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v1.5.3.1

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@PrinceWitherdick PrinceWitherdick released this 25 Aug 00:28
· 122 commits to main since this release
10c2d8e

A hotfix for 1.5.3. The headline is that advantage and disadvantage are yours to arrange again: keep the sticky selector on the sheet, or have the system ask you before every roll. Everything else here is a fix.

You choose how advantage and disadvantage get asked for

1.5.3 moved the choice into the pre-roll window and took the selector off the sheets, on the reasoning that a question which is asked cannot be forgotten. That is true, and it also means a window in front of every single roll, which a table that rolls Normal almost always is entitled to find tiresome. Both ways are here now, and a new setting picks between them.

Ask How to Roll Each Time is the switch. It is per user, so everyone at the table sets it for themselves, and it is off by default.

  • Off (the default): the Roll Modifier selector is back on the character sheet's Moves sidebar and on the steading's Homefront Moves. Set it to Advantage or Disadvantage and it stays there, applying to every roll until you put it back.
  • On: both selectors disappear and the roll window asks you instead, starting fresh at Normal every time.

Never both at once. A selector answering a question nobody is being asked is a selector that quietly changes rolls.

Hold Shift while clicking a roll to skip the window. A Shift-click now counts as "nothing was asked", so your sheet's selector still applies to it.

Prompt for Roll Modifier is the other half of this, for a table that wants the one-off stepper (a held bonus, a GM-granted +1) without the mode picker. It is ignored while Ask How to Roll Each Time is on, because that window already carries the stepper.

The chat ledger also spells the mode out properly. It was logging "Roll mode set to dis".

A site pin you drag now stays dragged

Dragging a site's pin on the table map was the one gesture that did not work. Where a site stands is stored as a fraction of the printed map, and a drag was never read back into it, so the walkthrough's map and the table's map would disagree about where the Sunken Barrow was, with nothing on screen saying which was right, until the next placement snapped the pin back and threw your drag away. Drags write home now, exactly, so a re-sync cannot walk a pin off its spot. GM only, and never on a threat's or a hazard's pin.

If your world gained its poster Scenes after you wrote your sites up, none of those sites were on the table's map, and the only fix was to lift and re-place every one by hand. They reconcile themselves on load now. A Scene whose picture is not the map these positions were measured against is refused rather than marked up, and you are told in a sentence of its own which map would not take the pin.

One journey, one line

Drawing an expedition's route on the Vicinity and then on the World's End left the Vicinity painting the old route for good, on every client, with no control anywhere that could reach it. Drawing now lifts the line off every other Scene first. The button is also offered when the trip has no route but a Scene still has a line, so starting a new expedition no longer hides the one control that could clean up after the last one.

A hand-placed starting point also survived being read once but not twice: the second pass turned it into nowhere, the line vanished off the Scene, and two different starting points counted as the same journey.

An expedition remembers which asset it took

A trip's requisition recorded the village asset by its row number, which shifts when you delete an asset from the steading sheet. Nothing pointed at the drift: the trip kept claiming a rope it had already brought back, and the Chronicle would name one thing the party never took while omitting the one it did. It records the asset's name now, and records written before this keep working with no migration.

The world stops re-scanning itself on every load

Two dozen full-world scans ran before the interface settled, every load of every session. Each upgrade brings a repair pass or two, and each was arriving ungated because it was safe to run twice. Safe is not the same as free: a well-stocked world paid for all of them, forever, to discover there was nothing to do. Repairs now record the version they last completed under and sit out the loads that do not need them. The treasure write-up backfill is the expensive one this retires, and it was rebuilding a 168-entry catalog and walking every item on every actor to find nothing.

Also

  • Dragging a whole folder of arcana in at once could land two cards on the same slug, which is two cards wearing each other's play state. Each card claims its slug for the rest of the import now.
  • The Relic chip and your inventory were answering the same question two different ways. All seven immobile arcana wore a chip reading "the arcanum itself is an item in your load" while the sheet refused to put it there. One answer now, read off the card's printed tag, so a homebrew card tagged the way the book says behaves the way the book says.
  • Return Triumphant could leave a window whose only button was dead and whose rows did nothing, on some Foundry versions.
  • Settings submenus opened in Foundry's dark chrome while their own Stonetop styling still applied, which reads as half-styled. They carry the right window class now.
  • The load bonus caption joined its names with "and" where every other list on screen reads "&".

Installing: use the manifest URL below, or update from Foundry's package browser.

https://github.com/PrinceWitherdick/stonetop-pwd/releases/latest/download/system.json

What's Changed

Full Changelog: 1.5.3...1.5.3.1