The new things in version 2.0.0.0
This version does not yet have ALL requests and features we like in it but we plan on making it the official 2.0 version. We'll let it have its beta-status for a couple of weeks but when there are no more bug-reports this will be the official version of the tool and version 1.6c will become obsolete. By then I will have updated the website but for now you just have to see if you can get all new options to work without a manual ;-) Most of them are activated with a setting in the pbembb.ini file so you better check out that file before you start playing!
Anyway, here is the list of the new features:
Well, that should give you some things to playtest ;-)
But there is still a lot to do! Here are some topics I want to do myself, and some requests I got: (Note: the part below is unformatted, mostly copied directly from messages I got)
All text in blue are requests that are implemented in the new version
Armour/Foul/Inj window reset after each roll Leader reroll only when the Leader is on the field implement Multiple Block set-up: not all moves in the log set-up: possibility to load a standard playbook pictures for a player/team sounds? update roster after the match 'plot' the movement of a player, then say 'go!' and all moves incl. dodges, pick up, hand off, pass are made automatically make a pass roll window, much like the dodge roll window make a block window, much like the dodge roll window set the player on 'end of move' after foul, pass or block action automatically show the dodge window when a dodge move is made make an 'Options' window, instead of having to set all options in the pbembb.ini file ----------------------- A couple of bugs/requests: 1. The program doesn't recognize "horn" the same as "horns". If you could add making it Unicorn friendly to the bug list that would be great. ;-) 2. It would be cool if it recognized ball & chain skill and ignore assists if a B&C guy throws a block ------------------------------ Tom Anders' requests: Skill changes: 1) Shadowing: This skill does not trigger if the Shadowing player 1) is in the TZ of a the ball carrier from either team and the dodging player is not carrying the ball, 2) is next to the ball, or 3) is the ball carrier. 2) Side Step: A player with this skill is so quick that he alway can frequently step out of the way of a block. As a result, he may completely ignore PUSH BACK results from the block dice, and a KNOCK DOWN result always knocks the player over in the square he started in (ya just clipped him). In addition, this means that the skills/traits Frenzy, Push, and Strip Ball will not work against this player as a Push Back result indicates that the blocker/blitzer completely missed with his attempt to hit the player. 3) Diving Tackle: This skill does not trigger if the Diving Tackle player 1) is in the TZ of a the ball carrier from either team and the dodging player is not carrying the ball, 2) is next to the ball, or 3) is the ball carrier. Okay, these are my 3 skill changes that I've worked at with other coaches to come up with good changes to these three skills that completely remove any dice rolls or decisions from the non moving coach. Other changes that I would like to see included (that would be good general changes for anyone in any league): 1) Automatically increasing the score or casualty count when the player clicks to award the player with the SPPs for the event. (My coaches ALWAYS remember to give the SPPs and then usually forget to actually change the Cas/Score counters.) 2) Add a D6 roll for the 2+ roll required to block a Foul Appearance player. 3) Add the D6 roll that occurs first when dodging out from a Tentacles player. 4) Add Poisoned Dagger as a check box option to the injury/armour table. 5) Automatic AV check when a player makes an armour roll to see if they have any of these skills: Daemonic Aura , Tattoos , Null Field. If they have any of these 3 skills, then do not allow any modifier to the AV roll by Mighty Blow, Claw, Dirty Player, or Fouling assists. If armour is broken, then all injury modifiers are fair game. 6) I don't know if there is any way to automatically roll the Regeneration 4+ roll for the first kickoff after the player is Badly Hurt or worse??? This would be like the KO roll that you already do, but would need an extra flag variable so that you didn't roll it for EVERY kickoff just the first one. 7) Allow an identifer to mark a player as a secret weapon player. Like SW10 (for Poisoned Dagger) or SW8 (for Ball & Chain) in the skill list. At the start of each Kick Off (ie anytime the start half or prepare for kick off buttons are pressed), make penalty rolls automatically for these players, a successful roll moves the player from the reserves or KO'd to Sent Off. The only problem with this skill is that you'd need to know if the player had been on the pitch at any point during the previous drive since they are only sent off at the END of a drive in which they participated. (which might be sticky to program) The coaches in my leagues forget to do the secret weapon rolls 90% of the time and it really slows done the game. (Example: the current round of the games being played in the MBBL are all on turn 7 or 8 of the second half. The Goblin team game with 4 SWs in currently on turn 2 of the 2nd half because the other coach has forgotten to make the SW rolls every single new kick-off.) Now in the realm of Ron is being REALLY nice to Tom and the MBBL Extras: All of the following are skills that I allow in my league, if you added some or all of them to the program I would love it. 1) Double Dauntless: When a player blocks a player with Double Dauntless, he must roll equal to or less than his OWN strength or the Double Dauntless player has Strength equal to his. (This roll does not include Horns and assist bonuses). In addition, Double Dauntless works just like Dauntless when the DD player throws a block. PROGRAMMING: automatic dice roll and if necessary ST change to the blocking dice when a block is thrown at a player with DD, just like you do with Dauntless skill. Add DD to the skill check that is done when you decide if the player has Dauntless. 2) Stiff Arm: any BLITZ made against this player is done with a -1 ST modifier (minimum ST of 1). 3) Avoid: This skill is kinda like Foul Appearance. Any opposing player that wants to block the player must first roll a D6 and score higher than (the Avoid player's AG minus any opposing tackle zones she is in). If the opposing player rolls less than this, he was not quick enough to make the block and it is wasted (though the opposing team does not suffer a turnover.) 4) Crystal Skin: Any successful Armour roll made against this player must be rolled again with the second result standing. (Side Note: the blocking coach may then chose to re-roll the injury roll if he wants (but this would not need to be programmed)) 5) Elephant Trunk: -1 modifier on the Dodge calculator if this player trys to Dodge. 6) Trip Up: A player with this skill gives a -1 modier to any Dodge roll made in his TZ when he is PRONE. 7) Brittle: Add +10 to any serious injury roll for this player. 8) Foul Appearance L0 Foul Appearance L1 Foul Appearance L2 Foul Appearance L3 Foul Appearance L4 Foul Appearance L5 Foul Appearance L6: Works just like the normal Foul Appearance skill except that the D6 roll has to be equal to or greater than the L number (level) in order to throw a block at this player. Automaticly handling of Foul Appearance (roll first before block) Foul Appearance 0: No effect Foul Appearance 1: No effect Foul Appearance 2: 2+ to be blocked Foul Appearance 3: 3+ to be blocked Foul Appearance 4: 4+ to be blocked Foul Appearance 5: 5+ to be blocked Foul Appearance 6: 6 to be blocked Note: Normal Foul Appearance skill would be the same as Foul Appearance 2 Request 19) In the new 4th edition, Greater Daemons have a skill called Unstable. On every kickoff following the first (just like the KO roll) roll a D6, on a 5 or 6, the GD returns to the void (Sent Off). ------------------------ 4) Special play card drawing has a footnote also. In 3rd edition the rule was D6 roll, (1=1,2-5=2,6=3)+Handicap extras for SP cards In 4th edition, the new rule is: D6 roll: (1-5=0, 6=1)+Handicap extras for SP cards. Unfortunately my league is playing both ways. I use 3E rules always unless the TR difference is 76+ in which case the lower TR uses 3E rules and the higher TR team uses the 4E rules. Finally, I have two other requests for league specific hopper (which I understand is low priority stuff): 1) During the pregame, I allow a D6 roll for each assistant coach the team has. If any of the D6 rolls are a 6, the team gets one free Pre-Match Preparations card from the 4th edition Special Play card table. It would be nice to be able to press a button to make this roll automatically. 2) Also once during each game at the start of your turn, you can roll a D6 for each cheerleader the team has. If any of the D6 rolls are a 6, the team gets one re-roll that can only be used for the current turn. It would be nice to be able to press a button to make this roll automatically. --------------------------- The game needs the ability to draw an additional Magic Item card if I use the Add a Card option (it doesn't let me if I already have one). The GB card Magic Flux allows me to have two Add a High Elf team with an On-Pitch Spellcaster would be able to allow the team to have 3 Magic Item cards. (this would be the max though). ----------------------- Could you throw into the Pre Game sequence the dice roll to see who gets to decide who goes first. Every experienced coach I've EVER talked to say that you should ALWAYS go first if you win the dice roll. So using that logic, could you add the dice roll to the PreGame Sequence thanks. ---------------------- Hey Ron, I thought of two more possible adds. One fairly important, the other minor: Important one: Some way to add a temporary player (ie non roster) to the team. Players like the Blue Horrors really play havoc with the PBeM game. Add to that ... a lot of Net teams allow fans, spells, etc. to add 1 to 4 temporary players to the pitch for a drive, half, or game. Anyway to allow use to do this. This would also solve the problem of bringing in Snotlings from an official GW team that are past the 16 TeamTracker allows. You would not need to track SPPs for these players (the coaches could do that much, if you allowed the temp players.) If the player added could have a name inputted then you could just have him start with 1/1/1/1 and no skills for stats but could allow the stats change option to work on him then he could be customized however. The most temp players I know that ANY team can have is 4 on the field at one time. Minor One: Anyway to allow a player to show the lightning bolt template in each of the 8 possible directions for an On-Pitch Spellcaster throwing a spell using the Lightning Bolt template. ------------- Bugs in 2.0.0.2: 1) Range check caused by Stats Change 2) Log errors occurring when I tried to back the log up after I click the post game items whistle and had done half the rolls. --------------- The league has generated three suggestions for improvements: 1) Anyway to do a custom windows in 2.0 for armour/injury where values could just be inputed. There are a couple things that cause weird combos of these in my league that make it difficult to roll. Examples: -1 AV/+1 Injury or -1 AV/+0 Injury. So a custom window would be nice and then we could input our own modifiers for these things. 2) Automate the Standard Kickoff table. So that for Cheering Fans & Brilliant Coaching, the game just rolls, adds in FF, and then increases the re-roll counter automatically for the winner. Automate the injury for Throw a Rock and the Injuries caused by Pitch Invasion (remembering that players in Reserve can be hit by the Invasion) Oh course in order to make this work, you would need to implement suggestion 3 first. 3) Allow the teams Fan Factor to be changed. Cards like Away Fans Banned, stadium rules, and such influence the Effective Fan Factor for the game. Could you make some way that the Fan Factor could be changed during the game so that the players don't have to remember the changes for later kick-off rolls. ---------------- Also, in 4th edition, allies no longer cause the loss of a re-roll on a 1. That's why I list the word ALLY in the player title not in the Skills list. If you list the work ALLY in the skill list of a player, Ronald's software roll a D6 to see if you lose a re-roll which was the old rule from BB Compendium #1 for 3rd edition. -------------------- Ryan Ingram: Here's some semi-TBBL-specific features I would like to see: - Since we play real-life games with real-life miniatures as well, several of us have renumbered our rosters to correspond to the numbers on the miniatures we are using. However, the PBEM only seems to work if the numbers are from 1-16. It would be neat if the numbers on the players matched the numbers on your roster, allowing 16 players, but numbered with arbitrary 2-digit strings, in sorted order. - We have a modified kickoff table, meant to de-emphasize some of the more nasty results. (2: Roll d6--1-4 riot 5-6 perfect defense, 4: defensive quicksnap, 7: no result, 8: weather change, 10: quick snap, 12: Roll d6--1-4 blitz, 5-6 pitch invasion). Can the kickoff chart be moved to an INI file somewhere so we can edit it? Right now we have to do these rolls manually. - We have a custom team-builder excel spreadsheet (originally based on an old version of TeamTracker, but very modified by me) that keeps track of our players, special rules, special wizards, special apothecaries, etc. I can send it to you if you like. It generally works with the PBEM program-- enough so that I was originally surprised it worked at all. However, we have custom named wizards and apothecaries for some teams. I had a couple ideas for how to handle this: 1) Ini file listing possible names for wizards and apothecaries, which the PBEM would match for when looking to see if you had one. 2) This would be much more complicated, but very cool: the ability to specify an html file as a template for loaded teams. It would look just like the exported team HTML file, but have keywords that the PBEM would read to determine how to parse the file... something along the lines of:BB_ROSTNUM1 BB_PLAYERNAME1 BB_POSITION1 BB_M A1 BB_ST1 ...BB_WIZNAME BB_WIZQTY ... - Finally, we have several additional coaching staff. For example: master healer, necromancer adept, veteran head coach. I can send you the rules if you like. If there was some way to have a few additional custom-named tokens per team, to go with the APO/WIZ tokens, it would be easier to keep track of those. And a couple of general feature requests: - Is there any chance of a "card description" feature and ini file so we don't have to look them up online? This is more of a convenience thing than anything else. - You can't place numbers on the ball or other players designating movement. Also, the move #s go away when you move, even if your move hasn't ended (like on a blitz, or going to pick up the ball), which makes it a bit more difficult to keep track without going back in the logfile. I'm not sure of a good way to solve this problem without making the numbers more difficult to use, but I just wanted to bring it up as something I've found to be a bit annoying. - Giving casualty SPP to a player should automatically increment the team casualty count (I always forget...) And a couple of bugs: - "Make a dodge roll" counts players who have lost their tackle zone as having tackle zones. - "Make armor roll" doesn't have an option for the blocker having both Claw and Fang. ------------------ Sebastiaan: - roll for a custom die (D3, D16) ------------------ tussock: Something i've picked up on (v1.6). A player who's lost his tackle zone doesn't get blocked properly, the attacker loosing the benifit of assists. Handle 'Wild Animal' trait, never gain benifit of assists. Handle 'Titchy', as stunty, +2 to dodge. (i'll forgive the lack of 32 player team support 8], playing with a snotling team is a bit of a pain though). Things with horns and frenzy are getting the benifit of horns on followup blocks, which they shouldn't. That could be a headache to track though. I think follow-up blocks DO get the benefit of Horns IF the blocking player made a move (RL) Similarly Horns work after standing up on a blitz, but not moving, which they shouldn't. Would also require more tracking of what's been going on though i'd guess. Auto-change the IGMEOY markers after a foul? I keep forgetting to, but I can see reasons to leave it as is. ---------------- My brother who play in my current PBeM league mentioned that a feature he would desire that would be good for anyone was an automatic Thick Skull roll if a KO result is rolled for a player with Thick Skull. ------------------- The suggestion I have is when we play several games, 1) You load a game choosing a directory. 2) You save in the same directory. 3) you load another game, changing directory. 4) You save the game in the FIRST directory. I use to save game in the bad directory (lack of attention), and then erase other save game. Is it possible to save in the last directory we used to load game ? ------------------- Implement special rules for Squigs: 1) you need squig hunters to get squigs, they cost 50k and should be noted like assistant coaches. 2) a squig always has to move first in a turn, like wild animals, otherwise it�s a turnover. 3) a squig must roll before moving, one d6, for how many squares it HAS to move, they don�t have ma6. 4) you don�t move the squig where you want it, it moves where it wants. like the throw-in-template, you say which way you want to go, 1 and 2 means left, 3 and 4 mean straight ahead and 5 and 6 mean right. let me illustrate: 1,2 3,4 5,6 X O X X X X 5) they HAVE to move ALL squares they rolled for, that means they could attack more than 1 player, or they could foul the player they just downed(only 1 foul max. per turn) 6) if you roll a number that has them attacking a player of their own team then they do so, with no assists, but counting all damaging skills, like rsf. 7) squigs don�t have a tackle zone, so you can move past them without dodging and they can�t cancel out assists. But they can assist a block made by a teammate ------------------- Gerald: first of all, the add card function, which was added only for me and my beloved deamon, didn�t work. the client said that it drew the card but it doesn�t appear anywhere. i have to add that was in version 1.6a haven�t played a game with the chaos team on the newer version yet(because of slow opponents). next problem is the chaos spawn with it�s movement of d6, like the squig. first time i wrote d6 on the roster and the client coulnd�t read the player, he was just left out. then i tried 1-6, and now it says just 1. that�s not really important but i just wanted to tell you anyway(to add to yout problem list :P). but my next goal is to buy a pink horror, with the ability to split into 2 blue horrors if slain. there should be some food for thought for you. ;) and another thing i noted was, when you get a player with that boy�s got talent, how can you add him to the roster without the game resetting to the beginning of a match. that�s what it did when i reloaded my new roster. maybe there is a way to do that but i couldn�t find any. --------------------- Martyn Quick: I was wondering, however, if there was any way to check which players are in a position to intercept a pass? I've also noted that the following things don't quite seem to work right. 2) It gives assists to players with the Wild Animal trait - but the 4th edn rules says they aren't allowed any. 3) Would it be possible to add a further alternative to the players who can foul to fit with 4th edn rules (so that players in an enemy tackle zone cannot assist *even if they do have Guard* - which is a slight variation on option 1 in the .ini file)? ---------------------- Juergen Unfried: -allow drawing of many cards, also allow the drawing of 2 magic items. With the HE wiz (which I have) this was a problem in the last game -when my pallab (Tunder, Claws, RSFangs) makes a block and the AR I can only specify the claws and if the opponent is injured the fangs are ignored. Since these two skills affect two different rolls this is well within the BB rules. I suggest making a check box instead of the option (or add another RSF checkbox under the Claws, which is only selectable when Claws are selected like this ... o claws [] fangs ... ... o fangs although the claws/MB combo would also be valid (claw on the armour roll, and MB on the inj) ----------------------- Wade Evans: 1. Players seem to pick the ball up automatically without a dice roll - can the roll be automated when someone walks onto the ball? I know it isn't compulsory to pick the ball up when you move onto it but how often does that choice get made? 2. Provide a half time indicator for us idiotd that forget what half we're in. 3. Provide an indicator that shows a team reroll has been used for the turn. 4. Provide an end turn button (for lazy typists). 5. Provide an indicator that shows you have used a blitz/foul action. 6. Automate Fan factor rolls at the end of the game. 7. Automate regen rolls? 8. How about an adjustable timer to limit the time you have for your turn once you have finished reviewing the previous turn..... --------- Here's the bugs we've found thus far: 1. Updating when Right clicking on rerolls is a bit of a hit or miss affair. Sometimes it works fine and others nothing happens until you left click on them, then it cycles a couple of times. I'll try to pinpoint it more. 2. The postgame sequence for MVPs doesn't seem to select a player or update the team sheet. 3. The number counting algorithm when plotting moves gets confused easily - it seems to leave the last number under a player from the previous action? 4. If a game is saved when a player has had his stats updated (eg temporary changes) the saved game gives a range check error when loaded. I replayed the save game and it always comes unstuck at the point where the stats are changed. ----------------------- Anthony Watts: In your notes on v2.0 it says the program will automatically roll a Dodge reroll if you fail a Dodge. What if I want to use a normal team reroll instead? In 4th Edition you may not always want to use a skill because of OSPA. ----------------------- Martyn Quick: I seem to have found what appears to be a bug (unless I'm misunderstanding the BB rules!). When a player throws a block against a player that has lost their tackle zone, the program seems to incorrectly (I presume?) allow no assists from other players. E.g., if A has ST4, but has lost his tackle zone, and X,Y,Z all have ST3 in the following situation: ...... ..A... .XYZ.. ...... Then the program will roll 2 dice and give the defender the choice when X blocks A (i.e., the assists from Y and Z are not recognized). ------------------------ Matt Wakeman not simply just to show different races but also different positions so it is more obvious as to who is who (it would be a lot faster if 1, 2, 3, were more like Th - 1 or Bz 2 you see what i mean?) anyways, i agree that it would be tough to be able to use letters instead of numbers to represent the players but how about this instead. why not make it possible for the user to define the shape for each player. imagine it, linemen are still squares but now each coach could make his thrower a circle, blitzers are diamonds etc etc. this would make it a) much more easy to see exactly what players you have where and b) it would look absolutely great! 1) include a passing button so that computer works out all that takes place including incomplete passes etc 2) auto dodge option so that when you move a player out of a dodge zone the roll happens automatically 3) auto agility rolls for when someone tries to pick up the ball 4) players auto stand up at beginning of turn and lose/regain tackle zones automatically