Anathema 5.0

Drop me a note when it is up, I will have a look.


Unless the process is fully scriptable, though, I doubt I will - if you guys think it's a good thing to have the program there, please select one among you to do it.
 
UrsKR said:
Drop me a note when it is up, I will have a look.
Unless the process is fully scriptable, though, I doubt I will - if you guys think it's a good thing to have the program there, please select one among you to do it.
Here is how it works, I apologize if it does not look like the site, styling it to match the site's design is the last thing on the list, so what you see is how it looks on the default xenforo list.


http://ss.rpdom.com/ldLy


As you can see, users can rate/review, discuss(uploading a resource automatically generates a thread for the discuss button)


Keeps track of version logs, etc. If a user "watches" the resource like a thread they get notifications etc.


This will be used not only for software but for custom content, like artifacts, charms, for exalted etc, and various other things for other games, since you do not need to upload a file to create one of these resources, making it good for those types of things as well and guides etc.


You can update your resource where it says "Post Resource Update"


I just have to make it look like the site and transfer all the stuff from lore5 and it will be open for buisness.


What do you think?
 
UrsKR said:
Millershipper, sorry for the age of delay between your post and my reply.
Do you still have your repository that causes the error?


Though I believe that the reason for your issue lies outside of Anathema, I'd love to have a look to see if I can reproduce it.


If you would share it, I'd appreciate.


Did you use our installer to install the program?
Actually, you replied the same day, I followed your suggestions, and it was that old file that was causing the problem. I have run several characters through 5.0 and had great results. My apologies for not responding sooner!
 
Millershipper said:
Actually, you replied the same day, I followed your suggestions, and it was that old file that was causing the problem. I have run several characters through 5.0 and had great results. My apologies for not responding sooner!
What do you think of the new system Miller?


Edit: here it is matching the current site design(I use the red one)


http://ss.rpdom.com/ldNA
 
Millershipper said:
Actually, you replied the same day, I followed your suggestions, and it was that old file that was causing the problem. I have run several characters through 5.0 and had great results. My apologies for not responding sooner!
I did? I browsed the thread, and couldn't find any reaction. Oh well, doesn't matter as long as it works for you. :-)


Dark Wizard, I find it hard to say without some content.


For now, it looks like a generic content sharing site - but from where I stand, it doesn't matter what it looks like.


I've never used much fan-made content for my games, so I couldn't rate it against others of the same ilk.


As for using it to distribute the program, doing it manually appears to be uncomfortable - the need to do it that way was what made us move away from sourceforge.net. Give me an API/service to push my files to and I'll gladly put it there.
 
UrsKR said:
I did? I browsed the thread, and couldn't find any reaction. Oh well, doesn't matter as long as it works for you. :)
Dark Wizard, I find it hard to say without some content.


For now, it looks like a generic content sharing site - but from where I stand, it doesn't matter what it looks like.


I've never used much fan-made content for my games, so I couldn't rate it against others of the same ilk.


As for using it to distribute the program, doing it manually appears to be uncomfortable - the need to do it that way was what made us move away from sourceforge.net. Give me an API/service to push my files to and I'll gladly put it there.
You can link to external sites. The big donate button, can link to your actual site, never having to actually upload anything here.


The benefit however of setting up a "resource page" even with a download at an external site is that you can manually push out "News" and people get notified about them.
 
Do you have plans to update Anathema for third edition? It would have been impossible for me to play Exalted without it, and I would love to keep using it.
 
UrsKR said:
About Alchemicals, Captain Hesperus, it is as MrSerious said. Time is scarce and nobody on the team is overly enthusiastic about Alchemicals. If you love them enough to add them to the program and share your code, I'd love to publish a fresh version featuring them as the headliner.
Would adding Alchemicals be a matter of inputting the Charn cascades and tweaking the character generation system or is Anathema more hard coded? Ie what's involved in adding Alchemicals?
 
It is those Charm slots I think will be the make or break thing for this program. Not even Ed's Exalted Toolkit has added them. Oo I'm no coder, but some how I think this is the sticking point for Alchies. ><
 
The charm slot system and installation cost would just be three more variables to keep count of. Does a charm use a caste/favoured attribute? If yes mark one in dedicated if no mark one in general etc. Installation cost is a bit trickier since some charms have special rules regarding multiple installations.


Properly tracking, accounting for displaying submodules in a PDF would be the real pain.
 
MrSerious said:
Would adding Alchemicals be a matter of inputting the Charn cascades and tweaking the character generation system or is Anathema more hard coded? Ie what's involved in adding Alchemicals?
Actually, I don't think it's that hard if you know the rules and can abstract them into code.


Here are my thoughts on the issue, from a discussion on the developer list about a year ago:


Executive Summary:


If they want their own special way of handling things, let them have their way. Don't bend the old code till it breaks.


Long version:


From a certain perspective, Alchemicals aren't so different from everybody else.


The perspective is: They buy charms.

  • So, give them Charm trees, just like everyone else has. If a Charm is chosen in the tree, the character has bought it once, and has one physical copy of the Charm.


Now, they can buy charms many times. So they need something to manage them. Let's take a walk through "The Vats":


Here's what I would do:

  • Add a new UI for "The Vats". In the interface, all Charms that are chosen from the trees are listed, along with the copies the character owns, and how many are freely available. Here, he can buy additional copies. The cost for that is stored in new model, for which the extra XP are separately calculated.
    Note: I've discussed this with Sandra, and while she agrees to the overall thought, she rejected the idea of having two separate interfaces ("Charm Trees" and "Vats"). Instead, she suggests to make the Vats the default, give them a filtering mechanism ("Filter by group") and allow players to call up the tree-layout for the currently selected group on demand.
  • An additional area of the Vats is "the Bay". Here, the Alchemical can choose his Charm loadout.
  • Don't give them our default combo-UI, instead have one part of the Vats be the "Array Workshop". Here, the actual copies of their Charms and Submodules can be arranged into fixed arrays. Again, have a special XP calculator for it. If possible, a player should be able to reverse array creation in the UI, even if it is impossible in reality.
  • Keep the Charm Trees entirely free of Submodules, just show the "real" Charms. Instead, manage submodules in the vats and treat them like Multiple-Effect Charms or standard Alchemical Charms as the rules require.


Questions I couldn't answer by myself:


Can their Charms be destroyed? If so, we need to account for the Charm no longer being available while the XP remain commited.


Can Eclipses learn their Charms? If so, under what rules?


Can they learn standard Charms? IIRC, there was a "Lotus"-Charm in 1E Alchemicals that allowed to learn Supernatural MAs, but I can't recall if they followed special rules or were physical Charms just like anything else.


Those questions were answered as follows


"Can their Charms be destroyed?": While a particular instance of a Charm in one of their slots can be damaged, it can always be repaired.


"Can Eclipses learn their Charms?": Problematically, yes. They must also spend XP to obtain the charm slots to install them, which means that however we implement it, Eclipses must be able to acquire and configure Slots as well.


"Can they learn standard Charms?": Yes, that Lotus charm to learn MAs still exists. There are also similar charms to learn sorcery and necromancy, in addition to their native 'Protocols'.


Which lead me to this:


Re: Damage - Sound simple enough.


Re: Eclipses - Are there special rules for comboing Protocols and Charms?


Re: MA/Sorcery - Are there more special rules for comboing those?


One more thing:


Focus on one thing at a time, while keeping the big picture in sight.


Do one thing, (do it right,) and ship it. Don't try to build the entire house at once.


For example people can benefit from a basic charm interface that doesn't allow for Arrays.


They can benefit from a basic Array interface, while still not supporting Martial Arts.


When MAs are in, Sorcery doesn't have to be.


They can benefit from fully fledged Alchemicals, without any support for Eclipses.


That way, we can release in shorter cycles and gather feedback from the forums, and also make sure that things actually work.
 
I'm seeing most of the site in black atm. If my previous post appears illegible, you can mark-and-copy my text to read it.
 
A suggestion for copy and pasted text. Upper right of the edit box is good for straight text to text, no color taken, no fonts attempt to mimic, though the forum will use base fonts and color to make it work.
 
I'm trying to get a custom template working by following this guide and it doesn't work. I took the default infernal template from github, saved it as Character_Infernal_MyTemplate in the custom folder of the repository, edited the subtemplate to read as "MyTemplate", edited the actual template to match and nothing. Anathema doesn't seem to recognize that I added anything. nothing changed whatsoever. Is there anywhere I can go to get help with this?
 
Quick question, when I tried to raise some of the character's essence above five in "Experienced" Mode it wouldn't let me do so. I could not also enter experienced mode for the spirit sheet. Is this intentional?
 
[QUOTE="Seeker of the End]Quick question, when I tried to raise some of the character's essence above five in "Experienced" Mode it wouldn't let me do so. I could not also enter experienced mode for the spirit sheet. Is this intentional?

[/QUOTE]
Intentional, yes.


To raise Essence, first raise your Age to the appropriate level.


For Spirits, we decided at some point to not support them as Player Characters, so no XP for them.
 
I've noticed a few things missing, (then again the missing things don't seem to interest many people, outside those who try odd things like myself)


- There seems to be no way to set Attribute Specialties for Lunars (or Eclipses and the like) with flawless attribute focus...


- It doesn't take into account the discount for buying Terrestrial Martial Arts charms for "Swallowing the lotus Root (and equivalencies)" forcing it to not be able to make combos with all the charms you have since you can't have them all without going over in BPs that you really didn't spend at all... (i realize this one might be a pain to fix base on what I imagine of the way the program works)


- Integrating the merits and and Flaws system, which I don't think would be all that different than the Charms or Mutations tabs


- Fair folk as a whole aren't there... it seems to me that they wouldn't be all that hard to modify the other templates to make them usable, at least compared to the Alchemicals ( and from what I see above even that wasn't all that hard for you to figure out) would be nice to have the option for Errataed and Pre-errata versions since they're so drastically changed


- perhaps make an extra tab for Lunar Charms so that they be separated by Attribute then by function, because as it is they're a bit long to search through to get just the charm you're looking for based on what attributes you have


- Imminent Solar glory seems to only be in Lore, and since you're using the errata well it should be in War, performance Larceny and Bureaucracy as well...


Sorry if I've repeated stuff that you might already have been told/noticed but this thread is the first one I've seen on the subject and I wanted to get in everything that came to mind. Also, I know I started by seemingly complaining but really even without these extra tweeks your program is a great time saver thanks for making it!
 
Hey KG-Motte,


we know about most of these in some way or other,


but we haven't listed all of them them yet. I'll remedy that later.


Work on 2E has pretty much stopped by now, and we're reworking parts of the code to make either the program more attractive or ready for 3E. If you want to contribute one of these rules by yourself, though, I'll gladly add your code.


Two of your points, though, surprise me. Imminent Solar Glory *should* be present in the other abilities. I'll have a look.


And Lunar Charms, separated... could you elaborate a bit?


Thanks


-Urs
 

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