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Heya people!
Last time I promised you drugs. And since I'm on the clock to present you with them, here they are: pharmaceuticals, narcotics, toxins, the works. Every single drug in the compendium now actually does something when you take it - it kicks in, runs its course through your veins and wears off on the world clock without anyone counting minutes on a napkin.
This turned into a much bigger release than planned. Once doses worked, people wanted to hand them to each other. Once you could hand them over, someone wanted to force them on an unwilling target. Once you could do that, the Sprayer wanted to fire them at three people at once. And while I was at it, your defensive ware finally learned to fight back, and drugs learned to make you dependent on them. So: welcome to Eclipse Phase, where a small update resleeves into a whole different animal all of the sudden.
THIS RELEASE CONTAINS A MIGRATION. BACK UP YOUR WORLD BEFORE YOU UPDATE. Every drug in your world - on sheets, in the items directory and in your own compendiums - gets moved into the new format: durations become real durations, drugs come in packs of doses, every drug becomes either a drug or a toxin, and drugs and ware already on your sheets pick up their effects, checks and bonuses from the compendium. Your own effects stay untouched. The migration dialog also got a fresh look, so you'll know it when you see it.
A few things behave differently from now on:
- A drug's effects only apply when you take it, not while it sits in your inventory. Take it from the drug's row in the sideCar.
- Drugs come in packs of five doses by default - set it per drug on its sheet. Dropping the same drug again adds to your stack.
- Ammunition packs are their own thing. When you drop a drug onto a sheet you decide whether it's a pack to take or one to load into a sprayer. Only ammunition packs load, and they can't be taken.
- The updated shop module needs this version - if you use it, and updated it to 1.1, you ant to do this together with the system.
So without further ado, the patch notes:
Added features
- Every drug's duration now runs on the world clock: a taken dose sits on the character as an effect, kicks in after the time its form needs, and wears off on its own - with a chat card when it starts and when it ends
- Drugs come in packs of doses, a stack of packs counts down dose by dose, and you pick the form you bought a drug in (pill, patch, injection, ...) when you drop it on a sheet
- A drug that can't act on your body refuses to work: biochem and nano drugs need a biological body, electronic drugs an infomorph or a cyberbrain
- Drugs bring their situational modifiers into your rolls in a new "Under the Influence" block of the roll dialog, and penalties to all actions now apply to every check
- Drugs can call for a check when they take hold, deal damage or stress when that check fails, and leave stress behind when they wear off (Psi-Kick, Psi-Opener, Schizo)
- Toxins now work over time: damage every action turn or hour, each tick counted against your Wound Threshold on its own, and growing penalties that can incapacitate you
- Drugs can lend traits, sleights or other items while a dose runs - psi drugs bring Psi I or II along if you lack it - and Meds start the healing dialog on Meds
- Defensive ware fights back: Toxin Filters, Digestive Symbiotes, Medichines, Nanophages and Immunizers check, halve or nullify what you take, and Immunizers remember what they beat
- Addiction: every dose card of an addictive drug gives the GM a Demand Willpower button and a history of the last 24 hours and 7 days; a failed check adds Addiction I to III
- Ware now brings its situational bonuses into your rolls too - Grip Pads when climbing, Enhanced Hearing when listening and thirty-odd more - in a new Augmentations block of the roll dialog
- Give a dose to someone else: a willing target takes it from the chat, and the GM can hand it to a selected token, a token on the canvas or an NPC from a list
- Force a drug on an unwilling target with a melee attack, or fire it from a chemical weapon like the Sprayer at the targets you mark on the canvas - every target dodges or parries from a card of their own, and a dodge against a spray still lets half through unless you're behind cover
- NPCs and Goons can take drugs too, with their own Consumables box
- The Time Panel lists unlinked tokens of the current scene, so a dose taken on one is visible and can be ended early
- Drug data corrected against the book and its errata, and the compendium is sorted into folders by book chapter
Bug Fixes & Code Quality
- Expired doses no longer stay behind, inactive, on the unlinked tokens of a world actor, and effects over time deal every tick due when the clock jumps past their end
- Fixed a race in Foundry when several doses and effects ended at once
- Fixed the grenades-only ammunition rule never using up a drug pack loaded into a sprayer
- Fixed the heal card being posted without the healed character as its speaker
- The sample characters' ware and traits keep their effects again, and their drugs come in the new format
- Drugs, doses, defensive ware, addiction and targeted attacks are documented for module authors and available through the API
- The test suite got a thorough clean-up - 1098 tests across 64 suites now
UX Improvements
- Picking targets on the canvas works the same way everywhere: a turquoise cursor, red marks with a white border, a click to mark, another to unmark, a right-click to confirm
- The migration dialog has a new, cleaner look, with its fixed parts in your own language
- Damage rolls show their flat bonus next to the dice, conditions from drugs always show their icon on the token, and footnotes share one small, grey, italic style
Next stop: combat. Weapons and psi on targets, armour that actually soaks damage, and a damage card that does the maths for you.
Stay safe out there - and maybe don't take everything someone hands you!