Releases: SolarBear/Numenera-FoundryVTT
Version 1.3.2: the "m4d sk1llz" edition
Changelog
Bug fixes
- Using the task dialog from an ability could sometimes throw errors
Version 1.3.1: the "SMH" edition
Changelog
- Bug fix: the recovery dialog would not open from the PC sheet
- Bug fix: missing label name for the Cypher tab on the PC sheet
Version 1.3.0: the "Is it a bird? Is it a plane?" edition
Make sure you read the Settings section below! It's not exciting changes but it might spare you some confusion in the near future!
Changelog
Cypher System
Our first big Cypher feature drops: power shifts! You can now defy gravity and perform superhuman acts of strength, toughness and general awesomeness by using these.
- To make power shifts available in your world, go to System Settings and enable the Feature: Power Shifts option.
- Power Shifts can be created both from the Item Directory or from the PC sheet, in a similar way to abilities, cyphers, etc.
- You can give each Power Shift a name, description, a type as well as a level. These types are right now:
- Ease a task
- Ease an ability
- Increase Armor
- Extra Recoveries
- SIngle attack
- Extra Recoveries: each level in a Power Shift with the Extra Recoveries type adds an extra 1-Action recovery, visible on the character sheet and the Recovery Dialog.
- Task Dialog: now, when opening the Task dialog (with Ctrl+Click on a roll icon or macro), Power Shifts will be listed and, if selected, will subtract its level from the task's level.
PC sheet
A new tab has been added/modified to PC sheets.
- In case you've enabled a single game feature, that tab will use its name (eg. "Power Shifts").
- In case you've enabled more than a single game feature, the tab will be labeld "Features" and a combo box will appear to allow you to select which feature you wish to see.
- In case you've enabled no "tabbed feature", the tab will be displayed.
Right now, the only features involved in this change are Recursions and Power Shifts.
Recovery
Various improvements to recovery.
- The Recovery score is now displayed on the PC sheet, near the Tier and XP. It is NOT equal to your Tier anymore.
- Extra recoveries from Power Shifts are added here and can be used and reset just like regular recoveries.
- Added a new field for temporary bonuses (eg. the Entertains focus gives +1 to Recovery rolls for PCs in short range). That bonus will be added to every recovery roll made while the dialog is open. It is NOT saved between uses.
- Just like the Task dialog, the Recovery dialog can now also be opened via a macro. (The wiki will be updated shortly with instructions)
Settings
- The following features are now enabled or disabled by a system setting
- Power Shifts (Cypher System)
- Recursions (The Strange)
- Oddities (Numenera)
- Removed the Character Sheet option: it has been superceded by individual features, instead. Game presets might be added in the feature to ease feature management.
Bug fixes
- Fixed a template version problem that made it so that some people experienced migrations at every start instead of only when required.
Version 1.2.2: the "il faut cypher" edition
Version 1.2.1: the "help yourself" edition
Changelog
Features
- As suggested by Discord users who asked nicely, you can now open the Effort dialog from a macro to, for instance, select some parameters in advance, which is useful in some cases. Consider this a beta feature as it is certainly rough around the edges. You'll find the related docs here: https://github.com/SolarBear/Numenera-FoundryVTT/wiki/Macros-for-rolling
Bug fixes
- Editing items (weapons, equipment, skills, etc.) while a scrollbar is present would make it scroll back to the top.
Version 1.2.0: the "There and back again" edition
I'll start by apologizing for the recent issues: Foundry 0.7 broke some features that compleltely flew under my radar and, after fixing them, I ended up breaking the system for some 0.6 users. I will definitely be much more careful on the next major version update!
Changelog
UI
- Reduced the size of the character sheet by about 130 pixels: it could hardly fit in a 1080p window! Further improvements will certainly come but I'm waiting on community feedback, first.
Miscellaneous Improvements
- Effort dialog: a final task level of 7 is now an automatic failure; a task level of 0 is now an automatic success, although you still have the option of rolling, as stated in the book.
- Success levels: damage track level of "Impaired" or worse now included in success level equivalence (if using that option) or success/failure calculations.
- Added damage bonus inside chat messages, in addition to the usual one, for rolls of 17+.
- Deleting a skill, ability or weapon now deletes any macro created from it.
Bug Fixes
- Fixed a task level/dice roll problem with version 0.6 (#147 ).
Version 1.1.3: the edition "of no import"
Many thanks to all of you for reporting bugs!
Changelog
Bug fixes
- A token's health would remain at max health on the HUD.
- Performing an "Import All" operation on a compendium of Actors or Items would fail with an exception.
Version 1.1.2
Bug fixes
Further bug fixes related to tokens.
Version 1.1.1: the "lucky ones!!!!" edition
Bug fix
- Editing a token's data or playing around with PC or NPC health bars would throw exceptions and cause weird error messages about the token's disposition.
Version 1.1.0: the "protect ya neck" edition
Why, yes, ridiculous, barely meaningful edition names are back. Deal with it.
Changelog
Foundry support
Foundry v. 0.7 is now supported! The transition was fairly simple, most impacting changes being related to dice rolls and draggable behavior.
Warning!
When migrating from 0.6 you will almost certainly get errors with chat messages related to rolls. This is due to breaking changes in Foundry's API and supporting both message types at the same time would be a lot of work for information that is mostly ephemeral. Sorry for the inconvenience.
Features
Armor
Armor use has now been integrated into the system!
A new Armor Penalty setting has been added. There are three different possible values:
- Increase Speed Effort Cost (default): this implements the current rules relating to armor, with armor use increasing the cost of every level of Speed Effort you use. The cost is calculated from the PC's heaviest piece of armor. Having the "Trained in Armor" or "Mastery with Armor" skill (must be exact name to keep things simple) lowers that cost by 1 and 2 points per level, exactly.
- Reduce Speed Pool, Might cost per hour: this represents the "old" version of rules, as found in the first version of Numenera or The Strange. You will find these values on the PC sheet, right under the Armor field. Right now these will not be calculated automatically, they're simply a reminder to the player.
- Don't take armor penalties into account for rolls and calculations: this is the opt-out value. You can still edit the Speed Penalty field on the PC sheet as a reminder.
Macros for stat rolls
As a last-minute addition, I've added a compendium called System Macros which contains three macros, each for every attribute. Just drag it to your macro bar and roll! It fully supports the new Effort system so simply Ctrl+click the macro to open the Effort dialog and add Effort, set the Task level, etc.
Dice roll behavior
Version 1.0 removed the previous behavior on dice rolls, namely to add modifier to the resulting task level (eg. rolling a 13 while being trained in the related skill would display a level 5 success, not 4). I received a lot of complaints over time that this was not the "rules as written" behavior and decided to remove it.
Well I've received quite a few complaints, too, about people who strongly disagreed with the change! As such, that behavior is back via the d20 rolling setting:
- Output plain task level success without modifiers (default): this is the current, 1.0 behavior.
- Output task level success, adding any modifiers (eg. skill level): this is the previous behavior.
Other
- Removed dependency on Dragula.
- Numerous, tiny bug fixes have been made.