Releases: DavidMGDev/RuneKeep
Release list
RuneKeep v0.43.2 (Android)
RuneKeep v0.43.2 - The expansion editor stops throwing you out.
THE BIG ONE
- ADDING OR EDITING A CARD NO LONGER KICKS YOU BACK TO THE PACK LIST. This was my fault and it was in v0.43.1. The back guard added in that release tidied up after itself by stepping back through the browser's history, and guards hand over: the library screen stands its guard down at the exact moment the card editor raises one. Standing down ran the tidy-up, the tidy-up was a real navigation, and so OPENING A CARD POPPED THE PAGE. Every time, on the web, for every kind of card.
- The guard cannot navigate at all any more. It is not that it is more careful; the thing that moves you is no longer reachable from that code.
- BACK NOW ASKS BEFORE IT THROWS AWAY A DRAFT, which is what it was supposed to do in the first place. It also closes what is open first: the dialog you can see, then the expansion, then the screen.
- Verified in a real browser this time, not by reasoning: open a card, edit it, press the browser's Back, get asked, keep writing, save, reopen. That check is why the second bug below was found too.
CUSTOM STEPS LOOK LIKE STEPS
- A STEP FROM ONE OF YOUR TYPES HAS AN ICON. It had none, so its tab collapsed to a squashed box with a label and nothing above it, beside nine tabs holding a proper glyph. The mark is a card with its chip across it, which is what a type is.
- ITS TEXT IS TYPESET. The line you write for the step was plain unstyled text in the middle of a screen where everything else is a gold seam or an uppercase counter. It now reads as the step's own heading, your sentence, and the count.
THE CHIP EDITOR
- ON AN ORDINARY CARD THE CHIP IS BEHIND A SWITCH, and off by default. On a domain card or an item it is a detail, and three colour controls were shouting over the fields that matter. It opens already on for a card that has one.
- ON A CLASS, A DOMAIN OR A TYPE the chip and its gold ornament now sit on the card's own parchment, at the ornament's exact width with room above and below, instead of floating on nothing.
- THE EDITOR NOW TELLS THE TRUTH ABOUT THE DEFAULT. The swatches said the default band was a neutral grey while the card was drawn in the parchment its kind actually uses. They name the real colour now, and the word row shows the word exactly as the card will.
Sideload: enable Install unknown apps, then open the APK.
RuneKeep v0.43.1 (Android)
RuneKeep v0.43.1 - A template stops pretending to be a card.
WHAT A CLASS, A DOMAIN AND A TYPE ACTUALLY ARE
- THESE THREE START SYSTEMS AND NOBODY EVER HOLDS ONE. Making one no longer shows you a whole card, which was the most confusing thing about it: the editor looked exactly like the editor for the thing you were being told you were not making.
- THE PREVIEW IS THE CHIP, at the size the card really draws it, with its gold seam ornament and nothing else.
- THE CHIP IS THE FIRST THING YOU SET, at the top, because on a template it is very nearly the only thing there is to set.
- THE NAME IS THE CHIP. One field, and the chip says what you typed.
- GONE FROM THESE THREE: the picture, the background colour, the whole-card-image option, the body, the sections and the modifiers. None of them meant anything on a card nobody holds.
- IN THE PACK GALLERY THEY ARE STILL REAL CARDS, marked with a hatch across the face and a band at the foot that says so. At thumbnail size the ones that start systems are the ones with texture on them.
- THEY ARE NOT IN THE CARD ARCHIVE OR IN ADD GEAR any more, because a player cannot hold one.
- SUBCLASSES ARE NOT IN THIS GROUP. A subclass is a card, written one card at a time, and it is unchanged.
CLASS INFO CARDS
- A CLASS IS NOW TWO THINGS: the class card, which declares it, and CLASS INFO CARDS, which are the pages a player reads. Write as many as the class needs.
- THE FIRST INFO CARD DECIDES THE LOOK OF THE REST. Give it a banner and a colour and every info card after it inherits both, which is what was broken: the look was being read off the class card, which no longer has one, so the second page inherited nothing.
- OLD PACKS ARE ADAPTED AUTOMATICALLY, when you open them and when you import them. A class card written the old way, carrying a banner and prose, is split in two: the class keeps its name, chip and numbers, and a new info card takes the banner, the colour and everything written on it. Nothing is discarded, and it happens once.
THE CHIP EDITOR
- THE WORD COLOURS ITSELF. Leave it alone and it is worked out from the band and changes when the band changes. It is a tint of your own colours rather than flat white or flat black, so a crimson chip gets warm bone and a sage one gets cool.
- CHOOSE ONE YOURSELF AND IT STAYS, and an Auto button beside it hands the decision back without touching your gradient.
- IT SAYS WHEN A WORD WILL NOT READ against the band you put it on.
- THE TWO BAND COLOURS ARE SIDE BY SIDE and large enough to judge against each other, each naming its own colour.
- BACK TO THE DEFAULT CHIP IS A SMALL LINK at the bottom. It undoes everything above it and used to be the biggest control on screen.
BACK NO LONGER THROWS AWAY YOUR WORK
- IN A BROWSER, BACK ASKS FIRST. Pressing Back, swiping back, Alt+Left or the mouse's side button while writing a card used to leave the library entirely and take the draft with it. The guard existed and did nothing on the web: it was listening for Android's hardware key only.
- BACK CLOSES WHAT IS OPEN, then the expansion, then the screen. A pop-up mid-flow, or a whole expansion you had open, is what Back closes now, instead of the route.
Sideload: enable Install unknown apps, then open the APK.
RuneKeep v0.43.0 (Android)
RuneKeep v0.43.0 - Search the shelf, and invent a step.
ADD GEAR CAN BE ASKED
- A SEARCH BAR ON WEAPONS, ARMOR, LOOT AND CONSUMABLES, under the tier chips where a tab has them and under the tabs where it does not. It matches on everything the row knows: the name, the trait, the range, the damage, the feature text, the roll number. Every word you type has to match somewhere, so "d10 agility" and "two handed" are sensible questions and the hyphen never matters.
- EVERY WEAPON SAYS HOW MANY HANDS IT TAKES, official and homebrew alike, beside its trait and its damage.
- LOOT AND CONSUMABLES HAVE A ROLL PAD. Tap the hash beside the search bar, pick Table 1 or Table 2, type the number you rolled, and that exact item is added. It opens over the browser, not behind it.
A KIND OF CARD THE GAME DOES NOT HAVE
- EXPANSIONS CAN INVENT A TYPE. The Orders of a knightly society, the bloodlines of a house, the vows of an order: a kind of card the rulebook has no slot for. Make it in Add card, give it a name and a chip, then write its cards, which the chooser offers by name from then on.
- A TYPE CAN ADD ITS OWN STEP TO CHARACTER CREATION, and say how many cards that step asks for. Custom steps sit beside Transformations, or in their place when no pack offers one.
- ITS CARDS TURN UP EVERYWHERE CARDS DO: a filter chip of their own in the card archive, a tab of their own in Add Gear, and the type's name in the card menu on the sheet of anyone who made a character with the pack.
THE CHIP IS YOURS
- THE CHIP CAN BE SET ON A CLASS, A DOMAIN AND A TYPE: the word it prints, two colours for the band and one for the word, previewed live on the card above.
- AND IT IS INHERITED, like the colour and the banner already are. A class hands its chip to its pages, its features and its subclasses; a domain hands it to its domain cards; a type hands it to every card of that type. Set it once, change it once.
- A CARD CAN STILL DISAGREE with its set and carry a chip of its own.
TEMPLATES STOP PRETENDING TO BE CARDS
- A CLASS, A DOMAIN AND A TYPE ARE TEMPLATES, and the editor now says so where the body used to be. No section rows, no modifiers: nothing on a declaration means either of those. What is left is the name, the picture, the colour and the chip, which is what a template hands down.
- A BASE CLASS CARD PRINTS ITS SUMMARY. The class form has always asked what the class is in two or three sentences, and until now that went nowhere anybody could read it.
FIXED
- A CLASS PAGE OPENS ALREADY WEARING ITS CLASS. It was showing the default paint on the one card that exists to look like something else.
- A CLASS PAGE KEEPS THE CLASS IT BELONGS TO when it is saved. It was being dropped, which left the page failing its own check, out of its class's card, and unable to inherit anything.
- IMPORTING A PACK NO LONGER DOWNGRADES a custom domain or a feature card into a plain Card.
Sideload: enable Install unknown apps, then open the APK.
RuneKeep v0.42.7 (Android)
RuneKeep v0.42.7 - A class's look, decided once.
ONE CLASS, ONE STYLE
- A CLASS'S COLOUR AND BANNER ARE INHERITED BY EVERYTHING THAT BELONGS TO IT: its pages, its feature cards, its subclasses. Set it once on the class card and the whole set follows, including cards you write afterwards. Recolour the class and they all recolour with it.
- YOU ARE ASKED WHICH CLASS BEFORE THE CARD OPENS, for a feature card and for a subclass as well as for a page. The editor then already shows the card in that class's colours, rather than changing under you later.
- A SUBCLASS KEEPS ITS OWN PLAQUE. It wears the class's paint and still says Subclass.
- A CLASS PAGE TAKES THE CLASS'S NAME in its preview, and is no longer asked to be given one of its own.
- BASE GAME CLASSES ARE CAPITALISED everywhere they are offered.
PICTURES AND COLOUR TOGETHER
- A TRANSPARENT PICTURE KEEPS THE CARD'S COLOUR, on every card type. Upload a cut-out banner and change the background behind it as often as you like; only an opaque photograph still replaces the colour, and only that case asks first.
- CLASS BANNERS ARE SNAPPED to the size and position the published class banners use.
- THE COLOUR'S NAME IS NOT FLASHED over a picture any more.
- THE RANDOM COLOUR BUTTON IS GONE. The Colors panel already has Surprise me.
- THE HOLD INDICATOR CLEARS after you pick a picture. It used to stay washed across the card's art with nothing to remove it.
CARDS THAT WENT MISSING
- EVERY CARD IN A PACK IS VISIBLE IN ITS GALLERY. Class pages were being hidden there, which meant the share report could name a card that was nowhere on screen and the pack could neither be shared nor repaired.
- A PACK WITH A DUPLICATED CARD IS REPAIRED WHEN IT IS READ, so a card that drew twice and deleted once is gone for good.
CAMPAIGN SETTINGS
- THE SUBCLASS AND DOMAIN STEPS ARE FULL. They were empty rather than locked: a campaign opened with only the base game's content in scope, so there was nothing from your packs to turn off. Every enabled expansion is in scope now.
AUTHORING
- A CUSTOM CATEGORY IS MADE ONCE and offered by name to every other feature card, so two cards can genuinely share one.
- STARTING ITEMS CAN JUST BE WRITTEN. A button next to the card browser takes a name and makes the card: 50 feet of rope, hand wraps from a mentor. The browser itself now offers homebrew gear from every enabled pack.
- A SUBCLASS NO LONGER PRINTS ITS CLASS AND TIER INTO ITS OWN BODY. The card already shows both.
- THE CLASS CARD EXPLANATION FITS ON THE SCREEN, and is three lines rather than three paragraphs.
- FEATURE CARDS EXPLAIN THEMSELVES the first time you make one.
Sideload: enable Install unknown apps, then open the APK.
RuneKeep v0.42.6 (Android)
RuneKeep v0.42.6 - Homebrew classes you can actually play, and pictures you can position.
HOMEBREW CLASSES ARE PLAYABLE
- CUSTOM CLASSES APPEAR IN CHARACTER CREATION. They never did, and the reason went deeper than the picker: a homebrew class's numbers had never been read by anything. Its starting Evasion, its Hit Points, the two domains it grants and its starting items now drive the character, exactly as a published class does.
- A CLASS AND ITS PAGES ARE ONE CARD. In creation, in Add Gear and in your pack, a homebrew class is a single card you flip through, the way a published class is. It is no longer two or four unrelated cards sitting next to each other.
- PRESS EXPAND and its pages become individual cards, numbered from 1 because the flavour page is left out.
- THE CLASS TRAVELS WITH THE CHARACTER. Its card and every page are embedded in the character file, so a hero keeps their class even if the pack is deleted or the file is sent to a friend.
CLASS PAGES
- YOU ARE ASKED WHICH CLASS BEFORE THE EDITOR OPENS, not four fields in. The page then takes that class's name, colour and art automatically, and restyling the class restyles every page of it.
- A PAGE WRITES NOTHING OF ITS OWN into its body. It used to print "Class: Warden" onto a card that already says Warden across the top.
- A CLASS NEEDS A PAGE, NOT A FEATURE CARD. A class's abilities are its pages; a Feature card is the optional extra for something with a control on it. Packs finished under the old rule still share.
WHAT A CLASS IS MADE OF
- THE FIRST TIME YOU MAKE A CLASS CARD, the chooser explains the three kinds and how they fit together: class cards start a class, class pages carry its abilities and its Hope feature, and Feature cards are optional, never appear among the pages, and are the only kind that carries counters, dice, switches and level advancements. The ? on the main menu brings it back.
BANNERS
- A TRANSPARENT PNG ON A CLASS CARD IS DRAWN AS A BANNER: snapped to the top, centred across, and forced to the exact size the published class banners use. No padding, no cropping, no floating in the middle.
- A CLASS CARD CAN HAVE A BACKGROUND COLOUR AND A BANNER AT THE SAME TIME, which is how the published ones are built.
POSITION YOUR PICTURES
- EVERY PORTRAIT CAN BE REPOSITIONED, ZOOMED AND CROPPED WHEN YOU UPLOAD IT, on Android and in the browser alike. Drag to move, pinch to zoom, and what the frame shows is what is kept.
- It crops to the right shape for what it is: a character portrait is tall, a campaign's emblem is square.
Sideload: enable Install unknown apps, then open the APK.
RuneKeep v0.42.5 (Android)
RuneKeep v0.42.5 - Dice on cards, one menu, and a share button that tells you why.
ONE MENU
- THERE IS NO DM MODE ANY MORE. One main menu, one card library, and a Campaigns button that goes straight to your games. Nothing toggles, nothing swaps, nothing is hidden behind a switch.
- THE MENU DESCRIPTIONS ARE SHORT, so they stopped being shrunk to fit and are legible again.
DICE, AS A CARD ELEMENT
- A FEATURE CARD CAN CARRY DICE and roll them, with the character sheet's own dice: the same faces, the same tumble, the same rising pitch as each one goes.
- ONE DIE DRAWS SMALL, a handful draws smaller and fills the space. Tap the dice to roll, or give the element a Roll button.
- ADD THE RESULTS UP with the same tally the dice tray uses, shown once every die has landed.
- A DIE'S COUNT CAN BE MULTIPLIED BY A VARIABLE. "One d6 per Proficiency" is one die at tier one and two at tier two, on its own, forever. Proficiency, Tier, Level or any trait.
- A LEVEL ADVANCEMENT CAN GRANT DICE, as many as you like: a d4 and a d6 and a d8 all arrive together and roll together. Taking it twice grants twice.
SEE IT BEFORE YOU SHIP IT
- THE ADVANCEMENT MENU HAS A PREVIEW. Toggle between the card as written and the card as it would be after each tier's advancement, drawn on the real card at the top of the editor.
MORE VARIABLES
- CURRENT AND MISSING HIT POINTS, HOPE AND ARMOR are now variables for card modifiers and for dice tray presets, always against YOUR maximum and never a global one. "Missing" is the headroom, which is what a card that pays off for being hurt wants.
- YOUR OWN CARD ELEMENTS SHOW UP AS VARIABLES WHILE YOU ARE AUTHORING. A counter you made on one card can drive a modifier formula on another in the same pack.
CAMPAIGN SETTINGS
- THE EXPLANATION AT THE TOP IS ONE LINE, so the cards are legible again.
- NO STEP IS BLOCKED. The subclass step shows every subclass from every enabled expansion, and the domain step shows every level 1 domain card, so you can turn any of them off without having built a character first.
- WARNINGS WHEN THE RULES MAKE A CHARACTER IMPOSSIBLE: every class removed, a class left with no subclass, or a class whose two domains no longer hold two level 1 cards between them. Nothing else warns, because every other step can be emptied and simply skips.
- TRAITS AND EXPERIENCES ARE NOT STEPS HERE. There is nothing on either to turn off.
WRITING A CARD
- ALIGNMENT WORKS AGAIN. It had stopped applying on any card without a functional element.
- A GAP IS A BLOCK YOU CAN ADD, to separate sections and elements from each other. It moves and deletes like anything else, and two of them are twice the space.
- OPEN SETTINGS NO LONGER CLOSE WHEN YOU SCROLL PAST THEM. They close on their own button.
- LOCKED ELEMENTS CAN KEEP THE WORD "LOCKED" OFF THE CARD.
- A COUNTDOWN CAN SHOW ITS RAISE BUTTON, faded until a level advancement unlocks it, or outright.
- A TEXT ELEMENT CAN ARRIVE ALREADY SAYING SOMETHING, which is different from a placeholder: starting text is content the player was handed and can edit.
SHARING A PACK
- THE SHARE BUTTON WEARS A YELLOW WARNING when something is blocking it.
- IT OPENS A REPORT, not a toast: every problem, grouped under the card it belongs to, named, with what to do about it. Tap a card to go and fix it.
- A CLASS IS REPORTED PART BY PART and a domain says WHICH LEVELS it still needs.
- AN UNFINISHED PACK CANNOT BE SHARED. On Android it used to say it had failed and write the file anyway.
- A NEW CUSTOM DOMAIN SHOWS A RED BLOCK saying exactly how many cards it is missing and at which levels, and turns green when it is playable.
- THE VERSION MOVES WHEN YOU SHARE, and only if something changed since the last time you shared. It was counting saves, which with auto-save meant a version per keystroke.
Sideload: enable Install unknown apps, then open the APK.
RuneKeep v0.42.4 (Android)
RuneKeep v0.42.4 - One palette, real class pages, and a toolbar that fits.
ONE APP, ONE PALETTE
- THE DM SCREENS ARE NOT GREY ANY MORE. Campaigns, sessions, encounters, the adversary library, every panel and every press: the same gold and ink the rest of the app uses. Player and DM are one interface now.
- CAMPAIGNS IS A BUTTON ON THE MENU. One press, straight in, instead of flipping a mode switch and then finding them.
- IT INTRODUCES ITSELF the first time: what a campaign is, what sessions and encounters hold, and the two things you can do from there that a player never sees. Once, and you can bring it back from the ? on the menu.
CLASS CARDS
- EXPAND GIVES YOU THE CLASS'S OWN PAGES. Each page becomes its own card, exactly as it looks in character creation: the same art, the same plaque, the same colour. It no longer invents cards in a different format and fills them with things that were never on your class card.
- THE FLAVOUR PAGE IS SKIPPED and the rest are numbered from 1. A three-ability class reads 1/3, 2/3, 3/3, not 2/4.
- A CLASS CARD FROM ADD GEAR CAN EXPAND TOO, the same way, with the same numbering.
- A CHARACTER THAT EXPANDED IN AN OLDER VERSION gets the real pages, and the cards the old version made are cleared away.
TAP A TRAIT, ROLL IT
- Tapping a trait opens the dice tray and throws the duality pair with that trait's modifier. It used to do nothing unless the tray was already open.
CAMPAIGN SETTINGS
- THE FIRST STEP EXPLAINS ITSELF instead of asking for a name and a portrait a campaign does not have.
- THE BUTTON SAYS "REMOVE SUMMONER" when pressing it removes the Summoner, and "Restore Summoner" when it is already out. It used to say Select.
- "REMOVE ALL" AND "RESTORE ALL" replace Random. Rolling a random card to ban was never what anybody wanted.
- NO EXPANSION QUESTION, NO DRAFT SAVED, NO LEAVE PROMPT. Nothing here is a character, so none of the ceremonies that belong to making one appear.
- A RULE ABOUT CONTENT A PLAYER DOES NOT HAVE IS HARMLESS. Ban a class they lack and nothing happens to them. Allow something they lack and they are not shown it. The rule is kept either way, so installing the pack later brings it back.
WRITING A CARD
- THE TOOLBAR IS ONE ROW ON ITS OWN BAND, running the full width of the section to meet the border. You can tell the tools from the title field from the body field at a glance.
- BOLD IS A BOLD B again, not the word "Bold" wrapped onto two lines.
- ALIGNMENT IS ONE BUTTON that shows the alignment you are on and cycles to the next.
- THE REORDER AND REMOVE BUTTONS ARE SMALLER, so the row reads as formatting first.
- REMOVING A SECTION OR AN ELEMENT ASKS FIRST when there is something in it. An empty one still goes without a word.
CLASS CREATION
- YOU ARE ASKED WHAT KIND OF CLASS CARD YOU ARE MAKING BEFORE THE EDITOR OPENS, in a proper dialog that explains both: a new class, or another page of one that already exists. It cannot change under you afterwards.
- "ITS VOICE" IS NOW "WHAT THE CARD SAYS", and it explains that the summary is the only text this card prints, that another Class card becomes the next page, and that anything with a control on it wants a Feature card instead.
- STARTING HIT POINTS CANNOT BE ZERO.
- STARTING ITEMS SHOW THEIR REAL NAMES. Picked cards used to read "A card that is no longer here". The picker also only offers things that can actually be an item now.
Sideload: enable Install unknown apps, then open the APK.
RuneKeep v0.42.3 (Android)
RuneKeep v0.42.3 - Feature cards, a preview that is the card, and campaign settings you walk through.
FIRST, THE UPDATE LINK
- THE ANDROID DOWNLOAD LINK WORKS AGAIN. v0.42.2 was published by hand and only half its files went up, so the site's Android button pointed at nothing. v0.42.2 has been repaired, and the build script now refuses to publish a release that is missing either file, then reads the release back to prove both are on it.
FEATURE CARDS
- FUNCTIONAL CARDS ARE FEATURE CARDS, and they sit in the class group where you are already thinking about a class. They are the only card type that carries counters, switches and writing fields, so every other form is shorter and asks you nothing irrelevant.
- ONE LIST, NOT TWO. "+ Add section" and "+ Add function" both append to the card's body, so an element can sit between two paragraphs. The old above-the-text / below-the-text choice is gone: where you put it is where it goes.
- THE PREVIEW IS THE CARD. Elements are drawn on the card at the top of the editor, live, exactly as a player will see them in their arsenal. Nothing is previewed in a panel any more.
- A FEATURE CARD CANNOT BE REPLACED BY A PICTURE, because a picture cannot be pressed.
CONFIGURING AN ELEMENT
- CONFIGURED FIRST, DECORATED SECOND. What it is, then what it is for, then how it looks. The subtitle field that used to be the first thing you saw is gone.
- EVERY ELEMENT HAS A NAME, centred above it in small type, with one switch to keep it off the card. The name is how the element appears in the dice tray and in modifier formulas.
- FULL CARD WIDTH OR HUGGING ITS CONTENT, and small, medium or large. Watch the card above while you choose.
- A COUNTER'S FLOOR AND CEILING ARE SWITCHES now, like "Counts down only" already was. No more guessing that zero meant "none".
YOUR CARDS ARE VARIABLES
- A COUNTER OR A NUMBER-VALUED SWITCH IS A VARIABLE. Roll with your Combo Die from the dice tray, or scale a modifier by a number you are keeping on a card. Text fields and word-valued switches are not offered, because they are not numbers.
- NOTHING CAN WRITE TO ONE. A modifier can read your number; it can never change it.
LEVEL ADVANCEMENTS
- THE BRAWLER'S COMBO DIE IS IN THE LEVEL-UP LIST, as a real d4 on the ability card that goes up a size when you take it.
- AN ADVANCEMENT CAN DIFFER PER TIER. The shared setting stays one line; break out only the tiers that are different, and each one starts from the shared setting rather than from blank.
WRITING A CARD
- ALIGN A SECTION left, centred, right or justified.
- BOLD AND ITALIC WITHOUT SELECTING ANYTHING. Press once for the word your cursor is in, again for the whole section, again to clear it. The keyboard stays open. Typing starts the cycle over.
- THE BULLET BUTTON LOOKS LIKE A BULLET LIST and the italic button looks italic.
CONTROLS INSTEAD OF TYPING
- A DOMAIN CARD'S LEVEL IS A COUNTER bounded to 1 through 10. So are starting Evasion, starting Hit Points, armour score, and every other number the app already knows the range of.
- A SWITCH'S OPTIONS ARE A LIST you add to, reorder and remove from, one entry at a time.
- DOMAIN CARDS PICK THEIR PRINTED TYPE: Ability, Spell or Grimoire, each with its own plaque colour. Domain and Domain Card have plaques of their own at last.
CLASS CREATION
- THE FIRST QUESTION IS WHAT YOU ARE MAKING: a new class, or another page of one that already exists. The second path is how you add your own pages to a published class.
- STARTING ITEMS ARE PICKED FROM THE CARD BROWSER, the same one the sheet uses. Real cards, your own expansion's gear, and the base game's loot.
- THE HOPE FEATURE IS A SECTION now, written like anything else on the card.
- DOMAINS ARE CAPITALISED throughout. Arcana, not arcana.
CAMPAIGN SETTINGS
- THEY ARE THE CHARACTER CREATOR. Walk the same carousels a player walks and tap a card to turn it off. A card that is off is greyed where it stands, and a whole step can be switched off from the same row that counts your picks.
- IT SHIPS INSIDE THE EXPANSION, and everyone who enables the pack builds inside those rules.
THE EXPANSION SCREEN
- YOUR CARDS ARE DRAWN AS CARDS, in a grid paged to what fits your screen. Tap to edit, hold to select several, then share, move or delete the lot.
- THE HEADER SAYS WHAT ITS BUTTONS DO. "Campaign settings" opens in one tap instead of through two pop-ups.
- DELETING AN EXPANSION IS HARD ON PURPOSE, exactly like deleting a campaign: hold the row, choose Delete, then confirm twice.
- THE CREATOR KEEPS THE DM COLOURS AND DROPS THE DM MODE. It no longer turns anything on or asks you about it.
Sideload: enable Install unknown apps, then open the APK.
RuneKeep v0.42.2
RuneKeep v0.42.2 - Make a class by making cards, and a campaign that says what it allows.
CLASS CREATION IS ASSIGNMENT, NOT CREATION
- CARDS ARE MADE ON THEIR OWN MERITS, then assigned. A subclass, a feature, a tracker, an item: each is written as its own card and names the class it belongs to. The class card is the centre, and it REPORTS what points at it rather than containing it.
- ANY CARD CAN NAME A CLASS, and one of that class's subclasses. So a tracker can belong to the whole class or to one subclass of it, and a subclass can be written for a class the base game already has.
- THE CLASS TELLS YOU WHAT IS MISSING, in the same words the Share button uses. No subclass, no feature card, no starting items: it says so while you are still in the form.
- STARTING ITEMS ARE ONE EVERYONE GETS AND TWO CHOICES, which is how the printed classes work. Pick from the expansion's own gear or from the base game's loot and consumables.
- CUSTOM DOMAINS. Write a domain of your own and fill it: one card at every level from 1 to 10, and two at level 1. The domain card counts them and names every level still missing.
- DOMAIN CARDS CHOOSE THEIR DOMAIN from a list, your own domains first.
LEVEL ADVANCEMENTS FROM CARDS
- THE BRAWLER'S COMBO DIE IS A REAL TRACKER. It sits on the ability card as a d4, it cannot be pressed, and it goes up a size when you take the level advancement, which is now in the level-up list where the rulebook says it should be.
- ANY AUTHORED ELEMENT CAN OFFER ONE. Tick it, choose the tiers, choose once or twice per tier, and choose what taking it does: moves it, sets it, or unlocks it.
- WHAT IS STORED IS THE TAKE, never the result. So a pack can fix a counter's ceiling later without stranding a character mid-campaign.
CAMPAIGN SETTINGS
- A DM SAYS WHAT THEIR CAMPAIGN ALLOWS, in a checklist that works like Characterize: classes, ancestries, communities and whole creation steps, with Enable all and Disable all on every group.
- IT SHIPS INSIDE THE EXPANSION. Anyone who enables the pack creates characters inside those rules, and is told which pack is limiting them rather than left looking at a creator with four classes missing.
- A STEP WITH NOTHING LEFT HIDES ITSELF. Turning off every ancestry is the same statement as turning off the ancestry step.
- ONLY WHAT IS TURNED OFF IS SAVED, so an option added to the app next month arrives available instead of arriving banned.
THE EXPANSION EDITOR
- CARDS ARE SORTED AND PAGED. The class first, its subclasses and features after it, every domain's cards together in level order, cut into pages with headings. A finished class is a table of contents instead of a seventy-card scroll.
- MOVE OR COPY A CARD TO ANOTHER EXPANSION, and what it needs travels with it: a subclass takes its class, a domain card takes its domain, a class takes its subclasses, its features and its items. You are told what is coming before you commit.
- THE CREATOR WEARS THE DM COLOURS, and asks first. Authoring is DM work, so opening an expansion offers to turn DM mode on, once, and explains what that changes.
Sideload: enable Install unknown apps, then open the APK.
RuneKeep v0.42.1 (Android)
RuneKeep v0.42.1 - Class cards you can actually read.
CLASS CARDS
- LONG ABILITIES ARE SPLIT, AND SAY WHICH PART THEY ARE. "Beastform (1/2)", "Beastform (2/2)". Never "(cont.)", which tells you there is more without telling you how much.
- SHORT ABILITIES SHARE A CARD. The Guardian's four-word Hope feature no longer sits alone on a card while Unstoppable is crushed onto the one before it.
- EVERY CLASS IS NOW THREE OR FOUR CARDS, and no card is a wall of text. The Druid was eight.
- THE RULES ARE LAID OUT TO READ. Line breaks where the book has clauses, bullets where the rule is really a list: Unstoppable's three benefits, Prayer Dice's three uses, Attack of Opportunity's three effects, Commune's chart, Sneak Attack's tier table. Not one word is changed, only where the lines fall.
- ON THE SHEET, THE CLASS CARD HAS NO COVER PAGE. The flavour text is what you read while choosing a class; mid-session you want the abilities. "Bard 2/3" now reads "Bard 1/2". Character creation keeps the cover.
AUTHORING
- COUNTERS TAKE A RANGE. A lowest and a highest, so a number can be held between two values instead of only under a ceiling.
- ELEMENTS CAN BE LOCKED, or hidden until unlocked. A locked counter shows its number and refuses to move, which is how a class says "your Combo Die is a d4" and means it.
- A LINE ABOVE AND A LINE BELOW any functional element, so a locked one can explain how it is raised right where it sits.
- LEVEL ADVANCEMENTS, in the model: an element can be raised, set or unlocked, at chosen tiers, once or twice per tier.
- DOMAINS ARE CHOSEN, NOT TYPED. A typed domain matched nothing, so a custom class granted no cards at all. They are chips now, and a class takes exactly two.
- VERSIONS RAISE THEMSELVES. Every save bumps the number, so an update always reaches players who already have the pack. It is still shown, for when a player asks which one they are on.
- THE "WHAT ARE YOU MAKING?" LIST IS GROUPED: a class and what belongs to it, who a character is, what they carry, anything else.
- The class form no longer prints its own heading twice.
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