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Releases: The-Toblin/cd10-foundry-vtt
Release list
v0.4.3 Initiative calculation bugfix
#Version 0.4.3
Fixed a mismatch in the initiative roll. It would erroneously grab the actor, not the token, leading to a mismatch of items, skills and modifiers and sometimes failing entirely.
v0.4.2 Versioning Fix
No large changes, just a few numbers in the versioning.
v0.4.2 Stable
Versioning fix, minor CSS updates.
v0.4.1 Bugfix (ItemEquip)
Accidental merge error left a roll function in the character sheet's itemEquip function, making items impossible to equip. Fixed
v0.4.0 Stable
This is the stable 0.4 version which we'll stay on until the CD10 Redesign is complete, at which point we'll start working on v0.5, which will include the redesign changes.
Changelog:
#Version 0.4.0
This is a platform release. This is the version this system will stay on until the CD10 redesign is done. We
will release bugfixes as necessary to this version, but expect a massive change when v0.5.0 is released, which
will include the redesign changes.
== Major changes ==
- Removed Hitlocation
- Removed Encumbrance
- Removed complex checks button and dialog.
- Implemented faster way for trait (complex) checks. Left click on the trait's checkbox to select trait for skill check.
Right click to reverse the trait. This also works for attacks. - Cleaned up unimplemented mechanics, simplified code.
- Remove shield check and defaulting to base combat skills instead of trying to work with "+shield" skills.
- "Weapon+shield" skills are deprecated and you have to remove them manually from your characters.
- Removed "Weapon" type from template.json. (Split into "meleeWeapon" and "rangedWeapon").
- Fixed a MAJOR bug in how injuries were calculated.
== Internal change ==
Weapons no longer match against the NAME of a skill, but a unique MatchID of the skill. This is evident when creating new weapons
in the items-drawer. It will pick from all the skills in the item directory to populate the list of skills it can use. So if a character
has a unique skill for a unique weapon, you need to create said skill in the items directory first,
otherwise you won't be able to select it.
v0.3.8 Platform Release
This is a platform release, meant to get everything into place for the coming 0.4 legacy lock. 0.4 will be the "proper" version with all changes and bugfixes in it that will hold us over until the CD10 redesign is completed over at Worldanvil and we'll begin porting the changes over to this system.
v0.3.7 BugFix release
Fixed bug with actionvalue being incorrectly calculated on using a shield.
v0.3.6 Stable
#Version 0.3.6
Versioning fix.
#Version 0.3.5
Shield card fixed for real. Typo in CSS classes.
#Version 0.3.4
Fixed shield card
#Version 0.3.2
More bugfixing for migration script.
Added "DefensiveValue" display to large shield card. It was missing.
#Version 0.3.1
Bugfix for migration script
#Version 0.3.0
=== CRITICAL ===
Weapon types have been split from "weapon" to "meleeWeapon" and "rangedWeapon".
The old "weapon" type will be deprecated in future versions.
Armor types have been split from "armor" to "armor" and "shield".
The old "armor" has been changed, and some properties relating to shields will be deprecated in future versions.
The "weapon" type remains in the item creation menu, but it's creation dialog is intercepted with an error message.
It will be removed in the next release.
All skills have a new toggle, indicating if they are affected by "physical checks" debilitation. If this box is ticked,
all checks with this skill involved will include the modifier for physical deblitation. Otherwise it will be ignored.
A migration script will run on loading an older world and update all items accordingly. Skills will ALL be set to "false"
for the physical debilitation, so you will have to go through your skills and enable it for relevant skills.
=== Bugfixes ===
- Spell skillevel wasn't properly passed to the roll message, but was still internally applied.
- Automatic fails (rolling a 0) are now taken into account, and will automatically reroll to determine if you fumbled.
- Spelling correction in template.json (ammunition.damage.brunt -> ammunition.damage.blunt).
=== General UI ===
- Set default size for character sheets and made it more responsive for resizing.
- Moved experience to the skills tabs.
- Moved coins to inventory.
- Spells tab is now hidden by default and won't show up until the character has (knows) at least 1 spell.
- Unused sections in the inventory (armors, weapons, other) are now hidden if no such items are added.
- Added a left-click option on skills on the skill list to toggle the skill's "LevelUp" property, so players can track which skills can be upgraded at the end of a session.
- Added an "Equipped" tickbox to Mook sheets, to make sure calculations are made correctly. Make sure your mooks are actually wearing their items!
- All equipment cards and sheets have been updated and cleaned up.
- Ammunition sheet added and updated.
- Added ammunition selector to ranged weapons.
=== Internal ===
- Armor coverage reworked from a string to an array of booleans. Sheet updated.
- Added system setting for simple, standard or complex damage types. Default: "standard"
- Added system setting for using hit location specific damage. Default: "false"
- Added system setting for displaying encumbrance. No mechanics implemented until active effects is done. Default: "false"
- Added system setting for using barter (tradeGroups) or straight coinage. Default: "false" (coinage)
- Added a system setting for modernity. This determines if values like "Rate of fire" and "Magazine" is shown.
- Made Armor Card responsive to hitLocationSetting and damageTypeSetting
- Made Weapon Card responsive to hitLocationSetting and damageTypeSetting
- Made Small Armor Card responsive to hitLocationSetting and damageTypeSetting
- Made Small Weapon Card responsive to hitLocationSetting and damageTypeSetting
- Created Shield Card
- Created Small Shield Card
- Created Ranged Weapon Card
- Created Small Ranged Weapon Card
- Internal organization: restructuring of partials.
- Moved the majority of Actor modifications (health updates etc) to the Actor class. More in future releases.
- Made attack checks automatically check ammo type for ranged weapons.
=== Mechanics and functionality ===
- Implemented single-trait rolls by clicking the roll icon on a trait. This will perform a blank check with that trait.
- Ranged Weapons implemented with ammo selector and automatical calculation of lethality based on ammo.
- Physical Saves are now performed from a separate dialog, called up from the sheet. No need to click armor anymore. Clickable areas of armors removed.
v0.3.0 Alpha release
#Version 0.3.0
=== CRITICAL ===
Weapon types have been split from "weapon" to "meleeWeapon" and "rangedWeapon".
The old "weapon" type will be deprecated in future versions.
Armor types have been split from "armor" to "armor" and "shield".
The old "armor" has been changed, and some properties relating to shields will be deprecated in future versions.
The "weapon" type remains in the item creation menu, but it's creation dialog is intercepted with an error message.
It will be removed in the next release.
All skills have a new toggle, indicating if they are affected by "physical checks" debilitation. If this box is ticked,
all checks with this skill involved will include the modifier for physical deblitation. Otherwise it will be ignored.
A migration script will run on loading an older world and update all items accordingly. Skills will ALL be set to "false"
for the physical debilitation, so you will have to go through your skills and enable it for relevant skills.
=== Bugfixes ===
- Spell skillevel wasn't properly passed to the roll message, but was still internally applied.
- Automatic fails (rolling a 0) are now taken into account, and will automatically reroll to determine if you fumbled.
- Spelling correction in template.json (ammunition.damage.brunt -> ammunition.damage.blunt).
=== General UI ===
- Set default size for character sheets and made it more responsive for resizing.
- Moved experience to the skills tabs.
- Moved coins to inventory.
- Spells tab is now hidden by default and won't show up until the character has (knows) at least 1 spell.
- Unused sections in the inventory (armors, weapons, other) are now hidden if no such items are added.
- Added a left-click option on skills on the skill list to toggle the skill's "LevelUp" property, so players can track which skills can be upgraded at the end of a session.
- Added an "Equipped" tickbox to Mook sheets, to make sure calculations are made correctly. Make sure your mooks are actually wearing their items!
- All equipment cards and sheets have been updated and cleaned up.
- Ammunition sheet added and updated.
- Added ammunition selector to ranged weapons.
=== Internal ===
- Armor coverage reworked from a string to an array of booleans. Sheet updated.
- Added system setting for simple, standard or complex damage types. Default: "standard"
- Added system setting for using hit location specific damage. Default: "false"
- Added system setting for displaying encumbrance. No mechanics implemented until active effects is done. Default: "false"
- Added system setting for using barter (tradeGroups) or straight coinage. Default: "false" (coinage)
- Added a system setting for modernity. This determines if values like "Rate of fire" and "Magazine" is shown.
- Made Armor Card responsive to hitLocationSetting and damageTypeSetting
- Made Weapon Card responsive to hitLocationSetting and damageTypeSetting
- Made Small Armor Card responsive to hitLocationSetting and damageTypeSetting
- Made Small Weapon Card responsive to hitLocationSetting and damageTypeSetting
- Created Shield Card
- Created Small Shield Card
- Created Ranged Weapon Card
- Created Small Ranged Weapon Card
- Internal organization: restructuring of partials.
- Moved the majority of Actor modifications (health updates etc) to the Actor class. More in future releases.
- Made attack checks automatically check ammo type for ranged weapons.
=== Mechanics and functionality ===
- Implemented single-trait rolls by clicking the roll icon on a trait. This will perform a blank check with that trait.
- Ranged Weapons implemented with ammo selector and automatical calculation of lethality based on ammo.
- Physical Saves are now performed from a separate dialog, called up from the sheet. No need to click armor anymore. Clickable areas of armors removed.
v0.2.5-alpha
Version 0.2.5 Released!
Changelog
- Fixed bug: Shock can become less than 0 in certain physical saves (issue #38)
- Fixed bug: Shields were not taken into account for attack checks. (issue #37)
- Enhancement: Complex check button appearance updated to emphasize it's a button. (issue #35)
- Enhancement: Attacks and saves now have mouse-over elements to indicate they are clickable (issue #32)
- Fixed bug: Spell's skill values do not properly get passed to skill roll. (issue #31)
- Fixed bug: Complex check silently fails if either skill or trait is "None". (issue #30)
- Enhancement: Skills and traits are now dumped to chat on a skill check. (issue #28)
- Enhancement: A "None" option is now available in the Complex Check dialog so that blank Trait rolls can be performed. (issue #27)
- Cleanup: Redudant types in template.json removed.
And many, many, many more small enhancements and additions.