
MendedWall12 |

Silverjdt |

Glad your feeling better Kyle, had no idea it was that bad. Like everyone says, we just appreciate that you are putting this much effort into it for free and we can wait for updates. Most of it is just anticipation for what awesome thing you're going do next that we get antsy. As for my own suggestions for new features Im just tossing them out there, not demanding anything.

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I've encountered a rather serious bug. If you have a creature with any conditions applied and you open it in the monster editor, closing the monster editor causes all the conditions to be duplicated with no change in stats. Deleting the extra conditions then causes their stat changes (that the extra ones didn't generate) to be undone automatically, with the result that my sorcerer ended up with a -12 armor bonus by accident because he deleted three extraneous Mage Armor conditions.
Repro steps:
1) add a creature
2) add a condition that changes anything (Mage Armor is a good one but everything I've tried shows this problem)
3) open it in the monster editor
4) immediately click OK to close the monster editor
5) laugh as the creature now has two identical conditions
6) open and close the monster editor again
7) laugh some more as the creature now has 4 identical conditions
8) delete extraneous conditions
9) cry as creature's stats drain into negative numbers for no reason

eXaminator |

Hi Kyle,
is ran a session yesterday and ran into a rather annoying bug in the initiative list. I was able to reproduce it partially today:
- I have a group of 5 PCs (irrelevant I think, but anyway...)
- I have a saved encounter with 3 Goblins, two of them ar linked to the first one and are hidden (so they don't show up in the external initiative list).
- If I add the group of Goblins via "open file" everythin works fine. But then a second band of goblins arrives, so I add the same encounter a second time.
- It basically works fine, until I try to drag a PC between the to Goblin groups in the initiative list.
- What basically happens to me: PCs (and the goblins) dont end up where I thought they would by dragging them. Clicking "Next turn" a few times might result in funny beaviour by not jumping to the right entry or having the green arrow and bolded textcompletly disappear until "next turn" is pressed again. Yesterday I also had the same Goblin group in the list twice (though it was only present once in the monsters tab). Both entries were selected as "current" at the same time.
- Resetting Initiative fixes everything, but isn't always desired.
I just made another test and had a similiar bug:
I have 2 bands of Goblins. I clear the Party and add another party via a file. I rolled for initiative. Now the Goblins (highest initiative) are selected as active AND ar shown as "Active Charakter". Also one of the PCs is marked as current character (see screenshot: link). He stays marked until it's really his turn. Pressing "next turn" then removes the marker.
I hope this is just a minor bug that can be easily removed :)

Kyle Olson |

5) laugh as the creature now has two identical conditions
7) laugh some more as the creature now has 4 identical conditions
9) cry as creature's stats drain into negative numbers for no reason
I'm concerned about the instability of your mental state, therefore I will work on this bug.

Cutter |

Kyle,
I've just noticed a very serious bug in the dice roller.
It seems that for any die rolled Combat Manager will not roll the highest possible number on that die.
For example a d4 will only roll 1-3 and a d20 will roll 1-19
That sort of makes it a lot tougher to roll a critical (or any hit for that matter) :(
I'm betting this is just a rounding error in your roll generation routine, so I am hoping we might be able to get a quick fix for this? I'm running a game this weekend and this makes the dice roller totally unusable for me.
Could someone else check this and make sure it isn't only me please?

MendedWall12 |

Kyle,
I've just noticed a very serious bug in the dice roller.
It seems that for any die rolled Combat Manager will not roll the highest possible number on that die.
For example a d4 will only roll 1-3 and a d20 will roll 1-19
That sort of makes it a lot tougher to roll a critical (or any hit for that matter) :(
I'm betting this is just a rounding error in your roll generation routine, so I am hoping we might be able to get a quick fix for this? I'm running a game this weekend and this makes the dice roller totally unusable for me.
Could someone else check this and make sure it isn't only me please?
It's not just you. I just sat and rolled about 20 20d6's in a row and not one of them came up a 6. That is a pretty serious problem. If Kyle can't get a fix in you might need to install the older version.

Kyle Olson |

eXaminator |

Thanks for the quick fix :)
I think this request as been there for a while now, but I'd just like to get your attention for it again: Would it be possible to show an indicatore of some sort if you are dragging someone within the initiative list so that you see where exactly the entry is going to end up?

Cutter |

Combat Manager update to 1.4.0:
Fix condition doubling with Monster Editor
Fix green arrow position when loading groups
Fix cleverly added Die Roller bug
Thanks much Kyle. I've said it before, but it bears repeating, you are awesome sir!
People don't get support this good on commercial products!

MendedWall12 |

Kyle Olson wrote:Combat Manager update to 1.4.0:
Fix condition doubling with Monster Editor
Fix green arrow position when loading groups
Fix cleverly added Die Roller bugThanks much Kyle. I've said it before, but it bears repeating, you are awesome sir!
People don't get support this good on commercial products!
That is the truth sir!!!

Kyle Olson |

Thanks much Kyle. I've said it before, but it bears repeating, you are awesome sir!People don't get support this good on commercial products!
The die roller bug was big enough that it needed to be fixed now.
The irony is that this bug came about because I was trying to make the die roller as perfect as possible without using a cryptographically secure random number generator or something similar.

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I know I've been on Kyle for having an export to html function for the initiative window (so my laptop/tablet-equipped players can see it), but I thought I'd share with folks something else that may be useful to someone.
I got a Transformer Prime and oddly enough, there were only two programs I missed from my Windows laptop - Combat Manager and Hero Lab.
I looked into it and loaded up CM on a spare PC, then used the Prime's My Web Desktop program to remotely control the CM, then connected to my main PC to run HL.
The My Web Desktop program is better known as the Splashtop Remote Desktop and is available for $4-7 (Android Market, no idea about Apple Market) but worked well for me. I created characters from scratch, made encounters and whatnot and it was very responsive, even when I throttled my network connectivity to about 300kbs. I do admit that I look forward to getting my keyboard dock and mouse, because it'll make things easier, but even so, I found it very smooth to use.
Heck, I joined the club for Prime owners today and bought the THD version of the software and played Skyrim and logged into LOTRO (to check my in-game mail) on the Prime, which is what gave me the idea for using this for HL and CM.
So my fellow tablet users, it may be something worth checking into - although to be honest, I'd perhaps only cautiously approach it unless I were running a dual-core+ tablet, but if people are using any remote desktop software to run CM on a phone, no doubt many people would love to hear their experiences.
As for me, I've contacted the host player about using the basement computer to run CM and HL and allow me to stream to my tablet...which means that I won't need to lug a laptop around anymore.
Last note - I've mentioned Splashtop because that's the first remote desktop software that I've really played around with on my tablet (and mainly because of the Skyrim-playing buzz today), but I know there's other great and free software that would work like vnc (or be vnc) or that uses Microsoft's RDP protocol to connect and I'd encourage anyone interested in doing this to try those out.
P.S. Thanks Kyle, for 1.4.0. You rock, man.

Shard Obsidia |
Found another bug to squash. (Sorry if you already know about these, I scanned through the pages and didn't see anybody report them.)
- When customizing an NPC that is multiclassed, changing the HD count will cause it to revert back to the first listed die amount only.
Example - (HD = 1d8 + 3d10 = 19) Then, I customize and change the second hit die count to 10d10 and this is what happens: (1d8 + 10d10 = 4). It then ignores any other dice other than the first set.
[version 1.4.0]

Eric Tillemans |

Great program Kyle!
I think I found a bug in the monster advancer. When applying the 'zombie' template to a monster the hit points seem to still be calculating from Con scores. For example, when I bring up a Dire Ape (con 16,HD 4d8+12, hp 30) and then make it a zombie, the hit dice should increase by 2, toughness feat is granted, and the bonus hit points should be calculated from the new 10 score in Charisma. I believe the final hit dice should read 6d8+4 with 31 hit points(and a Con of '-'), but it currently reads 6d8+20 with 39 hit points.
Also, as a wish list item I would love to customizing monster stat block printing if that is possible (check an option to fit on a page perhaps? or another box to remove the 'ecology' section?)

Shard Obsidia |
The stats for plague zombies are a bit whacky. The CR is 1/2, but I wouldn't want to fight this thing. heheh.
--- copied from the combat manager "plague zombie" entry ---
Spell-Like Abilities (CL 15th; concentration +22) At will-Deeper Darkness, Ray of Exhaustion (DC 20), Silence (self only) 3/day-Dimensional Anchor, Greater Teleport, True Seeing 1/day-Circle of Death (DC 23), Discern Location, Prismatic Spray (DC 24)
STATISTICS
Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Skills Bluff +24, Escape Artist +26, Fly +32, Intimidate +21, Knowledge (nature) +20, Knowledge (planes) +17, Perception +21, Sense Motive +21, Stealth +22
Racial Modifiers +8 Stealth in areas of dim light or darker.
Languages Common, Sylvan (cannot speak); telepathy 100 feet
SQ staggered

Kyle Olson |

The stats for plague zombies are a bit whacky. The CR is 1/2, but I wouldn't want to fight this thing. heheh.
--- copied from the combat manager "plague zombie" entry ---
Spell-Like Abilities (CL 15th; concentration +22) At will-Deeper Darkness, Ray of Exhaustion (DC 20), Silence (self only) 3/day-Dimensional Anchor, Greater Teleport, True Seeing 1/day-Circle of Death (DC 23), Discern Location, Prismatic Spray (DC 24)
STATISTICS
Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Skills Bluff +24, Escape Artist +26, Fly +32, Intimidate +21, Knowledge (nature) +20, Knowledge (planes) +17, Perception +21, Sense Motive +21, Stealth +22
Racial Modifiers +8 Stealth in areas of dim light or darker.
Languages Common, Sylvan (cannot speak); telepathy 100 feet
SQ staggered
Most CR 1/2 monsters can cast Circle of Death, I don't see the problem.
I'll get this fixed :P

MendedWall12 |

I'm still looking at finishing that Campaign Calendar I talked about earlier, for those who remember.
Oh believe me, I remember. I'm waiting with bated breath for it. Right now I'm using two different online utilities and neither of them really work the way I want them to. Didn't want to put any pressure on you, since you were dealing with those health issues. Can't wait to see what you come up with. My guess is it will be awesome, much like everything else you've added. You can expect another donation from me, once I get my greedy hands on that "little" update. >.<

eXaminator |

I can't wait for that either!
Anyway, there are some bugfixes I'm looking for even more (and some things you havn't commented yet...)!
But I'll wait as long as it takes and keep using this awsome piece of work!
On thing for the campaign calendar: Would it be possible to have any sort of publishing function in place? Maybe some sort of generated HTML-Version that can be automatically uploaded via FTP or something along these lines? That would allow my players to keep track off time (I'm using google calendar for that right now), especially for my just started Jade Regent campaign :)

Tels |

Is there a way to track things like spell effects from round to round? I used your program at my last session and it sped things up 10 fold because *I* knew who's initiative it was and could keep the others focused. It has so far proven to be a great programs and the only downside I've seen to it is the lack of tracking things like spell effects, poisons, etc. from round to round.

JLendon |

Love this program! Just discovered the Monster Advancer...very useful for beefing up (or reducing) monsters.
One thing I find myself doing a lot, which could be made a little more user friendly, is when I right click on a character to add a condition or spell from the list of recently used ones, it doesn't give me a pop-up of any kind to add a specific number of rounds for it's duration. It just adds the basic icon for the spell or condition with an non-numbered duration (unlimited). If you could add this feature, or add an option so that when I right click on the character's unlimited spell/condition, it shows an additional option to add a specific number of rounds, instead of just adding/subtracting one or 5 rounds at a time, which can take a lot of clicks. The only other alternative is for me to go through the menu till I find the spell/condition and add it with the number of rounds needed, but this takes a lot of time, especially if adding to multiple characters.
I'm also finding that the initiative order gets unsorted in the middle of combat sometimes, which causes me to have to resort and then advance the turn through the turn till I'm back to the current character.
And every other time I click to move a monster to the party's side, the program crashes.
Also, at the end of a combat, if I reset the round counter to start a new combat, but wanting to keep the current spell/condition durations, it resets the durations to maximum for some reason. Is it supposed to do this? Can you have a pop-up ask if we want that to happen? Basically, it would be nice to have the option to allow the durations to stay as they are and continue to go down as the new rounds commence.
But, other than these few things, I LOVE this program and look forward to it improving.

JLendon |

Sorry, I'm playing with the program and just discovered another bug. If I have a character with one or more spells that have a number of rounds of duration left, and I add a new spell from the recently used list, when I right click and add 5 rounds of duration to the new spell it adds 5 rounds to all the other spells that character has.
Hope this helps.

Silverjdt |

One thing I find myself doing a lot, which could be made a little more user friendly, is when I right click on a character to add a condition or spell from the list of recently used ones, it doesn't give me a pop-up of any kind to add a specific number of rounds for it's duration. It just adds the basic icon for the spell or condition with an non-numbered duration (unlimited). If you could add this feature, or add an option so that when I right click on the character's unlimited spell/condition, it shows an additional option to add a specific number of rounds, instead of just adding/subtracting one or 5 rounds at a time, which can take a lot of clicks. The only other alternative is for me to go through the menu till I find the spell/condition and add it with the number of rounds needed, but this takes a lot of time, especially if adding to multiple characters.
When the symbol appears on the character under the Party or Monster section you click the V button on its right and it will display the full text of all conditions modifying it with a section for notes and the actual count duration in a text field you can directly edit. Hope this helps.

JLendon |

When the symbol appears on the character under the Party or Monster section you click the V button on its right and it will display the full text of all conditions modifying it with a section for notes and the actual count duration in a text field you can directly edit. Hope this helps.
Got it. That works quite well. Thanks!

Kyle Olson |

Hey Kyle, haven't seen you post in awhile. You aren't under the weather again, are you?
I've just started a new job, and it's cutting into my coding time because I'm only healthy so many hours a day. I'm working on stuff, but not as fast as I'd like. I'll try to respond a little quicker so you know I'm still out here.
Right now I'm trying to focus mainly on bug fixes and things that are the most critical to keeping the operation running. I'm still thinking about open sourcing the project so that I can have some help with it, but I've been rather indecisive on that point.

Dreaming Psion |

I've run into a seriously major issue. Editing a monster in the monster editor from the battle screen, the program froze up, and I had to close it. However, when I tried to start program again it brings up up the start up loading box but then just drops off the screen but doesn't let the program open proper, leaving about 50% of my memory being taken up as listed in the process screen under task manager but no evidence the application is actually running. I've tried uninstalling and reinstalling, even trying a previous version of the program (1.39) but it doesn't seem to work.

Dreaming Psion |

Update, I got it to work again by reverting to version 1.23, when you first put in save states upon exiting the program, opening it up and deleting the corrupted monster entry, then reverting back to 1.40. Apparently, if the program freezes and screws up the monster you're editing in the combat state, it freezes the program screen when you open combat manager again because it restores the previous combat state in with the screwed up monster, thus causing the program to be able to load the combat state with the borked monster.

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Right now I'm trying to focus mainly on bug fixes and things that are the most critical to keeping the operation running. I'm still thinking about open sourcing the project so that I can have some help with it, but I've been rather indecisive on that point.
If you end up taking the open source plunge, I'll definitely help out. I was about 20% into writing a tool like this for myself before I discovered yours (which is much better).

Shard Obsidia |
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Kyle, if you're sitting on the fence with the open source idea, how about compromising and bringing in a couple other coders who can help you out as a team rather than going open source completely. Some of the best mods out there are a team effort. It's just one way to make things easier on yourself without going open source.