New Version of Anathema

We currently aren't too eager to deal with feature requests. However, see my PM.


Edit: Were we ever? Guess not. :)
 
One slight problem. Nothing completely world shattering, but I noticed it doesnt count that you've taken a favored ability when Craft is selected
 
Yep, that's correct. Has already been submitted as a bug by ArsGlacialis somewhen last week, and I received another submission (yours?) just now.


I'll deal with it (and the backlog of other bugs) soonish. Lots of free time on my hand, now that I'm done studying! *Yay!*
 
One slight problem. Nothing completely world shattering' date=' but I noticed it doesnt count that you've taken a favored ability when Craft is selected[/quote']
Fixed. Craft counts as a favored ability and the minimum of 1 dot is correctly enforced - you cannot lower all sub-crafts to 0 dots when craft is favored. Also, if you remove the last sub-craft required to fulfill this condition, the first pre-defined craft is automatically reset to 1 dot.


All point costs are calculated correctly as well, as far as I can see.
 
This may have been fixed since, but I found that when trying to build a 1ed Abyssal, there's a logic loop between appearance and essence that seems to prevent one from raising either... I couldn't find the fugly/pretty toggle anywhere, and I couldn't even lower the appearance and go with fugly.


Any notion? Maybe I'm just missing something blindingly obvious?


I love the 2nd ed systems, looking forward the the DBs. Keep up the good work, 1.0 didn't dissappoint!
 
Okay, a few questions, and suggestions.


I may be blind, but saw nowhere to fill in a character's Anima...


Second, I may be stupid, but I can't get the sheets to print.


Third, how the hell do I use the music database?
 
Samiel said:
This may have been fixed since, but I found that when trying to build a 1ed Abyssal, there's a logic loop between appearance and essence that seems to prevent one from raising either... I couldn't find the fugly/pretty toggle anywhere, and I couldn't even lower the appearance and go with fugly.
Any notion?
There's a problem there, yes, someone told me so some days ago. I can't say for certain if I already fixed it - I've identified the problem, but maybe I didn't take care of it yet. So, thanks for reminding me.


Edit: It was already fixed.
 
I may be blind' date=' but saw nowhere to fill in a character's Anima...[/quote']Fill in the character's Anima? What do you mean by that?
Second, I may be stupid, but I can't get the sheets to print.
Click "Print" in the Anathema menu or the "PDF" icon in the toolbar. Pick a format. Enter a filename. Confirm, wait, and see the result open in Acrobat (Reader), if installed.
At which stage do you encounter problems?

Third, how the hell do I use the music database?
Create a library (top left). Add files to the library (top left). Add some or all of those files (top right) to selection (bottom right).
From there you can


-edit track details (bottom left)


-save the selection to a playlist (bottom right)


-create a subselection to save in the program(bottom left)


Afterwards, you can search for track details using the (top left) search function.


I believe the screen layout of the Music DB is still broken in 1.0 (fixed by now) so you may encounter some unnecessary scrolling.
 
Samiel said:
This may have been fixed since, but I found that when trying to build a 1ed Abyssal, there's a logic loop between appearance and essence that seems to prevent one from raising either... I couldn't find the fugly/pretty toggle anywhere, and I couldn't even lower the appearance and go with fugly.
Any notion? Maybe I'm just missing something blindingly obvious?
Samiel, do you have this problem in v1.0? I've gone back through my log and found it marked as fixed 3 days before the release. Maybe I misunderstood.


Do you have problems changing the values *at all* (that's the problem I believe fixed) or does the program just block you from entering certain values [like Essence 5 while Appearance is 1-3] (that would be intentional, in accordance with the 1E Abyssals book)?
 
I'm familiar with the rules for Abyssal appearance, and that was what I figured was causing the error. It didn't let me raise appearance above 1, and essence was frozen at 2. I was using the power combat rules for first edition abyssals.


Also, this was in fact 1.0, although if revisions have been introduced since then without changing the version number, it's worth noting that this was a pretty early download. I had to get my Anathema fix! :)
 
Changes were not introduced without changing version numbers, changes were introduced over a phase of two weeks between two beta versions and the final one.


You can check your version via the "About" dialog in the "Help" menu. If it says "v1.0 'Lap'", then you have the final version, the one I believe behaves as it should.


If/once you have that version and still encounter errors, please let me know.
 
No. :-P


I guess I'll add them over time. Starting with what's the extensions to Solar Hero.


Some styles - those too weird for me to care, mainly Sidereal Gossamer Dream-Style, and maybe Terrestrial "Let's introduce a new keyword just because" Style - might not be added at all.
 
It would be kinda cool if the item database would allow to create items with attunement costs and then show these on the datasheet. Actually that would be sheer awesomeness, but then... anathema is great as it is already.
 
Yeah, I know (that it would be cool, that is).  However, showing them on the sheet? What for? And do you have a proposal where to put them?
 
The commitment cost could be shown with the peripheral essence automatically:


Something like


Peripheral Essence (total) (commited) (availible)
 
Now that the 2E Lore 5 is pretty much ready to roll out, I'm going to be incorporating a character-upload feature that'll take Anathema XML files.  If at all possible, I want to have an export-to-Anathema feature for the various submissions - this is something I'm investigating.


In any case, we should be able to link character stuff (like Charms and Artifacts) to their Lore 5 entries as well.
 
Sounds great!!.... but how will custom Charms be handled? As far as I know Anathema doesn't handle non-official Charms, and doesn't let you define your own.


Right?
 
Solfi said:
Sounds great!!.... but how will custom Charms be handled? As far as I know Anathema doesn't handle non-official Charms, and doesn't let you define your own.
Right?
This is why I'm posting in this thread. :)
 
ooooh, right.


*nudge*nudge*wink*wink*


I'm sure UrsKR will take note and appreciate your gentle prodding... and not be overwhelmed by such a suggestion. I hope.
 
Safim said:
The commitment cost could be shown with the peripheral essence automatically: Something like Peripheral Essence (total) (commited) (availible)
Oh, if that's all we think alike - that's the way I wanted to do it (once I do it, that is).
In any case, we should be able to link character stuff (like Charms and Artifacts) to their Lore 5 entries as well.
Linking to artifacts is a problem (or not, depending on your point of view) since we don't support explicit "source" annotations for Equipment. If you want a character to sport an artifact that's already 'known' to the program, you just have to add the ID to the file. If the artifact is new, you'll have to do some major coding to add the file to the database. Or just drop it.
Custom Charms, as we all know are a long (and often) requested feature. Right now, any Charm that's not supported will make the character unloadable (with equipment, the item will just be ignored), and I'm afraid I don't have an idea how to enable user-defined Charms.


I thought I had, a while ago, but changes implemented in the meantime have invalidated that approach. For the technically minded: The problem is that user defined resources may not be present later - imagine you sent the character to your friend for review, but forgot the charm files -, which goes contrary to every assumption the program's validators are built on. With equipment, we can just drop an item because there are no inter-item dependencies.


For the time being, I suggest adding the expense for a non-official charms known to the character to the list of XP entries and leave it at that.
 
I just used Anathema for the first time, and I have to say it's pretty slick and polished. I was impressed :)


One suggestion I have, or rather feature request, is to have the equipment database pre-loaded with the stuff from the main book (at least the stuff with stats.


Of course I can enter them myself, but if I wanted to expend effort, I wouldn't be using a chargen program ;)
 
Flagg said:
One suggestion I have, or rather feature request, is to have the equipment database pre-loaded with the stuff from the main book (at least the stuff with stats.
Of course I can enter them myself, but if I wanted to expend effort, I wouldn't be using a chargen program ;)
In that case, I can only suggest that you find some willing slave who does the work for you in exchange for free XP. EDIT: :P


There are several reasons why we won't do it, among them technical issues, copyright issues and that we don't want to expend effort either.
 

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