EXPERIMENTAL System Version 7.0.0-exp: Foundry V14 Support, Active Effects V2 and Token Automations
Pre-releaseWARNING: 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.