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Release 3.3.0

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@moo-man moo-man released this 15 Feb 01:27
· 164 commits to master since this release
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Sorry for the delay! This release adds script support for dialog effect changes (same as Soulbound's previous release). Additionally, Psychic Power potencies are now more integrated than just text fields, you can now shift to increase potency, then allocate them to specific potencies, some of which have integration with damage and effects.

Effects

So, what's new with effects? Now, instead of using the "Custom" attribute to signify a roll dialog change, there are specific modes you can assign a change for roll dialogs.
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This allows a single effect to have multiple different dialog changes, as opposed to before, where descriptions were tied to the entire effect, and thus could only have one dialog change.

You can assign a change's description and effect with the config button (only available to Roll Dialog changes)
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This is from Administratum Records, the description field is what shows up in the Roll Dialog to be clickable.
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The larger text field is for the auto-activation function. This ability is highly situational, and the context for its activation can't be determined through code. However, if we look at a different ability, Armour of Faith we can look at some code.
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let target = data.targets[0]?.actor
if (target && data.weapon && data.weapon.isMelee)
    return target.hasKeyword("CHAOS") || target.hasKeyword("HERETIC")

This code takes the target of the attack, and checks if a melee weapon is being used, and then checks if the target has CHAOS or HERETIC keywords. If all is true, then this ability will be automatically selected when the dialog is created.
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Now, this just selects based on what the system knows. For effects like Administratum Records, you can always still select the effect, or deselect if needed.

Features

  • Effect Refactor
  • Potency functionality
  • Added Dying & Dead Conditions

Fixes

  • Fix data key for persuasion being misspelled.
  • Fix auto-effects (Wounded, Exhausted) being applied multiple times
  • Fix an issue with effects that reference @advances.rank failing
  • Fix Ascension Packages cost not being able to be edited
  • Adding the Exhausted Condition manually will now no longer automatically remove it when shock is below max
  • Added a special Trait field for adding custom traits
  • Awareness in the Combat tab is now labeled Passive Awareness

Core Module - 1.1.0

  • All actors, items, and effects have been modified to support new effects and potency features. It is highly recommended that you replace your own documents with the new documents in the compendium.
  • Fix Nob Champion talent having the wrong description
  • Fix the Armour table referring to value instead of AR in the AR column
  • Fix Autocannon salvo value
  • Fix Administratum Records cost and requirements
  • Fix Auto-quill effect referring to the wrong attribute key
  • Fix Cortex Implant effect not having a value
  • Fix Ork Stikkbombs being labeled as Melee
  • Reduced image size of various assets to reduce frame drops (Work in Progress)
  • Renamed Species to Archetype in the Notes tab