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@Lumenita Lumenita released this 05 Aug 06:26

It's August! That's my busiest month because I get to celebrate my bday & my girlfriends bday as well, so I'll be spending my free time for myself and her. Don't expect any major updates for this month, however, I'll still push to fix any game breaking bugs if they show up.

This update brings the psychic overhaul, there are a few things missing, but I want to push the update due to sheer amount of bugfixes as well. Oh boy, I just finished writing, and its a decent amount. I just wanted to be as through as possible which made it a bit lengthier than usual.

Psychic Overhaul

To start off, in the settings page there is a psychic extended settings. These settings can be targeted with Active Effects. The settings range from how Free PP affects stuff and its potency, additional potency to maint matrices, more innate slots, & values that modify the psychic matrices themselves (damage, at pen, res checks, shield values).

  • Potential roll button is split into two buttons.
    • Left is the general potential roll
    • Right is the complex potential roll, more on that later
  • PP, potential, & projection have a new extra field, this is just a free extra field to be a little more organized.
  • projection's extra field is separated into offensive and defensive, while I know that the core has psychic projection as a single entity, separating it like magic allows for more unique artifacts and values.
  • Psychic Patterns - nothing new, just updated visually, uses HTML editor instead of text editor (generic change thats going to happen to pretty much every item, just embracing the Foundry ways. This also means to edit its values you're gonna have to open up the item.) .
  • Maintained matrices
    • Shows full amount of slots (since AE and extended settings)
    • Shows full innate potency (AE & extended settings)
    • Show's amount of Free PP used to increase the potency of maintained matrices, ONLY when they are active.
    • The item itself has a PP dropdown, a modifier field for potency, and an upcast field (for psychic inclination and whatever else).
    • The potency shown on the actor will round itself to the difficulty achieved aka a 50 will round down to 40, a 90 will round down to 80. Having a value of 1 or more on upcast will bump up that rounded number to the next difficulty. A 90 with upcast 1 will round down to 80 and get upcasted to 120.
    • There is a Link button, which will make that specifc maintained matrix linked to a psychic matrix with the maintainable tag checked.
      • A linked power will AUTO update its name and description as the potency goes up or down (You can't change them, you can fight it, but you won't win).
      • IF the achieved potency is failure, it will automatically show the lowest Success one instead.
  • Psychic Matrices
    • I have personally went through ALL psychic matrices and updated them so their values work with the automation functions, if you find any typos, please let me know.
    • I had set up psychic matrices in the previous update, but I will explain everything here.
    • Visually, to add a new one, there is an +ADD button to the rightmost side of the title bar.
    • Clicking the expand will show the description and difficulties, which are color coded, red is failure, blue is success.
    • Clicking on one of those will expand it showing the description of it.
    • Within the item, the item has a PP dropdown, modifier slot for potency (like maint), and an upcast slot, which is used for when you cast the matrix.
    • In the Programmatic details, it can either be basic, shield, effect, or attack. Depending on the type there will be more or less fields in the difficulties details.
    • Basic is basic showing only the editor box.
    • Shield has a shield value which is affected by the settings we talked about earlier, the settings allow you to add a flat amount or multiply its value.
    • Attack
      • There are 4 fields: Damage, AT Pen, Projection Bonus, and Damage Type.
      • Projection Bonus is auto applied to attack rolls when that difficulty is achieved.
      • Damage Type is the most important, at least 1 damage type has to be checked, else the automation during an attack will break and not let you continue. The damage type must be checked for each difficulty.
      • I removed the option to cut damage and AT in half for AoE, since it's literally only Laser that did that, and its easy enough to change those two values during the attack prompt.
    • Effect
      • The automation for effect rolls is not fully implemented it, so I omitted it from this update(This is the major thing still wip)
      • Resistance Value & Resistance type, much like attack, the resistance value must be checked per difficulty, and without it, it will break.
      • There are few new settings under the programmatic details, one is asking for contested projection; most but not all res checks from what I saw require it, while some matrices say they don't, hence I made it a yes or no. When its no, during the automation its going to skip the projection checks (once its implemented).
      • There is a field for a bonus to projection here, I only added it because magic has meta-magic for it and having artifacts that increase this could be fun.
      • The other option is if the Defenders AT helps the defender against the projection roll. if checked it shows a dropdown of AT's, CUT is chosen by default.
    • That should be it, now you can set up your own homebrew matrices properly.
  • Cast Matrix (complex potential roll)
    • This is the fun button.
    • In combat it tracks Used potential and shows remaining potential, resetting each turn.
    • The GM can manually reset it through the dropdown in the combat tracker.
    • There is a category to sort the psychic matrices by type.
    • The default psychic matrix picked is the last one used, unless it was deleted.
    • The PP dropdown is dictated by the values in the extended settings (this replaced fatigue, since you cant use fatigue here).
    • Rolling any matrix will send the full matrix to the chat. It will then show the achieved difficulties only while hiding the failure difficulties.
    • This is where the upcast in the psychic matrix is used.
    • Selecting a difficulty will then show information on that difficulty.
    • When the matrix is an attack, there will be a Select Targets button
    • That prompt is very similar to the one opened through armory weapons, with a few changes
      • PP dropdown instead of fatigue
      • Location section has a precision button, after a roll it saves it, so you don't have to check it every time if you have an artifact to give you precision to your projection.
      • The damage type shows the singular damage type checked on the matrix OR a dropdown if more than 1 damage type is checked.
      • Damage and AT pen have a modifier box, looking at you AoE Laser.
      • Rolling it will then take you through the exact same route as attacking with a weapon.
  • WIP
    • Effect matrices automation
    • Shield values updating on the actor (I have to read more on the core rules for shields, multi shields, etc).
    • Simple offensive projection rolls
    • Shift clicking rolls to skip prompts
    • Invisible & Fired tags don't show up anywhere (will be changing that once I add modifiers to the prompts for combat).

Fixes & Changes

  • Defense rolls now uses the correct projection on the defenses (using atk, blk or dod if you have the modules).
  • Weapon, Equipment, Ammo, Mental Patterns, Maint Matrices, & Psychic Matrices have enriched Descriptions which allows for hyperlinks in their description (drag and drop a journal or a different item into the open editor test it out).
  • Dragon Seals increase initiative (+5) per seal as intended
  • Perception toggle shown after toggling Dragon Seals on in the settings page, making PER increase with doors.
  • When max fatigue is below 5 & your actual = max (ex Max 4, Actual 4) no longer applies the fatigue penalties of that level.
  • Fatigue penalties apply to opposed characteristics now.
  • No longer shows infinite LP when CON is 0
  • All armor logic & armor penalties have been re-written
    • Penalties to attack, block, dodge, initiative, and secondary abilities should be correct.
    • Multiple layers no longer lowers attack, block, dodge.
    • Whatever other issues the old code caused should be fixed.
    • Quality armor no longer increase ENE AT unless its magical.
  • A new toggle in the settings page for Mass Enemies.
    • This toggle shows a new box in the general page with a single input.
    • The single input is the original/max number of the max
    • With that number, it calculates max LP of the mass.
    • It will also show the number of 'remaining' combatants in the mass based on the LP
    • Ratios of combatants remaining is based on the book and its examples.
    • Take the remaining combatants number loosely as it does not take any special maneuvers into considerations
  • Added the Edit option to currencies drop-menus, so that the picture can be edited/added
  • Settings page - Extended settings visual change.
    • Extended Combat settings adds damage multiples and damage reduction which are applied through the damage calculations in the resolve window after the attack -> defend chain.
    • The damage formula is: Final Damage = {[(base damage - base damage reduction) * % dmg taken ] * all dmg mult * dmg type mult } - final damage reduction
    • To better visualize it:
      • Base damage - Base damage reduction -> X
      • X * % Damage produced -> Y
      • Y * All damage multiple * damage type multiple -> Z
      • Z - Final damage reduction = Final damage caused
    • The all damage mult is resistance to all damage, while the damage type is for specific AT's
    • I decided to separate into as much as I can because its automated and it can make some fun artifacts as well.
  • A new toggle in weapons so that the function buttons on the actor are shown even when its not equipped.

Contributions & compendium changes

  • es.json by @shairin
  • Added a Generic Wares compendium - Provided by Yuki
  • Added a Price Tables compendium - Provided by Yuki
  • Fixed Tuan Dalyr description
  • Deleted duplicate compendium (Background)

Summer is getting HOT! Stay cool & hydrated, Lumi out!