- Fix issue with profession bonuses not saving correctly
for newer professions. Report an error if not found. (@aerius9432)
- Fix for specialized skills not having a mod popup. (@snowdragon)
- Fix magicAL ritual not working correctly in creation for some professions
- Handles both correct and bad case
- Got rid of a later check that did not work either.
- Fix Seer & Astrologer costs for rituals
- Create: Kill an async for setting some initial properties.
- Create: Fix for many stat options (3 or more).
- Handle stride of 0 for races.
- Arcane:
- Aspects now display all fancy like.
- Arcane users select aspects during creation
- New spell loading system:
- All pure Roll20 calls: Doesn't use the the RMU Async
- Faster, lots, non-blocking
- Use the save state structure instead of something unique
- Handles Aspects from Arcane
- Remove a spurious print
- Add more 'use strict';
- Fix a spurious global write of prefix, nameid
- Fix a lot of bad for loops that wrote to globals
- Make spell update fully async.
- Should be faster
- Removes some async/pending errors/warnings
- Training Package have purchase button (unlinked)
- Toggles on/off based on completion
- Fix some Training Package skill names
- Update of build process to handle a new version of VNU.
- Expertise can now be special for a skill (instead of just true or false).
- Power development is now special.
- Add option for average realm stats.
- Signature Style edit box.
- Tracker:
- Slightly improved error handling.
- New combat button re-enabled.
- Deleted 'next init' label which was 100% useless and wrong.
- Attacks work for creatures.
- Bugfix: When raising to average stat; set potential correctly (@snowdragon)
- Round weights of manually added items to 1/10 of a unit, not the whole unit (@snowdragon)
- Training Packages
- Sheet can now validate all known Training Packages
- Handle bad Training Packages
- Sort Training Packages by %/fulfilled/name
- Change button to "Show Progress".
- Show description and toggle
- (Character Companion):
- Data for all skills and Training Packages imported
- Show human readable descriptions
- Custom Cultures
- Directed Spell -> Directed Spells
- Creature movement changes:
- Now use fixed fields
- update to version 20 brings it in
- Hide useless fields.
- Update BMR: Don't touch creatures for now.
- Tracker: Fetch BMR for creatures (and PCs)
- Training Packages: Some refactoring; test smaller parts.
- Add _Improved Parry_ and simplify it and restricted parry
- Remove some silly parry messages.
- Staggered only applies to skill rolls for single AP phases.
- Remove -300 penalty for staggered.
- Show a message when ignoring stun.
- In Charactermancer, fix baselist back to go realm (not profession).
- Full support for power levels:
- Correct number of stat options.
- Raise temp/pot to correct value.
- Show temp/pot on the stats page in create.
- Add initiative_misc field (needs to be edited).
- (Partial work on custom cultures - disabled for now as it is not yet complete)
- Fix error during creation on the knacks page
- Add support for 0 ranks PP development (Arcane)
- Translation: Insert skills as themselves to avoid translation warnings.
- Logging to detect pending reentrancy bugs
- Confirmed it happens
- Fix to force correct character.
- Fix some typos in skill messages
- Tracker
- Add a d1000 tiebreaker to tracker initiative
- Add new initiative sorting function (w/tests)
- Add End of Phase marker
- Little explosion when it's your turn.
- Send a message on your turn
- Make the main page viewable in dark mode.
- Happy to take improvements to the colours
- Sort names of creature weapon attacks (so they don't change every release)
Lots of tracker updates
- Fix delete in the new tracker
- Set icon to safe default
- Put it at the bottom
- Add a toggle to hide/show created characters
- Fetch the inuse items when adding ones
- Add item for hte inuse item
- Hide unused tracker templates
- Correct message when adding to tracker
- Add tracker to PC sheet
- Add toggle to hide PC trackers
- Initiative button rolls initiative; and sends to pc sheet
- Add 'next' button to advance initiative.
- Refactor the status boxes for grapple, staggered, stun
- Show grapple correctly
- Have a delete grapple button
- Add BMR Crawl to front page.
- Tweak colors of the subbox on the tracker page
- Tracker now uses fixed boxes, easier than repeating sections.
- Show PP Mulitplier on front page
- Attribute is pp_multiplier
- Show height in feet'inches, inches and cm.
- Updates display of height on change
- Sheet version -> 18; upgrade height on load
- Fix initialisation setting vesion instead of version
- Tracker:
- Better layout
- Read NPC attacks
- Read parry/db etc from PCs and from tracker
- Make attacks from tracker.
- Inventory: Fix appearance of accordian
Still not really usuable, but it's at a stage people can see
the basic stuff it can do.
- Add tracker back
- Add general "asCharacter" helpers
- Tracker:
- Can add data using new as character
- Characters now remember their tracker
- for All Characters methods to tracker
- Tracker can set everyones AP/round message
- Tracker can roll everyones initiative (not to turn tracker though)
- Track base attributes
- Add option for non-tracker initiative.
- Clean up build so compiled/processed files go to build
First update of 2026.
- Expand rmuSafe to make errors harders to make
- Add Void & Mana Crit types (Arcane)
- Add Void and Mana balls and bolts
- Add Acid ball/bolts
- Sleep:
- Show dialog for sleep
- Heal hits based on hours
- Restore PP based on hours
- Lose PP if over limit
- Send message to the chat
- Do a little glow effect.
- Check that all injuries are treated before sleep
- Injuries:
- Calculate the dailyrecovery for injuries
- Show daily recovery for injries
- Heal injuries penalties on sleep
- Remove injuries with no penatlies
- Add a button to refresh injuries
- rmuSafe:
- don't check repeating sections (for now)
- Sheet: Disable print button. I've never got it to work
- Fancy new edit button on character sheet for attributes on the main list.
- Points
- Age
- Appearance
- etc...
- Can now edit varous creature properties:
- Creature stats (visual change only)
- Creature level (again, visual only)
- Attack: OB, size and type (full updates)
- Hits
- AT
- Base DB (others calculated normally)
- Make creatures use the same frame style as characters
- Fix an issue where using more than 1 AP per phase, staggered blocks attacks
(@JC Farlan, this is for you).
- Hack to try and make loading a little faster.
So last update of the year. I will need a new updates file.
- Get the active token id when rolling initiative
- Add field to set token id manually
- Add blood spurt effect if token ID is set.
- Add rmuSafe, a wrapper around the set/get calls that audits the fields
- Add internal support for PP multipliers.
- Test Framework
- Reset pending in tests
- Handle callbacks in setAttr
- Test for PP Multipliers
- Verboseness so people can check pending if needed
The post thanksgiving feast release
- Add Journal version 1. Track events in the game
- Add support for Journal calculated XP
- new option to enable at character creation
- Add support for xp variations (Game option)
- RMU
- Milestone (1 xp -> 1 level)
- RMSS / RM2
- OSE 1k/2k variants; great for people wanting to do quick conversions
- Add support for fixed RR bonuses: 50 + 2 * level (Game Option)
- Spell casting for creatures (just the list click)
- CSS fixes:
- Fix some missing ; in rules
- Work with newer VNU
- Filter out oklab errors
- Add target to token actions
- Races.js -> Galvinise it first.
- Add a HP Info box
- Sheet version updated to 15
- Move Racial Hits bonus to hp_misc
- Fixes issue where characters got Racial Hits as a bonus to Endurance.
- Thanks @frewfrux for the report!
- Force update to udpate Endurance, body dev and hp
- Add hp_info & display it
- Creation: Save HP in base hits
- Fix display of current phase when ending a turn
- Thanks @saramund for the report!
- Injuries:
- Ignore spaces in the injury string
- Misc: Add support for prefix search
- Skills:
- Add backend support for Character Companion Specialised skills
Compendium changes:
- Banecroft:
- Fix an NPC weapon
- Fix an NPC spell list
- Update creatures on maps
- Arcane: Spirits update
- Remove spurious ` in the sheet
- Fix some dependances hiding some old updates
- Fix "agibberish" -> gibberish
- Allow attacks to not have the numeric size
- Add table roller support for Spell failures
- Fix display of scaled hits.
- Reenable base spells during levelup
- Get rid of spell lists errors
- Banecroft:
- Fix creatures defenses
- Fix Giant A<redacted> attacks
- Fix template for spell lists to display notes
- Arcane:
- Start on Arcanist list
- Costs for Arcanist & Evoker
- Add Tap Addiction to sheet
- Validation
- Support Body,Head,Arms,Legs format for AT
- Validate attack sizes for creatures
- Stuff: Fix error in itemmaterial not saving
- Levelup:
- Don't try and levelup current_level/new_level
- Spell lists show the group in summary
- Recreate previous skill ranks correctly
- Misc: Make one of the errors more verbose
- Spells: Fix display of mixed armor penalties
- calculation was correct, display showed culmulative error
- Create: fix highest message for stat creation (@ixs)
- First version of token markers
- Sheet options
- Random colours
- Trigger on status change.
- Fix stacking of popups on main page
- Add helper to get total number of bleeds
- Add options for token makers
- Add options for FX (doesn't do much)
- Export to NPC now grabs spell lists.
- Inventory (Stuff)
- Fix Helmet perception penalty trashing other modifiers
- Apply Armor DB
- Removed Armor DB & Perception penalties when you remove items
- Fix for armor losing it's encumberance.
- Add support for "Sets" Armor without a helmet
- Add armor material to edit window
- Correctly support mixed material encumberances (metal != non-metal)
So some changes to front page layout.
- Can now roll weapon fumbles direct from the sheet.
- Remove the old Roll Crit buttons
- Add `statuspercent200`; which ranges from 200 -> 0 as your penalties go down
- Set sheet version to 14
- Fix the light crossboX.
- Fix rolling Y/Z criticals.
- Layout improvements on the front tab - little boxes around all the things.
- Dice icons:
- Fix layout to be consistent everywhere (finally)
- Use single style for all the dice icons
- Fix alignment of the dice on the skills page
- Little animation when you hover... because you can do that when sort
the other stuff.
- Attacks:
- Move overlay to own file
- Fix missing line break in rolltemplate.
- Allow Injury strings to start with "Injury: " to make pasting easier
- Status:
- Add 'statuspercent'; Equal to (100 - statuspenalty). Used so you
can have a penalty bar that goes down as PCs/NPCs get injured
- Add allpenalties; status effect + status penalty
- Add a little bar to show it.
- Tokenbar: Bar3 now follows 'allpenalties'
- Bump sheet version
- Force an update of penalties on load.
- Support Arcane spell casting modifier
So big rewrite of the level up summary structure. The levelup review
should now be comprehensive. Generate an RR for Arcane for creatures,
and force update to pull it in for PCs too.
- Creatures
- Take AP penalties on attacks
- Arcane RRs for new creatures
- Force RR update to get Arcane RRs for PCs
- Sheet Load / Init
- On version check, pass in sheet version
- Make sure we check pending functions
- Version 11
- Old creatures, force arcane update
- Levelup
- Save the current and new level. Avoids lots of async code to fetch it many times
- Display as a hidden text entry. So works with jumpgate and traditional.
- Skills are now resiliant to unexpected fields
- Add some space on the left of items. So much prettier.
- Re-enable the levelup summary.
- ~700 lines of tests on this thing
- Summary now has:
- Skills
- Stat gains
- Talents
- Spell lists
- Tests
- setCharmancerText is now emulated
- addRepeatingSection is now emulated
- Fix second countStatGains test being ignored.
- Display bonus when using 2 handed weapons
- Add RRs for Arcane
- Creature Skill roll updates
- Use the specific table when we can
- New UI for rolling criticals.
So after a short vacation... updates again!
- DB:
- Add a DB Modifier - straight DB addtion (about 20 people have asked for
this, sorry it was so slow).
- Automatically update the DB Defense mode when it updates
- Autoamtically update DB when other fields change too
- Update some specialisations for new books
- Directed Spells use AP correctly when attacking
- AP tracker displays (mirrors on Spell page)
- New combat clears the 'free used' button
- Automatically load missiles when using AP track.
- Option for 2 handed weapons - add +10 bonus for them
- After attack options - do things automatically after you attack
- Do nothing
- Clear AP
- Clear AP & End turn
Known issues:
- Specialised skills are not showing correctly in levelup
- Refresh target isn't working correctly
- Fix potential bug creating characters not using custom races.
- Optmise race creation; so it's like 400 times faster.
- Single get and set
- Don't call multiple requests
- Correctly nest pending calls
- First version of PC -> NPC generation.
- PC token setting attempt #863.
- Reorg some of the code to make it easier to find things.
- Don't trigger potential race conditions updating proficiency bonuses.
- Make the Dice icon larger and use the plain d10
It's the rare Thursday RMU update. Enable token actions for
attacks and fix a few little bugs.
Thank you all for the bug reports.
- Fix old 'condole.log' problem with ranged weapons (alpinecowboy)
- Fix ranged weapon penalties applying to everything (!)
- Fix partial block not being set (Major Havoc & others)
- Enable Primary/Secondary attack token actions
- Enable End Turn token action
- Use ISO 8601 for dates.
- Action tracking improvements
- Use a drop down instead of multiple actions
- Use a single AP track
- Many more actions
- Up to 20(!) phasee support
- Add token actions for AP tracking
- (Compendium) Creature data update
- Investigate Beacon -> no go
Pre-Birthday release!
- Fix versioning past version 7
- Fucus -> Focus
- Mental Fatigue/Endurance:
- Calculate the value
- Add a die roll button
- Update feats of strength
- Async (Internal)
- Add a warning if code double calls the async procedures.
- Discover there are literally hundreds of places it's called.. *sigh*
- Inventory:
- More async of methods to make sure we don't double call
- Attacks:
- Make one attacks update async
- Skill updates all linear now (no double calls, should be faster)
- Update DB is now async
- Errors
- Keep an error count, and fix formating of last errors.
- Arcane realm stat
- Basic TP support
- Creatures now set fields bars correctly:
- Green: HP
- Blue: PP
- Red: Status (total penalty)
- Tracker can now target creatures (not super useful yet)
- Fix a bug with Critscaling sometimes corrupting the critical
- Move pack carried up a bit
- Powerlevel change selector: Fix the event handler to work
- Make onCheck more specific about changed values
- Fix DB not updating after encumberance or shield change
- Charactermancer: Fix some cultures not toggling the specialisation
- Kill the old purchase.js which was still being loaded!?
- Removes a whole pile of the load time errors.
- Attacks Edit
- Restore the attack table correctly
- Option for attack crit scaling
- Be more liberal in letting attack edits.
- Encumberance:
- Move to single % encumberance, not 5 increments
- Fix problem with negative weight allowance.
- Update weight when items are deleted always
- DB
- Fix issue with partial block - hopefully for real this time
- Include parry in DB
- Add enhanced and restricted parry
- Placeholders for Flatfoot and Surprised
- Update when encumberance penalty changes.
- Add support for manually adding description only talents
- Add a space for unusual events
- Fix a typo arkness -> darkness
- Fix for creatures display for level, level variance and size
- Internal
- Ignore more stuff in revision control
- Add placeholder for called shots and parry mods.
- Show last 3 errors
- Add ability for attacks to adjust criticals up and down
- Creature Law:
- Fix layout of inline creatures in Creature Law
- Attacks/Targetting
- Don't fetch tokenid, it's not useful
- Refresh based on name
- Creatures
- Publish perception as a special skill for creatures
- Placeholder for power level scaling.
- Creatures now go down at 0, not -1
- Save Item strength correctly (I hope)
- Fix encoding of Essence's Perceptions
- Fix some partial block errors.
- Dropping a Creature on a character won't turn you into a character (Major__havoc)
- Fix some attack messages.
- Fix specialiszation and favourites
- No stun is now a single round of stun 25.
- Add test for it
- Fatigue penalties are ignored for '*' crit resist ($#*)
- Add test for it
- If your fatigue injury passes 50, apply as a general penalty
- Update tests for it
- Creature Law:
- Added '\*' to creatures not impacted by fatigue penalties
- Added a new index for Type/Class I/II/III/ETC
Midweek release for something different.
- Inventory
- Allow saving of Armor again
- Show notes when editing
- Attacks
- Toggle appearance of additional crits correctly
- Persist extra crit, and allow it to be edited
Lots of small fixes to injuries and general improvements to send
inventory materials (crystal, silver, magic) through the to the
defender.
- Inventory
- Fix for items not saving strength (thanks @nlbsanarak)
- Persist and restore materials correctly
- Start saving DB bonus for Armor and OB for Weapons
- Style all the drop downs
- Weapons
- Add attack table
- Add attack size
- Add attack skill
- Manually aded weapons now populate attack table
- Materials no longer joined by ','
- Fix for null pointer error during version update.
- Force a version bump to 9 to run it again.
- Attacks
- Make layout a little clearer - bold ftw
- Add materials interface
- Edit materials
- Add additional crit field
- Use fancy selects in the drop downs for add attack
- Show weapon mateiral
- Remove some dead code
- Materials now in Injury string and are sent to the defender
- Fix non-1 pbonus for specialised skills
- PBonus message improvement
- Hide the inventory add/edit box on sheet open
- Inventory add/edit:
- Enable editing
- Fix saving data
- Save Armor and shield properties
- Add OB Bonus for weapons
- Add item strength
- Can now delete skill specialisations (Many, but most recently Osaran / @nlbsanarak)
- Spells:
- Generate the correct RR targets for spells (@rdanhenry & @twistor - thanks!)
- Armor Enc% fix for Channelers. Sorry Paladins (@major__havoc)
- Allow overcasting instant spells with no prep (@coreylpierce & @jdale)
- Stat gain: Fix the message for creation rolls.
- Skills
- Allow Pbonus != 1. (@ixs)
- Fix the calculation for 27 (and only 27) ranks being wrong (@nlbsanarak thanks)
- Add tests for skills bonuses;
- Check 0,1,2,11,21,27,31,41 & 101 are correct
- Check each rank is strictly greater than the previous
- Fix concentration tracker with a new dot
- SWRaces Coversion Guide
- Fix for heights and weights
- Races: Update template to be a bit mroe verbose on heights/weights
- Tracker:
- Update the way movements are displayed.
- Show 'Okay' if no status messages
This weeks release features
- Typo updates
- Display current status as the current impacting status
- Update stun/stagger/etc status immediately
- Separate updating status end ending turn.
- Update status after injuries are applied immediately
- Fix a bug where you could only bleed once per turn.
- Creature
- Default tokens for all Creature Law 1 Creatures
Thanks to Grim!
- Display and Implemente Crit Immunities.
- Sorry to players
- Inventory
- Add placeholders for weapon materials
- Work on item edit (not complete - code changes, but no user visible
changes)
So this is a lot of little bug fixes from various sources.
First is an update to consistant use the same name for the
injury and status penalties everywhere. Now they actually work
(and to roll20 staff; they are derived, they will get fixed
next time someone ends their turn, so no need to migrate them)
A fix to make crit rolls all work, a stupid typo for Healers casting
spells, you can manually remove stun effects.
Background updates include some tweaks to treasure law equipment...
and all of Creature Law creatures are now ready to rumble.
- Fix some typos in the skill roll messages.
- Fix crit roll lookups.
- Fix subtle penalty Channeling/Mentalism.
- Status and Injury penalty names were sometimes inconsistent.
- Move to statuspenalty and injurypenalty everywhere.
- Transitory data, so should not impact anyone.
- Fixes issue where penalties were not applying to attacks.
- Treasure Law:
- Fix sizes on some weapons.
- Correctly specify attack tables on weapons.
- Attacks:
- Add a button to remove target.
- Fix styling of the target drop downs.
- Staus
- Add a button (three actually) to remove stuns
- Creature
- Content complete
- Unscale creature hits.
- Fix for the stat abbrievations used in skill summaries
- Add test too
- Spell message nits:
- Remove the trailing . in the PP message
- Fix unbalanced brace in message for grace
- Uses; clear per level count on level up
- Skills:
- forEachSkill has a completion callback
- Remove old (unused) purchase module
- Was used before we had Compendium integration.
- Generate default tokens for creatures
- Incorporate talents in talen file for Creature law.
- Tracker now shows skills correctly.
- Creature Law: Template for Encounter Tables
- Creature Law: Finish template for creatures
- Treasure Law: Add will stat bonus
- RRs: Swap the two RR rolls to be consistent with other stuff
- RRs: Fix use of sub attributes
- Skills; Fix uses for skills with specialisations in level up
- Uses:
- Taking injuries tickles a use of 'bodydevelopment'
- Casting a spell tickles a use of 'powerdevelopment'
- Total uses >= Current uses (for new ones)
- Display correct global counter for uses.
- Initiative modified by maneuver penalty
- Update rolltemplate for initiative to show penalty if present.
- Add tests and validations for creatures.
- All creature weapons now have a size (usually 0)
- Display a message when an injury takes a character to negative hits.
- Stats are now right aligned.
- Fix update for specialised skills.
- RRs:
- now have a box. Make them standout more.
- Use the pretty name. not the attribute name.
- Number now rolls with modifier.
- Fix an issue causing some characters to have problems levelling up.
- Fixed specialisations show the skill name when rolling.
- Handle knacks for Alchemists.
- Add description to each step of the Charactermancer buttons
- Clear ranks on specialised skills if 0. Previously worked for non
specilised skills, this fixes specialised skills as well (@ixs)
- Add base lists selection in charactermancer. Useful for professions
with base lists. Additionally base lists are now stored on the sheet.
So they persist.
- Add control to stop progression until you have entered all data on the
sheet required.
- Bump sheet version 7
- Existing charaacters will have their base lists updated on the main sheet.
- Sheet version to 6. Funny how lots happen at once.
- Force a skill recalculation after update.
- Fix dependancy issue in edit.js: It depends on the skill list. Can
now edit dynamic specialisations for the new vocational skills.
- Remove some dead code in skills.
- Update similar skills modifier for fixed specialisations.
- Make roll button for dynamic specialisations actually visible. 0
width buttons are really hard to see and click.
Short list of updates this week. However heeps of progress in getting
treasure law ready for release. In the mean time enjoy:
- Bump sheet version to 5
- Vocational skills are now dynamic specialisations. No longer a fixed list.
- Cleans up a lot of space on the sheet
- Update the level up process to match
- Automatically move old skills across
- Finally update skills to show specilisations,
- Fix translation issue identified by Jon_joe.
- Seems French has 2 strings translated. And one exposed a bug
- Add tests for case
- improve code flow. My JS has improved.
- Add injury string to direcly rolled cripts
- New combat has moved; now in creatures too
- Improve favourite skills buttons and layout
- Remove some spurious nil class descriptions
- RRs can now click on number or die
A few small changes this week. Most not visible to most people at the
moment. Less console garbage which should make it a little snappier.
- Spells: Fix a nbs[ instead of a space
- Less message spew during creation.
- Less message spew during attacks.
- Fix actions code to not break level up
- Attacks small layout changes.
- Heading for feats of strength
- Move New Combat to the status block
- move EP near level.
- CC updates.
We have started power level support - after seeing people use it mixed;
I'm doing per characcter, not a game setting. First up is stat rolls.
Fun fact, stat rolls were like the first thing I implemented. This now
uses CRP (custom roll parsing) to generate and display the stats. And
we now support rerolls for each of the standard power levels.
A few more logs when injuries are applied - so you know it worked.
And an easy button to upload NPCs.
- Start of Power Level support
- Sheet version to 4: Set everyones powerlevel to Superior
- Show powerlevel on sheet
- Add create step for power level
- Add support for powerlevel during stat rolling
- Use the roll20 dice roller for dice; not the js one.
- Send stat rolls to the chat.
- More messages when injuries are applied.
- Make checkboxes a standard size,
- NPC upload button on the front page.
A small list of minor updates. Big piece was tracking down the
annoying errors in some attack rolls which were making me wonder if I
could count. There is a compendium update which was uploaded last
night. Characters may need to regenerate thier attacks (mostly only
natural attacks) if they are still seeing the problem.
- (Hopefully) quieten monsters AP messages.
- Handle a numeric AT (some monsters)
- Updated attack testing significantly.
- Remove some not-an-error errors in attacks
- Stop using D for side. That's death/defeat. O is now side. (Odd)
- Fix for monsters dropped from compendium
Work continues on improving 'stuff' (aka Inventory or items). So first
up we have casting penalties for armor calculated and working. This may
may the spell casters in your group most unhappy. I hope they stocked
up on Transcendance. We have also added a 'pack' and 'store'. A pack
is backpack or similar item you can drop if in combat. Or maybe on
your horse. There is a toggle button to carry or not carry it.
Encumberance pnealties are calcualted depending if carried or not. Store
is for stuff you character doesn't have with them. Homewares or buried
treaures. You can move items between the three lists easily.
Then there is a pile of small items; Spells persist previous ranks on
lealup is the most notable. Lots of people have asked for this - Enjoy!
- Stuff (aka Inventory)
- Spell equipped correctly.
- Items only count to encumberance% if equipped (w/ test)
- Add Store & Backpack sections
- Add toggle for backpack carried
- Allow items to move between sections with a click
- Add support for transcendance and spell Enc% penalties
- Make bleed a local (internal change)
- Reset current round/phase on new combat.
- Show the current round in the action box
- Don't set negative PP on the character sheet (min 0)
- Spells remember how many you got on level up.
Start work on fully supporting encumbrance and maneuver penalties. So now we
calculate load (we did not before), our max pace (been empty forever), change
the property name to carried_weight (was set, but never used before).
- Creatures:
- Handle more attack types
- Creature attacks work again with the new maneuver penalties.
- Fix issue with creatures without skills failing
- Update maxpace and load %s on sheet
- Need to update equipment in the compendium to make this effective.
- Add a dot to show skills you have a profession bonus in
- Update DB:
- Add passive block to active dodges and passive dodge to active block
- Cap running ranks, not passive DB at 50.
A number of small updates this week. Starting some work to fix a mumber
of other wierd bugs; but nothing yet. Thank you to all who have reported
problems. Please let me know if there are more.
- Dark mode tweaks for side panel, and the crit box. Dark mode is still a long
way from complete on the main sheet; but the side panel should be usual.
- Spell rank modifier when casting; missed that in the other massive improvements.
- Don't barf AP updates on New Combat.
- Fix for weight allowance (thanks spaturno80). I totally misread those rules. Like totally.
- Creature sheet improvements for skills and other items.
- Async: Recover is a few more wierd situations (thanks major__havoc).
- Spells: Show trickery and grace bonuses in spells. This is the sort of
feature you get when I play with the sheet, not just GM with the sheet.
[Compendium]
Add base lists by profession to the spell law list. Treasure Law data imported
for most non-magical items. Chapter 1 complete. Chapter 2 is 75% complete.
Monsters for other modules are getting ready too.
Urgent fix for a roll20 API change. Some of the values in fields from the
charactermancer started getting expansion ids shoved on the return values.
(if they contain a ~).
So before we look parse the string, remove any expansion ids on the end.
After one week of activity with compendium access there are a number of
bugs. Talents seemed to cause most grief - I've fixed a lot of them.
Hopefully this means peoples sheets won't lock up anymore.
Otherwise it's a whole host of little things.
Players; Please report any other bugs you find!
- Hair is now a box you can edit
- Save gender set during character creation
- Initiative:
- Fix the button so it works again (stupid roll20 quotes)
- Show the penalty in the result box
- Send the value to the tracker
- Fix a few missing translation strings.
- Set correct ranks for written languages.
- On creation, make sure each stat gain has a unique name
- Creature:
- Allow JSON and string items.
- RR rolls for creatures
- Injuries for creatures
- Talents
- Save talent cost correctly for single tier talents
- Fix some of the talents that cause problems on some browsers.
- Handle more errors
- Delete a malformed talent in the database
- Roll templates (side panel)
- Add basic darkmode support
- Put the results before the mods for skills and spell rolls.
- Can edit height/weight/build on sheet
- Stat gains uniquely identified during levelup
- Fix for item's name's template in the compendium
- Partial fix for vmabraces`greaves
- Fix for short bow and long bow attack tables
- Remove old Claw & Shockbolt hacks from compendium
- Spells correct display of realm stats
- Fix vambrace and greave ordering
- Update equipment on deletion
- Add a pending reset button to hopefully unjam people.
- Add an animated icon when doing work
levelup.
The first post compendium release... and it's small. This is a good thing.
Sooner I get to Treasure Law I guess.
- Rewrite the way we track spell lists on level up.
- Makes Hybrids happy; stops duplicated lists during level up
- Track lists from from the sheet side. Should stop the annoying
duplicate spell list after level up.
The headline feature of this weeks release is using CRP (Custom Roll Parsing)
for skill rolls. This means we have a lot more descriptive text and information
in skill rolls; similar to attacks and spells.
Experimental support for custom spells has been added, and there is a way you
can turn a sheet to a creature sheet. More on that coming soon.
Othwise there are lot of nits; hiding stun effects when you don't have any; and
show current ranks when you level up. For both skills and spells.
- Skills:
- Use CRP for rolls
- Expand descirption and modifiers for use.
- Custom Spells now supported (experimental)
- Status effects like stun/staggered/bleed disappear if empty.
- Spell mastery masters magic; not manipulates (message change)
- Remove some injury debug.
- Religion is now an attribute.
- Compendium:
- Evaporate Liquid is not 1, and it's 1000 cu ft, not 000 cu ft
- Darkvision 10 + 5/tier. not 10+10
- Golden throat 5/tier
- Fix some minor grammar issues in some talent descriptions (.s and the like)
- Talents:
- Fix costs with different per tier costs
- Add placeholder support for spell lists.
- Optimisation: Reduce by ~3 number of API calls in updateSkils.
- Force ' ' for empty skills when there was a value.
- Attacks now have parry and 'other' modifiers (Long requested feature)
- Fix a bug stoppind stun penalies from applying to spells
- Levelup:
- Spells persist their ranks (again)
- Show current rank of simple skills
- Show current rank of specialised skills.
- Show current rank of spells
- Creatures:
- Make creature loading more resiliant
- Add a hidden way to turn a sheet into a creature
- Add a new preview image.
- Bump sheet to version 3
- Version 3 has only 'Realm Stat' for SCRs, removes 'Realm Stat Bonus'
- Clear high level spell names on updates.
- Move defenses near RRs on the main page.
- Spell display:
- Don't add Realm Stat to casting bonuses twice.
- Always put things [ ] (even hand bonusues) in description
- Display 'no voice' corrently (not undefined)
- Attacks:
- Fix escaping for ')' on targets
- Fix for target size bug (typo I guess)
- Encode location in the damage string.
- Actions
- Persist free action, and clear after 4 phases.
- Show the correct phase (relative, not the total)
- Add 'new combat' button
- Status
- Display staggered/stun status
- Apply stun penalties to spells & attacks
- Injuries
- Display knockback, grapple and other injury types
- Keep record of penalty based injuries
- Display injuries on Scratch page
- Add basic recovery rolls
- Set the location in the injury
- Can delete injuries
- Bug fixes:
- Misc Remove Attr function now actually does something
- Fix minor (but amazinlgy irritating) bug in the AP description
Bonus midweek update
- Split injury handling out
- Handle breakage penalties in criticals correctly
- Improve layout of rolltemplates; only show Apply when it's useful
- Condition tracking:
- Track current phase
- Handle bleeds
- AP Tracking for attacks: Melee & Spells
- Add special page to apply injuries
Update 2024-8-27
- Add movement for creatures
- Set default values for hp, pp and injuries and the like.
- Sort skill and table names in attack add
- Add option for no attack skill
- Spells show +/-
- Initiative is an action; not a roll. No d20 logo.
- Attacks
- include manuever penalty
- add AP tracking (melee only)
- Expand modifiers clearly
- Spells now include manuever penalty
- Bugs
- Fix missing attack modifiers
- Handle applying damage to creatures with ')' in their name
- Add internal sheet versions. Unfortuantely
- Display sheet version on last page
- Automatically upgrade sheet 1 -> 2
- Sheet 2 is skill costs on sheet (Character support)
- Characters now save their skill costs on creation
- Enables use of custom professions
- Helps with Roll20 Characters (create characters outside of game)
- Support: Add "charactermancer" button to the settings page.
- Will break your harcater. You hae been warned
- Allows migration to new skill costs
- Bugfix: Highest stat gets confused if the first is highest, and the second is not the
secondhighest. Add tests for these cases.
- Show BMR info on front page
- Make BMR info more legible
- Don't add racial bonnus to BMR twice.
- Eyes/Skin/Hair now save
- Improve layout of the derived properties on the front page.
- Integrate EP into layout.
- Updates to way sheets open to make creatures easier to deal with.
- Force all sheets to be playersheets unless they are creatures
- Spell Lists -> click on the i to see the list in the compendium
- Foe box looks a little pretier.
- Endurance:
- Create correctly if zero
- Misc:
- Handle 'Null' data
- Creatures;
- They have critreduction, not critreduciton
- Redo layout.
- Can now target PCs
- Track AP box
- Status box (hits etc)
- Creatures can attack!
- Don't apply DB size mod twice.
Updates 2024-8-6
- Spells:
- Fix bug where OE Low rolls failed with NaN
- Show the correct OE Low roll when rolling OE Low
- Tweak message for PP on failure
- Fonts; add some more fallback fonts. Impact is terrible
- Create:
- Fix a bug where languages spent in creation were not showing.
- Add validation that events are registered correctly.
- Inventory/Attacks
- Correctly cleanup old attacks. No longer thousands of attacks
- Refactor code to be cleaner in process
- Use pending infrastructure to remove potential race conditions
- Automatically update the bonuses for attacks.
- Remove encoded attack message on attacks.