1.0.7 Release
Big release! I've spent a LOT of time on trying to make sure conditions are working right, and I took breaks / found opportunities to refine existing systems throughout as well.
- Per page 98, the system now defaults to using a character's Wits for initiative
- Made sure that the full list of Skill Focuses are shown on hover-over of a skill
- Improved the display and selection of Generation - now there's an actual dropdown with the number (13th to 4th), the name, and the generation modifier
- Improved the display of Clan Curse in the header when a curse name hasn't been set (mirroring how Beast/Frenzy display)
- Items can now be included as predicates and exclusions
- Added difficulty to the Roll Dialog, which automatically decreases the number of dice rolled (NOTE: Difficulty can be set on item tests, but currently automation to pull that difficulty into the roll dialog automatically, except for flat difficulties, doesn't exist.)
- Made sure every item has a chat message template configured to display the important information related to that item
- Items can now be rolled after they're posted to the chat
- Dropdown selectors are now grouped by type (disciplines, attributes, etc) to make it easier to navigate
- Updated the compendium browser to always display the subtypes listings open by default
- Added a compendium of actions, compatible with Dark Pack (no verbiage directly from the book was used - it's all super short descriptions and just filling in values like category, test traits, difficulty, etc)
- Skill specialties are now selectable on the Roll Dialog on the brand new side panel
- Quickening can now be spent on a roll to increase the number of dice used, and will automatically reduce the quickening of the user
- Test rolls will now display the value beside the trait used for better visibility, so you will see Strength (2) + Athletics (3) vs Difficulty 2 instead of just Strength + Athletics vs Difficulty 2
Conditions
- Added brand new Condition item - which had already been a work in progress but finally got far enough along to be useable!
- Conditions are displayed on a new tab on the actor and have a duration, as well as effects. Each effect is made up of an effect type (either dice pool, meaning it modifies the test pool or actor trait, which means it modifies the value directly on the actor), as well as targets (what it applies to).
- Effect values can either be a Flat Modifier, an Actor Trait, or Source Actor's Trait. If an effect has "Source's Trait" selected and a condition is dropped onto an actor by a storyteller, it will ask the storyteller to select which actor to use as the source of the condition.
- Dice Pool effects also have Predicates and Exclusions
- Conditions will display on the roll dialog
Currently, I do not have time to go through and import all the conditions myself - but a compendium of conditions (with respect to the Dark Pack Agreement) will be included in a future release, similar to how Clans and Actions are included with this current release.