# 2025-5-27 - Update weapons to match current Creature Law - Gracefully ignore invalid weapons - Update Spell Law spells to use JSON - ready for new uploads # 2025-5-20 - 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. # 2025-5-13 - 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 # 2025-5-8 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 # 2025-5-6 - 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 # 2025-4-29 - 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 Channelers (@major__havoc) - Allow overcasting instant spells with no prep (@coreylpierce & @jdale) - Stat gain: Fix the message. - 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 # 2025-4-22 - 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) # 2025-4-15 - 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. # 2025-4-1 - 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 - Remove purchase module. - Skills: - forEachSkill has a completion callback # 2025-3-25 - 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)t - Display correct global counter for uses. - Roll/Lookup crit: Handle scaled crits a lot better. # 2025-3-18 - Add whisper toggle - GM or Public - Add whisper toggle to basically every roll in the game - Tracker: - Add a return to charactersheet - Send skill data (not shown yet). # 2025-3-11 - Lots of tracker updates. Still not ready for primetime (but should not break anything) - Basic layout - Notes field - Refresh - Othermod/parrymod now on the creature sheet - Sync othermod/parrymod - New combat clears othermod and parrymod. # 2025-3-4 - Defenses for creatures on Land, Sea and the Air (and climbing) - More spells formats for creatures - Creatures talens now line break. - Show defense bonus for the dfense dropdown - Creatures can have shields (with passive dodge too) - Can now 'refresh' data for creatures. - Tweak layout of the fancybox so it has less margins on the sides. - Uses now works with specialised skills - not implemented all over yet - Track Grace & Spell Trcikery - Start of Level Up review: Show stat gains for now. - Fix use of Total/Ranks/Uses in charactermancer. Cleans up Dark mode a bit - Add a usecounttotal; so total number of rolls for a character total - Show usecount for normal skills # 2025-2-25 - Edit attacks - Remove pre-compendium culture support - Support better DB and targets for creatures - Support better DB for characters - Use count for transcendance (had armor and casted a spell); - Creatures: - Parse ranks for movement skills correctly - Use specialisation for specialised skills # 2025-2-18 - Add all the specific static manuever tables from Core Law. Thanks to @grim5352 for the tables. - Add shield bash to known attacks - Start of Uses counting: Count use of normal skills. - Fix specialisation bonus - Use 0 ranks or highest - 25. - Reneable initiative buttons. Actions buttons need to have type 'action'. - Fix specified crits - Add F->J & X,Y specified crits too - Add Fate Points - Just a simple text box (@coreylpierce) - Fix for creating specialised skills during levelup. - (Creature Law) Update parsing of crit reduction and other resistances. # 2025-2-11 - Fix the stupid problem where buying Specialised skills caused them to be duplicated. Was only with culture ranks! Big thanks for @rdanhenry for helping me nail it down, along with (in no particular order) @adsmalley, @dudimous, @ixs, @grim, @nefrekin, @bambo and probably some others I've forgottem - Handle multiple criticals from the same attack. - F-J crits now handled. - This is a big set of changes through this parsing code - Designed to also support "addional crits" - Injury - Now has tests. - Support for multiple H (hits) in the same string. - Adds a 'Z' on hits only attacks - Handle duplicate any attribute. - Make the initiative button big and green (@everyone apparently) - Added 'Class' to creatures; can search for Class:III creatures now - Don't set 'workpending' attribute - stops a lot of warnings and it did not work anyway - Tests for fetching Criticals. - Start on Training Packages - Template for custom currencies. - Remove some old cruft from the todo. # 2025-2-4 - Creatures: Validate attacks for all listed attacks. - Correctly adjust attack size - Change display of attack size for creatures. - Add meditation to attack skills. # 2025-1-21 - Creature: Handle Level correctly on dropped creatures. - Dark Mode updates - closer to useful - Creature layout updates. # 2025-1-14 The wait... it's already halfway through January update! - Knack selection now respects power levels. - Stil don't support 'set to average' and # stat boosts - Coming soon - Knack and Profession Bonus won't continue until you select all items in charactermancer. - Subtle now works for 'A' spells (0; it's not really a thing that happens) - Always apply armor casting penalty - even if you don't have transcendance - Update treasure law armor to include material - Armor: Make sure we use the material if supplied - Fix armor metal vs other materials - Make sure ranged penalty is always a penalty - Creatures now roll $Realm RRs, not 'undefined RR' - Partial Dark Mode; not quite usuable, but you can look. - Custom professions - Save weapon costs correctly. - Save the correct Knacks/profession bonuses - Fix level up spell lists (improves Roll20 Characters too) # 2025-1-7 - Custom profession support. - Documented: https://github.com/nashidau/RMU-Interchange/blob/main/Profession.md - Improve the styling of buttons & selected - Update to creatures. Not so visible to most users as of yet. - Can now select 'no swap' for stat swaps at creation (@rdanhenry) - Sort spell lists in charactermancer (@rdanhenry) - Add 'C' to Urban survival. C is City/Civilisations. - Force reset of any background jobs at the start of the charactermancer finish. - Save powerlevel (@rdanhenry) - cleanups: - remove old dead rollstats2 call - Pending info now returns count Also all the items in the 24th update: