Skip to content

Choose a tag to compare

@papajarv papajarv released this 27 Jul 23:40

Got rid of old versions as to normalize compendiums and normalize some conflicting contents

Added better GM controls over action budgets and overrides.

Can now apply blade oils to ammunition.

Compendium for Equipment Overhaul Items under Combat Extended
Based on the Homebrew Overhaul by The Duderonomist

Immersive Token Camera
Where your token is fixed and your point of view is always forwards, makes it feel more like you are moving through a world.
(Shift + A and D to rotate, WASD to walk)
Toggle it on as a GM globally in settings.
Now includes a movement mode that shows XCOM like tiles in grided scenes, and baldurs gate 3 styled free movement in gridless one.
Token automatically moves, still experimenting with speeds to make it not cause motion sickness. May slow down the auto move and
rotate in the future.

Bug fixes, Magic Schema Refinement

Books now have a flip-through field that lets you glance through them and get the subject matter without spending reading hours

Food and Drink's Satiety system updated
Total satiety is now based off BODY stat and hunger tiers are by percentage, aswell as satiety drain by combat STA spent.
This results in bigger and stronger characters having same hunger decay as others but needing to eat more to be full.

Bombs and Throwables
Now fully supported in token combat with visible area of effect. Some bomb effects are too messy to code though and were left as narrative or unwired intentionally (Such as the devils puff cloud spread and ignition)

Localization
Managed to group almost every loose string into localization keys. Now translations are handled under the /lang/ folder.
These are machine made translations and not translated by humans. Im accept community translations to help better the system.

Re-organized the system compendiums slightly

Token Stealth
Based on your stealth skill base VS their awareness skill base, with modifiers such as how far away you are, how much of your token
they can see and how much in their peripheral view you are (requires cone of view set in foundry)