Tabletop Giant |
Hello folks!
Please do feel free to continue to volunteer, either in this thread or even a PM if you wish. We are going to send out new codes after the next big update; this will likely be in a week (or two). Please do keep an eye on your inbox.
We have received an awesome amount of feedback from the first wave of users and we are working hard to implement their suggestions.
In addition, we just got a hold of the new Pathfinder Unchained book and will be implementing the new PFS legal classes as soon as we can.
Other things planned in the coming update(s):
- We will be providing a way for users to make their characters 'public' so that they may link them to forums, emails, and anywhere else they may need to share them.
- We will be looking at a way for users to submit their characters to the Character Factory to be considered for inclusion. Requirements for inclusion are planned to be fairly minimal. This would be the best way to share templates for other players to use.
- We will be looking at adding the ability for users to post comments on public builds. This will provide a mechanism for players to offer feedback and discussion to a build.
- We will be looking at adding a voting system based upon the community standard 'Treantmonk' color code system, which users may use to 'rate' a build. Furthering this, we will explore a way to sort characters in the Character Factory based upon their average rating as well as filtering on class and perhaps other attributes.
- Lastly we will begin the very large task of refactoring UI elements. This is a very long term task (and one that may never really end). We will likely start with the various class pages and will be looking for ways to make things "better". Feedback on this topic is very appreciated!
Thanks everyone - this community is great!
Dieben |
Loving the site so far, showed it to some of my friends and they were really impressed by it.
Feature Request: A way to filter equipment by their source-book similar to the feat section.
Perhaps even a general "Core Only" toggle filter for those of us in the core campaign.
EDIT: Such a filter for spells would be nifty too.
UndeadMitch |
WiseWolfOfYoitsu wrote:Tabletop Giant wrote:Half-Orcs and Half-Elves also have "heritages" from Bastards of Golarion. Gnomes, Dwarves, and Elves all have subraces as well.The Fourth Horseman wrote:Alternate heritages for aasimars as well as tieflings (are there any other races that have something similar?) is on the to-do list.
1. No Aasimar alternate heritages. Without those, a few of my characters' ability scores will be wrong.
2. No Archetypes. I can't make a few of my characters without them.I'm especially interested in any heritage type variants that change stats, but 'flavor' selections are important too.
We'll probably look at human ethnicities and languages this week, as that one should be pretty easy (a dangerous thing to say).
Alongside that we'll start compiling lists of alternate heritages and so try to get the sum of that particular task.
I'll send out some new codes tonight as well :)
Just figured I'd mention that Dhampir also have alternate heritages that modify ability scores.
Tabletop Giant |
Our current snag is (likely unsurprisingly) the new Unchained Summoner. The eidolon mechanic is very unique to this class and it took the longest - by far - the first time around, and this new version is taking some special attention as well.
The Unchained rogue, barbarian, and monk are pretty much done on the development server, and we're just waiting for the summoner and a couple of other fixes to be complete before releasing this update.
The feedback everyone has given has been GREAT, and we do have a strong list of other fixes to start on right after that update is complete.
Some time over the next week or two I would like to assemble a list of major tasks that we would like to implement, as well as a tentative ordering of their implementation. This will help give everyone an idea of what we are shooting for as well as an (admittedly rather vague) idea of when a particular feature might be realized.
Archetypes and leveling will come near the end of this list, and of those two, archetypes will come first. In a roundabout way, we have the logic for archetypes already in place. The paladins and their orders are very much like archetypes, in that they both provide class features that replace other class features. Since we have the order logic working with the paladins (tentatively - feel free to try to break it for us!), it shouldn't be too much of a stretch to apply the same logic for archetypes, which will help to simplify the task to more along the lines of data entry.
Leveling is a big deal. We do have a lot of backend code and database stuff in place already to handle progression to 20, but a very large update will be needed on the front end to handle all of the new selections and possibilities. Magic items - which we haven't even begun to step through - will need a table of bonuses created so that a player's character sheet reflects those bonuses when they wield the item - and there are a *lot* of magic items. There are numerous other activity hotspots involved in making the application a full level 20 character manager, and so this will be a pretty sincere task.
Implementing leveling really does need to happen last. The overall task has many tendrils within its base, and the base needs to be strong before we widen the scope. When this thing is a solid level 1 character creator - that's when we'll hit leveling.
However - while this task is a challenge, it IS doable, and we do intend to get this thing into working order no matter what. I strongly feel that an online character manager that is accessible through any device that can use the internet is something that can really help to facilitate Pathfinder gaming. I want this thing to be real with all of my heart and I'm going to do everything I can to make sure it becomes reality.
One thing that does slow us down though is plain old time availability. We do have 'day jobs'. The work that has been done so far (and continues to be done) is being done on our own time, after work, and on weekends. We do not have investors helping so that we can work on this full time. However - we would love to work this full time, and this would absolutely expedite progress. We are currently considering Patreon to see if we could gain some support, though we are very open to suggestions.
This post became long but this is obviously a very important topic to me. We'll be working on getting the Unchained Summoner done soon and I look forward to posting more about that when we get there. I'll also send out new codes to those who have requested them once that update is complete.
Thanks everyone!
Tabletop Giant |
Thank you for answering my question TTG and if I appeared to seem needy, I am sorry about that.
No problem at all! I took it as enthusiasm, to be honest. I'm thrilled people are looking forward to this site. It's been a lot of hard work and it is a good feeling to be working on something people can actually use.
Rycaut |
I would be very interested in trying it.
A few suggestions:
(Haven't tried it yet so apologies if you already do any of these)
1. Allow boon races but note somewhere that you need the boon (ie currently aasimars, tieflings etc)
2. On a related note perhaps show a list of all of the books the options you have chosen require. This would also allow for a "core" mode that only allows those sources allowed in core.
3. If possible can you include space on the sheets to track PFS specific things (fame, current prestige, vanities etc). And basic things like PFS number and character number
Looking forward to trying it
Tabletop Giant |
New codes sent!
We have a draft up of the new Unchained classes. I also created new templates for the character factory to try out these classes. Here is the Unchained versions of Amiri (Barbarian), Merisiel (Rogue), and Sajan (Monk). Of those three, likely Merisiel had the biggest 'buff' from the class change as she was able to ditch Weapon Finesse (as it is now an automatic bonus feat) and pick up a new feat (I opted for Improved Initiative).
We had Finn and Jake for our base Summoner - which we'll leave up for fun. We decided to put a spin on that for our new Unchained Summoner, and now have Jake as a kitsune (he's just a portly kitsune is all) Summoner, and with Lady Rainicorn as his protean serpentine eidolon, available here!
One thing that became obvious with the new Unchained Summoner - the feat 'Extra Evolution' now has a lot more value, considering those points are fewer in between.
I know there's a couple rough edges around the new summoner that we're working on, but it should "mostly" (coughcough) work. Feel free to give it a shot, and if it breaks or is wrong, let me know :)
Thanks!
Tabletop Giant |
I'm always willing to take a look at a new character creator. Is there a CORE mode built in?
Short answer: "kind of" :)
The character creator includes a "Sources" tab on the character sheet that lists sources referenced. Also, each item selected does include the source in its description, so you can always just make your choices from 'core' material
There is a bug in the design in how sources are linked; it was mistakenly thought that each 'object' within the game had a single source. Late in the game we realized this wasn't true. This is particularly effecting 'Core' characters in trait selections, as within our database most traits are assigned to sources such as Ultimate Campaign (making it 'non-core'), when they are *also* available as part of the core assumption within the 'Pathfinder Character Traits Web Enhancement'.
We will be fixing this. After it is fixed, we will look at including a 'Default Source' list as part of character setup. This will be a check-off list of those sources you want to use to build your character (so - you could just check off every source you own!). Once this is complete, the application will *only* show you items from those sources you checked off. One of the options in this setup menu will, of course, be 'Core Mode', which you can set so that the application automatically filters out anything which is not part of Core play.
This is the plan, in any case :)
chad gilbreath |
Hey TTTG found some stuff you might wanna look into
1. for my summoner I chosed the azata subtype so he can wield a weapon (a scythe to be exact) but it went allow me to equip it to him
2. you also might wanna double check on your faction traits. You have two wrong for the scarab sages.
3. The cosmopolitan feat isn't allowing my two extra languages
EDIT 4. The eidolons base forms are suppose to give a +2 Natural Armor bonus they isn't getting calculating in.
EDIT 5. When you equip a dagger as a range weapon the attack modifier is calculating the str modifier instead of the dex
If I find anymore I'll reedit this post
Tabletop Giant |
Hey TTTG found some stuff you might wanna look into
1. for my summoner I chosed the azata subtype so he can wield a weapon (a scythe to be exact) but it went allow me to equip it to him
2. you also might wanna double check on your faction traits. You have two wrong for the scarab sages.
3. The cosmopolitan feat isn't allowing my two extra languages
EDIT 4. The eidolons base forms are suppose to give a +2 Natural Armor bonus they isn't getting calculating in.
EDIT 5. When you equip a dagger as a range weapon the attack modifier is calculating the str modifier instead of the dex
If I find anymore I'll reedit this post
Awesome! I will check into this soon. The eidolon should definitely be able to equip items - we did do that. However, the 'equip' tab for eidolons is in within the 'Summoner' tab - not the high level 'equip' (and - just now realizing this is UI confusion and something we should think about). Visit your 'Summoner' tab, make sure your Eidolon has arms (the only thing that's needed to equip a weapon), and then see if a 'Equip' tab shows up.
chad gilbreath |
Awesome! I will check into this soon. The eidolon should definitely be able to equip items - we did do that. However, the 'equip' tab for eidolons is in within the 'Summoner' tab - not the high level 'equip' (and - just now realizing this is UI confusion and something we should think about). Visit your 'Summoner' tab, make sure your Eidolon has arms (the only thing that's needed to equip a weapon), and then see if a 'Equip' tab shows up.
There is the equip button but every time I click on the Scythe it doesn't show up on the character sheet then when I go back to check its making me reequip it
Tabletop Giant |
Tabletop Giant wrote:Awesome! I will check into this soon. The eidolon should definitely be able to equip items - we did do that. However, the 'equip' tab for eidolons is in within the 'Summoner' tab - not the high level 'equip' (and - just now realizing this is UI confusion and something we should think about). Visit your 'Summoner' tab, make sure your Eidolon has arms (the only thing that's needed to equip a weapon), and then see if a 'Equip' tab shows up.There is the equip button but every time I click on the Scythe it doesn't show up on the character sheet then when I go back to check its making me reequip it
Ahhhh - weird :) I will hit that tonight. It sounds like the kind of bug that takes 1 minute to fix after you figure out what the heck went wrong. Something's just not plugged in correctly. Thank you for the additional info!
Oh and daggers don't show up in the offhand area
That's not right either but I know what is causing that bug. We'll get it fixed.
Tabletop Giant |
I also notice for a lot of the weapons and armor that have bonuses and penalties don't seem to include them
Would you have an example?
I do have a small update on a few of the bugs you found.
Cosmopolitan has been fixed and now adds +2 to the number of bonus languages you can learn. There is a related error, though, where not all languages are showing up in the languages tab (we're working on that).
The issue with natural armor is, I believe, fixed. Your eidolon now correctly has an AC of 15, with the Improved Natural Armor evolution that you choose.
Daggers now correctly use dexterity when set as a ranged weapon.
As far as the Azata and wielding of items; we have been unable to recreate the issue. Something is blowing away your equip selections, but I'm not entirely sure what. I got your character's eidolon equipped with a Scythe (feel free to sell it!), and it seems to be sticking. I'm not sure why it was trying to force you to re-equip. I'll be monitoring this and will definitely make other attempts at recreating it, but if you stumble on the 'aha!' button that unequipped the items, please do let me know.
Edit: The equipping of daggers in the offhand should also now be fixed. We cleaned up a good bit of code in equipping between the Eidolons and the main character. 'Should' be better ('should' should always come with quotation marks).
We'll keep digging into the other issues as well of course.
chad gilbreath |
chad gilbreath wrote:I also notice for a lot of the weapons and armor that have bonuses and penalties don't seem to include themWould you have an example?
Sure the two that comes to mind off the back are the scizore and wooden armor
With the scizore it grants a +1 shield bonus unless you use it in an attack then you take a -1 to your attack roll
The wooden armor give you a -1 ACP but that does apply to swimming
Tabletop Giant |
Is it possible that cause I am on my tablet that it might have a different effect on the website?
Ahhhhhh - maybe. We were really looking at the backend functional code but this may be more of a UI hiccup relating to the use of a touch tablet.
In general most functional should work with tablets but this statement assumes a good deal. Just viewing/using the character sheet of a completed character should work pretty well; however, creating one, with all the clicks and choices involved, yeah - things might go in an unexpected direction.
Sure the two that comes to mind off the back are the scizore and wooden armor
Perfect - thank you! We should queue an audit of weapons and armor for these sorts of special things and make sure they are reflected on the character sheet.
Tabletop Giant |
Do you want errors reported here or submit tickets on them at the web site?
Generally tickets on the site are fine, but I'd happily take feedback here as well. This is especially true if it's something that could benefit from community discussion (such as UI stuff).
I did see the tickets you submitted on the site so those are working fine - we definitely appreciate the feedback :)
Tabletop Giant |
Concerning Craft skill, looks like it shows as a class skill for Investigators but not for other classes. (Not showing for Wizard and Ninja so far)
You are correct! This is a pretty easy one to fix, thankfully. I'll have it updated soon.
Your observation does open up a question I have for everyone. The Craft skill is a little wonky in PFS, as you cannot actually craft anything, with the exception of Alchemists and Gunslingers (well, they get item discounts (which I am sadly unsure are coded in yet, darnit)). Being that Craft (Alchemy) is the only craft skill that has any use in PFS, it is the only one we've made available to put skill ranks into.
Now, did we do the right thing? Or, should we look to add all craft skills, regardless of their usefulness? I realize they can be used as dayrolls, but that feels like a pretty tepid use of a skill point.
Let me know what you all think.
Kegdrainer |
Given that the character generator might be used for a home game (or a GM to create an NPC), you might want to have Craft, Perform and Profession be a single slot to type in the choice (or a drop down menu) with the option for additional ones in case they have two or more skills rather than trying to list every single possible combination.
Tabletop Giant |
Given that the character generator might be used for a home game (or a GM to create an NPC), you might want to have Craft, Perform and Profession be a single slot to type in the choice (or a drop down menu) with the option for additional ones in case they have two or more skills rather than trying to list every single possible combination.
You are right and I like the suggestion. This may be just what we do.
Tabletop Giant |
I now having problems with spells and deities
For the deities its not showing all of them even when I tweak my alignment and stuff
As for the spells, on the inquisitor page it will not let me remove ones I accidentally click so I got two spells I won't use on it
Not sure what's happening there - is this, perhaps, also with a tablet? You should be able to remove a spell by just clicking on it. When you hover over the spell, does it turn to blue-ish highlights and state that you can click to remove?
I'll dig into it a bit later this evening and see if I can recreate. If I can, it should be easy to fix.
Tabletop Giant |
Okay, we did a big overhaul to the skills page UI today. This should make things better. Based on everyone's feedback (thank you!), we split the skills up to make it more manageable.
We also added a text entry field on the Craft and Professions tabs in case you want to learn something custom (for a home game or just for fun).
Here is a screenshot where I'm about to give a test character a skill rank in Craft (Banana). Warning: expect table variation in what Craft (Banana) is able to make or do.
Very much looking for opinions on if this works better. If it works, I'll migrate it over to the Eidolon page for their skills as well.
(Side note - is it possible to embed images here?)
!
chad gilbreath |
chad gilbreath wrote:I now having problems with spells and deities
For the deities its not showing all of them even when I tweak my alignment and stuff
As for the spells, on the inquisitor page it will not let me remove ones I accidentally click so I got two spells I won't use on it
Not sure what's happening there - is this, perhaps, also with a tablet? You should be able to remove a spell by just clicking on it. When you hover over the spell, does it turn to blue-ish highlights and state that you can click to remove?
I'll dig into it a bit later this evening and see if I can recreate. If I can, it should be easy to fix.
I thought it might be my tablet but I tested it with my summoned and had no problems at all but when I go back to my inquisitor it refreshes the page and shows me my inquisition instead of my spells. So when I go back to spells its still showing the spell as being there
Tabletop Giant |
I loaded up the inquisitor (I can kind of do that) and was able to remove the spells. I'm thinking this must be some sort of artifact of the use of a tablet - it's all I can think of for the moment.
But - I did leave the spells opened up for level 1 (I didn't touch the cantrips), so you are free to rechoose. It's troubling though that you're seeing this issue and if you see any more clues in recreating please do share.
As far as the revamped Skills page - the new tables do load slowly the first time you open them up for a particular character. There is a caching routine going on though, so that the table should speed up fairly quickly after the initial page load.