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v1.9.6 - I Robot

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@Artemystra Artemystra released this 12 Jul 09:31

Heya people!

This one's been cooking for a while, so buckle up - it's a big one. What started as "let's add a jamming mechanic for vehicles and drones" turned into a full pass over half the character sheet: the health bar got rebuilt, pools moved house, the Identity tab got split into proper subtabs, Languages stopped being a single text box, and vehicles/drones/animals finally got harmonized onto the same data model as morphs instead of living as a weird cousin nobody looked at too closely.

The headline stuff: jamming. You can now remotely pilot a drone or vehicle, take Integration Tests, get hit with Stress, and choose whether a given roll uses your remote body or your own meatsack sitting safely (or not) back home at a flat -30. Your real body's damage, wounds and pool state are stashed while you're jammed in and restored exactly as you left them when you unjam.

For quality of life Languages is now a real multi-select with pills instead of a comma-separated string you had to remember the exact spelling for. Of course you can still make up your own languages or add whatever dialect you might wanna choose! Whatever you'd typed before gets migrated automatically - nothing is lost.

So without further ado, the patch notes (And have fun jamming into things you shouldn't.):

Added features

  • Added a full jamming mechanic for vehicles and drones - jam in, roll Integration and Stress Tests, and choose "Roll Remote Body" or "Roll Own Body (-30)" on any relevant roll
  • Vehicles, drones and smart animals now show up right in the Morph tab, mirroring the same layout morphs use - rollable Aptitudes for animals, Threat/Initiative instead of pools for smart animals, and specialization support on their skill rolls
  • Harmonized the vehicle/animal item schema with morphs (flat pools, shared movement shape, ware/traits/flaws slots) - fixes a pile of long-standing inconsistencies and clears the way for real vehicle content down the line
  • Added a distribution dialog for Short Rest rolls - when your roll comes up short you get a live-balanced dialog to decide where the recovered points go, instead of eyeballing it on the skills tab
  • Added a dedicated Rest column to the health bar (short/long rest checkboxes, reset button)
  • Moved the pool bar (Insight/Vigor/Moxie/Flex) out of the Skills tab and into the health bar, unified across character and NPC sheets - hover a pool icon for its rules or name, GMs get an editable value inline, players get a one-click action dropdown
  • Languages is now a proper multi-select with pills and a searchable, scroll-capped suggestion dropdown - old comma-separated entries migrate automatically, and the suggestion list mirrors the 26 entries of the Random Language Table from Character Options
  • Actor and item sheets got a custom title bar (logo, name, window controls) with working drag support and double-click to minimize/maximize (This feature might evolve to something new and cool somewhere on the way to v3.0)
  • Restructured the Identity tab into a General section plus three subtabs: Traits & Flaws, Identification and Muse for more room and better readability.

Bug Fixes & Code Quality

  • Fixed Enter submitting Cancel instead of the primary button across a long list of dialogs (roll options, list selection, migration confirmation, rest/rez reset, healing, autobot, pool usage and more)
  • Added a migration replacing stale pre-jamming "Drone Rig"/"Drone Affinity" items with the current compendium versions
  • Committed the compiled compendium packs to git - Foundry's Install/Update function downloads a plain archive and never runs the pack build itself, so compendiums were silently missing on any instance installed that way
  • Deleted several long-dead files: two old-framework item sheets that were never wired to anything, four item-type sheets whose types were folded into "traits" back in the 1.5 migration, and three unreachable templates
  • Consolidated the duplicated Traits/Flaws/Ware/Gear/Consumables row markup (Ego tab, Morph tab, sidecar) into one shared partial
  • Rebuilt the "More/Less" collapse toggle as a proper grid so the label sits centered between the chevrons instead of overlapping them

UX Improvements

  • Fixed the Current Modifiers tooltip opening downward off the bottom of the screen, and repositioned the Armor tooltip to open beside the armor field instead of being squeezed into the narrow sidecar column
  • Rebalanced the health bar rows - uniform padding, equal-width columns, full aptitude names, vertical centering
  • Portraits (main sheet and Limited Sheet) now render as a clean cropped square instead of a variable-height rectangle
  • Restructured the GM Info tab into a cleaner stacked layout
  • Rebuilt the Identification tab's rep score section as a proper grid and fixed the rep row jumping on hover
  • Restored the resting info flyout and fixed several scroll-height issues across the Skills, Morph and GM Info tabs so panels scroll where they should instead of clipping
  • Renamed the "Morph" tab to "Bodies" and "Skills" to "AI Skills" for vehicles/robots, added a "Jammed" indicator to the Rest area, and tightened up the remote-body visuals so the layout doesn't jump around when switching tabs