Much of the application is based on 'hover' effects that do not work well with mobile, and also many selections cause the entire page to refresh, which takes too much time and is awkward. When you try traits, you'll see this is all fixed; it is all button driven and enabled so as to make your selections without a page refresh.

If you take a trait that needs a following selection, the application will automatically load that selection page for you so that you don't forget or miss the option.

Further - homebrew and grandfather'd trait support is in! You may 'steal' any trait, and old faction traits are available to 'grandfather' to your character as well.

This new design is going to be cascaded throughout the site. Feats, spells, and everything else will be updated to be similar in design and feel. Spells, in particular, really need this - choosing spells is a slow and tedious process and they will benefit a lot by this upgrade. The same sort of scheme will be used, including the ability to 'steal' feats and spells or anything else.

Every tab is going to be visited and enhanced in this way. We've done the Merchant's Quarter, Ability Selections, and now Traits. Next up are likely the Basics, Race Selection, Racial Traits, and Class Selection. Spells and Feats soon after, and of course those two will take the longest.

After every tab is visited, then we will pick a core class and design it so that you can level it all the way to 20. That will mark the beginning of the 'leveling' effort.

!

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Quick note for everyone - we have the order for our dedicated server in place! The upgrade is likely to occur sometime within the next couple of days (tomorrow is pretty likely). Hopefully we will only be down for a couple of hours as we do the migration to our new home.

The performance of the new server will likely blow away the old VPS. It also comes with a large HD RAID - since it is a RAID, even if one drive malfunctions and dies, the remaining drive will keep the site alive while it is repaired. Very cool!

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gatherer818 wrote:

https://www.tabletopgiant.com/groups/emerald-spire-epikos-in-hixson-tn

Trying out the group functionality, at least a few of my fellow gamers have signed up :D hopefully I'll generate a little traffic and maybe some Patrons for you.

Observations re: Groups: Create A Group could be easier to find. It was a little counter-intuitive to have to go to the page for finding existing Groups to create a new one. Not sure where works better, though, I was looking under My Groups in the "Your Stuff" page to start.

For Groups that always meet at the same time/place, a default Place and Start and End Time in the Event Creator would be appreciated. It's not a huge hassle to fill in, but it'd be nice if I didn't have to since every one of my events will be at the same place and start at 6:30 pm.

re: Cloning a character: I was helping a friend work on his character and attempted to Clone it to my profile, expecting an option to overwrite an existing character since all of my slots are full. Instead, I got a message stating that if I ever add another character slot, the character I tried to clone will fill it in (thus preventing me from cloning a character into that slot, either).

Thanks as always ^_^

Very cool!

I do agree with the 'Create a Group' button being a little too hidden. I could put a 'Create Group' button on the user's home profile page, on top of their 'Groups' block - which is where you were looking at the start. Very open to additional suggestions here.

I've played a lot with events but at the same time they really need exactly what you are doing - some use. I have no doubt that there are little hidden surprises that I need to fix, but we just need to reveal them so that I can clear them up. If you see anything else that doesn't quite work, please do let me know - I'd like the event planning to be perfect for Pathfinder groups, or at least as close as I can get it.

I believe what I need to do with cloning is have it disabled in the event that the player does not have a character slot open, with the note 'Clear a character slot or gain a new one in order to clone this character'. If you delete a character from a character slot - it's open - so that is one way to get a cloned character into a slot. Having it staple the clone into a new locked slot that the player can't even access isn't really providing much for the player. I will look into that.

Thanks!

--TG

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Hey! We're back alive. Thank goodness.

We are going to be upgrading the site to a dedicated server; it should improve performance (we'll see how much - I'm curious myself!) and I have been convinced that it will be more robust and resistant to the type of hardware failure that occurred today.

There is no ETA yet for this upgrade - we're figuring out details - but likely within a week or just a tad more. I'll post a message when it occurs in case there ends up being unexpected downtime.

Thanks!

--TG

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Egads.

We are having some issues with our server - Tabletop Giant resides on a VPS. The server is currently down (second time this week, sigh). This has nothing to do with TG, its code, its database, or anything like that; it is a hardware failure from the server management service and so is mostly out of my control.

I'm currently working with them to resolve the issue and how we can figure out how to make it never, ever happen again.

Just wanted to touch base for those who saw that the site is down - it will be back up and I'm going to do all I can to see that it stays that way. If we have to I will bump the site to a dedicated server even if the Patreon doesn't yet support it.

Thanks!

--TG

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gatherer818 wrote:
He says his armor and Pathfinder's kit are working appropriately, but his clothes still weigh more than they should - and on an 8 Str gnome, every last pound matters :D

Clothes! I forgot about clothes.

All fixed - should be set. Thank you and thank your friend - this was a good detail to sort out.

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All set. All items in that table as well as the Pathfinder's Kit as well as armor is now weight appropriate for small characters.

Your friend may need to clear his character's cache to see the changes - just make a little change to make it so (I need to make a clear cache button >.< )

Thanks!

--TG

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gatherer818 wrote:
Introducing a friend to PFS - like me, rather experienced with Pathfinder but new to Organized Play - he spent a solid hour fiddling with Tabletop Giant before he figured out why he couldn't get his encumbrance down - it doesn't appear to adjust all gear weight for Small characters. A Pathfinder's Kit is listed as weight 22 for Medium characters and 7 1/2 for Small characters, and his Small character is getting 22 pounds worth of kit. Thanks again for all your hard work :D off to pick him up then to my FLGS, so...

Ahhhh, found the table:

http://paizo.com/pathfinderRPG/prd/ultimateEquipment/gear/adventuringGear.h tml

Specifically:

"1 These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.
2 These items weigh approximately three-quarters this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount."

You're right; this is not ingested. It shouldn't be too hard to straighten out. I know weapons are weighted correctly, but I cannot recall if armor was also setup for sized weight; I'll review that as I do equipment. I'll update when it works.

Edit: funny enough, the Pathfinder's Kit that gave you trouble isn't either of those footnotes; it instead adjusts the weight in the item description. Looks like it's the only item that does that (please chime in if you know of others).