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Releases: SolarBear/Numenera-FoundryVTT

Version 1.0.0

10 Oct 12:45
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No cheesy "edition ..." this time. No dubious humor (I'll try). Just these sweet words:

Version 1.0

Music to my ears!

I've been working on this system since February but finally got into a groove around Easter; things slowed down during the summer but I'm getting back on track! I've sunk a few hundred hours of my life into this; I've learned a lot in the process but I'm especially proud to see people actually using this system and having a good time. At the risk of sounding a bit corny, that's what really matters to me. The fact that some people decided to contribute is simply astounding to me!

"So, this means the system is finished?" Oh, dear, no. Oh oh oh oh oh my, no no no. I have soooooo many ideas, features I'd love to add or improve upon, so many games that would require juuuuuuuuuuust a tiny bit of love. No, I've decided to dub this version 1.0 because, mechanically speaking, everything is in place: stats, skills, effort, a rough framework for abilities... And I'm not even talking about the upcoming Foundry 0.7 that will require a lot of fixing broken pieces but also new features and, thus, new opportunities! No, I don't feel that, as of now, there are any major missing pieces.

Thank you all for your kind words, ideas, pull requests, criticism, bug reports or just tagging along.

Changelog

Game mechanics

  • At long last, Effort has been integrated into the system!
    • To use it, whenever you would roll for a skill, stat, ability or weapon by clicking on its "Roll" button or a macro, simply Ctrl+click or CMD+Click (for Mac users). This will bring up the Effort dialog.
    • In the effort dialog, you may enter a starting task level. Select a stat, skill or ability, add any other enhancements (eg. assets, power shifts), add Effort levels if you wish, and then roll! Points will be deducted from the corresponding pool.
    • You may select a roll mode (public roll, GM roll, etc.) at the bottom of the dialog.
  • Changes to dice rolls
    • From now on, skill/ability/weapon rolls will not take skill levels and inabilities into account anymore: you'll only get the success level correspoding to your roll. This was removed because it did not fit the rules as written and confused players, and with good reason. You do the math!
    • However, rolls made from the Effort dialog (Ctrl+click or CMD+Click) with a task level defined will take every factor into account and give you a nice Success, Failure, GM Intrusion or Minor/Major Effect output.
  • Reworked the Recovery dialog
    • No banking of unused recovery points anymore! The dialog, instead, warns you if you have leftover points and your pools are not empty.
    • Added a setting to allow for out-of-order use of Recoveries, a popular house rule. Just look for it in System Settings.

System Improvements

  • ¡Numenera habla español! Courtesy of Github user @thirdsoul, a Spanish translation has been added to the system. ¡Muchas gracias!
  • Being Debilitated does not stop you from making rolls anymore; in some stranges cases, it might be required.
  • Added some missing French translations.
  • Some boring, under-the-hood clean-up.

The Strange

  • Artifacts in The Strange now have Laws.
  • Minor improvements to the character sheet.

Effort testing

02 Oct 01:14
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Effort testing Pre-release
Pre-release
Initiative will need some love,  but this a least avoid an error whil…

…e rolling init

Version 0.17.2: the "Typo" edition

18 Sep 20:57
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Bug fix: a lot of events were broken, mainly those happening when clicking a "+" button on the character sheet

Version 0.17.1: the "Just for you" edition

18 Sep 01:46
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Changelog

  • Weapons can now be used from the macro bar for rolls, use existing skills, etc. just like from the character sheet
  • Bug #125 (special characters in item description fields) fixed

Version 0.17.0: the "Ooooooooooooooooooooooo shiny!" edition

17 Sep 01:40
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As always, if you enjoy my work, Coffee !

Changelog

User Interface

Courtesy of @ixis, gorgeous improvements of the various sheets of the system! Nice background, visual effects, various minor UI/UX improvements... look, just try it out, mkay, I can't even.

General

  • German translation added, kindly provided by @foxderfuchs. Danke!
  • A small rework of game settings has been started: (Foundry) settings will now be independent of the (Cypher) setting you're playing. Wanna use Recursions in your Numenera game? Who am I to stop you, you beautiful monster?
  • Bug fix: equipment tables (weapons, armor, etc.) would not display correctly when equipment icons were deactivated
  • Bug fix: dice rolls for abilities with a cost of 0 could generate errors, in some cases

What's next?

Effort! Yeah, I know, I've been lacking some, recently, heh.

Version 0.16.3 : the "I attack the darkness!" edition

05 Sep 14:10
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Changelog

General

  • Bug fix: NPC attack text would apparently save, but any changes would be lost upon refreshing the page
  • Supported version updated to 0.6.6

Development

  • Updated some developement dependencies with vulnerabilities
  • Updated Rollup script to account for changes in the recent, updated versions

Version 0.16.2 : the "Get ready for it" edition

23 Aug 15:01
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As always, if you enjoy my work, Coffee

Changelog

The Strange

  • Added Alienation to Recurions tab

Bug fixes

  • Removed restriction of minimum ability cost in ability sheet
  • PC skills dragged to the macro bar would not roll properly
  • Duplicating an NPC (eg. "Duplicate" button, dragging into a Compendium, etc.) would fail to copy the Description field contents.

Version 0.16.1

07 Aug 18:48
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Changelog

  • Mini-feature request: Added a "Roll" button to all three stats for these generic "Look, I don't have a skill for that" moments
  • Bug fix #110 Saving an Ability's description using TinyMCE's built-in Save button would change the Ability's type to Action
  • Bug fix: #111 Item description HTML would be displayed on the character sheet
  • Forgot to add the pt-BR language file to the rollup script (it still was included in 0.16.0 though, I simply forgot to commit that change)
  • Fixed repo URL in system.json

Version 0.16.0: the "we missed u" edition

07 Aug 13:32
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First, I would like to apologize for the recent lack of updates. I had to take some time off but now I am SO totally back.

As always, if you enjoy my work, Coffee

Enough chit-chat, gimme the

Changelog

  • Ability Pool point expenditure now works! No need to manually remove them from now on. Should work from both the character sheet and through macros.
  • Cypher and artifact forms: @NiceTSY has provided a nice temporary workaround for that feature (thanks buddy!): simply list the various forms, delimited by commas (',') and the system will select a random one when creating the Item. Neat!
    • A more robust system is still planned but I think this is a good compromise between simplicity and effect
  • Feature request: Community actor type has been added! There isn't any related feature apart from the sheet itself for now, we'll see about future requests.
  • New Recursion property: Traits (thanks to @mparker546 )
  • Every Item sheet (cyphers, weapons, recursions, etc.) now uses the TinyMCE rich text editor for text fields.
  • Added Brazilian Portugese translation (many thanks to @tfbbueno !)
  • Bug fix : some item migrations would fail silently
  • Other minor fixes and clean-up

Version 0.15.1: the "A Token of my gratitude" edition

03 Jul 12:34
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Coffee

  • Created NPC tokens now start with maximum health by default a
  • Changing an NPC's level now updates its health with the default/recommanded value for that level
  • Bug fix: some tooltips had not been updated