This is the complete list of features currently available in Yag.
- Up to 8 steam players can share a Yag session
- Easy to use UI to create/close a server (server is password protected)
- Two ways of joining a Yag session:
- Searching for a server (password will be required)
- Steam friends can be invited in a Yag session by anyone already connected (no password required)
- List of currently connected players with their status (server/client)
- IMPORTANT: Yag is entirely silent, no sound, and you’ll have to use a 3rd party program to talk with your friends (discord, teamspeak, steam, etc.)
Automation through embedded LUA scripting
- Character sheets customization
- Dice behavior modification (keep high/low, exploding…)
- Generally anything that can be done with a script
- The detailed documentation about the lua api is available on the documentation page.
- Embedded web server allowing the creation of mini web sites for your campaigns (rules, pictures, etc.)
- Http rest api to drive some features through a web browser.
- The detailed documentation for the http rest api is available on the documentation page.
- Everything necessary to a scenario/campaign (saves, dungeons, pawns, scennes, character sheets, LUA rulesets, custom dice, etc.) can be saved in a single zip file called a module, allowing simple sharing and distribution.
- A ton of free content (thousands of miniatures) spanning various universes:
- Medieval Fantastic
- Medieval Asian
- Post Apocalyptic
- Science Fiction
- Toon style
- Content is managed though free DLCs so you can install what you need.
- Access the dlcs in the get it page.
- Voxel generated terrains.
- Terrains can be generated procedurally through a lot of exposed parameters.
- Lots of presets for instant creation.
- Terrains can be sculpted and painted in real time
- 4 types of foliage:
- large plants like tree
- medium plants like bushes
- small plants like grass
- others (can be anything)
- Density can be set manually for each type.
- Terrain colors can be set manually (grass, sand, desert, snow, etc.)
- Brushes can be used:
- for sculpting: create a moutain, a lake or any shape in one click
- for painting: paint any shape in one click
Dungeons (= actual dungeons, villages, cities, bases, lairs, etc.)
- Procedural dungeons randomly generated with a seed and many parameters
- Lots of presets for instant creation
- Hand crafted dungeons (Yag proposes a mini dungeon editor to build your dungeons)
- Dungeons can be generated procedurally, or hand crafted from scratch, or a mix of both.
- Many different themes to apply to dungeons.
- By varying the seed, themes, and many other parameters, you can get an infinity of different dungeons
- The settings of any dungeon can be saved independently in csv format (the separator can be modified) to be reused in any other save.
- A fog of war can be applied on dungeons.
- Realistic parametrized atmosphere allowing to change the color of the sky and many other options
- Parametrized fog
- 3D clouds
- Various sky textures (aliens skies, etc.)
- Time of the day can be set manually, the sun moves in the sky with dynamic lighting and shadows
- Weather effects (leaves, rain, snow, hail, blizzard, lightning storm…)
- Dynamic compass (north direction can be modified at will)
- Hundreds of post processing effects and color filters
- Splines: a powerful building tool that allows to put 3D models along a line driven by control points. Allows the creation of roads, walls, bridges, lines of decorating objects, etc.
- Ligthts are all parametrized
- Scene lights (sun, ambient light)
- Decoration lights (fire, dungeon lights)
- Vehicule lights (road lights)
- Pawn lights (hand torches, flashlights, etc.)
- The main available lights options are:
- falloff profile
- Thousands of 3D miniatures for characters, creatures, objects, weapons, special effects
- Characters and creatures are all animated
- Pawns can be selected individually with a click, or as a group, using a selection tool.
- All actions (copy-paste, delete, equip weapons, move, mount/dismount, rescale, etc.) are always performed on every selected pawns, allowing fast preparation/modification even for large groups of pawns.
- All miniatures can be rescaled
- All miniatures have their own health and initiative (independently of their assigned character sheet if any)
- All characters (humanoid species) share the following animations: idle/run/idle fly/move fly/various attacks/death
- All creatures (animals/monsters) have their own set of animations (idle/run/death/attack). Fly anim is available when making sense (winged creatures)
- Characters can be equipped (left hand / right hand) with hundreds of weapons/tools/spells
- Characters can be equipped with light sources (torch, candles…) providing dynamic lighting and shadows
- Attack animations are chosen depending on the type of weapon equipped in which hand (ex: sword in RH => 1H sword anim, sword in LH => 2H sword anim, bow in LH => bow anim, spell in any hand => spell anim, etc.)
- Each equipped weapon can be rescaled while in hand
- Any character (humanoid species) can ride any creature (animal/monster/non humanoid species)
- Miniatures and groups of miniatures are created/duplicated with a copy-paste mechanism (Ctrl-C/Ctrl-V) so creating large groups is fast and easy
- Pawn can be made invisible to other players: only you and the Dungeon Master will see them (DM sees everything), with an icon above their head indicating they are invisible to others. This serves two purposes:
- The Dungeon Master can manage his/her pawns without players knowing
- Stealth and invisibility spells can be handled
- Pawns can have their speed modified (haste/slow spells…)
- Any player can attach itself to any pawn (and will follow the pawn when it is moved)
- It is possible to have a 1rst person view for every pawn (characters and creatures) for role play and immersion
- Pawns can be controlled (1st and 3rd person) with a generic gamepad
- Pawns can be made unclickable/unselectable (useful to avoid accident click, for example on maps/boats/bridges/trees/houses). An admin mode allows to bypass this feature and make them selectable again.
- Video cameras can be assigned to pawns
- Various animated effects (fires, spells) that can be equipped in hand or used as independent pawns
- Thousands of non animated objects (houses, trees, rocks, boats, bridges, chests, statues, etc.) that can be used as pawns
- Those objects are like the other pawns, they have their health (for example to count when a building is destroyed)
- A special type of pawn that can be applied a picture from the internet (must be a public URL, Yag doesn’t handle authentication)
- Those textured rectangular assets can be rescaled to become a pawn, a poster or a map of any size.
- This allows to import and play with any picture/map from the net (all miniatures can walk on those maps)
- A public log journal that display dice results and various messages (game, system, errors, players connection/disconnection…)
- The journal supports colored texts for better visibility
- Fully modeled 3D rpg dice (d4, d6, d8, d10, d12, d20) that roll following the laws of physics
- Non standard dice (d2, d3, d14, d23, d100…) can be used in formulas but will merely generate a random number
- After each roll, 3D dice are read, summed, and displayed publicly in the journal for everyone to see
- 3 sets of dice are proposed with 3 different easily distinguishable colors (black, white, wood)
- The sequence of color can be chosen (for example you can roll 2 white dice and then a black one)
- It is possible to roll private dice that only you will see
- Dice are fully customizable
- Faces can be modified by using black and white textures as masks (alpha channel). Templates are provided for a very easy creation process.
- Values (computed and displayed) can be modified with a simple text file
- Custom textures and text files must have predefined names and be located in a predefined Yag directory
- Each layer can have a different customization (for example the Dungeon Master can play with different dice)
- Once prepared, you can change your set of dice in a click (allowing to have different sets of dice for different situations/states)
- Dice rolls can be automatized with simple formulas:
- 3d6+2: roll 3d6 and add 2
- 3d6h2: roll 3d6 and keep the highest 2
- 3d6l2: roll 3d6 and keep the lowest 2
- 2d12h1 – 3d4 + 1d27 +4: roll 2d12 and keep the highest, roll 3d4 and subtract the result, take a random number up to 27 and add it, add 4. (In this formula, d12 and d4 will roll, d27 will just generate a random number)
- Dice formulas can be used in the dedicated dice panel (for single rolls) or in character sheets (for frequent rolls)
- Character sheets can be managed two ways:
- as a simple collection of lines containing various fields
- as a graphical asset: each line can become a label that can be superimposed on a picture -png/jpg/bmp- of the empty character sheet.
- Two-field = following the logic of “test and result” (most often: “hit and damage”)
- Labels are only used to sort the lines
- A template CS can be created and used to quickly create a usable CS for your game
- Character sheets can be public (visible by everyone) or belong to a player (visible only by the owner and the dungeon master)
- Character sheets have an option to be transported from save to save: you can load a different scene and keep the important CS (mostly the heroes group) in the new scene.
- Character sheets can be saved independently in csv format (the separator can be modified) to be reused in any other save.
- Character sheets can be exported/imported in csv format (the separator can be modified) to be modified in a 3rd party application (like Excel or Google Sheets)
- Character sheets are entirely independent of miniatures:
- You can create a CS with no miniature associated
- You can spawn a miniature with no CS (it will only have a health and initiative)
- You can create a CS with any number of miniatures associated
- So it is possible to create a CS named “monsters” and associate many different monsters to it. They will share all their automated dice rolls (attacks, skills, abilities) but will still have their own private health and initiative.
- All pawns (characters/creatures/objects) acting in the current round can be sorted and displayed according to their initiatives.
- Keyboard layout: you can choose between azerty and qwerty keyboard layouts
- Distance units: you can choose to display all length/distances in Meters or Feet.
- Dungeon Master:
- The DM sees everything (all character sheets, all miniatures)
- The DM can hide pawns from all players (even create invisible pawns by default, so situations can be prepared without the players noticing)
- 1rst and 3rd person view: you can choose between a 3rd person view (RTS style) or a 1rst person view
- 1rst person can be used for immersion/role play
- 3rd person can be used to get a general view of a scene
- A square/hexagonal grid of variable size can be displayed to measure distances
- 2 dedicated tools (2D and 3D) are available to display the distance between any select pawn and the mouse cursor.
- Visual options (depth of field and other photographic options).
- Yag offers various ways of saving your settings:
- Full binary save: a save that contains everything (scene + miniatures + character sheets) in a small binary format
- A full binary save is automatically made every 5 minutes and Yag keeps the last 4 auto saves
- A full binary save can be made manually with a custom name
- Scene save: the settings of you current scene can be saved in csv format (modifiable separator), independently of the full binary save
- Character sheets save: any/all character sheet(s) can exported in csv format (modifiable separator) independently of the full binary save
- Local parameter saves: all your local parameters (keyboard layout, distances unit, visual options, being Dungeon Master or not, grid options, dice options, and many others) are automatically saved in csv format every 5 minutes, so Yag will remember your personal settings at the next launch.
- Full binary save: a save that contains everything (scene + miniatures + character sheets) in a small binary format
- All the saves are stored and organized in the Yag working directory, generally “<My Documents>\My Games\Yag”
- Please note that during a session, only the server is allowed to perform a full binary save. Clients can only save character sheets and dungeons parameters in csv format.
- Yag is very rich and complexe and comes with many ways to get help:
- Tooltips everywhere
- Detailed internal pdf documentation
- A HUD displaying real time useful info
- Ingame real time help displaying the available actions/commands in the current context
- Ingame help panel containing a virtual clickable keyboard to quickly retrieve any key you need and a searchable help that explains many mechanisms in Yag.
- Youtube tutorial playlist
- Usual ways to ask questions (Discord, forum, email)
What Yag does not have
- Sounds: Yag is entirely silent
- Chat features: you have to use a 3rd party program like Discord, Teamspeak or Steam to communicate with your friends