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v2.3.0

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@Causodes Causodes released this 27 Aug 05:15
· 12 commits to main since this release

Bug Fixes

  • Normalize Foundry's Secret token disposition to Neutral for radar classification, targeting eligibility, and parent-derived ordnance allegiance
  • Fix nested role-name localization tokens so companion role overrides resolve cleanly in warnings and Captain-card descriptions
  • Fix Combat Telemetry only upgrading one target by applying all lock upgrades in one atomic GM-side actor update
  • Fix Combat Telemetry skipping targets within auto-scan range
  • Keep BDA results isolated per attack so overlapping assessments cannot display another shot's hit count or damage
  • Resolve the BDA operator from crew layout, allow the Captain to operate Sensors in 4-person crews, and retain GM launch access
  • Route BDA result and correction chat-card updates through the GM so assigned Sensors operators can complete Combat Assessment without ChatMessage permission errors
  • Resolve every station operator from the 3–6 person crew layout, including reduced-crew helm, sensor visibility, ordnance rolls, and deployed-craft control
  • Derive accuracy copy and fire-tier modifiers from the active system adapter; fix d20 allocation/fire-mode scaling and remove percentile-only strike-craft displays
  • Apply Captain initiative allocation as a reversible combat-tracker bonus, replacing only the prior turn's Ship Combat bonus so rolled initiative never persists through actor state or carries between combats; disable initiative allocation until the ship has rolled tracker initiative
  • Centralize Harden Shields bypass suppression across weapons, strike craft, and torpedoes
  • Serialize every GM-side Power Core grant, spend, and reset in one per-ship transaction queue; consumption and action telemetry commit together, preventing both double-spends and grant/spend lost updates; remove the obsolete direct assign/revoke API
  • Correct Sensor Radar heading transforms after the ship-forward convention change and rotate the true compass beneath relative/heading-up mode
  • Fix NPC ordnance salvo and flight-size fields being locked to 1 by persisting edits to the embedded template and applying the current field value when launching
  • Spend Captain's Power Core before revealing the draw-pile preview in Dead Reckoning; cancelling or closing the preview no longer avoids the cost
  • Show the allocation warning before Dead Reckoning commits the Captain's unrolled or unspent allocation points
  • Make the Standing Orders next-round counter project the refilled hand, and defer discard recycling until a round begins with an empty draw pile so a partially exhausted pile produces one intentionally short hand
  • Fix Red Alert at the real Foundry round boundary: discard unused temporary cores, apply its internal fire increase atomically, and grant exactly one fresh Power Core to each receiving operator, including shared pools in reduced crews
  • Apply Aggressive and Defensive stance modifiers on both sides of ship and strike-craft attacks, and use their Speed/Maneuverability changes in actual helm previews, movement, rams, and drift rather than display only
  • Apply Devastating Protocol to incoming as well as outgoing weapon, strike-craft, torpedo, and ramming hits
  • Increase Dead Reckoning footer-button padding so Confirm Order and Cancel labels no longer crowd their right edges
  • Clean up allocation locks; locking actions are now more sensible than before
  • Harden various emit to GM transport contracts
  • Remove stale/legacy resource keys
  • Enforce critical-condition effects during movement, weapon fire, lock upgrades, Power Core distribution, and Auxiliary Power generation instead of relying on disabled controls alone
  • Enforce NPC critical effects across round damage, internal fire, heat, movement degradation, weapon sections, fire control, and power generation in every hull-storage mode

Improvements

  • Distinguish friendly ships from hostile Lock 4 contacts with explicit ally labels, dashed identification rings, and friendly status text on the Sensor Radar; keep friendly ships and allied ordnance fully visible and allow Sensors to mark them for crew clarification without making them valid attack targets
  • Route every Captain-card surface and pile preview through one system-theme contract so sheets, chat, Emergency Salvage, and Dead Reckoning cannot drift into different card graphics
  • Centralize allocation terminology in the active system adapter, including count-aware singular/plural forms used by localization, templates, BDA badges, and generated UI copy
  • Use collision-checked 20-character BDA attack IDs and mark completed or round-reset assessment cards as expired
  • Unify Captain, Red Alert, and Engineer Power Core grants into one receiving-operator pool, with Engineer assignment retained only as its once-per-role distribution ledger; reduced-crew stations now read and spend their shared operator pool while keeping the existing available/unavailable overlays
  • Simplify Engineer Core Distribution rows by placing the ready-core ×n count beside the clickable allocation bolt
  • Restyle Marked Target and Priority Target as high-opacity translucent pale teal/red indicators outside the shield and bow-indicator radius, with two-line, lock-coloured canvas labels and Bandit-a: Name contact formatting
  • Rework Captain Standing Orders: remove manual draw/full-hand mulligan controls, make Resolve fund per-slot mulligans that lock allocation on first use, and make Inspire set the next round's hand limit above a base of 3
  • Make Captain cards instance-aware so duplicate orders remain independently selectable and reorderable
  • Rework Emergency Salvage to preview full card effects, add the chosen order to hand with a Salvaged tag regardless of hand limit, recycle the remaining discard pile, and return the Salvaged order to the bottom of the draw pile whenever it leaves hand
  • Show full order names, categories, and descriptions while reordering the draw pile with Dead Reckoning
  • Remove the redundant Active Standing Orders panel from Captain tabs; active stance remains in the top status bar and role-specific order effects remain visible to affected crew
  • Define one universal Captain-card surface contract for sheets, chat, Emergency Salvage, and Dead Reckoning so companion-system themes apply consistently without consumer-specific copies
  • Serialize and validate Captain, Gunner, Pilot, and Ordnance point allocations on the GM, enforcing pool totals, roll prerequisites, and post-action locks across full and reduced crews; apply equivalent guards to NPC helm and gunnery allocation controls
  • Expose canonical committed-allocation locks to companion templates for Gunner and Ordnance, including fired-weapon and shared-crew lock states; disable allocation decrements when their raw allocated or staged value is already zero, and require each role's pool-generating roll before either allocation direction is enabled or accepted
  • Classify radar contacts by token allegiance (hostile Bandits, neutral Bogeys, named friendlies), exclude the acting ship and its allies from every shared target picker while preserving hostile-NPC targeting, and enforce the same rule in GM-side target-marking handlers
  • Replace the Mark for Crew flag with a crosshair and show Marked/Priority contacts directly on the Sensor Radar; pale-teal intercardinal ticks identify crew marks, Priority doubles the normal ring thickness in pale red, and mirrored name placement keeps the upper label clear
  • Rename Battle Clarity to Priority Target
  • Mark critically disabled weapon sections with a named, system-themed lockout overlay, including deterministic fallback selection for legacy or manually applied conditions

New Features

  • Add persistent per-ship contact designations shared across radar and targeting interfaces, plus crew-visible canvas markers for the Sensors recommendation and Captain's Priority Target
  • Add Critical Hit effect tooltips on chat cards
  • Add confirmation dialogue on allocation locking actions
  • Add GM Manual Override to player ship stats to the bottom of the Configuration tab
  • Add a world-level Shield Resolution setting with backward-compatible Hit Negation and optional Damage Pool modes; Damage Pool applies Shield Burn before absorbing normal damage point-for-point and discards excess Burn instead of spilling it into armour or hull, while weapon, strike-craft, and torpedo attacks consistently respect Shield Bypass, Harden Shields, immunity, Rend, and partial damage overflow

Balance Changes

  • Balance Sensor Priority by halving Lock 1 and Lock 2 AP costs for the round, rounding up after the sensor component's AP modifier, instead of making those upgrades free