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October 11th, 2024, 08:25 #101
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- Feb 2018
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- 105
Minor update today ...
adds support for a free theme I've put together ... for those impacted by the dark theme changes added to the Core RPG ruleset which this was based upon.
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October 27th, 2024, 00:11 #102
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- Feb 2018
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- 105
Just in case someone has the same question ... its now simple to mark a settlement as "Outside Territory". Just open the settlement and check the box near the top center. (between its Title and Estimated population). The settlement won't be included with any consumption calculations (but will generate Unrest at the start of each nation turn, as per RAW)
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November 10th, 2024, 07:06 #103
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- Feb 2018
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- 105
new DEMO (with sound)
I've been working on a long list of QoL improvements and a few new features.
My previous demos had issues with sound, so hopefully this latest one is better.
URL: https://youtu.be/SnitadH9SJ8
... more details to arrive shortly.
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Today, 05:49 #104
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- Feb 2018
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- 105
major update release (2024.11.16)
This release combines some bug fixes, a ton of quality of life improvements as well as a few new features.
NEW features
Settlement Layout “Maps”
Each settlement now includes a “Settlement map” popup. This allows visual placement of each building and accounts for 1 lot, 2 lot or 4 lot building sizes.
The GM can also set the appropriate borders (normal, water or bridge) and walls (none, wood or stone) as needed.
You can use any tokens you want, but its intended to use the Tokens provided with the adventure path(s)
Icons for Buildings
All the building records and popups now include a Token field. The GM can add a token for each building, directly in the GMs list of buildings. (Nation Data > Buildings)
Optionally, they can also be modified in the CIVICS phase or the Built structures list.
QoLFeatures
* New records “Popup”: this brings new records into focus, making it easier to update. (actions, buildings, events, factions, feats, towns, xp)
* Nation Actions skill requirements: If the Nation does not meet the minimum required training, the actions are now marked in RED and the success chance set to -1%.
* Buildings skill requirement: marks the chance, level and skill fields (as above).
New Buttons
1. Nation Turn Modifiers: this allows GM to track temporary (next turn only) and permanent modifiers that affect the Nation turns. This is a major QoL improvement for GMs, to better track the “happens next turn” modifiers.
2. Nation RUIN: allows quick updates to the accumulated ruin, ruin thresholds and any associated penalties.
3. Nation XP: pops up a list of XP earned as well as a list of Milestone XP awards.
4. Commodity Storage: provides quick access to the Commodity data, with “+/-” buttons
5. Resource Points: includes up/down buttons as well as a list of common terrain costs
6. Resource Dice (pool): popup to allow easier tracking of bonus resource dice.
7. Random Event (check): quickly check for random events and adjust the DC if one does not occur. Since the DC goes down by 5 if no event occurs, this tracks it over time.
8. Random Event (add): will add a random event from the GMs list, including any custom events GMs may have added.
9. Buildings: On the Civics phase, allowing quick access to a list of structures to build.
Misc. changes
* Source Book references: Each popup that references the source materials should now include a “book” icon in the top right; when you mouse over it shows the source book.
* Dark mode fixes: You can remove the “Theme: Nation Builder - Dark” as the same changes are now included.
* Vacancy penalties: corrected an issue where some leadership roles applied the wrong vacancy penalty.
p.s. I will leave the "Nation Builder - Dark" theme available (and free) in case someone gets inspired to create their own theme by modifying the files within.Last edited by sgtwhy; Today at 06:09.
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