Elthos RPG Mythos Machine

Post Go-Live Update Log

Current Mythos Machine Version 1.0
Current Elthos RPG Core Rules Book Version 1.0

Official Go-Live Date: Winter Solstice - Dec 21, 2018

Updates

  • Jul 31, 2020
    • Show Levels & Classes - Enhancement
      Ok, one of those trick issues came up recently. One of the GMs on the team, good old CrimsonScorpio wanted to let his Players see Skills that are either beyond their Character's Level or outside of their Class. Now by default Players can only see Skills that are their current Character Level or below, and of their selected Class... this is to help to focus on what is currently available to their Characters, and avoid confusion. It also allows the GM to hide Skills that are above the Character Level and outside their Class so they can spring surprise Skills on them, or they can get the "Wow" effect when they advance to their next level. There's some merit to that.

      On the other hand there's also a reasonable argument for letting the players see ahead and outside their box so they can plan their character builds and so on. However, it was kind of a one or the other proposition.

      So, to solve this I have added a World Configuration option to allow the GM to decide on a per World basis if they want their Players to see the checkboxes that allow them to view Skills outside the box, or not. The GM can choose to either allow them to see Skills of all Levels, or choose to let them see beyond their Class, or both, or neither. It's now entirely up to the GM. Took some effort to get that to work, but it's worth it.
    • Backend Refactoring - Enhancement
      Not sexy stuff. But I did a bunch of backend refactoring of the code in order to centralize configuration routines that were making things more complicationed than necessary. Cleaner is gooder.
  • Jul 18, 2020
    • Currently Working On - Skill Categories - Enhancement
      Previously Skills had a set of categories that are used by the Gameaster to help organize their Skill Books by letting them filter on Skill according to their category before adding them to books. This is handy. Categories include this list
      Categories
      Academic
      Agrarian
      Artistic
      Athletic
      Combat
      Craft
      Domestic
      Feats
      General
      Kung Fu Armors
      Kung Fu Weapons
      Medical
      Mesmerism
      Psychic
      Spirit
      Technical
      Thieving

      However, as I am working on new kinds of worlds recently I have noticed that the categories I created originally don't quite fit into all worlds (kind of obviously now), and so I decided to add a Skills Category feature that allows the GM to create and modify the Skills Category List for each of their Worlds individually. Ahhhh... that's the ticket. Makes sense. And now it parallels what I already had for Mystic Power Categories that lets you do the same. So now, if you have a Sci-Fi World and want to mix up the Categories with all kinds of high tech skill groupings, you easily can. The feature also alerts you to skills still associated to a given category if you go to delete it, so that you can adjust those skills accordingly. Works nicely! :)
  • Jul 3, 2020
    • Webhooks - Bug Fix
      As it happens, the recent update to the Shared Worlds introduced a bug that caused the Stripe Webhooks to fail. I thought I was doing the right thing by adding a redirect to the default page if anything should go wrong, but I didn't know that Stripe counts that as a webhook failure, whether you did it intentioinally or not, and so the webhooks began failing. It took a week for me to realize that was why, and fix it. Ok, not a biggie. Webhooks are working correctly now.
  • Jun 30, 2020
    • Stores - Bug Fix
      There was a check being conducted on Stores when a GM on the World Management page would click the Worlds dropdown list. This check would look to see if there are both "Body Things" and "The General Store" and if either are missing, create them dynamically and populate them. However, this check is no longer necessary, and in some cases I found it erroneously created duplicate stores for both. So I have commented it out and this should no longer bother anyone.
  • Jun 29, 2020
    • Elthos Forum - Bug Fix
      After migrating to the new server by the hosting company certain configuration options on the Elthos Forum (YAF) caused issues where new users could not register their accounts. These issues have been fixed, and the Forum is now operating normally again. In addition I added a link from the Mythos Machine "Contacts" dropdown to the Forum, which wasn't there earlier, thus providing easier access to it for Mythos Machine users.
  • Jun 25, 2020
    • Shared Worlds - Update
      I am working on a Shared World with CrimsonScorpio. This is my first attempt at actually using a Shared World so I know there will be some rough edges to smooth out. The first one I ran into is that the owner of the World should be able to set the privacy level of areas within the World. I think. I have to go over this again and really determine if that's the case or not, as I went through some effort originially to prohibit it. And I need to go back over my notes to find out why. In the meantime, though, I decided to undo that particular prohibiition and I want to see how that works. For now I think it affords me some greater flexibility with the World and what the Players can see. So this is a tentative update and may even be reversed. But for now owners of Shared Worlds can update the Privacy Level of the places in their world.
  • Jun 23, 2020
    • Session Loss Handling - Enhancement
      ASP.Net uses Session State to manage objects between pages. It's all well and good, until you time out the session by not being active on the site while reviewing your World Printout. Ok no problem. Wherease before the condition caused and ungraceful error... now it just pops you back through the home page, and resets your session. You do have to come back into the Mythos Machine and get back to where you were, but that's about as graceful as session loss is likely to get. At least until I find an even better way to handle it. Which could happen. Don't be too surprised if I update this again at some point. I've been at this for a while, and I'm still learning new things about it.
  • Jun 19, 2020
    • Character Generation - Update
      As a further refinement of the previous update, there is now a distinction between Allocation Worlds and Random Generation Worlds that makes more sense. Since in Allocation Worlds the player will examine the Race Class options before deciding on the Race and Class they want to lock in for the Character, and before that their Requisites are unsaved at zeros, the code now accommodates that fact, and shows only the Classes that are assigned to the currently selected Race. We also remove the "Show Only Classes that Fit the Character" checkbox for Allocation Worlds since their requisites are 0, and therefore this check doesn't influence the selection options. Conversely, for the Random Roll worlds the opposite is the case. This is a better arrangement for the Players and now accommodates both styles of World Character Generation.
  • Jun 7, 2020
    • Character Generation - Update
      Once again CrimsonScorpio to the rescue of yet another Mythos Machine feature! This time he noticed that when his players using Allocation had not yet decided what Race to be, they could not examine the classes available to the unselected Races, and so they had to fly blind on that before making their selection. This is not a good thing. And so it's been fixed, and now players can review all available classes before selecting their Race when generating characters in an Allocation World. Thank you CrimsonScorpio.
  • Jun 2, 2020
    • Administrative Functions
      Just a few things on the back end that are helpful to me as the Administrator of Mythos Machine. Sort orders and the like. Nothing you'd notice, but they make life easier for yours truly just the same. :)
  • May 26, 2020
    • More Data Governance - Update
      Yep. More of that non-Sexy stuff that no one but me will ever know about. Ah well... it must be done, so it is being done. I caught a few more issues that were very backend and invisible to the users, but nevertheless were creating some stale data. No one likes stale data, folks. Least of all yours truly. Fixed. Probably a few more spots to scrub clean, too. Checking.
  • May 25, 2020
    • Backend Data Governance - Updates
      Will you believe me if I tell you that this is NOT sexy work? You will never see a difference in the Mythos Machine if I do this work or not. But it is necessary as it saves you from seeing oddball data-bugs, and saves me the embarassment and hassle of having to hunt them down later and squash them. So ... there you have it. Invisible improvements on the back end. Woot.
    • New World Things Duplicates Report - Enhancement
      Ok, this was something that I implemented as a front end check when you Clone your World. It would show you where in your Things you may have Duplicate Names... such as "Book of Elven Magic". You really shouldn't ever have Duplicate names for such things, so this report helps you to find them, and fix that. Works nicely. You get to it from the World Info Page.
    • Character Level Change Dropdown - Bug Fix
      Well, this was a bug that got introduced on May 23 when I inadvertently forgot to do a check on a particular loop in the code. That created an extra record in the Adventures table, which didn't belong there. This caused a problem when the GM would try to update the Character Level from the Character Page. Well, that was a long and winding road to chase that bug down, but don't worry. GM's can rest assured. I got it.
  • May 23, 2020
    • New Guild Class - Bug Fig
      This was a bug alrighty. It took a while for me to track down what was going on, but in the end it turned out to be that when you added a new Guild Class, the program would add the wrong class to the Race_GuildClass cross reference table, whichever was the first Guild Class in the Gridview on the left. So, having tracked the bug down, it has been squashed. Good bye bug.
  • May 18, 2020
    • World Copy - Update
      Not quite a bug, but pretty darn close to it. I was missing a slice of world information during the copy, namely the Skill Book Race combinations. That's been fixed now. Whew. Pretty important stuff that. :p
  • May 17, 2020
    • New Player Character Gen - Enhancement
      The new system for providing a more effective Glide Path (aka onboarding) new players automatically added the new player to the Fantasy_Gen World so they can test out character generation and world exploration. One of my play testers, Donovan the Great, suggested allowing them to select among a number of Genre specific Worlds so that new players don't get incorrect the impression that Mythos Machine only supports Fantasy Worlds. That would be oh so very wrong. So now you can select any of a number of genre specific worlds to roll new characters in, starting with Fantasy, Wild West, Bushido and Sci-Fi. That should do the trick.
  • May 16, 2020
    • Character Screen - Enhancement
      Each Character is of a Race, Class and Culture. But that information was a bit cubby-holed away from the Character Screen and you had to go hunt for it to see it. Now, instead, all of that information is shown directly on the Character Page (and optionally printable in the Character Printout). This makes it much easier for the GM and Player to get a full picture of the Character in one spot. A definite improvement.
  • May 13, 2020
    • Print World - Updates
      A pretty fabulous backend change that you won't notice at all, but makes me happy, was the consolidation of World Place Information and Sub Place Information beneath the top level of the World. That section had a huge swath of duplicate code that was always a bear to deal with and make any changes to. Today - it tis no more! No duplicate code, my friends. No duplicate code. I'm a happy man.

      In related news, the GM World Notes now appears at the top of the World Print, so GMs can write up whatever they want future GMs of their Worlds to understand about how to GM the wondrous thing. This is a better placement than at the bottom, I am assured by my fellow GMs using the system. I do agree.

      I have also modifed the color scheme for the Printouts to make the colors more uniform, and a bit lighter so that the text remains easy to read, but with colors that help the GM find what they are looking for more easily. I may futz with the colors a bit more over time but not by much. I think it feels quite good as it is.
    • Character Print - Bug Fix
      If you had a character with only one armor, then there was a bug that would cause a problem printing the Character. While I was at it I also fixed the formating of the Armors section in the printout and now it is a bit more uniform and looks a little nicer. I like. :)
  • May 10, 2020
    • World Print - Update
      A minor improvement to the World Print, but still, it's makes a difference. Before when printing from HTML to PDF the Stat Blocks Tables would be too wide for the font and cause wrapping within the table cells. That's been fixed and now it's a cleaner print to PDF. This should make it easier for GMs to Print their Worlds from the Mythos Machine directly to PDF for convenient Upload to their favorite content sharing sites.
  • May 9, 2020
    • Create Worlds - Enhancement
      Earlier when you create a world, it would make a copy of the original for you, and include Places, Campaigns, and Adventures... but not Events. The thinking was at the time that Events would be used by GMs to record what happened during their own personal games. However, one World Author, Alex Donovan, had recorded Events which are part of the Adventure setup. Which is a good idea, and something I've done on occassion as well. Later he generously offered to allow me to use his "A Strange World" as a Proto-World, but of course it didn't copy the Events. After this I realized the system should copy Events in any case. Personal Worlds will probably not be copied, or if they are the GM probably would want the Events. Maybe even the Experience Gains, too, come to think of it. And for Proto-Worlds and MarketPlace Worlds the Events, if there are any, are going to be part of the World setup. So yeah... now that I think it over, yep ... the Events should be copied to the new World either way. Durh. Anyway, now they are.

      I may go ahead and also copy the Experience Gains as well, on the same grounds. Thinking ...
  • Apr 29, 2020
    • World Things Validation - Enhancement
      When you want to create a copy of your World the system will look at the names of all the Things (weapons, armors, races, classes, etc) and use those to create the new things in the copied World. However, there's a problem when you have Things with the same exact names. So now, before the system will create a copy of the World it checks first to see if you have Duplicate Names, and let's you know, so you can fix that. Really, everything in your world should have a unique name. This duplicate names validation is very helpful for ensuring that the World is nice and clean and tidy before making copies of it. This is particularly important, I think, for Marketplace Worlds... which should be as clean and correct as possible.
  • Apr 23, 2020
    • Player World Invitation Request Method - Enhancement
      The method for GMs to accept Requests by Players to join their Worlds was klunky as all get-out. The GM would get the request in their email they would see this:
      To Invite this Player to your World you can log onto the Mythos Machine, go to the requested World, hover over The 'Go To...' button, and select 'Invite Player', which will show you the list of available players. Click the checkbox next to their name, and then click the 'Send Invites' button. The Player will then recieve an email and be able to Join your World by clicking the Link. This will bring them to your World's Generate Character Screen, and they can begin creating their first Character! Have fun!
      Nope. Not fun. Soooo... to make this process MUCH SMOOTHER for the GM, the email now comes with a bright and shining Blue Button that says "Click to Accept the Request". And when the GM clicks the button it automagically adds the player to their world, and sends the Player an email letting them know. Oh so much sweeter! Ok. That's good for today. :)
  • Apr 21, 2020
    • Character Armors, Weapons & Equipment - Bug Fixes
      When going into the Character Armors page, the Armors that the Character has already bought were not showing up in the list. That's not good. Fixed.

      I also noticed while I was fixing this issue that the General Store was not being selected as the default Store when entering the three pages, but it should have been. Now it does. Yep. Better.
    • Manage Adventure Groups - Bug Fix
      On the Manage Adventure Group screen there's a little checkbox that reads "Show PC Adventre Groups Only". Nice idea, but it stopped working when I added the new "World_Players" table system. I got a little too fancy with the thing and borked it up. Ok. That's been fixed. Yay. :)
    • Character Skills List - Enhancement
      In the Character Skills page, where Players can select the Skills that their Character has learned, it was filtering the list so that as you added skills the list would shrink and only show what you still can select from. So as you use up Skill Learning Points to acquire skills the list would shring, and when you used up all your Character's SLP no skills would show up in the list. Howver, the page worked differently for Elected Skills, where it would continue to show you the list of Skills, even after you used up the SLP. When you clicked a Skill that costs more SLP than the Character has left, it would show you a pink highlighted note saying "Too Expensive, not enough SLP". Between the two, the latter seems a better way to do it. So that's been changed and now both lists lists work the same way.

      As an aside, the list does not show Skills above the Character's Level, however. This is so that the GM has a chance to spring suprises on the Players with Skills that they have not yet had the chance to review... you know, like just in case the higher Level Villains want to surprise them with some unusual Skill above their ken. Just like in those old Kung Fu Shaw Brother movies! Fun! :)
    • Character - Player Change - Bug Fix
      The GM may upon occassion wish to take over a Player Character for one reason or another. Perhaps the Player can't make the game that night and the GM wants to assign the Character to themselves (or another Player in the group). There's a dropdown list on the Characters Page that lets the GM change the Player, but it didn't save the change. Now it does. Whew.
    • New Players get Fantasy Gen World - Enhancement
      When a New Player comes into Mythos Machine for the first time they can elect to try out Generating New Characters to see how things work. To do this they join the Fantasy Gen World. However, once they are done with that the Fantasy Gen world could not be seen again the next time they log in. However, it seems better to leave it available to them in case they want to poke around a bit and try it again. They can always remove themselves from it by clicking the "Depart This World" button when they no longer wish to see it in their list of Joined Worlds.
    • Gen Character - New Player View - Enhancement
      When coming into the Character Generation Screen for the first time a new Player would see the Transfer Things button. But there is nothing for them to transfer yet, as they do not have any Characters yet. The button now does not show until a Character is generated.
  • Apr 20, 2020
    • Player Invites - Bug Fix
      Player Invites to your World is a really essential feature. But it's one I don't have the ability to test easily due to limitations on my end. So, I made a mistake and didn't catch it. The mistake was really difficult for me to notice, or figure out. But the effect was that when a GM invited more than one Player at a time to their World, each Player would get the email, but when they clicked the link it wouldn't add them to the World. Only the first player in the list was being added. But why?? I figured it out. There was an &= at the start of the email body text in the loop ... so the emails were stacking ... if you looked at the last one it would have each of the earlier ones stacked in the email. That &= needed to be just =. One character error and poof. Site's a mess. How about that? Coding ain't for the faint of heart, bro. - FIXED. Damn.
  • Apr 19, 2020
    • New Player Character - Update
      When going into the Character Page for the first time in a given World, the "Transfer Things" button was visible before the first character has been created. This didn't do any harm, but presented a point of confusiong as the player had nothing to transfer yet, having no Character. That has been fixed and now the button does not show up until after a character has been created.
  • Apr 18, 2020
    • New Player Glide Path - Enhancement
      For a long time I've been trying to figure out ways to help new Players get oriented with the Mythos Machine as quickly and easily as possible. Recently a friend of mine mentioned that I might take the new Player directly into a Kick-Around World so that they can generate new Characters and try the World Information page to see the basics of what Players can do with the thing. Splendid idea!

      After a batch of trial and error with creating this I know have a smoothly working version which I've tested out here and am pretty happy with. When a New Player joins up with their free account, MM takes them to the Main Screen and brings up a dialog box that lets them choose to

      a) Generate a Character in the Fantasy_Gen World (created specifically for the purpose of letting players out generating Characters), or

      b) go to the World Info page where they can explore the World of Fantasy Gen, or

      c) go straight to the Player Info page where they can search for their GM and the World they want to join. For the first and second options the Player can go back and forth at their leisure, and once they pick the third option then the Guide finishes, and they can continue on their merry way with MM.

      So far it seems to work nicely, and will only come up the the first time the new Player logs into the system. I think this will definitely help new Players to see what Mythos Machine does for them right off the bat. There's certainly a lot more to do in terms of creating a proper Glide Path for new Members, but I'm very sure that this is a step in the right direction, and will help a lot. :)
  • Apr 13, 2020
    • World Things Holes Report - Update
      The World Things Holes Report had one problem. When you clicked the button to go to the report it would by default run the report without a filter. This caused the page to take a very long time to load. So I added a "Run Report" button, and now the page loads fast, and you can then select your filters before running the report. Much better.

      I also added a button to the report from the Admin Things Console so that you can get to it quickly from there. Every improvement helps, believe me.
  • Apr 11, 2020
    • World Things Holes Report - Enhancement
      For Gamemasters building Worlds, with all the glory of the things you've built already, sometimes it can be hard to see what's missing. The World Things Holes Report shows you what you may have skipped over in terms of things like Race Weapons, or Class Armors, and things of that sort. Now, not only can you see the Holes, but I added link to the Edit Page for each thing in the list, so if you want to change it, you can easily do so by clicking the link and going straight to that Thing's edit page. I know this will save me, and you, time in reviewing and finalize World configurations. Super. :)
    • Character Skills Lists - Update
      Once again CrimsonScorpio had a good suggestion, thank you! I have updated the Skills lists in the Character Skills selection page so that now the Skills are listed with their Skill Level (the number of Skill Learning Points it takes to learn the skill) in parentheses next to the skill names, and ordered by the Level. This was actually easier said than done, and required changes to a bunch of procedures. But now that it's done, yep... looks good. So now the lists look like this:
                                                 Cooking (1)
                                                 Climbing (1)
                                                 Hunting (1)   
                                                 Ranged Weapons (2)
                                                 Setting Traps (2)
                                                 Tanning (2)
                                                 Stealth (6)
  • Apr 10, 2020
    • Character Page - Update
      To reduce the visual complexity I split the description of the Race and the Class into two seperate lines with the Select Race and Select Class buttons between them. This is a distinct improvement. I also added a tooltip to the Descriptive Details button that will help people understand what it's for without having to click on it to find out. Ok. Polishing things.
  • Apr 8, 2020
    • Manage Players - Player Mode - Selections - Bug Fix
      There was a problem with the way the page would handle changing between a Joined World and selecting a World of a GM to Join. It would not deselect the other list and so it was not possible to get back to the previous list and display the information without exiting the page and coming back in again if there was only one item in the list. Fixed. :)
    • Manage Players - Player Mode - Characters List - Update
      The Character's list was sorting by World and then Charater Name, while showing the Adventure Group of the Character. So the Characters were not sorting together in the list by Group, which would make things a little easier for the Player. That has been changed and now they sort by World, Adventure Group, then Character Name. Better.
    • Manage Players - Player Mode - Select GM - Update
      Some of the GMs in the list were showing up, even though there were no Worlds that the player had not already joined for that GM. We are not excluding those GMs from the list because there is no reason for them to be there unless the Player has yet to join one or more of their Worlds. Makes things clearer and eliminates that bit of confusion there. Yep. Good.
  • Apr 7, 2020
    • User Interface Elements - Update
      Some of the elements such as labels that present dynamic data on the pages was not styled in a very attractive way, and gave no visual clue that they ought to be noticed. The pages that use these elements will not present them in a more stylish manner. It helps. Believe me.
    • Places and Campaigns CSS - Update
      At lower screen resolutions than I use here, such 1366x786, the controls on the page didn't display correctly. Now it's a bit better. I will need to go through every page at the lower resolutions and see if there are other similar issues to resolve. In most cases it is a matter of trying to stuff too many elements for that resolution on the same line. Ok. Lesson learned.
    • Admin Email - Bug Fix
      I recently wanted to change the method for sending out emails to simplify the code. Unfortunately, this caused a side issue when sending out Admin Emails to let the Administrator (me) know when certain events happen on the system, such as a new user sign up. Durh. Fixed. Ok. The problem though, is that this was causing an issue with users sending Invite Requests to GMs. So that's fixed too. Whew.
  • Apr, 6 2020
    • Worlds Management - Bug Fix
      When the Player becomes a GM and goes to the Worlds Page for the first time, some World buttons were enabled before the World has been created. This should not be. And now it isn't.
    • Player Management - Updates
      When the Player becomes a GM and returns to the Player Management Page the On / Off colors of the GM / Player Options was not showing up. This has been fixed.
  • Apr 5, 2020
    • Stripe Programming - Trial Period - Bug Fix
      There was a minor oversight with the deployment of the new Trail Period feature in Production. It worked in test but was causing an error in Produciton. It was something so insignificant that it escaped attention, until I finally figured out what happened. Fixed now. Whew. 1 Year Trial Period is now working as planned!
  • Apr 4, 2020
    • Back-End Stripe Programming - Update
      Improvements to Stripe Payment system handling. Better logging. More reliable. Working on Error handling as well. Coming along.
    • Landing Screen - Update
      I noticed that when I put the login information in the boxes and then press the Enter key the form doesn't seem to load correctly and the login dialog just disappears. So I put the login and registration forms inside their own panels and gave each one their own default button. Ahhh... that fixed it. You can now press Enter, instead of having to click the button with your mouse. Better.
    • Character Equipment Table - Bug Fix
      Very minor, but when the Character has no Equipment the table would show up with two extra cells empty at the end. Fixed.
  • Apr 2, 2020
    • Player Intel - Updates
      When selecting a GM the form did not un-select the Joined World, so that when you wanted to try to pick your World again, it would not post back, and show you that World's details. Not so good. Fixed.

      In addition a few updates to the page controls placement for ease of viewing.
  • Apr 1, 2020
    • Character Equipment, Weapons and Armor - Enhancements
      Just going over these three forms to make them look a little smoother and fix up a few things like button display locations and such. Nicer. Getting there.
    • Race Things Info - Bug Fix
      In the Character Armor page the list for the Race Weapons and Race Armors on the right side inadvertently listed them as "Class Weapon" and "Class Armor". They now say "Race Weapon" and "Race Armor" correctly.
  • Mar 30, 2020
    • Adventure Events Button - Enhancement
      On the Manage Adventures page there is a button titled Manage AdvGroup Events, however it would only show on the page if the Adventure is ready to add Events (it needs to have Adventure Groups associeted to the Adventure before you can add Events). However, this was a bit of an error visually, so now it shows, but is disabled until you add Adventure Groups. Plus updates to the tooltips to make them clearer. Better. Chip chip.
    • World Delete - Bug Fix
      After deleting a World (say it ain't so!) Mythos Machine was trying to reload the now defunct world into memory, which of course wouldn't work, and so it was thinking no worlds were available instead of picking a still existing World, if there is one, to display. Fixed.
    • Treasure Distribution - Bug Fix
      So at the end of an Adventure you know what the Players want. The Loot! But there was a silly bug where it was not letting you select the first person in the list of characters to distribute treasure to, though it would let you distribute to everyone else. Lol. Sorry #1. Fixed!
  • Mar 29, 2020
    • Print World - Player View - Enhancement
      When you are in Print World as a GM then on the left you have a tree view of places in your world to select. On the right it shows you the Campaigns, Adventures and Events associated to that Place, and places below it. However, when you are in the World Print as a Player trying to learn as much as you can about "known things" that the GM has allowed Players to see, the Campaigns and other list boxes are hidden. For your own protection, of course. However, that left a lot of dead space on the right side of the screen. CrimsonScorpio to the rescue again with another great suggestion. Now it will show the description of the place and if there is an image it will show that. There you go Players. Eye Candy! Enjoy.
    • Manage Adventures - Enhancement
      The Manage Adventures Page is designed to allow GMs to drill down quickly through their World to find specific Adventures to work on. Formerly the page was structured so that Campaigns, Adventures and Events were in listboxes one above the other in a straight horizontal line. This did not convey the idea that Campaigns are containers for a series of Adventures, and that Adventures are containers for a series of Events. Thanks to CrimsonScorpio's suggestion we now have a hierarchical step view that conveys this idea much more clearly and intuitively. Thanks CrimsonScorpio. Great idea!
    • Print World Style Update - Bug Fix
      The Print World to Word Document print allows you to print your World to MS Word documents. In fact those are pure HTML documents with a *.doc extention, so you can open them in a text editor and work with them as HTML quite easily (something MS Word native HTML is absolutely horrible at). Why do that? Well, you might want to take your work and paste it into a proper Publisher software like Adobe InDesign in order to really shape it yourself for publishing. So the Word document will allow you to get the actual text into a document you can edit for printing. It's handy sometimes. It will print to black and white and with plain text. I think it works pretty well, but it's still under development to some degree. Anyway, it inexplicably stopped working ... I had but to provide the correct file name in my code and voila. It's working again. Sweet.
    • Print World Style Update - Enhancement
      There were a couple of things bothering me with the Print World HTML output. One was that there was an annoying border around the "Date Printed" and the "Return to Print World". Another that CrimsonScorpio pointed out was that the hyper links back to the Edit Screens for Places, Campaigns and Adventures was black, and so gave no visual queue to indicate that they are hyper links. I made them black originally because the default hyperlink color is a garrish blue. To compromise I made the color dark blue. Now they look fine and you can tell they are hyperlinks. Good good. While I was at it I cleaned up the html build code to make it easier to read and cleaned up a bit in the style sheets. Zug Zug. Keep going.

      ... a little later the same morning ... The Black & White World Print, btw, is also much nicer and cleaner now, without any box-shadows or other distractions. So for clean printable versionsyou can choose that one. The images will also come through as Black & White, too. Yay for CSS3.
    • Go to Manage Places from Print World - Enhancement
      To make site navigation just that much easier you can now go directly to Manage Places from the Print World page. You can then jump back to the Print World page when you are finished editing. The Players will not see the Manage Print World button, but the GM of the World (and/or Co-GMs in the case of Shared Worlds) will see it. The button, however, will only be actually Enabled for the person who owns the Place. So if a Co-GM in a Shared World is on a Place that a different Co-GM owns, they will not be able to click the button and get to the Edit page for that Place. I like it. Thanks CrimsonScorpio for the suggestion.
  • Mar 28, 2020
    • Places Treeview - Enhancement
      The Treeview for the Places hierarchy was including a bit too much information that was a bit confusing, and unnecessary. Where there are two Campaigns associated to a Place it would show a "The Town of Fubar (C:2)", and if the two Campaigns had a total of 5 Adventures it would show "The Town of Fubar (C:2)(A:5)". The coloring was also set to reflect that information as well. In addition the lable above says "Place (# of Campaigns)". To simplify the view, I removed the "(C:2)" and left is as "(2)" since it says what that is above in the label. I also removed the "A(5)" as well. So now it has the color coding (bright for Campaigns, and brighter and with and outline for Campaigns that also have Adventures), and just the number of Campaigns in parenthesies either way. Much cleaner and looks much nicer.
    • Mystic Power Book Guild Class Designations - Bug Fix
      When you create a new World it is based on an existing World in the Mythos Machine. It creates an exact copy of the Proto-World for you so you can mess around with it as much as you want. We noticed in testing that one thing was misssing. The new Worlds were not coming in with the Mystic Power Book Guild Class designations from the original World. So that has been fixed. Easy peasy.
    • Show PC Groups - Bug Fix
      On the Adventure Groups Management Screen is a checkbox that lets you show only the Adventure Groups that have player characters in it, so you can hide your NPC groups and make it easier to find your Player Groups. This is helpful when you have a large world with a lot of players in different groups. However that wasn't quite working due to the change to the player management system. It's been fixed and works nicely again.
    • Player List in Characters Screen - Bug Fix
      There is a dropdown list in the Player's screen that shows the list of all players in the current World. It is there so that the GM can re-assign characters to other players in case a player can no longer make a game, or any other similar type of situation. It also should allow the GM to set any Character to themselves so that those Characters become NPCs, or start out as such if the GM Generated them. Due to a change in how the application manages players (now allowing for banning) that feature missed a spot. The players were showing up in the listbox, but not the GM, so the GM couldn't take over characters as NPCs. Woopsie. Fixed.
  • Mar 27, 2020
    • COVID-19 Elthos RPG Response
      Like many people and companies these days we want to do whatever we can to help during the Covid-19 Crisis. What can Elthos RPG do?

      ALL Mythos Machine GM Subscriptions Absolutely FREE for 1 Full Year.

      To do this in the simplest way possible we are extending our Trial Period to 365 days. To take adventage of this offer, create an account, or if you already have one, simply change your Subscription to any of the GM (Basic or Premium) Plans via your Account Settings. It's that easy.

      Of course, we expect life will be fully back to normal soon, but in the meantime, if you're stuck at home due to Covid-19 or Job Layoffs, don't despair. Cultivate your fabulous imagination. Create your own fabulous RPG Worlds in the Mythos Machine and play them online with your friends. Enjoy! And if you find that you love the Mythos Machine during the course of the year, and wish to make a contribution, it will be gratefully accepted. Thanks, and enjoy the wonders of the Mythos Machine!
  • Mar 24, 2020
    • Quotation Marks - Bug Fix
      When I started this project a long, long time ago, the database was Microsoft Access, and a very early version. There was a problem where if there were double quotes in the data then the reports from Access would fail. It was, iirc, an Access bug. So I slipped in a tiny little workaround into my generic database handling routine that replaced double quotes with single quotes. It used to annoy me a little bit, but it wasn't a show stopper for my world building. Just a bit awkward at times. I lived with it, and figured others might not notice. Well, durh. This is NOT something people won't notice. So after all these years I finally decided to go back and take a look at why double quotes won't save. Sure enough, it was that ages old workaround. I had completely forgotten what it was about. Fortunately I comment everything. An so... I removed the offending and incredibly obsolete line and Voila! You can use double quotes now. Gee that took long enough.
    • InUse Checkboxes - Bug Fix
      When in the Player Mode the InUse Checkboxes for both Character Armor and Weapons was in a spot that looked absolutely fine while in Gamemaster Mode, but vanished without a trace in Player Mode... leaving players with no way to change their own Armors and Weapons usage. Oh my. Ok fixed!
    • Default Stores - Bug Fix
      There was a minor problem with default stores, the General Store and the Body Things store, where if a world didn't happen to have one it wouldn't automatically get created. This caused a problem for some worlds where if they didn't happen to have those two essential stores, then when you created a copy of those worlds they wouldn't have the store... and it kind of was confusing things for new GMs. Ok quick tweak. Fixed now.
    • Adventure Groups Creation - Bug Fix
      There was a problem with Adventure Groups being created on the fly in some cases, and it was bouncing the Player out to Mainscreen whent they accessed Characters in some Marketplace Worlds. Fixed. Bingo.
  • Mar 8, 2020 to Mar 23, 2020
    • COVID-19
      Due to the horror we have been facing these past few weeks, I have been looking at ways to update the system so I can make the Mythos Machine a Free service through 2020. A lot of people are out of work now. World Building can help to keep people focused on something other than their problems. So I will be updating the system soon with that. Not 100% sure how I want to do it yet. Working on it.
    • Backend Cleanup
      Doing a bunch of backend cleanup and code clarification, comments, etc. I have also been reviewing the Cookies method and am considering changing the systme to handle user preferences in the database instead of in the browser's cookies. It will be more reliable. Pretty sure.
  • Mar 7, 2020
    • Play Mode on Main Screen - Enhancement
      On the advice of my wonderful Player / Game Tester - CrimsonScorpio, I added the current Play Mode of the Logged in User to the header of the page so the Player will know what mode they are currently working in. Options are "Player" or "Gamemaster".
  • Mar 4, 2020
    • Random Encounters Chart - Bug Fix
      Once I implemented the Markup I noticed that the Random Encounters Chart Table was showing up with a long inexplicable series of line breaks between the header of the chart and the actual table itself. This oddity has been fixed by replacing CRLF with blank strings after creating the table. I also took the opportunity to style the table with a touch more class, and the table cells now have borders and a white background instead of transparent.
    • Print Pieces - Bug Fix
      There's a handy utility for those who want to run Tactical Combat for their games. It will take any Group of Characters and print out Piece Cards that have all the relevant information for running the combat, including each Character's Name, Class, Level, Life Points, Attack Level, Armor Class, Damage Absorption, Mystic Points, Mystic Attack Level, Mystic Armor Class, Weapons, and Armor. All in a neatly contained card format that could fit neatly in the palm of your hand. However, unfortunately, this feature was a bit borked up. So, yours truly went in and found the problem (it was an odd one, for sure), and fixed it. It's working now. Have fun storming the castle! :)
  • Mar 3, 2020
    • Server Migration Woes - Bug Fixes
      The hosting company for Mythos Machine was hacked. They decided to migrate to a new server on a more secure platform. As a consequence the past week has been spent fixing issues with the site that were a result of the migration. Still working on the tail end of those issues, but I think we are out of the woods at this point.
    • Z-Index - Bug Fix
      The Z-Index on some elements were not set at the right levels so they were overlapping incorrectly. Fixed.
  • Feb 24, 2020
    • World Print Markup - Extended - Enhancement
      I wanted to allow GMs to add some markup to their World Printouts so they can style it a little bit more than what is natively provided by the average content site. I started working with an open source Markdown code utility named MarkDeep. It's truly amazing. However, it was also truly overkill for what I want, and what I think the vast majority of my users will probably need. The vast majority will not need video in their prints, nor audio, nor fancy (but tedious for them to create) diagrams, nor a dozen other things that MarkDeep is designed to handle. And on top of that it interfers excessively with the existing styles of the site making it an impractical option.

      The fact is I don't want to turn the markdown into a complicated chore for my users (or myself), nor do I want to provide so many features that it would cause GMs to potentially create hairballs for themselves with a ton of needless bells and whistles.

      So I created a basic set of MarkUp codes (generally known as BBCodes), and programmed the Mythos Machine to present them in the World Printout. So now GMs can style their World Prints to a much greater degree (but not infinitely) than before. The Codes I am allowing are:

      Code OpenCode CloseCode Usage
      [BR] Line Break
      [P] Return Feed
      [HR] Horizontal Line
      [U] [/U] Underline
      [B] [/B] Bold
      [I] [/I] Italic
      [h1] [/h1] Header 1
      [h2] [/h2] Header 2
      [h3] [/h3] Header 3
      [h4] [/h4] Header 4
      [h5] [/h5] Header 5
      [PRE] [/PRE] Preformatted Text (to line things up or have indents, etc.)
      [DIV] [/DIV] Div (including Classes)
      [SPAN][/SPAN] Span (including Classes)
      [IMG] [/IMG] Image (including Classes)

      Now admittedly this is pretty tricky stuff, and I'm hoping that allowing people to add classes and other items to the Div, Span and Image reference that it doesn't wind up causing me heartache and sleepless nights (I need my beauty sleep, believe me). So this is kind of experimental while I see if people wind up breaking stuff. Hopefully not. And if worse comes to worse I can either code in boundaries that prevent calamity, or I might wind up needing to pull the feature back. Not quite sure at the moment. But I do like allowing GMs to style their World Prints a little bit more than what I provide natively.

      Here's the list of Classes I've made available for styling divs, spans, and images:

      Class NameClass Style
      .BoxShadow_S {box-shadow: 2px 2px 3px black;}
      .BoxShadow_L {box-shadow: 4px 4px 6px black;}
      .Float_L {float:left;}
      .Float_R {float:right;}
      .BG_aliceblue {background-color: rgba(240,248,255,.4);}
      .BG_gold {background-color: rgba(255,215,0, .4);}
      .BG_greenyellow {background-color: rgba(173,255,47, .4);}
      .BG_pink {background-color: rgba(255,192,203,.4);}
      .BG_lightyellow {background-color: rgba(255,255,204,.4);}
      .BG_khaki {background-color: rgba(240,230,140,.4);}
      .BG_silver {background-color: rgba(192,192,192,.4);}
      .BG_lightskyblue {background-color: rgba(135,206,250,.4);}
      .BG_plum {background-color: rgba(221,160,221,.4);}
      .BG_red {background-color: rgba(255,0,0, 1);}
      .FG_aliceblue {color: rgb(240,248,255);}
      .FG_gold {color: rgb(255,215,0, );}
      .FG_greenyellow {color: rgb(173,255,47,);}
      .FG_pink {color: rgb(255,192,203);}
      .FG_lightyellow {color: rgb(255,255,204);}
      .FG_khaki {color: rgb(240,230,140);}
      .FG_silver {color: rgb(192,192,192);}
      .FG_lightskyblue {color: rgb(135,206,250);}
      .FG_plum {color: rgb(221,160,221);}
      .FG_red {color: rgb(255,0,0 );}
      .Height_10 {height:10px;}
      .Height_30 {height:30px;}
      .Height_40 {height:40px;}
      .Height_50 {height:50px;}
      .Height_100 {height:100px;}
      .Height_200 {height:200px;}
      .Height_300 {height:300px;}
      .Height_400 {height:400px;}
      .Height_500 {height:500px;}
      .Height_1000 {height:1000px;}
      .Height_1200 {height:1200px;}
      .Height_25P {height:25%;}
      .Height_50P {height:50%;}
      .Height_75P {height:75%;}
      .Height_100P {height:100%;}
      .Pad3 {padding:3px;}
      .Pad4 {padding:4px;}
      .Pad6 {padding:6px;}
      .Pad12 {padding:12px;}
      .MarginL3 {Margin-Left:3px;}
      .MarginL4 {Margin-Left:4px;}
      .MarginL6 {Margin-Left:6px;}
      .MarginL12 {Margin-Left:12px;}
      .MarginR3 {Margin-Right:3px;}
      .MarginR4 {Margin-Right:4px;}
      .MarginR6 {Margin-Right:6px;}
      .MarginR12 {Margin-Right:12px;}
      .Col2 {columns:2; column-gap:3em;}

      Here's an example:
      In the textbox for World Place History you might want to style things a bit like this, perhaps:
         The World is [B]absolutely huge![/B] and there are [span class="Pad6 BG_plum"]Enormous Monsters there[/Span]!
      When you do your World Print, the statement above (with the BBC codes) would convert to this in your printout:
      The World is absolutely huge! and there are Enormous Monsters there!
      I hope that helps GMs with the flexibility to add a bit more to their prints than would otherwise be possible, without torturing them with too many options. :D

      By the way, if you see any Classes or Markdown that you think are "Must Haves" that are not currently in my list please let me know. If they're reasonable and I think people will want them, I can add them to the list.
    • World Creation - Bug Fix
      And so, as is not completely uncommon in the world of programming, a mistake was made. I added a new feature related to Armors, but I FORGOT to add a bit of code to account for that in the World Creation method. So ... there was a bug. It wasn't an obvious big bug, and it did allow the world to be created, but ... the Amror was missing a piece, that caused an error on the back end, and the indication of that was not clear as the page simply popped up the stack to the Main Screen. You coud then go into your World and find it there, but ... the Armor was missing a piece. Ok, that vague description aside - I fixed it. It is now safe to create new Worlds again... and the Armors are improved over the former edition. OK. Keep going.
  • Feb 16, 2020
    • World Print - Enhancement
      As GM you may want to print out Experience Gains as part of your World Print. Now you can. If you click "Show Experience Gains" on the World Print Options you will get the full list of Experience Gains for each Adventurer for each Adventure. Voila. However, if you do not want to show Experience Gains, just leave it unchecked.
    • Mystic Power Books - Bug Fix
      Ah, so! There was a minor bug when selecting Mystic Powers for Characters. If you selected a specific Mystic Power Book the page wouldn't return the Powers you had selected for that book. Instead the list was empty. This was a very easy oversight to make, and fortunately to fix. Instead of using MysticPowerID for the key, I changed it to MysticBookID. Now it's working just fine. :)
  • Feb 2, 2020
    • Mystic Power Book - Class Selections - Bug Fix
      There once was a little bug in the SQL code that was not showing all of the possible Mystic Classes so that Mystic Books could be properly assigned. It was only showing those where the only Class Parts for the Class were either Cleric or SpellChanter, and was not showing those that had either of those among the Class Parts, such as Thief-SpellChanter. This has been fixed, so now my Illusionist book can be properly assigned to the Illusionist Class (yes, Thief-SpellChanter). Good good. Onward.
  • Jan 29, 2020
    • Look & Feel - Enhancements
      In reviewing the site from a new user perspective with CrimsonScorpio, some suggestions were made that I liked a lot, and so I implemented them as follows:
      • The General Information page is now named Home Screen
      • The Create! Button is on the right, and has a tooltip explaining its use - this keep the Left to Right motion of interactions going in the correct direction. Before you had to hop from the right to the left to select a world and enter the Admin Console. A minor improvement perhaps, but more intuitive for new users.
      • Closed the Accordian on Page Load - this makes it much clearer that there actually is an accordion there to be clicked on.
      • Updated Discord Link - I am now using the Discord Icon which is much nicer and easier to notice.
      • Player Name has been changed to "Member Name" to distingusih it from the Player vs Gamemaster terminology. I didn't want to use the term "User" or "Account"... "Member" has a nicer ring to it for me.
  • Jan 12, 2020
    • Print Characters - Bug Fix
      Aha. There was another problem when printing an entire group of characters where the check for Mystic Characters was not programmed quite right. So some characters who were mystics were not getting their Mystic Powers printed out. That has been fixed now.
  • Jan 10, 2020
    • Print Characters - Bug Fix
      There was a problem printing characters when the character had only one or less armors. This has been fixed.
  • Dec 20, 2019
    • House Rules - Bug Fix
      There was a very minor bug, but it had to be squashed. When printing your World and appending your House Rules to the print out, they would come in all underlined. Not so great. Fixed.
    • Character Requisite Stat Lables on World Printout- Bug Fix
      Another minor bug, but yup... Squashed fast. On the World Printouts you can choose to print out stat blocks for Adventure and NPC / Monster groups. You can also have previously changed the three primary Requisite names with your own Alias names. So Strenght, Wisdom and Dexterity don't quite suit your World? No problem. You can change them to whatever you want in your World's Configuration. And throughout the Mythos Machine it will reference them as such. However, I missed a spot. In the Adventure Group stat block of the World print. Ok. That's fixed now, too. Easy peasy.
  • Dec 18, 2019
    • BBCodes - Enhancement
      I have added a couple more BBCodes to the Mythos Machine to help with formating World Printouts. Now you can use the following codes:
      Code Usage Code Name Code Result
      [U]blahblahblah[/U] Underline blahblahblah
      [B]blahblahblah[/B] Bold blahblahblah
      [I]blahblahblah[/I] Italics blahblahblah
      [PRE]blahblahblah[/PRE] Preformatted text (keeps spaces)
      blah blah    blah
      [H1]blahblahblah[/H1] Heading 1

      blahblahblah

      [H2]blahblahblah[/H2] Heading 2

      blahblahblah

      [H3]blahblahblah[/H3] Heading 3

      blahblahblah


      So now what you can do is add these codes to the text of your World's Places, Campaigns and Adventures it it will format accordingly when you Print out to HTML. From there you can use your browser (well, modern browser, anyway) to Print to PDF, and voila! You're ready to post it someplace. Tada!
      A future iteration of this concept, actually, will be to allow you to post your own CSS Style Sheets, and then code up your text with whatever styles you want. Which will be infinitely more flexible for you, provided of course you know CSS. But that's for another day. For now, I'm tickled pink with what I've got, because I can now print lists with [PRE] and they look CORRECT. Sweet.
  • Dec 9, 2019
    • Print World - Enhancements
      The Print World feature looks fine in HTML, however, I noticed that when printing it out to PDF format there are some minor, and slightling annoying issues. I tacked a few of those tonight. The principal one that caught my eye was the Random Encounters Table which in the PDF escaped the Div it was in and pushed to the right outside its bounding box. Not so great looking. So I reduced the font size in the Print CSS and that took care of that. While I was at it I also renamed the table columns to somewhat easier to understand designations (I hope). I also notice that the cover picture seems a bit too large in the PDF, so I will reduce the size if I can find a way to do so without disturbing the other image sizes, which are fine the way they are. Lastly, I noticed that in some cases some table elements are extending across pages, and so they don't look that great when printed. I will try to use "page-break-inside: avoid;" or its siblings in the CSS to fix that, if I can figure out how to make that work nicely. Anyway, most of my time lately is being spent on my new Campaign: The Way of All Flesh, which is play testing nicely. So there's lots of busy stuff going on. Things are coming along nicely.
  • Dec 2, 2019
    • Character Armors - Category Enhancement
      So there I was, minding my own World, "The Way of All Flesh", my first Cosmic Sci-Fi World, when I noticed that the Damage Absorption (Energy) for a certain Armor was not being calculated correctly. And this was because of a configuration problem in the code where I had added both Physical and Energy components to the same armor, but the code didn't appreciate my sentiment, and excluded totaling up the Damage Absorption for the Energy part, but did Total the Physical Part. Stumped as to what might be the cause, I dug in and there it was ... I had done a pretty fast job at putting the new system in place for handling Energy Armors, and fudged over this quixotic aspect. Ok, time to finalize. And so now, you get three options for Category of Armor: Physical, Energy, and Physical+Energy. And now it handles them all equally well. Enjoy your new flexibility GMs! Of course doesn't this imply I should consider the same for weapons? Hmm... maybe so! I'll think that one over a bit before even considering how to tackle it. But yes, I could imagine an Energy Sword, let's say, that can do Physical and Energetic Damage. So yes, that's possible. Or how about a Plasma Bullet, or some such? Yep. Could be! But I think I'll take a breather on that. This stuff is harder to do than it may seem from my breezy little notes here. Breather. Maybe even a nap. :)
  • Dec 1, 2019
    • Character Weapons - Bug Fix
      There was a dumb-bug where the if the Player (not the GM) went into the Player form and selected a Store before selecting any weapon in either of the two lists, then the application would error. This was an oversite in the code that relied on the player selecting something in the lists before changing stores. It has been fixed now. :)
  • Nov 19 - Nov 30, 2019
    • World Building
      A whole lotta work was being done on "The Way of All Flesh" world in terms of World Building and fleshing out the Campaing in preparation for Game Testing. It's coming along really well. We've had two Play Tests during this period and it's been great fun.
  • Nov 18, 2019
    • Character Class - Bug Fix
      There was a bug where the Character Class would not save correctly due to an oversight in handling the new Armor Category. That has been fixed.
  • Nov 16, 2019
    • Character Print - Bug Fix
      There was a bug! If your character was Using more than 2 Armors (originally intended for Shield and Body Armor) then the Character Print would fail. Now it will propery display whatever armors you have set as In Use. The reason this came up now is because I added Plasma Shields to the world, which can be worn in addition to Physical Armors such as a Bullet Proof Vest and Shield. So now Armors will stack. You can even wear, let's say, Leather Armor and a Chainmail and a Shield and the armors will stack in terms of Armor Class, Dexterity Modifiers, Movement Modifiers, and so on. The reason I had the limit before was because in Fantasy Worlds typically you'd have just one Body Armor and one Shield. Ok, bug fixed. :)
  • Nov 11, 2019
    • Save the Body Things and General Store from Destruction - Update
      Each World needs to have at least one Store for Players, and one Body Things store for things like weapons and armors that are body parts for characters, monsters and whatever races are in the World. There was a problem earlier where the Body Things store and/or the General Store were deleted, or in some worlds didn't exist. I created a Check routine that looks for these stores in the World and if it doesn't find them then it would create them. Unfortunately, this check wasn't programmed perfectly (durh) and so in some cases I'd wind up with repeated stores where they didn't belong. I've temporarily disabled the check, and to help prevent GMs from accidentally deleting the two required stores I've added a block for them, so that they can't be deleted. I notify the GM that they CAN however, hide the stores from their players, if they so choose, if they uncheck the Show To Players option on the Stores Edit page. I think that should do. Meanwhile, I'm curious what hazard is hiding in the CheckStores routine and will take a peek at that as well.
  • Nov 10, 2019
    • Equipment Quantities - Enhancement
      Equipment can now be bought and sold in quantities of more than one at a time, which used to be the case. If you wanted to purchase, for example, 10 torches, you had to click the Purchase button 10 times. Now you can type in the number of items you want to buy and it will purchase them all with one click. On the Character Sheet it will show the item name and the quantity in parentheses next to the item. For example: Torch (10). This is useful for those cases where it would be common for Characters to purchase more than one item at a time. This would be particularly useful in the case where Characters might want to buy more than a handful of items at once, such as if they were going to bring a wagonload of wine barrels to anothe town, or some such. I might mention. though, that getting this to work was a bit more of a challenge than I expected it to be. Fun stuff, but now, geeze, it's time for bed.
  • Nov 9, 2019
    • Printing House Rules - Enhancement
      Now, when the Player or GM uses the Print World feature there is an option to append the House Rules of the World to the printout. Definitely a worthwhile addition. I'm also contemplating whether or not the World shoud append the World Description to the top of the document as well. Should that be standard? Or optional? Or leave it out? I'll think this one over, but my guess is it should be pre-pended to the top of the document.
  • Nov 5, 2019
    • Armor Dressing Room - Enhancement
      When putting on Armor it helps to know how well the Armor fits. Since some Armors, if they are bulky, can effect the Character's Dexterity, and hence their Attack Level, it pays to know what the total effect of wearing various Armor combinations will be. What happens if your Character puts on Leather and Chainmail? What happens if the Character adds a shield? Does this combination lower the Attack Level to the point where you would rather not wear that combination? Maybe so. And this is where the Armor Dressing Room comes in. It lets you try on Armor before buying it by showing you the effect on your stats. At the moment, though, this is kind of a prototype for the concept, as I'm honestly not 100% happy with how it is displaying that information (it's kind of obscured by other information), and also how it is presenting the information itself. It feels like it may be more information than you actually need, so I may want to trim it down to the bare bones, but I wanted to show how the final values are being calculated. Anyway, it's a step in the right direction and it does provide useful information, even if it's too much, and kind of hidden away at the moment. Well better forward progress than none at all, eh? Anyway, I like where it's heading, so there we have it.
  • Nov 1, 2019
    • Armor Class Physical And Energy Armors - Enhancement
      Yes indeedie, I have been busy working on the issue that I brought up last time. To recap what the issue is... Way of All Flesh is my first Science Fiction World. I didn't have things like Energy Weapons or Armors before. When I added Plasma Shields I realized that the Armor Class Total was adding the Energy Absorption values and Energy Armor Class Modifiers to the Armor Totals incorrectly. For example, if you have a Armored Suit, it is good against bullets, but doesn't protect against Beam Ray Weapons. Let's say you create it to have an AC Mod of 4, and an Damage Absorption of 2 because the fabric is tough and kevlar and stuff. Ok. So far so good. But if you added a Plasma Shield to your Character's Armors, and gave the Plasma Shield an AC Mod of 2, and a Damage Absorption of 3 vs Energy Weapons, what happens? Well, the Mythos Machine was totaling the Physical and Energy Armor values together. So you'd see a Total Damage Absorption of 5 in this case. But that's misleading and quite wrong. The character actually has a Dam Abs of 2 against bullets, and separately 3 against Energy Weapons. They should not total together but be shown instead individually. That was a problem. A serious one.

      So I went ahead and programmed a solution. Now for every World that has Energy Armors, the Armors will distinguish between Physical and Energy. You will see two Armor Class Modifier and Damage Absorption totals. Armor Class Modifier (Physical) and Armor Class Modifier (Energy), and also Damage Absorption (Physical) and Damage Absorption (Energy). Much better!

      And for Worlds that don't have Energy Armors, they will see the former simpler view in order to keep things from getting complicated for no reason in those cases. Why show Energy Armor values if the World has no Energy Armors because it's a Medeival Fantasy World? No need.
    • Update Store Inventory - Bug Fix
      I also fixed a pernicious bug that had been bothering me for some time, but I hadn't had the time to go take a stab at it. Well, tonight I finally happen to be in that area of the code working on the above mentioned issue, and so I took a peak. Aha! Yes, the bug was a simple one to fix, and had to do with how I was truncating the name of the item so it will fit neatly into the Store Grid. Ok. Have to check the length of the string to make sure it isn't shorter than my maximum length of 50 character, or it will bomb. Gotchya. Done. Working nicely now. Yay. Finally.
  • Oct 24, 2019
    • Armor Dressing Room - Enhancement
      This is a work in progress but heading in the right direction. It allows the player try on armor before buying it to see what the effect on his or her character's stats will be, including Total Armor Class, Damage Absorption, and Dexterity as well as the ancillary effect on their Attack Level with their currently used weapon.

      The problem with it is that it is a bit indiscriminate at the moment and can add armors to the total inappropriately. For example, in my current Cosmic Sci-Fi World I have hand guns and Beam Ray Pistols as weapons, and protective armor against bullets and separate protective armor against energy weapons. Plasma Shields protect against Energy Weapons. The problem is that you can wear both Protective Armor vs Bullets (Armored Suit) AND protective armor against Beam Weapons (Plasma Shields), and these protect against two different types of weapons. But when wearing both it shows the total Armor Class inappropriately as higher than it really would be against one or the other weapon. So if the Armored Suit gives you +2 AC vs Bullets and Plasma Shield gives you +3 AC vs Energy Weapons, the total shown on the form is +5 AC, which is wrong. It will never total +5 AC. One thing I could do is simply configure Plasma Shield to have an Armor Class Modifier of 0, however, this doesn't solve the problem for Damage Absorption, which has the same issue.

      So I am noodling around with possible ways of addressing this. It's a bit of a pain as it means I may need to add a new sub-structure to the system to handle the distinction between Energy Weapons and Physical Weapons. A way of doing that might be to add a new Property to both Weapons and Armors that indicates what aspects they each protect and attack.

      Weapons:
      Weapon Weapon Type Attacks Physical Attacks Energy
      Hand Gun Physical Yes No
      Beam Ray Pistol Energy No Yes


      Armors:
      Armor Armor Type Deflects Physical Deflects Energy Absorbs Physical Absorbs Energy
      Bullet Vest Physical Yes No Yes No
      Plasma Shield Energy No Yes No Yes


      The tables above delineate the concerns concisely. However, looking it over I think it is a bit of overkill given the need. Right now I already have a designation for which Weapons are of what kind, and one of the categories of Weapon is already in the list as "Energy". So GMs can currently designate specific weapons as energy weapons. So the problem is now down to Armors. I could include an Armor Type which could include Physical or Energy as options. If I add Armor Type to my armor object then I could delineate that Energy Armors Deflect and Absorb Energy attacks, while Physical armors do the opposite. This could be handled in the Calculate Total Armor Class, in which case I could have a function that Calculates Total AC Energy, and another one that Calculates Total AC Physical. Of course in Worlds where there are no Energy Weapons this delineation would be unnecessary, but I could also check to see if any Weapons or Armors in the World are categorized as Energy and if not then hide that information from the user.

      That seems to make sense. And it's not a ferociously complicated change. On the other hand it would somewhat complicate my current tidy Character Sheet print outs with more information than they currently have and I would have to figure out how to present this information in a neat and concise way.

      So as you can see I still have a bit more thinking to do. So for now, while I have released the Armors Dressing Room, I think it best to hide it from view until I have completely resolved how to work this out. I'm close. But not quite close enough. I don't think it will take too long to resolve this question, though, so hang in there. Dressing Rooms are coming.
  • Oct 14, 2019
    • Reports Organization - Update
      I use a kind of homespun generic page navigation method in the Mythos Machine. My goal for it was to make it easy for me to allow people to move around the application without having to explicitly keep track of where they were previously. To do this I created a generic method which works nicely ... unless you move into sub folders. Then it caused a problem. I had sub folders to keep the application orderly, as there are somewhere around 140 aspx pages in the application (142 to be exact). However, I also, again for organizational reasons, use a strong naming convention for page names. All Reports start with RPT_. It occurred to me that I don't need both. It is just as clear to me to hunt down the tree for RPTs as it is to look in the sub folder. And given that my little navigation utility was causing me *agita* whenever I traversed sub directories, I did the sensible thing and flattened the structure. Smart move. No more stray and annoying errors while navigating. Yay.
  • Oct 13, 2019
    • World Info - Cultures - Enhancement
      Having changed Reports to World Information, I have also added today a view of the World's Cultures for Players. They can select "World Cultures" from the Dropdown list and this will bring them to a page that shows all of the Cultures of the World that the GM has not hidden from the players. This information includes the Name, Description, Values, Norms, Institutions and Artifacts of the Cultures. I now think I should also include a new field called 'GM Notes' and with that allow the GM to hide particular secrets on the Cultures from the Players. I may do that shortly. Stay tuned.
  • Oct 11, 2019
    • Character Description - Update
      I am now hiding the Character Secrets in the Character Print Outs, which will help to keep those secrets safe. When the Player wants to see their Secrets they can check them on the website in the Charactor Description page. All other Character Descriptive aspects, such as History, Personality, Traits & Flaws are printed out on the Character Sheet if the Player selects "Print Descriptive" in the Print Options.
    • Reports - Update
      I changed all reference from "Reports" to "World Information" in the variety of places it shows up. Seems like a less technical term that explains more clearly what it is you should expect to find there.
    • Player Information - Update
      Before when you viewed the Player Information item in the World Information Page it would show you all Players who have characters in any of the GM's Worlds. However, this didn't seem quite right, so now it shows only Player Info for those who are allowing email or phone to show
    • Character - Player Mode - Update
      Earlier I had updated the Character Page so that Players (not the GM) would see a dropdown list showing all of the Adventure Groups in which they had any Characters. They could then see a list of Characters in that Group. However, this seemed like a bit of overkill, as most players will only have one to three, or sometimes more if the GM allows it, Characters in a given World. So it seems better to just show the list of the Player's Characters, and then show which Adventure Group the selected Character is in. Saves a needless click for the Players.

      The Gamemaster however will still see the dropdown list for Adventure Groups because the GM will likely have dozens of Characters, maybe more if they use the Auto-Gen feature a lot, and so providing the Adventure Group selection gives them a useful way of filtering their abundant Character lists.
  • Oct 8, 2019
    • Character Allocation - Update
      When creating a Character using the Allocation Method, you select the Race you are interested in from a listbox on that page instead of going to the Race page. So for clarity sake I removed the Go To Race Page button when using the Allocation Method. However, I realized that since you don't go to the Race page you no longer see the Race details. So I added a nifty hover-over button which shows all of the Race data you need to make a well educated and informed decision.
    • Player Intel - Update
      I noticed that where the Player Intel page shows the World Information and the House Rules, if you have formated your information with line breaks they were not showing up in the text with line breaks but instead crunching everything together. This has been updated and now the line breaks show up as one would expect.
  • Oct 6, 2019
    • Character Class Skills - Enhancement
      When changing Classes you will get a new selection of Class-specific Skills. So Fighters might get "Heavy Weapons", "Hunting", "Horsemanship" while Thieves might get "Pickpockets", "Hiding in Shadows", and "Move Silently". Before these skills were added to the Character in alphabetical order. Served the basic purpose, but always results in Auto-Genned Characters having the same skills. Now I have Randomized the Skills selection. It will now select randomly among all the primary skills. Elective Skills still need to be chosen randomly, unless there are no Primary Skills available for the Class, in which case Elective Skills will be used instead.

      In related news, I also am now prohibiting the Skill from being over the Level of the Character. In other words when a Character is 3rd Level, they can begin to learn 3rd Level Skills, but not before. Earlier the form was allowing Skills that were over the Level of the Character's head, so to say. Not any more.
    • Character Things - Tech Level - Enhancement
      The Player can select the Character's Armor, Weapons and Equipment. On the forms where they can do so the Tech Level of the items were showing as a number, like 1, 2, 3, etc, which represents their Tech Level, but has no meaning to the Player. Now, it shows the Tech Level Description, such as "Stone Age", "Iron Age", "Space Age", etc.
    • Character Class - Allocation Unlocked - Enhancement
      Earlier, when playing in a World with the Character Generation type being Allocation, and going into the Class form with an Un-locked Character, it would automatically have selected the Show Only Classes that Fit (based on the currently saved Requisites). As the Requisites before being locked are not saved, but held in statis at 1's for each of the three, the only Class that would fit is Freeman. Now, in this case it will default to the Show All Classes option, rather than the one's you can select via your Requisites. The work around in the old way was to uncheck the "Show Only Classes that Fit" checkbox, which was easy, but you had to know to do so. This is clearer and therefore better, of course.
    • Character LP, MP & Money GM Update - Bug Fix
      On the Character form the GMs can see little "R" (for "Reason") buttons. If the GM wants to update Life Points, Mystic Points, or Money of the Character, they can add a Reason for it that will be recorded in the Experience Gains table. However, there was a bug, and under the circumstance where the adventure group to which the Character belonged had not yet gone on any adventures the darn thing would go Boom. Ok, that's been fixed and won't go Boom anymore. Yay.
  • Oct 4, 2019
    • Character Skills - Bug Fix
      When removing the last Skill from the Character Skills list, the list would still show the last item as if it hadn't been removed... when indeed it actually had. This has been fix.
    • Character Class - Update
      Nothing you can see, but on the back end the code was simplified for clarity. Good for me.
  • Oct 3, 2019
    • Player Intel - Update
      Player Intel form had a bit of a convolution where if you are a Gameamster and you want to switch from GM Mode to Player Mode, it wouldn't automagically select you from the Gamemsasters list and the current world you are in from GM Worlds list, forcing you to have to do so manually. It wasn't a lot of extra work, but it was a needless annoyance. That has been fixed.
  • Oct 1, 2019
    • Player Intel - World Stats in World Info - Update
      While it's great to see the Description of the World in the World Info box when you are browsing GM's Worlds it is even better if you can know a little bit about the configuration of the World as well. So I have added the Genre list, as well as the Character Gen Method, which can be one of three: Random Roll, Roll & Allocate, or Allocation (where the GM assigns a number of points for you to distribute to your Character's Requisites). I've also added the Race Generation Dice value for the world (between 1d6 and 4d6). That should do the trick, I think.
    • Characters Allocation - Race and Class Buttons - Update
      When in Allocation Mode the Races are selected by the Player from the listbox in the Allocation Section. Therefore the Race button was disabled, but really it should be invisible because otherwise it's confusing to the Player as it is showing, but clicking it doesn't do anything. It is now Invisible in Allocation Mode.

      Also, the Class button is now enabled after the Character is locked.
    • Characters Allocation - IsLocked for GMs - Update
      When the World is set to Allocation Mode for Character Generation the IsLocked checkbox was not showing up for the Gameaster in GM Mode. This is required, however, so that the GM can un-lock Characters if the Player has made a mistake. This has been updated and now GMs can un-lock Characters by unckecking the option and clicking Save.
    • Things Sharing Form - Money Transfer - Bug Fix
      You can transfer Weapons, Armors, Equipment and Money between Characters in your Adventure Group. However, the Money Transfer wasn't working, though it said it was! Ok ok. Cool your jets. I fixed it. Now you can transfer money and it gets to the Character you sent it to. :)
    • Character Form in Player Mode - Update
      When you would go to the Character form as a Player you would see your list of Characters in one big list regardless of which group they are in. This was confusing, especially if you happen to be the GM visiting your World in Player mode to poke around. You'd see, for example, a lot of Auto-Generated Characters with their generic names like Hum Fig 1, Hum Fig 2, but you might see a bunch of each if you Auto-Genned more than one group of those Race Class combinitions and didn't rename the Characters.

      So, I have modified the form so now it shows the dropdown list of the adventure groups you have Characters in for the current World. On the other hand if you have Characters only in one Adventure Group in that World then it will just show you the name of the Adventure Group without the dropdown. That's much better.
  • Sep 29, 2019
    • Character Printout - Mystic Powers - Update
      When printing Characters if the class was not a Mystical Class then the Character sheet would list Mystic Powers "None". Instead, I have removed that reference to Mystic Powers entirely so that only Mystic Classes will even see the topic listed.
    • Character Class - Heritage Selection - Update
      When in the Class page the Player could change the Character's rolled Heritage status. However, only GMs should be able to do that, so now only GMs can change the Heritage of Characters. For Players the dropdown is disabled.
    • Character Description - Cultures Hiding - Update
      When going to the Character Description page all of the Cultures were showing in the list, including those that were designated as being Hidden to Players. This is a dead giveaway and major spoiler for Players. That has been corrected and now only the World's GMs will see the full list.
  • Sep 28, 2019
    • Skill Learning Points for Negative Traits One of my brilliant players, Donovan, pointed out that one could create Skills that act as negative traits which could be assigned to player Characters, but that they should not cost any Skill Learning Points as they are a negative factor for the Character. An example might be "stutters when nervous". He also suggested that they should get mitigated as the Character goes up in levels and finds ways to mitigate or compensate for negative traits. At 1st Level the Character always stutters when nevervous. But at 3rd they only do so on a roll of 2 out of 6. That kind of rule can be put in the description of the Skill / Trait. To give room for this possibility I have set the dropdown list for Skill Learning Points (SLP) to include 0. This way the GM can set a Negative Skill / Trait to 0 SLP and then assign it to Characters without it causing a loss to their SLP. Fun. Great idea Donovan! Thanks again!
  • Sep 27, 2019
    • Character Armors, Weapons, Equipment Pages Formats - Updates A number of page updates to make the formats consistant and appealing, in conjunction with some style updates to the CSS.
    • Character Class Form - Show All Classes That Fit - Bug Fix
      When entering the Character Class form the "Show Only Classes that Fit the Character" checkbox was checked, but the form would load without actually doing the check, and so all all classes would by default show up. This has been fixed.
    • Characters Skills Form - Update
      While testing with my players I noticed that in some cases the Elective Skills were not quite showing up the way I wanted. In my sci-fi game I have added Androids, and they get special Android Skills that sound the same as some human skills, but work fundamentally differently, and so needed their own Skill. For example, for humans I have a "Detect Presence" which is a mystic skill, but my player wanted a similar skill for his Android. It works with sensors, rather than by mystic means. So I added a "Detect Presence - Android" skill, which made sense. And I added it to the All Skills table. However, when listing Elective Skills for other players that Android Skill would show up along with the other Android Skills. But the Players ought not to be able to select those as they do not make sense for humans. To fix this I have added a check to see if the Skill is in the All Skills list when colleting the Elective Skills to show the player. If not then the skill will not show up in their Electives List. So to eliminate players inadvertently stumbling across Android Skills I can remove those skills from the All Skills List. This is not, however, a perfect solution, as there are plenty of Races that should not have skills listed for other races, even as Electives. For example, a Dog can not learn Medium Weapons. And removing Medium Weapons from the All Skills List wouldn't make sense either. Unfortunately, any solution for this would require the GMs to do a lot of heavy lifting to maintain which skills should be included or excluded by which races and in a World with a lot of races and skills that would turn out to be a burden to maintain. So for now I will do it this way as a quick and dirty workaround that keeps it simple for the GM. At some point someone will say "oh darn this doesn't quite work for me", but for now I will keep it this way, and my advice generally to the GMs will be, "Tell your players not to take skills that make no sense for their Characters, and remove those skills from their Characters if they do." GM Fiat and all that. Of course, that too is an imperfect solution. So I will keep ruminating about this. I'm sure to come up with a reasonable solution soon enough. For now, this will do.
  • Sep 26, 2019
    • Characters Form - Mystic Powers Button - Update
      The Select Mystic Powers button on the Character Form uses a check to see if the Character is a member of a mystic class. In the old method we assigned each class sub-Classes to create Multi-Classes, and so Mystic Classes will either have a SpellChanter or Cleric among the sub-Classes, or be a Freeman class. However, what I was not doing was checking to see if there are any mystic power books assigned to that class. Now it will check both. This way you might as GM want to create a class that is not mystic, but still has access to Mystic Powers (for some reason that the GM might come up with). So now the check will look at both factors and if either is true the Mystic Powers button will show.

      The only problem I see with this is that if they are a member of a mystic class but the GM has not assigned any Mystic Power Book for that class yet, then the Select Mystic Powers button will show up and the player might be confused when they get to the form and there are no mystic powers to choose from. Of course this would give the GM a chance to figure out that they need to either remove the sub-Classes or assign a Mystic Power book to the class when the players ask about that.
    • Character And World Config - Character Gen Description - Update
      The text in the Character and World Config forms related to how the three Character Generation methods work has been updated for clarity.
    • Player Intel - World Selection - Bug Fix
      When entering the Player Intel Form if one had already selected a World then the form would automatically select whatever World is at the top of the Joined Worlds List. This is not always the best thing to do, so it was fixed. Now, it will only select the first World if there is no currently selected World, and otherwise it will select whichever World is current for the Player.
  • Sep 20 to 23, 2019
    • Experience Gains Historical List - Bug Fix
      The Historical List for Experience Gains had a bug where if you selected an Adventure Group that had no Adventures and then selected to look at the Generic Events (the ones the GM does arbitrarily, such as assigning money or changing Character Levels), then the page would crash and send you off to the MainScreen. This has been fixed, but more work still needs to be done with that form to make it more user friendly.
    • Character Weapons, Armor and Equipment - Enhancement
      Update to the Pages design - eliminated poorly used space and brighten Key Information zones. Looks nicer.
    • Character Weapons, Armor and Equipment - Enhancement
      Update to the Pages design - eliminated poorly used space and brighten Key Information zones. Looks nicer.
    • Character Equipment - Enhancement
      Update to Markup verbiage advising players to be smart shoppers because differnt stores can have different markups depending on local conditions and other reasons the GM may have in mind. Wise shoppers can save money.
    • Character Weapons & Armor - Bug Fix
      Character Weapons & Armor - Natural Body Things should not be removable.
    • Character Weapons, Armor and Equipment - Enhancement
      Character Armor - for Players do not get shown the Magical Options. This view is best kept to the GMs themselves. That information, in any case, is available to the Player elsewhere on the page.
    • Character Weapons, Armor and Equipment - Bug Fix
      When in player mode Worlds the Player had already joined were showing up in the in GM Worlds dropdown list. They shouldn't show up in both lists. This has been fixed.
    • Wepaons, Armor and Equipment - Enhancement
      In Weapons, Armor and Equipment Screens the - Inventory Count and Markup indicator has been removed for Players. This information does, however, show for GMs.
    • Class Selection Screen - Enhancement
      A better description now informs players that when you select a class the Mythos Machine automatically gives your Character the default things that show in the information screen on the right.
  • Sep 19, 2019
    • Email Character Transfers to GM - Enhancement
      When Players want to transfer something(s) from their Character to another Character in their Adventure Group the system will now send the Gamemaster an email letting them know who has trasnfered what to whom. This allows the GM to stay abreast of what is happening in their World.

      Default Skills Rules Page - Update
      The Default Rules for Skills was updated for clarity.

      Main Information Screen - Update
      When in Player Mode the Main Screen was showing all GM public Worlds in the dropdown list, but Players should only see Worlds have already they joined in that list. When in GM Mode they should see all of their own Worlds. That has been fixed.
  • Sep 15, 2019
    • Character Page - Update
      Just a few little updates to the Character Screen... I changed the "Delete" button to read "Kill", which is less technical sounding and more RPGish-fun. I also removed the "Clone" button as it is still in Beta and no need to show it on the screen at this point. I also updated the Tooltips on a variety of buttons as well. Minor, but a bit of fun update.

      Reports Page Load Time - Enhancement
      The more Characters and Groups in your World the slower the Reports Page would load. My World of Elthos has a LOT of Characters and Adventure Groups ... it was taking a looooong time (more than 4 seconds)... A quick look at the code and two procedures later it now loads lightning fast, as it should.

      World Form - Go To ... - Enhancement
      The World Form has a drop down menu that lets you go to other forms such as the World Configuration Screen and the Admin Things Screen... I noticed that there was a kind of minor (to my mind) disconnect in that you had to go back up to the Admin Screen and then back down into the Characters Screen to work on Characters ... so I added a link from the World Screen directly to the Characters Screen and the Reports Screen. This should give the Mythos Machine more intuitive navigation.

      Guild Class Form - Enhancement
      The Guild Class form now shows the Race selections Checkbox in the Additional Options and creates a record for each new Race - Class combination when new Classes get created. This way you can set the options for Race - Classes from either the Race form when you create a new Race or the Class form when you create a new Class, making the system more convenient to configure for GMs.

      Weapons Form - Update
      The order of the Details view items has been changed to make it easier to track weapon damange, and so now Bonus Damage appears after the Number of Dice and Number of Dice Sides, instead of before the Attack Level Modifier.

      All Things Forms Additional Options Form - Update
      The name of the selected item is now highlighted on the form header so it is easier to see.

      Race Additional Options - Enhancement
      A 'select and deselect all checkboxes' option has been added to the Race Class Checkbox Selections list, which makes it easier to assign or unassign large numbers of Race Class selections at the same time.

      Race Additional Options - Bug Fix
      When filling the Race Classes Allowed checkbox list, all of the Races would be selected instead of only the ones that had been saved as "Allowed". This has been fixed.
  • Sep 11, 2019
    • Backend Player Mode - Bug Fix
      When the player would switch to Play or GM Mode, if they logged back in, or were bounced to the Mainscreen by an error, then the Play Mode might be switched on them inadvertently. This has been fixed.
  • Sep 9, 2019
    • Race Class Selection Option - Updates
      Originally in the design I decided to provide all Races with a Freeman class by default, and without the ability of the GM to override it. It was a quick and dirty solution to the question of "What if the player doesn't like any of the GM's Class selection options?"... however, the problem with this solution is that it causes more problems, potentially, than it solves. For example, I have a Race of Androids. They do not get mystic powers. However, the player, Donovan my Super-Helpful-Game-Tester-Buddy, selected as his Android's Class Freeman... which then gave him access to Mystic Powers... which are beyond the capabilities of Androids generally. So I realized that sometimes the GM really does want to NOT offer Freeman class. Therefore I updates the system to allow the GM to add Freeman as a selectable Class for a given Race, but not make it mandatory. And, if there are no Classes assigned at all to a given Race, then Freeman is added as a selection. I think this solves potential conflicts and keeps the system nice and flexible.

      I also fixed a bug with the Mystic Power's screen where it would error if the GM had not added any Mystic Power Books to a particular Race Class combination, and yet the Race is mystic in nature. This can happen inf the GM allows Freemen, but has not added any Mystic Power Books to the Race-Freeman combination yet. It will alert the Player that there are no Mystic Power Books associated to that Race Class, so they can mention it to the GM.
  • Sep 6, 2019
    • Race Class Selection Option - Enhancement
      This feature allows the GM to define which Classes are allowed by which Races on the Edit Race Screen. This way you can select specific Classes that are selectable by the Players for the Race they have chosen.

      For example, I have an LX-1 Android Race, for which I created the LX-1 Agent Class. Before, though I created the Class I had no way of excluding other Classes from the list that the Player would see. Now, however, I can exclude all classes except the XL-1 Agent, or include whichever one's I think are appropriate selectively. Much, much better!
  • Sep 5, 2019
    • World Player Banning - Enhancement
      Ok, let's face it. Some people are jerks. So we need a way to keep the Jerk Factor under control for our Worlds, and to this end I have implemented a Player Ban and Player Un-Ban feature that appears in the Player Intel page. The feature is viewable in Gamemaster Mode, and allows you to select one of your Worlds, and show the list of players in it. Let's say one of them is a Class A Jerk. So you can click a button and Ban them from all of your Worlds. Later, if you change your mind you can Un-Ban them as well. Their Characters will still be present in your World even while the Player is Banned, but that Player will not be able to access your World and so will not be able to interact with those Characters.

      As you can tell this is a topic with lots of pros and cons. On the one hand the Player themselves owns the Intellectual Proprty that they contributed to their own Characters... such as the writing up of the Character's history or personality or whatever. You may have added to that as well, as the GM. So who owns what in those cases? That's a problem.

      So for simplicity sake, I take that the Player owns their own Characters. So therefore, even if you ban them from your World they should still be able to take their Characters with them, and maybe use them in someone else's World... maybe? So, in that case we'd need a way to provide the Player with that ability in case they get banned. After all... maybe its the GM who happens to be the jerk. We don't want to rob the player of their own stuff, do we?

      So, there are still a some details that need to be worked out on this. That said, as of today, GMs can Ban and Un-Ban players from their own Worlds, which is at least a step towards mitigating the Jerk Factor. More updates on this will surely follow.
  • Sep 4, 2019
    • Random Character Generator - Limbo Update
      Generating Random Characters is cool and all, but we were leaving them as detrius in GM's public Worlds. I thought that might be cool but on second thought, nah. So I updated the system to create the Characters and then place them in Limbo so that they no longer show up in the GMs Character lists. Better, I think.
  • Sep 3, 2019
    • Player Intel Page - Updates & Enhancements - Round 3
      With the number of changes made thorough testing has been required ... which resulted in further updates and improvements to the Player Intel page functionality. It now will show the appropriate Worlds for GMs and Players, and properly allow GMs in Player Mode to access their own Worlds to view them as a Player will see them. And with round 3 another pass at simplification of the code base which has resulted in a more flexible and maintainable system for the long haul.

      Updates to the Look & Feel of the CSS on various pages, and a minor reorganization of the Main Screen, along with a cleanup of obsolete text there.
  • Aug 31, 2019
    • Player Intel Page - Updates & Enhancements - Round 2
      Well, my first pass at the Player Intel update didn't work out as well as I had hoped. There were issues. So those needed to be resolved. I employed Programmer Strategy #4927: When in doubt, simplify. The form is now a lot cleaner and handles things much more simply than before, from a code perspective. It had a lot of left over complications from an earlier version wherein the GM could create Player Accounts for their friends, and do a variety of player management operations. Since I moved those features to the User Account page, there was obsolete routines and processes that were no longer being used, but still nestled in the code of the Player Management page. So that all got, finally, removed and it only took a few days to sort through all the little gotchya's involved. Much better now. Still havea little more testing to do, but it's a much better form than it was. Much, much better.

      Of special note, what it does is allows the Player to come in and select a World to Join by picking a GM and seeing some promo information about the GM's Worlds. They can then send a request to join the World, and an email will be sent to the GM notifying them that a player has requested an Invite to their World. If the GM goes ahead and send the Invite the player gets and email with a link that gives them access to the World and takes them to the Character generation screen.

      In addtion, if the Player is also a Gamemaster, they can switch to GM mode to work on their own Worlds. The form allows them to select any of their Worlds, which they can also do on the Worlds Form. But the Player Intel form ALSO allows the GM to select their own Worlds while in Player Mode. This is very useful because it allows the GM to view their World as any of their Players will see it. So with that ability the GM can make sure that things are working correctly, such as the appropriate Races and Classes, Weapons, Armors, etc are available to the Players as the GM intends. It is a very helpful feature.
  • Aug 24, 2019
    • Player Intel Page - Updates & Enhancements - Round 1
      The Player Intel page (formerly called "Player Info", but I like the sound of "Player Intel" better) allows the player to do a number of things. The earlier version of the page only allowed you to switch between Player and Gamemaster Mode and select Worlds, that once selected you could then Generate Characters in. As GM you can review your Players and their Characters in each of your Worlds, and jump to a selected Character. However, this left the GM with little control over who could join and generate Characters in their Worlds. So an improvement is needed.

      Now in Player Mode you can review Public Worlds and request an invitation to join that World, which the GM can accept or not. You can now also review the Worlds you have joined, the Characters in those Worlds, and jump to that Character, as well as exit from the World if you wish, which will delete all your Characters there.
  • Aug 22, 2019
    • GM Player Invitation System - Bug Fix & Upgrade
      The GM Player Invite System allows a GM to Invite Players from the list of Players on the system to their World. To do this the Mythos Machine sends the Player an email telling them they have been invited to join the World of (whatever the World name is) and provides a clickable link for them to use to join the World and start generating Characters in it. Before the fix, when they click the link it would bring them to the Character Generation Page of the World, so long as they were already logged in. It also didn't pay attention to whether or not they were in as a GM or a Player. So in those cases naughtness would occur, and the process would be pretty messed up. This all has been fixed, and now those contingencies are taken care of. If the user is not logged in, the email link will bring them to the login page, and as soon as they log in it will then take them directly to the World's Character Generation Page, as a Player, not GM. This is an improvement. Fo shizzle.
  • Jul 29 - Aug 22, 2019
    • Work on various Mythos Machine Worlds
      As there is a deficit of Worlds in the Mythos Machine, this period has been focused on creating and shoring up the Proto Worlds and providing the Marketplace with Worlds for Sale for Marketplace GMs, and others, to purchase. The Bushido World has advanced nicely, as well as the Cosmic Space Opera World of "The Way of All Flesh". The Western World has also seen some improvements as well. The process of building out these Worlds, as one might imagine, requires considerable thought, deliberation and research. And so progress is necessarily a bit slow, and time consuming. That said, much progress has been made and each World has its own peculiar charms, and those with any historical or scientific focus are better researched and more accurate than they were before. Progress on this front continues.
  • Jul 28, 2019
    • Race Bulk Edit - Bug Fix
      When you want to edit a bunch of things at the same time in any of the Edit Things (Weeapons, Armors, Races, etc) Pages you can select Bulk Edit, and it provides the information in a format to allow you to do so. However, in the case of Races this page was not loading. This has been fixed and it loads as it should now.
  • Jul 27, 2019
    • Cross Reference Data - Clean Up
      There was a bug where the names of items in cross reference tables were not exactly matching what I wanted. For example, in the Race_Weapons table I was getting only the Race Name, but the Weapon Name was being left out. This didn't effect the functioning of the table as the Race and Weapon IDs were correct, but it did mean that for the World Things Holes Report, a very useful tool for GMs, the names were not appearing as intended. So I went through the application and fixed that. It was an odd issue as it worked at one point, and then stopped working when I made a change that seemed at the time would not have this kind of effect. But it did. Now that's fixed. I also went through and cleaned up the erroneous data from before so now all names will show nicely in the Holes report. :)
  • Jul 21, 2019
    • Session State Management - Update
      For a very long time (probably over five years) I've had this warning on the Information Page under the Website Information Tab:
      "Warning!: Do NOT open the any individual Mythos Machine Page in separate tabs in the same browser at the same time and then save anything! This can (and will!) corrupt the data in your World! This is an issue we are working to resolve, however, for the time being, please avoid doing this terrible thing. It is very naughty!"
      After considerable effort at the time, I failed to find a workable solution. Fortunately, my buddy PeeWeeRota over on MeWe pointed me in the right direction yesterday, and it has to do with a single setting in the web configuration that allows the session reference to be posted in the page URL instead of in memory. This fixes the problem! Thank you PeeWeeRota!!

      There are three downsides to this.
      1. I can no longer use pop-ups as each new window will require a login. Fortunately the only place I used a popup was for the Dice Roller, and the only reason I used it there was so that one could move it out of the way of the page if needed.
      2. The URLs that show up in the browser address bar incredibly long and ugly, going from something like this:

        //test.mm.elthos.com/MembersArea/Elthos_ODS/MainScreen.aspx

        to this:

        //test.mm.elthos.com/(F(gjPwCURccwMZrAZsH8cs-ttcNPO37k5EzoKFekv
        tKJIKlawbx3HPetPqPIopm1PQQShISrR1HxanwFn7
        NIgu1X_mtg6u92afrvcFdyQ8QXuei6zRp_7GFlHjf
        h1fhnsHyJcvv6LukjsqQishaj4kDT2fyxOq7eJ9eERf
        TyK-XgnvQPPd0))/MembersArea/Elthos_ODS/MainScreen.aspx

      3. Any time a user wants to open a new tab to look at data on another page in their World (or any other World) they will have to log in again. Some users may find this an annoyance, but that's a price that needs to be paid in order to avoid a far worse evil: data corruption.

      That said, I'm delighted. I don't mind losing the Dice Roller for the time being. And I also don't mind the long URL as it was somewhat ugly before anyway since ideally it would not show the names of the actual pages, but that's another thing that I was never quite able to get to work when I tried to replace Response.Redirect with Server.Transfer, despite a couple of weeks of noodling around with it.

      So all is well, and this is a GIANT win for the Mythos Machine. Data corruption has now been eliminated as a threat to multi-tab users! Woot!
  • Jul 18, 2019
    • Session State Management - Update
      There was a subtle bug that was caused when a session state would time out and the user would then proceed in executing certain actions. The effect was such that some of the data in the database would be corrupted. In order to eliminate this possibility I went through and added a session validation to all postback operations on every page, and if the session is timed out then the page will be redirected to the login page, and if the user is still logged in (which can be the case even though the session has timed out) then it will pass them along to the Main Information page. This is better, I think, then sending them to a "there was an error" page, and lets them just skip a beat and go back to where they were without having to worry about what kind of glitch it was. Session timeouts should be rare with the application as it has a mechanism to reset the session every 11 seconds by performing a hidden page postback which lets the server know that the user is still out there with their browser on a given page. However, sometimes that still fails and so session timeouts still occassionally happen. This revision should help, and hopefully eliminate, the possibility of an inadverent Save without a session object that could corrupt data.
    • Cloning Worlds Character Experience Gains - Bug Fix
      There was another subtle bug that I rooted out that caused experience gains of Characters from a Proto-World to not be created for the corresponding Characters in the new World. Thus, all Characters of cloned Worlds would wind up starting at 1st level regardless of what they were in the Proto-World ... which of course isn't what I'd want. This also has been fixed.
  • Jul 8, 2019
    • Places TreeView - Update
      As I'm working on my new Packaged World, "The Way of All Flesh" I noticed The Places Treeview has not always filled in the re-coloring for Places that have Campaigns and Adventures. I took a look at it and realized that if a Place somewhere down in the TreeView had been selected then it would only check the nodes for that Place and below. Aha. Ok, that's been fixed now. I also took the opportunity to centralize that code so that in the future, should I need to adjust it again, I will only have on spot to update, instead of a handful. Much better.
    • Packaged World Names - Update
      When you have a Packaged World, it is shown in your list of Packaged Worlds by name. However, when you changed the name of your World that name was not being updated in the Packaged World list. This has been updated so now when you save your World the system will save the revised name to the Packaged Worlds list as well.
  • Jul 7, 2019
    • Cloned World Name - Bug Fix
      When creating a cloned World, which you would do if you wanted to have copy of one of your existing Worlds, perhaps to build branching World History or Campaigns off of, the name of cloned World had the same name as the original World + "Clone(20190707120122)" (which is the date plus hours and seconds) in order to prevent two Worlds having duplicate names in the system. You could then rename your World something more suitable after that. However, if the original name was over 35 Characters then it would cause an error because names can only be a maximum of 50 Characters. Oh darn. So I have mitigated this by only taking the first 50 Characters of the name and saving that to the database. I also shortended the prefix and removed the parentheses so cloned World names will have names like this instead: "MyWorld CLN-20190707120122".
    • World Name CSS - Update
      On the title section of each page, if the World name is longer than roughtly 35 Characters then the name will wrap to the next line. To mitigate this I have reduced the font-size of the label so it should fit in most cases now.
    • Archived Campaigns & Adventures In the Places Treeview - Update
      The Treeview lists show color coding and the number of Campaigns and Adventures in each Place where they exist. However, before they were including Archived Campaigns and Adventures. This shouldn't be the case, and so that has been corrected now.
  • Jul 1, 2019
    • Random Encounters Interface - Update
      I have updated the the Random Encounters Interface to operate more smoothly. Earlier the treeview would not update until you came back into the page, but now it will as soon as you add new Random Encounter Charts and save their Weighting options. It also now refreshes the lists when you change Places in the Places Tree View.

      Checkbox List Background Color - Update
      I also removed a problematic background color problem that was afflicting checkbox lists by updating the CSS. Earlier the background color was changing once you scrolled down the list. It no longer does that.

      Default Screen - Update
      There was a problem with the Default Screen Login Dialog box where if you selected a pre-existing option from a prior entry to the Name textbox, the label "Login Name" would change and the words wrap, causing the dialog box to appear jumpy. It no longer does that.
  • Jun 29, 2019
    • Random Encounters Chart on World Print - Enhancement
      You can optionally configure each Place in your World to have its own unique Random Encounter Chart which you can optionally show in your World Print. Before it showed you the percent chance to encounter it according to the weighting distribution you assign when you do your Random Encounters configuration. Now the new and improved chart shows a Roll 3d10 column, which gives you the 3d10 rolls you need to encounter the various things. The way you configure your Encounter Charts is by adding Races from your Worlds Races, and then assigning a relative weight to how common they are.  So something rare would get, for example, a 1, while something common would get 4.  You decide.  From that the system generates the chart for you when you print your World.  And the Chart would look something like this:

      Random Encounter Chart for Kitt Peak Space Port

      Name Weight Percent Chance Roll Encounter What (3d10) Roll How Many
      Cobra 3 42.86% 001 to 430 1d2
      Horse 1 14.29% 431 to 574 1d1
      Wolf 3 42.86% 575 to 000 1d6
  • Jun 23, 2019
    • Race Activities - Bug Fix
      When creating a new Race the Race was not being added to the Race_Activities table, so when you wanted to use the Race for Random Encounters the Activities were not showing up in the Encounters Page for the new Race. This has been fix.
  • Jun 21, 2019
    • Page Processing Speed - Enhancement
      After having implemented Stripe as the payment system the page load times increased from about 1 second to 2 to 4 seconds. Wishing to improve the load times back to their former speed I looked deeply into the matter and found a way to optimize the process so that the page load times are now back to ~1 second. Some pages will still load up to 2 seconds or so if they are processing a lot of data in advance of showing the page. Please be patient in those cases. Thanks! Further optimizations will be explored as we move forward.
    • Page Processing Error Handling - Enhancement
      Session Timeouts are the bane of ASP.Net. When that happens then any objects stored in the page will turn to dust, and the next time you click a button or anything the page will fail and you'll be sent to the error page. Sooo... to fix this I am now checking to see if the Player object is nothing on the page load, and if it is then it gets filled again then and there, and so that should eliminate those errors and the site should operate much more smoothly now. I hope. This one will require long term testing but I think it should work! So far it looks good.
    • Print World Hyper Links - Bug Fix
      When you print your World using the Print World function, if you are the Gamemaster then hyperlinks to the Edit Pages for your Places, Campaigns and Adventures should show up in the HTML Printout. This way as you're reading, if you see something you want to edit, you can click the Name of the Place, Campaign or Adventure and it will bring you directly to the Edit Page for it so you can edit it quickly. This was not happening conistantly, so that has been fixed. It also accounts for whether or not you are working in a Shared World, and if you are, and you do not own the Place but another GM in the Shared World does, then the Printout does not offer you a HyperLink.
  • Jun 18, 2019
    • Store Inventory Equipment Name - Bug Fix
      When creating a new Equipment and adding it to a Store, the name was not transfering correctly. Fixed.
  • Jun 17, 2019
    • World Printout - Campaign and Adventure Sort Order - Bug Fix
      The sort order of the Campaigns and Adventures in the World Print were going by order entered, rather than the designated Sort Order or World Date. This has been corrected and now they sort in the order intended by the GM when creating them.
  • Jun 15, 2019
    • Character Mystic Powers Selection Page - Bug Fix
      Interestingly, when going to the Mystic Power Page some of the named of Powers in the list happen to show up as the name of the Mystic Power Book. This was a problem with the SQL Query. I needed to include a sub query that got the name of the Power, rather than the name of the book. That has been fixed and the Power Names show up and save correctly now. This was an oddball bug in that it only happened in certain cases where the World was built originally where the cross reference table has the book names rather than the power names. All good now.

      I also improved a minor issue with the look of the page while correcting the SQL Query. It now conforms to the other forms in terms of the size of the user selection table. It was truncating at width 90%. Funny how little things like that really do count a lot. I feel it looks much better now, though the difference as actually pretty trivial.
  • Jun 14, 2019
    • Random Adventure Group Generator - Bug Fix
      Naturally, when you create a new feature, something can go wrong. It did. When I added the personality and traits randomizer to the Random Character I also added it to the already existing Random Adventure Group Generator. Ok, it seemed to work, but there was a bug that caused the Random Adventure Group Generator to explode when using it. It was a matter of moving the personality generation code to a spot after the Character was already saved to the database. Tada. It's all good now.
    • Character Mystic Powers Selection Page - Bug Fix
      When entering the Character Mystic Powers page it was not selecting the correct list, nor enabling the Add and Remove Buttons in the correct fashion. This has been fixed. Now, when you come to the page, if your Character has any Mystic Powers Available it will select the first one in the list for you, and enable the Add button. If you have no available Powers, but do have Powers in the Character Mystic Powers list then it will select that list for you, and enable the Remove button. Ok, that's how it is supposed to work, and now it does. Great.
  • Jun 4, 2019
    • New Forward Facing Random Character Generator without an Account - Enhancement
      In order to demonstrate the power of the Mythos Machine, I added a button on the Default Page that reads "Gen Character" with hover text that reads: Auto-Generate a Fast Random Character from a Distant World!. This feature rolls random Characters / Races / Classes from random Public Worlds in the system and equips them with Skills / Powers / Weapons / Armor based on the configuration that the GMs have made for their Worlds, so as the system grows it should get more interesting as well. It also randomly generates Personalities, and Traits / Flaws for the Characters. Fun stuff. :)
  • Jun 4, 2019
    • Server Side Processing - Enhancement
      The World Things Trading Post SQL has been updated and rationalized better so that runs more efficiently and is more extenible in case further features need to be added going forward. Users can now filter by viewing all Public Worlds, or the Proto Worlds in case they want to restore some Things that they've changed along the way, or their own Worlds in case they want to transfer Things between them. The only Worlds that do not show up at all are Purchased Worlds as those are copyright owned by their authors, and therefore we do not offer the ability to share from them.
  • May 31, 2019
    • Server Side Processing - Enhancement
      I'm now embarking on a program of optimization and have begun working towards that goal. Today I released a version of the back end code that more efficiently loads data from the database to the web pages. This kind of work is tricky and fraught with the possiblity that code and database changes could inadvertently effect the site, so the work is necessarily slow and tedious. However, it will also enhance the user experience overall, and generally speaking must be done at some point. My strategy will be to try to reduce page load times. That said, the main reason the pages load somewhat slowly is because of the amount of data being processed by each page, and loaded into the application memory to make use of the page more effective for the users. Because of this there is probably no realistic way to make the page loads instantaneous. But I will be looking for ways to make it as fast as possible.
  • May 21, 2019
    • World Things Trading Post - Enhancement
      The World Things Trading Post System allows GMs to copy Publically Shared Things (Weapons, Armors, Races, Classes, etc) into their own Worlds for adaptation and use for their Games, or publications. All things that are Shared Publically on the Mythos Machine enter into the Mutual Collaboration Society Agreement which is a share and share alike framework for GM Collaboration. You can make your cool things Public (or keep them private, whichever you wish) in order to allow GMs to use them, and likewise you can use whatever other GMs have Shared from their Worlds in your own.

      Two things were fixed in this release. There is now a new selection criteria that allows you to select viewing your own Worlds in the list of Worlds, in case you have more than one World and you want to Share your own Things between them. This, btw, does not include Purchased Worlds, which always retain copyright ownership by the author of those Worlds. Secondly, you can also select to view only the list of Default Worlds in case you want to go back and restore things in your World specifically from your root World (which would be like the Fantasy or Western Worlds).

      There was also a backend issue with the database that was also resolved where I wanted to be able to root back to find the original World that any given thing might have been shared and reshared from. I can now get that World easily as well, which is something that will be useful in terms of tracking whose things spread to what Worlds throughout the system.
  • May 14, 2019
    • Character Things Distribution - Enhancement
      The Characters Page now has a new button named "Transfer Things". This leads to the Character Sharing Things Page which has two modes, one for Players and one for Gamemasters. They're almost the same, except the Players can only transfer things from their currently selected Character to another Character in their Adventure Group. Gamemasters on the other hand can select any Adventure Groups and any Characters for Transfers. The Things that can be transfered are: Money, Armors, Weapons and Equipement. Of the Weapons and Armors only non-Body Weapons and Armors appear in the list, so you can not transfer, let's say, your foot to another Character, but you can transfer your money or a sword, or leather vest. This feature allows Characters to give / lend their things to other Characters.
  • May 7, 2019
    • Treasures Distribution - Enhancement
      The Treasures Management page now has a method for distributing Adventure Treasures to Characters in any Adventure Group that you have associated to the Adventure. Much needed and long time coming ... but it's there now, and works nicely. The next thing to add in that regard is a method for allowing Players to distribute money and items to Characters in their own Adventure Group. Coming soon.
  • May 5, 2019
    • World Weaver's Strategy Guide - Update
      The Strategy Guide has been updated and is now simpler and more focused on what World Weaver's need to know to build their own Worlds efficiently and effectively using the Mythos Machine.

      The Guide can be found here: World Weaver's Strategy Guide
  • May 2, 2019
    • World Marketplace - Update
      The Worlds Marketplace has been updated and two Proto-Worlds are now for sale. This means that Marketplace GMs (the freebie tier for GMs) can now purchase two existing Worlds in the Marketplace (for $3 each). This establishes the Marketplace as a viable platform for World Creating GMs who want a unified online system to create Worlds, play them with their Players, and offer them for sale to other GMs on the system.
  • Apr 30, 2019
    • Marketplace Worlds - Platform Owner Account Fix
      As it turns out Stripe has certain restrictions on owners of platforms so that they are not allowed to use their owner account to actually participate in the platform. Unfortunately, they fail to alter the platform owner of this until after you've created your implementation and try it, and then it produces an obscurely worded error message about a "Shared Account", which requires researching extensively through their documentation to figure it out. Aha. Ok, so as it turns out, according to the Stripe Engineers who are on IRC, the platform owner, and only the platform owner, has this error, and the solution is to create a separate stripe account to publish Worlds with. Ok. So that's been done and now I can offer my own Worlds for sale on the Marketplace as well. Woot!
    • Guild Class Names - Bug Fix
      In the process of debugging the problem above, I discovered an obscure case where Guildclass names in the Character Object did not match their names in the GuildClass table, and this caused some guild classes not to be found for those Characters. This caused an error when cloning a World on World Creation. That has also been fixed, both in the data, and the code.
  • Apr 27, 2019
    • Marketplace Worlds - Update
      World Marketplace Code has been Improved. This is a very 'back-end' kind of fix, and only affected the test system, but it was an important one for Beta Testers in order to avoid confusion. It allows the system administrator to take a Proto-World and instantly create a Packaged World from it for the Worlds Marketplace. Thus we can now Provide 'Marketplace GM' Tier members the ability to purchase Proto-Worlds as Packaged Worlds. That is very helpful from an administrative perspective and will help us to launch our first Marketplace Worlds on the Live System very soon. It also has the benefit of allowing all GMs on the system to try out and experience the Proto-Worlds equally. Sweet.
  • Apr 19, 2019
    • World Things Search & Replace - Update
      Added Character and World data to the Search and Replace.
    • Anti-Hacking Provision - Preventative Fix
      A small number of pages were subject to hacking by unscrupulous ne're do wells... that has been taken care of. No attacks have been made, but this is a preventative measure, just in case anyone should try to be not-nice on the site. Please note: Every action taken on the site is recorded, so be aware that it is likely that bad actors will get caught, and permanently banned from participating in the site.
  • Apr 18, 2019
    • World Things Search & Replace - Enhancement
      In the Search and Replace World Thing page you can select what aspects of your World to search, either the World Things or Campaigns and Adventures, or both. When you do a search you will be presented with all instances where the search term you entered is found anywhere in your World, and this information will be shown with an edit button that will take you to the page for that Thing so you can edit it. Not only that, but you can choose to do a global Replace throughout your entire World with one click. Note, if you select the "Case Sensitive" option for your search then only those items that fit the Case of your search term will be highlighted in green, and if you do a Replace only those terms will be updated. If you choose "Not Case Sensitive" then all of the matching terms will be updated regardless of case throughout your World. Please be careful with this feature. There is no way to roll back your changes once you've done a Replace.
  • Apr 12, 2019
    • Character Image Handling Update
      Improvements to the Character Descriptive Screen where you can now title the image, or not, depending on your preference, and the formating of the page is a little cleaner looking in terms of the placement of objects on the page.
  • Apr 8, 2019
    • Places Images & Maps Display Enhancement
      Previously, on the Places page you would see a link with the name of the Image or Map that you have uploaded, which when clicked would open the image in a new page and you would need to use the browser's back button to return to the Places page. The new method gives you a clickable and nicely styled button that says "View Map" or "View Image" and shows the image in a nicely formatted window within the current page, and provides a close button. Not the most amazing update ever, but it's an improvement to the UI and makes MM a little nicer to work with.
  • Mar 29, 2019
    • Character Print Options - Update Enhancement
      Knocking it out of the ballpark with much more elegant CSS for printing to HTML. The pages can now be saved from Chrome Browser to PDF (via Chrome > Print) with page breaks between Character sheets and an elegant black & white print page. You can print one Character at a time, or an entire group at once.

      When printing directly to Word Documents the formating is plain black & white for easy printing, and includes an image of the Character if provided.
  • Mar 27, 2019
    • Character Print Options - Enhancement
      Character Sheet printing now has two modes, one for Printing to Word Documents and the other to Print to HTML in the browser. The latter has the advantage of not requiring MS Word, or similar software to be installed, and also allows, depending on the browser, for the results to be exported to PDF using the browser's Save As feature (tested on Chrome currently).

      In addition, when the "Print Descriptive" option is checked the Characters will print not only with their background elements such as History, Traits, and so on, but it will now also include relevant information about the Character's Culture, Race and Class.

      - Thanks again to Chris Donovan for yet another marvelous recommendation!
  • Mar 20, 2019
    • World Things Holes Report - Enhancement
      This is a new report that shows you all of the Armors, Weapons, Skill Books / Skills, Mystic Book / Mystic Powers that you have associated for Races, Classes in your World so you can review them and identify which ones are missing details you want to include.

      To use the form select to look at either Races or Classes, and then either pick "Select All" from the dropdown, or select the particular one you are interested in.

      The Report is accessed from the Reports Page drop down list and is named "World Things - Holes".
  • Mar 17, 2019
    • Character Races - Enhancement
      GMs now have the ability to associate both Skills and / or Mystic Powers to Races. To do so GMs can create Skill or Mystic Power Books for specified Races, and then associate those books to the Races they wish. Once done those Books will automatically assign the Race-Skills and / or Race-Powers to the Character when the Character Class is changed by the Player or GM, as well as when the Characters are Auto-Generated in the Generate Adventure Group Form.

      In the Character Race and Character Class Screens you will also see the list of Skills and / or Mystic Powers that come with any Books that are associate to the Race or Class as you've defined them. You can associate the Books to more than one Race or Class.

      So, for example, let's say you want all Undead to have not only certain Weapons and Armors (such as undead flesh, or or whatever you think appropriate) but you can also add Undead Skills and Mystic Powers as well. So you would create a Skill Book named, perhaps, "Undead Skills", and add whatever Skills you've created for this purpose, such as, perhaps, "Night Stalking" or "Barrier Bashing". And let's say you want all undead to also have a specific set of Mystic Powers for your World, such as "Chilling Gaze", or whatever. So you would create a Mystic Power Book called, for example, "Undead Powers", and add "Chilling Gaze" to the Book along with whatever other Powers you want. Lastly, for both, you use the Additional Item Options to associate the Books to whatever Undead Races you want (let's say only Skeletons, Zombies and Ghouls get this set, but you have a different set in mind for Vampires, and their ilk).

      All of which provides a much greater level of freedom for GMs to create the Worlds they want and configure them in any way they see fit.

      - Thanks to Chris Donovan for yet another brilliant recommendation!
  • Mar 13, 2019
    • Character Skills - Bug Fixes
      Character Skills had two problems which are now fixed.
      • 1. When first entering the page the Skills list did not filter the Character skills properly, so it was possible to select a Skill that the Character already had learned.
      • 2. When selecting a Skill in the Character Skills list, if the Available Skills list was empty, then the selected Character Skill Information would not show up at the bottom of the form.
  • Mar 9, 2019
    • Places Tree - Update
      While deciding on the best and most useful information to be giving in the Treeview, there were two versions in the Mythos Machine. It was decided that the one that provides more information is better and so all of the Places Treeviews now show a color outlined indicator showing which Places have Campaigns and Adventures. This allows the GM to quickly see where their World is currently filled out, and Places where they may want to do more work. All Treeviews will also show if who is the Owner of the Place if it is not the World owner, as is the case in Shared Worlds.
  • Mar 2, 2019
    • Mystic Powers Filtering - Bug Fix
      The filtering was not quite working correctly in the Edit Mystic Powers form. It now will filter allowing you to search for all Mystic Powers by name, and a variety of other attributes. It is possible that other filters need similar updates, so I will be going through the rest of the filters to ensure they are all working properly.
  • Mar 1, 2019
    • Mystic Power Books - Enhancement
      Mystic Powers worked before by looking at the Character's class, whether its base is cleric and/or spellchanter and then showing spells and miracles accordingly. It was not allowing the GM to create specific sets of spells and miracles for specific classes of mystic. Now it does. So you can now create a mystic class like "Grey Warlock", and then create a Mystic Book, like "The Book of Grey Magic", fill it with spells and/or miracles... and then when the player goes to select Mystic Powers for their Grey Warlock Character, it will show the Book which is specific to their class. So now it works exactly the same way as Skills.
  • Feb 26, 2019
    • Edit Things Forms - bug fix
      The Edit Things forms, most of them, had missed a bit of code that is required for allowing the grid view on the left of the screen to update the Thing (Weapon, Armor, Equipment, etc) name when the name is updated in the Details view. That has been addressed now, and should work on all forms.
  • Feb 21, 2019
    • Campaign Sort Order - bug fix
      My implementation of Campaign sort order had a bug, which occurred only if there were two campaigns with the same sort order. That has been resolved.
  • Feb 19, 2019
    • Print World - Update
      Working on further refinements to the Print Worlds feature. It now allows you to more cleanly print to PDF format from the browser (Tested on Chrome only thus far).
    • Campaign Sort Order - Update / bug fix
      Campaign sort order had a simple text box, but was set to take and handle only numeric values. So now it will offer a dropdown list of numbers, to avoid possible confusion. Earlier if a non-number was put in the textbox the application would have errored when you tried to save. Better.
    • Email Confirmation for Suspended Accounts - Update
      For those who may want to suspend, but not delete their accounts, there is an option to do so. This way you can keep your World(s) but not have to pay the subscription fee if you aren't going to be working on them for a while. No problem. However, until today I was not sending out a confirmation email affirming that the account was successfully suspended. I added that and so now you will get an email letting you know that the suspension went through and explaining that you can re-Activate any time.
  • Feb 9, 2019
    • Print World - Update
      Print Worlds now will sort Places by Name. Before this, Places were sorted by the order in which they were created in the Mythos Machine, which is not necessarily convenient. Sorting by Name allows the World Weaver to order their places so that they can do things like number rooms in a dungeon. Each level of the World Tree will be sorted by name, so you can order things as you wish. For example:
      • World of Logath
        • Continent of Zilmara
          • City of Quindara
            • City Hall
            • Occum Street Library
            • Main Street Police Station
          • Wilderness of Baroom
            • Cold Forest
            • The Northern Sand Traps
            • The Blasted Plain
          • Ruins of Tel'Jared
            • 1. Hall of the Masters
            • 2. The Inner Sanctum
            • 3. The Library of Baal'zamar
        • Continent of Arguna
        • Continent of Mil
  • Feb 8, 2019
    • Print World - Update
      Print Worlds now has two new options.

      Print Plain Black and White: This will print the document in plain text without text colors, although the images if you choose to output them to the document will be in color.

      Show (or Hide) Place Level Names: By default Place Names will also print with their Place Level Name. So if you defined your Place Levels, let's say, as World, Continent, Realm, Kingdom, etc... and you print your Places tree from the top down then you would get the name of your World and in parentheses next to the name would read "(World)". If you had a continent named Lemuria, then it would get printed as "Lemuria (Continent)", and so on. Now sometimes Place Level Names don't quite match the Place Level. For example, you might have a place level named City somewhere down in your tree, but at that same level is also a Dungeon. You don't want "Major Dungeon of Anlabad (city)"... so you might in that case leave off printing with the Place Level Names.
  • Feb 3, 2019
    • World Page Look & Feel
      Update to the Worlds page configuration. It now allows you to go directly to the Things Management page from the Worlds Page by hovering the button Go To and clicking World Things. Earlier you had to go to the Administration Console first, which made it feel a bit confusing. Now it is more clear that Things are under Worlds.

      In addition I cleaned up the way that the Expand boxes look, how they work, and their position on the page to make them less prone to triggering the Question mark hover. Additional work on coloring now separates the sections a little more clearly. In addition the Images dialog box was centered horizontally and vertically with a better coverage of its space in the div.

      While seemingly minor improvements, each of these small things adds up to a better user experience overall. As we move forward I will continue to make such improvements as may seem necessary and useful.
  • Jan 29, 2019
    • World Stores Management
      Earlier versions did not allow the user to delete or modify the name of the General Store, or the Body Things store. However, now they can be modified or deleted, however both of them are nevertheless required and will be recreated if they are not found in any given World. The reason for this is because in some cases two of either or both of these Stores could potentially exist (if the user inadvertently creates a duplicate) and the former method did not allow the user to clean up this kind of mistake. So now, the user can manage these stores more explicitly.
  • Jan 27, 2019
    • Data Cleansing - Updates to Things Reference Tables
      Due to changes in the data, and methods of managing data along the development path, some of the older Beta Worlds, and consequently some of the Default Worlds, had some data references that were mismatched between Worlds. So if there was a GuildClass - Skill combination, in a few cases the Skill might be from the wrong World. Routines were created to validate the data, and correct errors so that the things will all match the World in which they are being used.
  • Jan 14, 2019
    • Bug Fix - Deleting Things Issue
      There was an issue with the Things (such as weapons, armor, races, classes, cultures, etc.) deletion where references to deleted Things remained with the Character, and when Armors, Equipment and Weapons were deleted Characters could still have them. While this was non-disruptive to the application in the sense that it didn't cause any errors, it did leave orphaned items where they didn't belong, and this had an effect on the quality of the underlying data, and also may have produced a few, albeit rare, cases of unexpected results for the Gamemasters. Now, once a Thing is deleted it is completely removed from the World in every aspect. Both the code and the data have been cleansed of orphans and where necessary missing data was replaced.

      At this point the Mythos Machine will alter the Characters that have associations either by deleting them , or by assigning a new value from the World, such as when a Class or Race is deleted. In this case the first Thing in the list will be selected as a replacement. For example, if you have a Monk Class, and three Characters in your World are Monks, when you delete the Monk Class, the three Characters will be assigned to Thief instead.

      A further step will be to provide the GM a list of those things that will be changed when the deletion is completed, in case they are not entirely aware of everything that might change. In addition, when something like the Race, or Class are changed, instead of selecting the first Thing in the list as a substitute, the GM will be given an option to change them to a specified Class.
  • Jan 7, 2019
    • Skills System Update - Enhancement
      Simplification of the Mythos Machine Skills Organization. The original system was very flexible and included three methods of organizing skills, a Generic, a Skill-Class, and a Skill-Book-Class system. While the system did work wonders, it was also a bit too easy to wind up confused if you mixed systems while creating Worlds. So one system of the three, the Skill-Books-Class system, was chosen as the best fit between the completely generic system, and the ultra simplicity (but somewhat less flexible) Skill-Class system. So now, you select one or more books to add Skills to, and then assign those books to be primary for specific Classes. For example, if you have a Class of Tiger-Men Warrior-Priests, and you want to include both Fighting and Mystic Miracle Powers as Primary Skills for that Class, then you would create a Book named "The Book of Tiger-Men Warrior-Priests" and add whatever Fighting Skills and Miraculous Powers you want to make Primary for that Class, and then add the Book to that Class in the options. This provides the most creative flexibility without the hazard of becoming overly confusing.