I've chosen to show the ID of the asset, and not the name. I figured you don't want your players seeing assets come across the wire like "Big Awesome Fire Slayer" or something.trevor wrote:OK, I've built the read-only window (can't kickstart a stuck transfer yet), just have to test it.Sir Flak wrote:Good idea. Its like you read my mind before I even thought it.
MT 1.3b16 Development Update
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One quick little question on upcoming features; How soon will we be able to select the auto-fog removal to "expose player visible area only"? I love the auto-fog, but we do a lot of outdoor encounters and I would rather make my night encounters a little more realistic in unfamiliar territory. Truth be told, I actually prefer to use "expose player visible area only" almost all of the time, unless the characters are familiar with the area, building, etc. Besides, I have a group composed primarily of grognards, so they like the old school feel of actually having to keep track of where they are and not have an "automap" feature.
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What, you mean we won't have the Traveller handout effect (with ambush point A marked on it)trevor wrote:I've chosen to show the ID of the asset, and not the name. I figured you don't want your players seeing assets come across the wire like "Big Awesome Fire Slayer" or something.
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I don't know if this will work, but what about selecting a solid black as the fog?thelevitator wrote:One quick little question on upcoming features; How soon will we be able to select the auto-fog removal to "expose player visible area only"? I love the auto-fog, but we do a lot of outdoor encounters and I would rather make my night encounters a little more realistic in unfamiliar territory. Truth be told, I actually prefer to use "expose player visible area only" almost all of the time, unless the characters are familiar with the area, building, etc. Besides, I have a group composed primarily of grognards, so they like the old school feel of actually having to keep track of where they are and not have an "automap" feature.
*cough* Any chance for the auto-expose last path option too?
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- trevor
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Oh right, good call. The reason I haven't done this yet is because there's no way to move a token without causing the trigger, and you probably don't want to have it expose the path when you drag it to a new position on the other side of the map (teleport maybe?).AidyBaby wrote:*cough* Any chance for the auto-expose last path option too?
So I was planning to introduce the idea of "picking up" the token, which would short circuit the expose path thing.
I suppose in the immediate term you could cut-paste the token.
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Actually, the problem _is_ the GM move, which is never restricted. The GM wants to move a teleporting player to a new location on the map, click-drag the token to the new location across the map, and all the sudden the entire map has a line of fog exposed through itHawke wrote:It'll be easier once we have GM approved movement / plotting, too. Might as well throw that in there to solve the problem, right?
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So the GM doesn't _not_ trigger the expose feature ... ever ? What do the rest of you guys think ?RPMiller wrote:I was thinking that we actually wouldn't want GM token movement to ever expose the map. The players would be the only ones that would ever need to see through it, and that would be restricted by their own vision.
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