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Releases: Aliharu/Foundry-Ex3

3.7.2

22 Feb 07:14
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  • Fixed issue with "Target Is Battlegroup" trigger not working
  • Fixed issue with certain trigger requirement types causing errors to fire
  • Modifiers will not longer be added from items if the key is the same as an existing modifier on the actor
  • Modifiers created from items now use the same image icon as the parent item.

3.7.1

21 Feb 03:04
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  • Fixed issue with triggers breaking
  • Fixed issue with martial arts specialties not working, and allowed for specialties set to specific custom abilities to function correctly.

3.7.0

21 Feb 01:57
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Switch Defense Types

  • There is now a dropdown on targets which lets you set what is being used for defense. Parry/Evasion/Resolve/Guile are available. "None" will set it to 0, and "Clash" will set it to 0 and enable clash bonuses on the character as well as interact with opposing rolls.
  • Parry and Evasion are stored in the target, switching between evasion/parry will set defense to the appropriate number. Bonuses from charms add to both these values

Modifiers

  • New item type "Modifiers"
  • This is a simple item with a key and number value
  • Various items can have a key modifier that is granted to actors when the item is added to them.

Opposing Rolls

  • On certain roll types, if a roll is completed and another user has a roll dialog up, the roll will be added as an "opposed roll". If the difficulty is set to 0 the total successes on the opposed roll becomes the difficulty. If its a clash attack the "defense" value on the character will be set to the total successes on the opposing roll.

Triggers

  • Triggers have a new setting where you can make it so only 1 requirement is needed to trigger the bonuses. Defaults to the currently functionality which is all requirements need to be true to trigger.
  • New Triggers "Attack Unblockable", "Attack Undodgeable" and "Attack Clash" will set the defense type and alter the defense value accordingly.
  • New Trigger "Opposed Die Face Effect" works like how "Trigger on Xs" work but will activate on an opposed roll if there is currently one on the die roll
  • New Trigger "Subtract Target Willpower"
  • New Trigger "Gambit Succeeded". For if the initiative roll on the gambit was successful.
  • New Triggers "Restore Target Motes" and "Restore Target Willpower"
  • New Trigger requirement "Defense Type" for effects that do different things on evasion/parry.
  • The Martial arts trigger can now check if your not a certain type of martial artist such as "Not Terrestrial"

Dice Roller

  • Targeting somebody with certain rolls such as Rush or Disengage now gives the same display as attacks and social.
  • Slight updates to try and make the dialog more clear that your supposed to roll damage for it after rolling accuracy on the same dialog.
  • Missing an attack will still move the attacker to the "confirm" dialog afterward to allow defenders to add charms on that step.
  • The Dice shown in the button will now calculate dice from triggers using "Dice Modifier" and "Dice to Successes" as well as the damage version of those effects

V13

  • Some basic updates to make the system work with V13 have been implemented, the system still works on V12. However based on the severity of some of the breaking changes the V13 support patch will probably be post-release and will not support V12 and V13.

Bug Fixes

  • Fixed bug where missing a gambit would subtract initiative like missing a decisive attack.
  • Fixed a bug where the "random charm" the ability categories was not working.

3.6.1

06 Feb 05:04
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Temporary Health

  • Temporary Health was added in a previous patch but not put in the notes so its getting added here
  • Temporary Health acts as -0 health and takes damage first.
  • If you lower temporary health using the calculator or if its lowered due to an Active Effect being removed or deactivated, it will lower damage as well.

Glory Overwhelming

  • You can roll fever by clicking the label above the fever box. Will add complication points and subtract fever based on the roll
  • Added a field for complication points

Bug Fixes

  • Fixed issue with setting warstrider health
  • Fixed issue where custom dice caps were not interacting correctly with 'dicecap' formulas and Full Excellency Triggers

3.6.0

05 Feb 04:20
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Sail Stratagems

  • There is a new button for Sail Stratagems in the boat section of the character sheet, allows player to roll, add maneuverability and/or speed of boat, and spend momentum on the roll.

Charms

  • New option to add to opposed and characters rolls "all"

Triggers

  • Boolean Triggers now have a little dropdown for true/false to make them less confusing
  • New requirement, "charm function type" allows to check if the charm has been used as an opposed charm for a beneficial charm.
  • New trigger "Subtract initiative (Target)" subtract initiative from the target.

Formulas

  • New formula "dicecap", uses the current dice cap number value.

Bug fixes

  • Fixed bug where the numbers on health boxes for ship/warstrider did not match the actual health box values
  • Fixed bug where health was not being properly set on ship/warstrider
  • Fixed issue where charms commit values weren't working correctly with Glory Overwhelming enabled.
  • Fixed issue where the proper icon wasn't showing up for rolls if you were targeting a character.
  • Fixed issue where the difficulty wouldn't show up for certain rolls if you were targeting a character
  • Fixed issue with "prompt" value in triggers not working.
  • Fixed issue where attempting to remove a non-charm opposed item from a roll would cause an error.

3.5.9

03 Feb 16:41
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Mounted Bonuses

  • The mounted condition has been removed and replaced with a setting on the character that can be set. Enabling this setting allows you to set your mounts speed bonus and if your mounted. Doing so will grant that mount speed bonus as a dice bonus on rush/disengage button rolls.

Dice Roller

  • New Triggers "HalfPostSoakDamage", "Restore Initiative on Target"

Charms

  • "Restore" fields are now available with formulas

Formulas

  • Ship, "mountspeedbonus", "shipmomentum", "shipspeed", "shipmaneuverability", and "shiphull" are now available to use on dice roll and active effect formulas.

Active Effects

  • New field for "Restore Motes on turn start"

Bug Fixes

  • Fixed an issue with the "Main Mode" of modes not having all the important data, some data may be in a bad state due to this bug its recommended that if you are using alternate modes on charms to recreate them.

3.5.8

01 Feb 01:09
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Dice Roller

  • New Triggers "Gain Initiative Max", "Gain Attack Initiative Max", "Stunt to Damage", "Subtract Motes", and "Double Successes"
  • "gaininitiative" is now a valid field for Specific die roll effects

Charms

  • "Restore Anima" added
  • "When Targeted By Roll" is now a valid Auto Add to Rolls trigger. This will automatically add the item as an opposed charm when the character is targeted by a roll.

Active Effects

  • Can drag and drop active effects between items now and from items to actors and actors to items
  • Damage effects now roll dice instead of automatically add
  • "Gain Motes/Initiative" has been added as an effect
  • Restore anima field added
  • Keywords and Cost Display have been added as alternate mode fields

3.5.7

24 Jan 19:47
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Glory Overwhelming

  • In settings there is now a homebrew option to enable glory overwhelming
  • This option changes how motes work, the new anima increases and fever gain are automated. Gaining fever to lower anima must be manual. The new pools are also set.

Dice Roller

  • New Formula "weaponaccuracy" this formula returns 0 on npcs due to lack on good info on how to get that data

3.5.6

20 Jan 16:05
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  • bug fix with npcs not being able to roll

3.5.5

20 Jan 02:47
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Save Craft Project

  • There is now a button to save the craft project being rolled as a craftproject item.
  • "Craft Project" items now have an intervals and Goal Number field.

Bug Fixes

  • Fixed issue with rolls not working