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Releases: IainFielding/Sogroms-Table-Tools
Releases · IainFielding/Sogroms-Table-Tools
Release list
1.0.3
Release 1.0.3: three fixes. They were announced for 1.0.2, which was published without them, so 1.0.2 holds the same code as 1.0.1.
- Rerolling an Elven Accuracy roll rerolls all three d20s. Lucky, Indomitable or Relentless played on a roll made with Elven Accuracy rerolled only two of its three d20s, and could count the one left behind as well as the new roll, giving a total with two d20s in it. The card's log now reads "all 3 d20s".
- Lucky is no longer offered on damage with no dice. Playing it on a flat amount of damage, which has nothing to reroll, showed an error and gave the card back.
- Several natural 20s in chat no longer drag the frame rate down. The gold ring and glow stay, but the glow no longer breathes.
1.0.2
Release 1.0.2: three fixes, plus a few comment and code tidy-ups with no behaviour change.
- Rerolling an Elven Accuracy roll rerolls all three d20s. Lucky, Indomitable or Relentless played on a roll made with Elven Accuracy rerolled only two of its three d20s, and could count the one left behind as well as the new roll, giving a total with two d20s in it. The card's log now reads "all 3 d20s".
- Lucky is no longer offered on damage with no dice. Playing it on a flat amount of damage, which has nothing to reroll, showed an error and gave the card back.
- Several natural 20s in chat no longer drag the frame rate down. The gold ring and glow stay, but the glow no longer breathes: with more than one natural 20 visible, even the opacity-only animation cost the canvas frames.
1.0.1
- Natural 1s and 20s on checks. A natural 20 on an ability, skill or tool check made against a DC always succeeds, and a natural 1 always fails, whatever the total. It applies on request cards, where a plain d20 is judged the same way, and on any check D&D 5e rolls against a DC.
- Natural 1s and 20s on all saves. The same rule for saving throws: saves against spells and features, concentration saves, and saves on request cards. Death saves keep D&D 5e's own rules.
- Natural 1s and 20s in a Roll-Off. Between two d20 rolls, a natural 20 wins outright and a natural 1 loses, unless both rolled the same natural, when totals decide. The card says when a natural decided it.
- Natural 1s and 20s on initiative. A natural 20 goes first in the initiative order and a natural 1 last, whatever their totals.
Fix: a natural 20's gold ring in chat no longer halves the frame rate.
1.0.0
0.1.3
Roll requests
- Blind GM Roll. A third Roll Visibility, beside Public and Private GM Roll: only the GM sees the results,
for a roll such as Perception, Insight or Stealth whose result the player shouldn't know. - A public roll with its DC shown starts shown. In a Standard Roll with Show DC to Players ticked, players
see who passed straight away, as they could already work it out. The GM can still hide it. - Team vs Team tells close averages apart. Each team's average is rounded down to one decimal place rather than
to a whole number, so 12.6 beats 12.3 instead of tying. - Picking who prays keeps who rolls. Choosing Divine Intervention's one character no longer unticks everyone
else in the other kinds of roll. - The Standard Roll summary counts only rolls made against a DC. Where only some of a choice of rolls have a DC,
a roll made without one is no longer counted as a failure in "X of Y succeeded".
Hero Cards
- Plain buttons on rolls. The Hero Card and Use Indomitable buttons on a roll in chat and on a request
card are styled as D&D 5e's own buttons are, in its light and dark themes, without their purple and teal borders.
0.1.2
Licence
- Now under the MIT License. The code and the module's own content can be reused, changed and shared. The card art, made from licensed stock images, and the fonts keep their own terms, set out in LICENSE.
Welcome card
- A welcome card for GMs. The first time the module runs in a world, the GMs are whispered a card saying where things are, with a button for each group of settings. Its Hero Cards link drags straight onto a character, and its tankard opens the request window. After an update that adds features, they get a short note of what's new instead. The Welcome and What's New Cards setting, under Gameplay Enhancements, turns them off.
Roll requests
- Results wait for Dice So Nice. A roll shows as rolling on the request card and pop-up until its 3D dice land, so the total, the pass or fail and the summary no longer give the result away while the dice are still moving.
- Team vs Team keeps the NPCs' rolls hidden. As in a Roll-Off, each NPC's roll is a private GM roll, so players see "?" for the NPCs, and no winner, until the GM clicks Show NPC rolls on the card.
- DCs start blank. The request window no longer fills in DC 15, nor the last request's DCs: the GM sets a DC only if they want one, or sets it later from the card. A new DC by default setting, under Roll Requests, sets the DC each roll starts with instead.
- Who rolls is in order of name. The request window lists the selected tokens, the player characters, the group members and combatants, and the scene's other tokens each in order of name, rather than in the order the world happened to hold them in.
0.1.1
HOTFIXED
- Added the support for DiceSoNice! delay showing results.
- Increased the size of the card picker ui
0.1.0
Giving more room for Divinie Intervention response
0.0.7
HOTFIX : Divine Intervention now wokring for individuals
0.0.6
Merge pull request #16 from IainFielding/Release_0.0.6 Release 0.0.6