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v2.5.0
Changes
- The craft roll gives a hit clue instead of blocking Masterworks by @XxFran10xX in #42
- 100% hits is always a Masterwork again. The d20 roll no longer changes quality, and nothing else affects it.
- Only exact hits count. The Hits % is rounded, so a piece a hit off on a big recipe (199 of 200) that would read 100% now reads 99% and stays below Masterwork.
- Hit clue: finishing a piece with less than 100% hits rolls d20 + the same base-Strength modifier, shown as
Craft roll: …after the quality line.- A total of 12+ (a natural 20 always passes, a natural 1 always fails) gives a roleplay hint about the hit that was closest to right without being right. It says which way it was off and roughly how far, never a count, e.g. "Looking the piece over, you sense it needed a little more Small Hit work."
- Other hints: "more" / "much more", "a little too much" / "too much" / "far too much", "needed some Sew work" (none done), and "took Hit work it didn't need" (a tool the piece doesn't use).
- A miss gives "Looking the piece over, you can't tell what went wrong with it."
- Perfect pieces and staff crafts don't roll.
- Config:
d20.masterwork-dcis replaced byd20.clue-dc(default 12, in code). Old configs keep working; the old key is ignored.
- 100% hits is always a Masterwork again. The d20 roll no longer changes quality, and nothing else affects it.
Full Changelog: v2.4.0...v2.5.0
Downloads
advancedcrafting-2.5.0.jarSHA256SUMS— SHA-256 checksums.build.json— Build metadata.