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Releases: teshaman/lockpick-minigames
Releases · teshaman/lockpick-minigames
Release list
1.8.0
1.8.0 — 2026-10-19
- Puzzle Locks doors: a new world setting, Doors with a Puzzle Lock, decides what a click does on a locked door that also carries an unsolved puzzle from theripper93's Puzzle Locks module: open the puzzle only (default), ask the player whether to solve the puzzle or pick the lock, or pick the lock and ignore the puzzle. Before, such a door opened both the puzzle and the minigame at once.
- Puzzle doors in puzzle-only mode are left out of the L hotkey and the API's pickable check; a solved puzzle hands the door back to normal picking.
- README, info page and settings table updated; Puzzle Locks listed as an optional module.
1.7.2
1.7.2 — 2026-10-03
- L hotkey: when several locks are within reach (your own collar and a friend's, a door and a chest) a small window asks which one to pick, instead of silently taking the nearest. Locks whose window is already open are skipped.
- "Nothing in reach" warning now mentions items; README explains that Pick lock sits in the item sheet's ⋮ header menu.
- Open source under the MIT License (LICENSE file,
licensein module.json). - Info page on GitHub Pages: https://teshaman.github.io/lockpick-minigames/ (
docs/folder, kept out of module.zip);url,readme,changelogandbugsadded to module.json. - README: credits to Reslin for the original Lock Picking idea (https://www.patreon.com/cw/Reslinfvtt) and an ownership disclaimer.
1.7.1
1.7.1 — 2026-10-02
- The lock window header now names the skill that lowered the tier: Arcana for Arcane Locks, Sleight of Hand + tools for the others.
1.7.0
1.7.0 — 2026-10-02
- Spectating is opt-in: other players get a small prompt at the top of the screen (X is picking Y, Watch) and join the live view at its current state only if they press Watch; per-client choice between prompt, open automatically, or never.
- Locks on items: configure a lock on any item (collar, manacles, strongbox in a pack) from the lock button in its sheet header; owners get a Pick lock header button, anyone in reach of the wearer's token can use the L hotkey. On success the item can be marked unlocked, unequipped, or removed from the inventory.
- Lock requests now resolve documents by UUID.
1.6.0
1.6.0 — 2026-10-02
- Spectators: while a player picks a lock, everyone else (or only the GM, or nobody, per the world setting) gets a live read-only window of the same game; per-client opt-out; the window closes itself two seconds after the result.
- Smoother play: cached background, dial and keyway layers, fewer DOM writes per frame, no shadow blur, and a per-client cap on Foundry's scene frame rate while a lock window is open (default 20 FPS, 0 to disable).
- Pin Tumbler: a pin's first push in a round is always free; only pushing a pin that already sprang back this round costs pick health.
1.5.0
1.5.0 — 2026-10-02
- New seventh minigame, Arcane Lock: runes orbit a sigil and flare in a sequence that grows each round; click them back in order while they keep moving. Wrong runes damage the pick and replay the sequence; a mana ring drains while casting and ends the attempt when empty. Higher tiers add runes and rounds, spin and flip the orbit, and shuffle rune positions between rounds.
- Arcane Locks are never part of the random pick; choose them on a lock or in the playground. They ignore thieves' tools; on dnd5e Arcana plus the spellcasting ability modifier lower the tier (doubled when proficient in Arcana and a caster), other systems use the new arcane skill path setting.
1.4.1
1.4.1 — 2026-10-02
- Sweet Spot: the dial no longer glows on the sweet spot above tier 2, so the partial turn is the only feedback.
- Tension: the gauge falls about half as fast when released.
1.4.0
1.4.0 — 2026-10-02
- Pin Tumbler: pins bind in a hidden random order that changes every attempt; only the binding pin pauses at its notch, the others spring straight back and turn dull once tested this round.
- Two test pushes per round are free, further pushes cost pick health; up to tier 9 a wrong push makes the binding pin's base glow for a moment, on the lowest tiers it glows all the time.
- Set pins advance the order; errors still drop the last or all set pins at higher tiers. How-to text and README updated.
1.3.0
1.3.0 — 2026-10-02
- Pin Tumbler: every pin has its own rise speed and pause length, rhythms re-roll after each set pin, the first push of a pin is free and later re-tests cost pick health, and an error drops the last set pin from tier 6 and every set pin from tier 11.
- Sweet Spot: from tier 7 the mechanism settles after a strained push and the sweet spot shifts a little.
- Dual Rotation: from tier 9 the spot blinks out briefly while you track it.
- Skill Check: a red trap arc makes a miss cost half again as much, and from tier 8 the needle speeds up and slows down.
- Tension: the band breathes from tier 7, and from tier 10 the pick slips and tension drops suddenly.
- Ward Trace: from tier 9 the walls breathe and a timer runs; running out resets the wards.
- How-to texts and README updated; README lists an Arcane Lock (locked by magic) as a written idea.
1.2.0
1.2.0 — 2026-10-02
- Dual Rotation: the hidden spot is now a blue ring with a white core and a dark halo, and the search glow is cool blue-white, so it stands out on the brass dial.
- Harder difficulty curve: mid tiers are eased upward (tier 10 plays at about 73 percent of the scale instead of 64) and the top-end values are harsher in every game (tighter sweet spot and tracking radius, faster pins with shorter pauses and earlier fakes, narrower and faster-drifting skill arc with more hits, thinner tension band with faster drift and more targets, narrower keyways with earlier fog).