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1.3f - Enemys not seen in turn sequencer by players

Posted: Sun Dec 21, 2008 11:35 am
by nortonweb
Used 1.3f for the first time with our group and everything ran smooth apart from none of my players could see any of the enemy in the turn sequencer. They didn't even see them when it was that NPC's turn to act.

I've not tested it locally yet to see if I forgot some switch that 1.3f needed me to switch. This was over 3 different encounters but all on the same map. The map was a loaded and saved 1.3e that we were half through so that could be an issue???

Posted: Sun Dec 21, 2008 11:44 am
by nortonweb
I have discovered its because I set them as enemy (ie they get the red background) if I change them to friend or neutral then they appear...

Posted: Mon Jan 05, 2009 1:12 pm
by heruca
I haven't confirmed this bug yet, but it sounds like I goofed while changing the code to obfuscate enemy data in the Turn Sequencer.

Posted: Mon Jan 05, 2009 7:14 pm
by nortonweb
Also we found on Sunday that if a Friend is hidden then they will still be in the TS but all their values are set as NA to everyone but them self and the GM

Posted: Mon Jan 05, 2009 7:20 pm
by heruca
Is that a bad thing? Once Frodo puts on the ring, how would his companions know many HPs he has left? :wink:

Posted: Mon Jan 05, 2009 7:44 pm
by nortonweb
Ahhh its a "feature" ;)

Re: 1.3f - Enemys not seen in turn sequencer by players

Posted: Tue Jan 06, 2009 6:15 pm
by heruca
nortonweb wrote:none of my players could see any of the enemy in the turn sequencer. They didn't even see them when it was that NPC's turn to act.
Confirmed that this is a bug, and fixed it for v1.4. I also addressed several situations in which the active unit would be out of sync between the GM, the Adversary Player, and other players.

In the meantime, I recommend that GM's using v1.3f assign a Neutral disposition to hostile units, so that they'll appear in the players' Turn Sequencer.