Releases: Savantford/foundry-weirdwizard
Release list
EXPERIMENTAL System Version 7.0.5-exp: Activity & Range Display Bug Fixes
WARNING: THIS IS AN EXPERIMENTAL VERSION, EXPECT UNFINISHED FEATURES AND BUGS. AND PLEASE REPORT THEM!
WARNING: MAKE SURE TO BACKUP YOUR WORLDS BEFORE TESTING! Upgrading to Foundry v14 and Weird Wizard 7.0.X-exp at this moment will most likely corrupt your world data! You have been warned!
Hello, everyone!
This release focus on polishing the Activity app, Range display and related logic.
Please read the patch notes for details.
As always, a big thank you for all the continued support and patience! Have a nice weekend!
Bug Fixes
- CRITICAL: Fixed linked Actors breaking the Activity logic.
- Fixed closing the Activity app resulting in the activity being confirmed.
- Fixed Confirm button red warning not checking for valid targets.
- Fixed Range display showing a measure for the out of the range area.
EXPERIMENTAL System Version 7.0.4-exp: Activity Range & Many Fixes
WARNING: THIS IS AN EXPERIMENTAL VERSION, EXPECT UNFINISHED FEATURES AND BUGS. AND PLEASE REPORT THEM!
WARNING: MAKE SURE TO BACKUP YOUR WORLDS BEFORE TESTING! Upgrading to Foundry v14 and Weird Wizard 7.0.X-exp at this moment will most likely corrupt your world data! You have been warned!
Hello, everyone!
This release brings a lot of bug fixes, as well as something new and exciting: interactive Range for activities!
Please check the patch notes for details.
That's all!
As always, a big thank you for all the continued support and patience! Have a nice week!
Changes
Activity Range
Activity Range is now functional!
- Range is represented as visual obscurement beyond the Range, with a black shadow overlay.
- Range will be displayed when the Targeting HUD is active.
- Range will be displayed when the placement of a region template is required.
- If the area not within range, the range indicator will turn red and an "Out of range!" warning will show up. You can still place things outside of range as usual.
- Range should for square grids, hex grids and gridless scenes.
Other Changes
- Original Character/NPC Sheet should now be maximized once the Activity app is closed.
- Activity right click context menu on Actor Sheets now have fancy icons.
- Activity right click context menu on Actor Sheets now Quick use instead of the manual targeting option.
Bug Fixes
- CRITICAL: Fixed Attribute Modifier dropdown not working in the Activity app.
- CRITICAL: Fixed Against Attribute dropdown not working in the Activity app.
- CRITICAL: Fixed multi-target roll not working for the Activity app.
- CRITICAL: Fixed regular Attribute Rolls breaking the Activity app.
- CRITICAL: Fixed against attribute not being passed down from the Item to the Activity app.
- CRITICAL: Fixed Afflictions being applied by anything but the Token HUD breaking the HUD, token movement and effect editing.
- Fixed Targets not having the against Attribute or boons/banes against it shown in the Activity app.
- Fixed a missing localization string for "against" in Activity app roll expression.
- Fixed messages generated by Activity app not having an item icon.
EXPERIMENTAL System Version 7.0.3-exp: Scene Region Templates and Activity App
WARNING: THIS IS AN EXPERIMENTAL VERSION, EXPECT UNFINISHED FEATURES AND BUGS. AND PLEASE REPORT THEM!
WARNING: MAKE SURE TO BACKUP YOUR WORLDS BEFORE TESTING! Upgrading to Foundry v14 and Weird Wizard 7.0.X-exp at this moment will most likely corrupt your world data! You have been warned!
Hello, everyone!
This experimental release brings you two big overhauls with a bunch of new features, namely Scene Region Templates and the new Activity app, but also a bunch of polishing to what we have.
I could try to make a highlight, but I believe it's better to read the patch notes to understand what changed. Please read them!
That's all!
As always, a big thank you for all the continued support and patience! Have a nice week!
Changes
Targeting & Scene Region Templates
In addition to the existing manual token targeting, you can configure Items (Equipment, Traits, Talents and Spells) to prompt the placement of Scene Regions when used.
- You can configure this behavior in the dedicated Targeting section, in the Item sheet's Automations & Effects tab.
- Two distinct Scene Region operations are available:
- Targeting tokens within an area: This Region is used for area targeting. Templates here are ephemeral, removed once targeting is complete.
- This replaces the old measured templates we had, with roughly the same functionality.
- Create a persistent area: This Regions stays in the scene until removed manually. This was only available before with an unintended bug breaking functionality, but now it's here to stay! As a regular Scene Region, once placed, it has a configuration sheet that can be accessed through the Region Controls layer.
- Targeting tokens within an area: This Region is used for area targeting. Templates here are ephemeral, removed once targeting is complete.
- You can preconfigure the Region template within the Item sheet with Weird Wizard friendly fields:
- Radius in yards: The template's Size. If you want a Size 5 area, change it here.
- Attach To Token: Whether the region should be attached to a token, moving along with it. If you want an aura effect, check this.
- Color: The color of the generated scene region. If the field is blank, the User's color will be used instead.
- Wall Restriction: You can restrict the region's expansion from its center towards the edges:
- Enabling Is Restricted will allow restriction to take place. (Enabled by default.)
- You can change the restriction method by changing the Restricted By dropdown menu. (By default, movement-blocking walls will restrict the expansion.)
- You can change the Priority Threshold for advanced fine tuning of the expansion. (Default is 0.)
- Once a Scene Region is configured and used, the new Activity app (see below) will handle the Scene Region placement.
- The template should work at any scene grid configuration: square, hex or gridless!
Activity App
A new app joins the family: the Activity Use app, or simply Activity app. Initially designed to support the new Scene Region templates, they put two important things in the same place: Targeting and Dice Rolling.
- All functions previously handled by the retired Roll Details app were merged into the Activity app, but with a few new additions and improvements:
- A new fancy icon expression will display the dice and numbers being used. This is complementary to the existing full text expression (i.e. "Agility with 2 boons against Defense").
- You can now change the Attribute modifier used for the roll directly from the app.
- You can now also change the targeted Attribute you are rolling against.
- Roll Details were put in a collapsible element to make the app look cleaner, since most of the time you don't need to see or change it.
- Roll Details include Modifiers, Total Boons and Banes and Against/Target Number sections.
- A dedicated Targeting section is available with mostly new functionality:
- You can click the
Target tokens manuallybutton to open the Targeting HUD.- Once open, the Activity app is minimized and Foundry's Target tool is enabled, allowing you to target tokens easily.
- Once closed, the Activity app is open once again.
- If you want, you can open the Activity app anytime to see the live targeting feed!
- Like before, the app always take targets you previously selected before opening the app, but it now also automatically updates if your targets change!
- If preconfigured correctly, a button will show for placing down an appropriate Scene Region template either for targeting tokens or for creating a persistent area (see Targeting & Scene Region Templates section above for details).
- You can now restrict your targets to Enemies or Allies, in addition to targeting Anyone.
- You can click the
- The Confirm button now becomes red and has a tooltip when Targets were not selected for an activity expecting targets.
- The button functionality is unchanged while in this state, it's just a reminder that maybe you should select targets before clicking it!
- You can now change the Message Mode (aka Roll Mode in Foundry v13 and below) directly on the app, next to the Confirm button. No need to interact with Foundry's UI when making that sneaky secret roll!
- The app automatically minimizes the origin actor's sheet to improve visibility.
Other Changes
- In order to test Secrets in v14, everything from 6.3.6 and 6.3.7 and versions were merged into this experimental release, including the new public domain token art pieces created by @yschnellbach!
- Blinded affliction now blinds the token.
- Item Sheets now show the Attribute modifier value in the dropdown in the Automations tab.
- The Targeting HUD app was upgraded to V2 and simplified to be used by the Activity app.
Bug Fixes
- CRITICAL: Fixed an issue where Afflictions affecting calculated stats (Defense, Health, Speed) were not being applied correctly. (By @BoyBoyMan)
- CRITICAL: Fixed upgrade/downgrade Active Effect changes not working if you assigned the value to 0. (By @BoyBoyMan)
System Version 6.3.8: Even More Public Domain Images
Hi, everyone!
This short but cool update adds the last batch of public domain token and portrait images with creatures we thought we still missed in terms of variety. This was tailored for Secrets' Bestiary, but everyone can make use of the images as they see fit, and the tokens should automatically be adjusted to use them!
And speaking of Secrets, it will become the minimum required version to work properly, so make sure to update your system if you plan to get it!
That's all!
As always, a big thank you for all the continued support and patience! Have a nice weekend!
Changes
- Added many new token images to
assets/public-domain/tokens. (By @yschnellbach) - Added many new matching portrait images to
assets/public-domain/portraits. (By @yschnellbach) - Added an inverted version of the paper texture to
assets/ui/backgrounds. - Improved the public domain image script to use parameters in the file name (
1.5xandglowing) to determine what adjustments need to be done to the token settings, instead of hard coding image paths. This allows us to easily expand or repertoire without any tweaks on the system.- For now, though, we still need to update the system when new images are added, but the plan is to eventually turn them into its own module, so the update is separate!
System Version 6.3.7: More Generic Token/Portrait Images & Compendium Index Critical Fix
System Version 6.3.7: More Generic Token/Portrait Images & Compendium Index Critical Fix
Hi, everyone!
In preparation for Secrets premium content launch, this update brings new public token images were prepared and can be found at the assets/public-domain folder in addition two new fixes related to Compendium Index and automatic token adjustments.
That's all!
As always, a big thank you for all the continued support and patience! Have a nice week!
Changes
- Added 8 new public domain token images. (By @yschnellbach)
- Added a full set of 22 new public domain images matching the existing token images. (By @yschnellbach)
- Public domain token images should now enable the token ring, as well as change a few token settings to make them look better.
Bug Fixes
- CRITICAL: Fixed a Compendium Index loading issue related to certain Active Effects.
- Fixed
preUpdateTokenreturning an error for undefined texture images.
EXPERIMENTAL System Version 7.0.2-exp: Data Migration, Polishing and a Bunch of Critical Fixes
WARNING: THIS IS AN EXPERIMENTAL VERSION, EXPECT UNFINISHED FEATURES AND BUGS. AND PLEASE REPORT THEM!
WARNING: MAKE SURE TO BACKUP YOUR WORLDS BEFORE TESTING! Upgrading to Foundry v14 and Weird Wizard 7.0.0-exp at this moment will most likely corrupt your world data! You have been warned!
This update brings the very anticipated data migration script (so you can test old worlds!), polishing to several places introduced with v14 support, as well as a bunch of critical fixes - many by @BoyBoyMan, thank you!
Please read the patch notes for details.
That's all!
As always, a big thank you for all the continued support and patience! Have a nice weekend!
Changes
- A migration script was written to convert old Active Effect Changes and Duration. Please try to upgrade your worlds from a v13 backup to see if it works properly!
- Overhauled
Actor.getRollData()keys so keys are easier to use. This will, however, break existing text using the old keys. Sorry!- A new Roll Data journal entry explaining was added to the System Documentation compendium.
- Main effect benefits should now display the highest achieved level for the Character Option, if available.
- Teleport is no longer assigned as the default token movement action when available.
- Afflictions now have a "Luck Ends" duration instead of 1 minute.
- Rolls against you that should be an automatic success (in the "Automatic success against self" Active Effect Change Preset section) are no longer broken. (By @BoyBoyMan)
- This will be reflected in the Attribute Roll app.
- Held affliction already used this key, but it was not working.
- New Active Effect Change preset: "Speed becomes X" (override, split from the downgrade: "Speed drops to and cannot be increased above").
Bug Fixes
- CRITICAL: Fixed Active Effect Changes not applying correctly due to the Submit button erasing the change's key. (By @BoyBoyMan)
- CRITICAL: Fixed main effect changes not applying correctly due to an issue with their Phases and Priorities.
- CRITICAL: Fixed Afflictions not working properly. (Thanks @BoyBoyMan!)
- CRITICAL: Fixed broken Active Effect Changes on a few system compendium entries.
- CRITICAL: Fixed chat messages generated by Active Effect expiration not having a proper hover tooltip. (By @BoyBoyMan)
- CRITICAL: Fixed Afflictions giving boons instead of banes. (By @BoyBoyMan)
- CRITICAL: Fixed Speed calculation when affected by Afflictions. (Thanks @BoyBoyMan!)
- Fixed the document card tooltip for Active Effects not displaying the localized Changes text. (By @BoyBoyMan)
- In addition, all custom (and broken) presets should now display the change's key if it fails to retrieve a localization string.
- Fixed some image paths to support Foundry route prefixes correctly. (By @BoyBoyMan)
- This allows installations using a routePrefix to resolve icon URLs correctly.
- Previously, paths starting with / bypassed the route prefix and caused assets to be requested from the domain root instead of the Foundry route.
- Fixed a few CSS issues with chat box/controls, NPC sheet and list entry config.
System Version 6.3.6: New Token Art Pieces, Changes to GitHub Text and Critical Fixes
Hi, everyone!
This update brings 15 very cool token art pieces with creature silhouettes that could be used for tokens, a bunch of changes to the GitHub repository's documentation, and two critical fixes reported by the community.
Meanwhile, both Secrets and v14 Support are around the corner! Secrets will come first, but v14 Support will hopefully come slightly after.
That's all! Stay tuned!
As always, a big thank you for all the continued support and patience! Have a nice weekend!
Changes
- Added 15 new silhouette token art pieces to
assets/public-domain/tokens, created by @yschnellbach. A huge thanks for the great work!- These token images were originally made to be used in Secrets, but we felt like it was so awesome that it could be added to the system as well. Enjoy!
- Added a bunch of new markdown text (.md) files to the GitHub repository:
.github/CONTRIBUING.md: How to contribute to the system directly. Previously part ofREADME, now expanded..github/SUPPORT.md: A quick support reference for people who somehow check the repository in GitHub.CREDITS.md: Credits for the asset files used by the system, including the previous icons' credits.
README.mdwas also changed to support the modifications above.
Bug Fixes
- CRITICAL: Fixed Brutal and Versality weapon traits not being applied in damage calculation (by Blake in Discord and @BoyBoyMan)
- CRITICAL: Fixed Great Hammer in the system compendium having the Long trait instead of Slow.
EXPERIMENTAL System Version 7.0.1-exp: Four Bugs Down!
WARNING: THIS IS AN EXPERIMENTAL VERSION, EXPECT UNFINISHED FEATURES AND BUGS. AND PLEASE REPORT THEM!
WARNING: MAKE SURE TO BACKUP YOUR WORLDS BEFORE TESTING! Upgrading to Foundry v14 and Weird Wizard 7.0.0-exp at this moment will most likely corrupt your world data! You have been warned!
This small but important update fixes two critical bugs, as well some bearable ones.
Please read the patch notes for details.
That's all!
As always, a big thank you for all the continued support and patience! Have a nice weekend!
Bug Fixes
- CRITICAL: Fixed Generic Active Effect not working properly.
- Old 7.0.0 Generic effects will be corrupted, but pre-7.0.0 will will be fine.
- CRITICAL: Fixed main benefit effects from Character Options not applying their changes correctly.
- Fixed main benefit effects from Character Options not being created correctly due to changes to Active Effect Changes data structure, resulting in an error.
- Fixed Character Option image settings not being accurate.
EXPERIMENTAL System Version 7.0.0-exp: Foundry V14 Support, Active Effects V2 and Token Automations
WARNING: THIS IS AN EXPERIMENTAL VERSION, EXPECT UNFINISHED FEATURES AND BUGS. AND PLEASE REPORT THEM!
WARNING: MAKE SURE TO BACKUP YOUR WORLDS BEFORE TESTING! Upgrading to Foundry v14 and Weird Wizard 7.0.0-exp at this moment will most likely corrupt your world data! You have been warned!
Hello, everyone!
This is the first, very rough experimental version of the first part of the planned 7.0.0, exclusive for Foundry v14!
Bear in mind that this release is very, very unpolished, meant for dedicated testers who want to test the system in v14, as well as give early feedback about the initial batch of changes 7.0.0 brings.
In fact, YOUR WORLDS WILL PROBABLY BREAK APART! Oh no! For now, we did not write proper data migration scripts, so expect your worlds to go wonky. This will, of course, be fixed before 7.0.0 stable goes out, so please bear with it for now!
But what 7.0.0-exp brings to the table? To make it short, this update includes three big things: Foundry v14 compatibility (of course), the overhauled Active Effects V2 (initiated by Foundry core, with custom system changes as well) and a initial pass to token automations (Senses/detection modes, Movement Actions/Traits and Artificial Light).
Please read the patch notes for the details.
That's all!
As always, a big thank you for all the continued support and patience! Have a nice weekend!
Changes
Active Effects V2
Foundry V14 brought Active Effects V2 with a bunch of new and polished tech.
- Active Effect Duration was converted to use new Foundry v14's format. While it doesn't mean much functionality, it was a big change.
- The system now makes use of Foundry v14's native Active Effect Expiry Events. It's also invisible to most users, bug a huge change as well!
- Active Effect config sheet now needs to be submitted in order for it to save the changes. If you dislike this behavior for some reason, please let us know!
- Duration tab received some updates to support the new Foundry v14's
effect.durationlogic.- Like before, you can choose a Duration Preset to quickly set a duration for an effect.
- If you want to have a custom duration, simply choose it in the Duration Preset dropdown menu.
- While a preset is active, functional fields for the AE Duration are disabled, but still shown.
- Changes tab received an overhaul.
- Changes are now presented as cards instead of a table for better user experience.
- Functional fields for AE Changes are no longer hidden. Instead, they are disabled by presets, but still shown.
- You can now create custom Active Effect Changes by selecting the "Custom Change" preset option.
- Numerical values can now be 0 (was minimum 1).
Senses
Foundry v14 allows Active Effects to change the Token Document's data, meaning it can target detection modes. So, Senses are becoming Active Effects!
- A new Senses system compendium was added to the Effects folder. With 7.0.0, only Awareness 5, Dark Vision and True Vision are automated, but others can still be used for tracking purposes, if you wish.
- Even though there is only Awareness 5 in the compendium, you can drop it on any creature, go to the effect's Changes tab and change
token.detectionModes.senseAll.rangeto a value other than 5!
- Even though there is only Awareness 5 in the compendium, you can drop it on any creature, go to the effect's Changes tab and change
- For now, the old Senses granted by Character Options are NOT Active Effects, meaning you'll need to drag and drop them from the system compendia (or your own) if you want any token automation. This was pushed to a later update so 7.0.0 can be released faster. Sorry!
Token Movement & Special Movement Traits
A custom set of token movement actions are now available to be chosen from tokens, as long as some conditions are met.
- All appropriate movement modes were added to the token's menu, with their cost per yards automated.
- Climber, Silent and Swimmer traits affect the cost in yards for Climb, Sneak and Swim, respectively.
- Teleport and Jump/Leap cost 0, as Foundry's cost logic is per unit (yard) moved. Make sure to take this into account in your games!
- Fly, Teleport and Burrow are only available if the creature has the corresponding special movement trait.
- If a creature has the Prone affliction, only Crawl is available.
- In addition to Prone, afflictions that make the creature's Speed become 0 (Held, Stunned and Unconscious) will disable movement.
- Most of the time, Walk will be selected as the default option.
- If a creature has the
teleportspecial movement trait, Teleport will be the default (over Walk). - If a creature has the
flyspecial movement trait, Fly will be the default (over Teleport and Walk).
- If a creature has the
- The following traits do not have any automations related to Token Movement Actions: Hover, Insubstantial, Mount, Slippery, Squeeze, Strider, Water Walk. We might have automations for them in the future, post 7.0.0.
System Compendia
- Two new folders were added under Shadow of the Weird Wizard to host the new compendia: Effects (Senses, Artificial Light) and Miscellaneous (Sample Enemies).
- A new Artificial Light compendium was added with Bright, Dim and Faint Light. Drag and drop them to an Item or Actor and they should work as is, though you probably want to customize them to match the intent. Enjoy dungeon crawling!
- A new Sample Enemies compendium was added with two Enemies from the Bestiary in: Cult Leader and Cultist. These enemies are meant to be, well, samples of how NPC sheets could be used, as well as a glimpse of Shadow of the Weird Wizard: Secrets' Bestiary entries. Thanks Rob for allowing this!
Bug Fixes
- Fixed expired Active Effects in chat messages losing their information through sessions.
System Version 6.3.5: Agility 14 Weapon Requirement & Fix Attempts
System Version 6.3.5: Agility 14 Weapon Requirement & Fix Attempts
Hey, everyone!
This short update attempts to fix some reported bugs, as well as added support to Agility 14 as a possible weapon requirement.
That's all. Have a nice week and please keep the bug reports and feedback coming!
Changes
- Added Agility 14 as a requirement for weapons.
Bug Fixes
- Attempt to fix an issue with chat messages trying to render with an invalid actor.
- Attempt to fix an issue with actorless tokens triggering an error in _applyRenderFlags().