Fixes, fixes, fixes! I took a short break last week, but I locked in today and make sure things got done!
Tweaks and Additions
- Multi-member non-minion combatant groups now use the same simultaneous-turn system as minion squads: shared activation, turn markers on all tokens, and end-of-turn events for the whole group
- Minion signature abilities no longer trigger the ability range warning/block (range enforcement is always inaccurate for squads and was interfering with squad targeting)
- Squad Targeting is now automatically disabled when draw-steel-target-damage is not active, and existing worlds with it enabled will have it reset automatically (#25)
- Squad HUD now respects combatant group visibility; hidden groups are invisible to players and dimmed for the GM, with a new blind icon widget to toggle visibility directly from the HUD (#28)
- Judgement bane lockout on the ability dialog now only applies when the ability has a power roll
- Added a per-client Squad HUD size slider; the HUD now scales proportionally to the scene grid so it stays consistent across different monitor resolutions (#27)
- Added option to disable auto-applying squad label effects while keeping auto-renaming; added Clear Squad Labels macro (#24)
Bug Fixes
- Fixed squad targeting highlighting the wrong group's minions when two squads use the same actor archetype (e.g. two Human Rogue squads) (#26)
- Fixed captain edges applying to the wrong group's rolls when targeting was confused (#26)
- Fixed ranged-in-melee bane not appearing in the roll dialog during squad targeting (#26)
- Fixed squad targeting assignments from a previous roll bleeding into a later unrelated roll (#26)
- Fixed grab-end messages being posted by every connected client instead of just the GM
- Fixed triggered action reminders incorrectly appearing on actors whose only triggered abilities are malice actions
- Fixed squad turn markers appearing on the wrong group and squads being activatable multiple times per round (#23)
Full Changelog: v1.1.6.1...v1.1.7